Walkthrough of the game Cool Sam: The Second Coming. Serious Sam: The Second Encounter: Walkthrough

Serious Sam undoubtedly walked the path of creation id Software. It is similar both externally and internally, and even in origin.

A company of “demo” programmers, who have previously been doing the devil, are creating a Game with sheer enthusiasm and tightened (well, not around the neck) belts. Well, id Software was a little luckier - they had already managed to annoy humanity with flat arcade games (usually quite decent ones, however) at the time of writing Wolfenstein 3-D and Doom. Croteam seemed to be inspired article by Konstantin Artemyev “General software anarchy” (“Mania”, No. 03 2002). Victory of the “creators” over the “greens”. Saint Never's Day.

Also its own engine. Also extremely optimized and overclocked. Written by talented programmers, as clean as possible from “stamped” solutions. Just as beautiful, even on the most ancient video cards. Shots, blood, flames. Sunlit sands. And not only that: now we have a great time traveling around the world, where it will show itself in all its glory - weather, effects... The grass growing in an unlimited field that “encompasses” the level was especially successful. When I checked it for “infinity,” after 15 minutes of running I discovered an island of reeds, which I had not encountered along the way before. I understand - just randomization, but WHAT... That's it, Carmack is retired. The thunderstorm that precedes the fight with the final boss was also made, God forbid 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 over with force and numbers. MEAT GRINDER... HAYMAKING... The twenty-first level of Doom II with a plasma gun...

The same magnificent design, where each monster is a work of art (maybe the bull is a little inferior to the Cacodemon, but just a little). Even Robert Prince would not be ashamed of the sound.

Same lack of plot. More precisely, it seems to exist, but at the same level as in Doom, i.e. - the bare minimum. Actually, he is not needed here... Everything is absorbed by the Game. As in Doom, it would be absolutely unnecessary - it’s enough for us to know where we are and why, and the approximate composition of the opponents. We are here because a certain Mental attacked. Opponents are his army, mostly resurrected from the dead (Doom again). That's all. You don't need it anymore to play, it's not Fallout or even Half-Life. Relax. COSI. Rest.

The only thing that spoils the game is some monotony, or rather, an excess of “arenas” in which the hero is locked, leaving to deal with a flock of opponents in a tiny area. 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 my nerves.

Secret Area, you crazy rocket-jumpers!

There is no need to talk too much about management. The only thing worth mentioning is that it is impossible to turn off mouse aiming. No, I understand, vertical aiming with 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 with the mouse back and forth is very important. Otherwise, landing on some secret spot, you have to drum on the arrows with wild speed with your left hand, while the hero frantically moves his paws (sorry, hooves), still trying not to fall off with a wild cry somewhere very deep. In principle, there is a menu item Advanced Joystick Setup, where attention is paid not only to the joystick, but also to the mouse, and there you can “reposition” 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 zoom in Quake II and the sniper scope for my rifle in Doom Legacy, but, frankly speaking, I have no desire to write them.

Difficult in treatment, easy in paradise

The battle tactics are reminiscent of Doom, with the difference that many opponents (almost all fans of hand-to-hand combat) run faster than the hero. In general, Sam is much slower than the lightning-fast Space Fleet paratrooper, which is sometimes annoying, especially when you need to run far. This affects the tactics in that that in strafe you have to escape not so much from enemy fire, but from the enemies themselves, who have put out their spikes or horns and are rushing with all their might right at Sam. You also often have to destroy the enemy with fire on distant approaches (kamikazes, “self-propelled 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. They don’t have a very good reaction, so I lean out sharply, shoot and retreat... But who am I telling! Surely in Doom they used a pump gun to shoot a steel spider like that. And even if you didn’t, you will.

Weapon

Knife

It is used as a tool for breaking through passages and for quietly cutting down someone who is not very strong, but quite loud. In other words: not used anywhere.

Chainsaw

After being covered from head to toe with leaves and branches twice, I was finally convinced that it was primarily a tool, and not a weapon. However, all kinds of “buttons” clearly do not have the proper safety margin and, in fact, are running firewood. Anyone who's cut demons in Fast mode knows how to handle this thing. The rest will learn in about a minute.

Revolver/two revolvers

It has a .45 caliber, but you won’t need to look for cartridges for it: it is equipped with a TMAR magic device, which makes its ammo capacity endless. It also has amazing accuracy, which allows you to shoot some not very tough opponents from a distance when they are just a couple of pixels.

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

Pump-action/double-barreled shotgun

Absolutely Doom" tools. The pump gun has a choke drill, short barrel, high rate of fire. The double-barreled shotgun has a “muzzle bell” drill, causing a large spread of shot, long barrels, giving greater destructive power, shots are fired less often, but due to doublets the overall rate of fire is higher Everything is exactly like in Doom.

Thompson submachine gun

A very nice thing that allows you to issue “pu-pu-pu” of a strictly measured length, which eliminates unnecessary consumption of ammunition. The ideal weapon for duels with assorted soldiers in winding corridors. It’s also easy to grind some “scorpion” into dust with a long burst.

In other words: a universal weapon. I wish there were more cartridges for him...

Machine gun

Unlike a machine gun, it is less suitable for delicate work and accurate distribution of lead, but much more suitable for driving 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 matter of fighting “crayfish”.

rocket launcher

A chunky, awkwardly shaped design that compensates for its lack of grip with excellent firepower. It has all the properties expected of a “shaitan pipe” - a burst that blows small flocks of enemies into rags, a rate of fire that allows you to “steer” everyone and everything, and, naturally, the danger of tearing off your own head with a close explosion, posthumously disguised as an enemy.

Grenade launcher

Fun car. The longer you hold the “fire”, the more it will spit. An excellent tool for shooting from the canopy, simply Worms from the first person. A grenade around a corner, a grenade from above across an embankment, just a grenade in the forehead... Have fun.

Flamethrower

A magnificent weapon that creates real corridors for fans of hand-to-hand combat. It has the undoubted advantage that once an enemy is set on fire, it continues to burn for some time. True, it is very short-lived, and the weak lights still running across it quickly cease to cause damage. This thing also sets several nearby opponents on fire in a very economical way. Against self-propelled guns it is simply an absolute weapon.

Sniper rifle

When shooting without a scope, it is an absolutely useless toy. In practice, such shooting is a waste of ammunition. When shooting with optics, it is a magnificent, powerful, long-range weapon. The shortage of ammo for it (against the backdrop of a general “heap”) will haunt you almost the entire game.

Laser

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

gun

Well, here the Krotimovites simply joked, openly and without a twinge of conscience. A hand-held semi-magical weapon that fires pound cannonballs, breaking through everything in its path. The same principle of the “Wormsey” and the grenade launcher: you hold it longer - the speed is higher. And, accordingly, lethal force. Used like BFG 9000 in Doom: “Ahhh, you got it, you bastards, now I’m coming to you!!!”

“Serious bomb”

Another joke. You press “zero” (weapon selection button; “fire” is no longer needed) - and everyone around you dies. Straightaway. Except for bosses, but even those 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 occupying half the screen. It's too late.

Opponents

“Trade” names are very rarely used in combat for the simple reason that a warning like “Beware, Rigellian Swamp Jumpers!” most likely the corpse will hear it. Therefore, along with the author’s names, I will give their shorter analogues, heard elsewhere (including from myself).

Gnaar, female and male. “Fighting button.”

“Easy 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 “males”, but this is of little use to them. Some can fly, painfully reminiscent of a cacodemon or Pain Elemental. They only fight hand-to-hand, so in order to eat Sam, you need such a flock of them...

Beheaded Firecracker. “Slammer.”

The word, apparently, is derived from the literal translation of “Firecracker” - “firecracker”. A headless zombie that fires five rockets at a time in a fan pattern. Alone, he is a completely helpless creature. He can be killed in any way and with anything. If there had been a kettle in the game, we could have scored with a kettle. There would be a slipper - and a slipper.

Beheaded Rocketeer. “Rocketman.”

The same as the “slammer”, only even weaker. Launches only one missile. It’s no longer a slipper, it would be better to slam it with a newspaper...

Beheaded Kamikaze. "Kamikaze".

Kamikaze carries two grenades in his hands, representing his only weapon. Running up to the enemy, he explodes. When killed, it also explodes. Since he runs faster than Sam, when the latter is in the affected radius, “It’s too late to drink Borjomi.” You can’t escape, if you kill it it will explode, if you don’t kill it it will explode in your face. His only positive trait is that he screams loudly. Heard from afar.

Beheaded Bomber. "Bomber".

This one throws his bombs from the heart and into the distance, only undermining the enemy. Quite a harmful creature. He can be killed with minimal effort, but he himself can seriously damage his health if he turns out to be more dexterous. Explodes upon death.

Kleer Skeleton. “Tygydym Skeleton”.

He easily gives himself away at a great distance with a loud “tygydym, tygydym, tygydym.” It throws leisurely “dumbbells” consisting of two balls, but the greatest danger is represented by its claws and horns. Killed by a second shot from a pump-action gun. In principle, you can dodge him when he is jumping, but if you have a double-barreled shotgun, you don’t have to do this - meet him with a point-blank shot at a young age, and you will be covered with bones from head to toe.

Syrian Werebull. "Bull".

Front-wheel drive, two-wheel drive, brakes need major repairs. His stomping also spreads far across the surrounding area. He runs very fast and runs proportionally far if he is dodged with a strafe. And if at the same time they slipped him a saw instead, then everything’s great. But if this rubbish butts...

Aludran Reptiloid, Common. "Cancer".

This disgusting creature, in addition to decent health, also has good weapons. These are homing balls that resurrect old man Revenant in the memory of doomers. However, if there are no henchmen 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 Crayfish”.

It differs from “cancer” in having greater health and projectiles that cannot be destroyed in the air. But they are worse at finding the target, and after a while they explode on their own.

Aludran Reptiloid, Highlander. "Highlander".

“Cancer”, who has gorged himself to the point of becoming a local boss. Proportionally stronger, more durable and throws its projectiles faster.

Arachnoid, Juvenile and Adult. “Scorp.”

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

Skythian Witch-Harpy. “Birds.”

Flying pornography, throwing some kind of fireballs, and not missing an opportunity to kick in flight with its clawed paw. Can be removed from a rifle as well as from a machine gun. You can launch a rocket into the flock, 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 into strafe when they, already in grief, rush with all their strength...

Lava Golem. “Golem.”

This creature comes in different sizes and, accordingly, strength - from tiny to boss-like. Absolutely resistant to flamethrower. Throws chunks of lava. Large individuals often disintegrate into several small ones after death, resurrecting memories of Asteroids and Debris.

Reeban Electro-Fish. "Fish".

Electric fish. It is extremely dangerous in the water, but if in its hearts it jumps out onto land after Sam, then the fish soup is ready. In water, it is best to fight it off with a Thompson.

Bio-Mechanoid, Major and Minor. "Biomech".

The younger one is armed with a laser, the older one - with rocket launchers. Accordingly, the older one is much larger and stronger. What should we shoot them with?.. Yes, with anything. You'll still have to put in a lot. Lonely - you can even use revolvers. In a pack, even a weapon will not always save you.

Marsh-Hopper from Rigil Kentaurus. “The self-sucking frog.”

Like bees, these creatures protect their colony at the cost of individual lives. Only they don't sting. They explode, spraying everything around with their poison. They are deadly in a pack, unless... there is a flamethrower at hand. If it exists, then the “self-sucking” can be equated to zero.

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

This creature fell victim to the sense of humor of the developers, who “forced” him to get sunburned until his skin was completely lost. In essence, this is an enhanced version of the “rocketman”, only with a laser and a little more durable. It is set on fire in the same way, it catches a bullet in the same way, and you need to escape from 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 a boss. Let’s also clarify “locally”.

Static and Rotating Cannon. "Gun".

Automated weapon. A direct hit is fatal. The first one looks blankly where they say, shoots plus or minus 15 degrees; the second sweeps the entire area around. Destroyed from a cannon or rocket, detonates after 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.

WALKTHROUGH

Walkthrough completed on difficulty level Normal. If you are tempted by an easier mode, well, the passage will still be useful to you, it’s just that there will be fewer opponents. If you prefer higher levels of difficulty, then... why do you need a passage?!

Sierra de Chiapas

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

Further, on the shore, rifle cartridges will begin to appear in the grass, suggesting a quick date with a pump-action gun. But before that, gnaars will start running out of the bushes, not even requiring a revolver. Having turned three of them into beef, you will meet with the “slammer”, and then with another decent flock (I didn’t have time to count how they were jumping on the saw. About eight of them). This company tried to guard the pump, which now completely belongs to us.

Where is the studio itself?..

After a hundred meters you will be greeted by another “slammer”. A wild scream will be heard behind him. Right. This is a kamikaze. Retreating backwards, shoot. There are eight of them, but there is a skeleton with them, and it shoots smartly. He will get shot “in the process”, but do not forget that he runs faster than anyone in this company.

Another skeleton is a little behind, so there is time to get a saw. Retreating slowly, treat him with teeth in your own (his own) juice. Having returned to the scene of the attack and picked up the body armor, move on. A bull will attack you, but he will have to gore you with the same simple-minded instrument. Then run to the pyramid (the only building there). A reptilian is already sitting on it (and shooting at you). You can shoot his projectiles sequentially while occasionally shooting at him, but I just fired three rockets at him at once. Shoot the jumping kamikaze with your revolvers.

We are not interested in either the rocks or the space in front of them. Our goal is, in fact, a building with a pyramid. Up the stairs, collect cartridges, 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 open - it's gone...

Get into “serious speed.” When the enemies are crowded around the “pig”, shoot 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 area and pick up a first aid kit with a cross (if it remains). Then select the second “speed” - and forward into the pyramid.

Go through the “pills”. At the end there will be a “knopik”, a saw of it. Enter, collect all the goodies, including the flamethrower. Burn the “knopiks” who burst in, open the end door. Set fire to the “scorpion” and jump back. “Scorp” will burn; go back, set fire to the soldiers who jumped out on the left and right and the “pumpkin” that followed them. Passage, screensaver.

Jump down, turn around, burn the attackers (the jet of the flamethrower is long, the kamikaze reaches well). Go into the gap - extra corpses, extra money. Set the “pig” on fire from around the corner and, while it is burning, dump it back into the closet. The Gnaars hesitate in the doorway - an ideal place to use the “wall of fire”. But not the one that doesn’t allow Trojans onto the server and is called a firewall, but the one that shoots out a flamethrower.

Get out, go to the opposite end of the hall through the door, collect the armor. A “pumpkin” will jump out and burn with a scream. Go through the door to the right, along the corridor (how many gnaars will burn there and what the soldier was armed with is difficult to even notice), then go left and left again, into the darkness. Jump on the letter “M”, then “E”, “N”, “T”, “A” and “L”. You can jump back and disrupt the order, you just can’t 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 a Cyberdemon, come out of the darkness and go to the crushers. You can jump over them one at a time - the distance allows, which makes the problem trivial to solve. Behind the last one is a door, behind it is a rocket man and a gnaar. They got up, walked, jumped. They took a double-barreled shotgun, switched to a flamethrower, and took invulnerability. The skeletons are dry, burning like firewood... They finished off the last ones with a double-barreled shotgun, and shot the “pig” that broke through the wall, sticking out from around the corners.

Go up the ramp. Do you see the crush? Us into it. By dashing from hole to hole, get to the buttons in the walls. Click them. Get to the opposite door (be careful not to confuse it - the one you entered no longer opens, and breaking into it is like mincemeat), enter the corridor. A bunch of little things, a golem and a “scorpion” are waiting for you there. They all attack from the front, so you don't need to be too nervous. I generally recommend shooting “Scorp” in the head with a sniper rifle. Open the door and go out into the “well” courtyard. Shoot someone's pumpkin and collect ammunition and a first aid kit.

After going through the tunnel and picking up cartridges for the sniper, retreat. On the left, behind the abyss, is the “scorpion”. One bullet from those we have just picked up will decide his fate. Go out, pick up a piece of armor. Do you see the reward for courage has appeared? Take it too, then go up the slope, clockwise. When the computer beeps, turn right and shoot the soldier on the rock with his revolvers. When you go up, you will have to use a sniper to take out the “crawfish” at the maximum distance (the homing is limited in radius), and even some small things from the revolvers.

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

Look from the bridge into the abyss: do you see a rocket launcher? Go back and jump down to her. Having picked it up, by hook or by crook jump to the crystal shiny teleport below. Now, once again on the site, jump onto the ledge sticking out on the rock, like a tinder fungus on a birch tree. With him on his tail (sorry guys, the editor just won’t let you write “on his ass”), slide down the rock, pick up cartridges, another RL, then another cartridges in the “corner”, on the edge of the abyss. Go forward, take the armor. Do you hear screaming and stomping? I think you have already realized 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, I can be such a bastard sometimes, it's a pleasure), take a sniper and move on. Find the “slammer” in the grass and shoot it. Around the corner, a “pumpkin” will rush at you and start firing at you with a “crawfish”. Both can be removed without loss. On the left are 5 missiles. Around the next turn there is a kamikaze and some kind of red glow, which through the optical sight manifests itself as a golem. Dead golem. Or not really, depending on how you shoot... Going around the corner and collecting the junk, shoot another golem (you can just use a double-barreled shotgun). A flock of skeletons will attack you - shoot them in the standard way. Then sniper the “pig”.

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

SECOND PAGE

Valley of the Jaguar

First you will be tortured by 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 from anekdot.ru about how “every toad thinks of himself as a submarine.” Having suffered, you will find yourself on a small platform, and at the same time - under fire from the “cancer”. Two “birds” will fly up at the same time, so fire three missiles at him and quickly shoot down the “birds” with a sniper gun. Upon successful completion of this action, the “frog game” awaits you again, during which you can jump onto the inclined cornice on the left and get hold of some goodies. From it you need to jump back onto the “launcher”, and, jumping on it, watch for the last, mobile one. Torture with saves this time is not inferior in sophisticated cruelty to a good course project on TMM, but at the end of the road a cornice with a “serious bomb” awaits you.

In the corridor, behind the right column, there is ammunition. I strongly recommend taking a walk there, behind the columns, since some local idol has a bad habit of shooting down the corridor along the center. At the end of the corridor, a “pig” will be added to this problem, but the columns represent 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 pine cones are in the forest. And whose on the forehead.

Sign in. In the distance, literally on the other edge of the huge room, sits a “crayfish”. Hit him in the forehead with a sniper rifle. Then use the left row of jump pads to jump to the ledge. Press the button, remove another “crawfish” 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 the next Quick Load, hold the “forward” key in flight (to the question of the aerodynamics of the big man with a rifle). At the end, on the platform, remove two “birds”, collect two packs of cartridges and press the button.

Jump on the approaching “launcher”. Taxiing slightly in the air, land on the second one, which will throw you straight into the body armor. Go around the left lamp to the right. Do you see the ledge? This is also a “launcher”. He will throw you onto the roof, to the cartridges. Beware: a bull has materialized below. Jump onto the platform.

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 into strafe, the beast will miss and...

Walk along the corridor, take the grenade launcher, ammunition and the “heart”. A few grenades into the corridor will cool the ardor of the attackers, and a flamethrower will finish off those who break through. Get out into the fresh air.

A sniper is no help here - you can't stop the crowd with it. So take the rocket launcher, run to the pyramid in the center and start MOWING... The rockets fan out, parallel to the ground, are great at scattering the crowd. When you run past several skeletons, start zigzag away. Skeletons will jump past you, and biomech missiles will fly past you and hit you... That's right. In “Tygydymskie”.

Basically, right above the exit from which we climbed out, there is a small earthen ledge. If you shoot him, his “invulnerability” will drop, but... It’s not really needed here.

Having grabbed something for life on the pyramid, run to the right. There, a huge “stairway to heaven” awaits you in the rock, which you need to climb. Are you up? Consider yourself a winner. Most people say “Campers must die,” but campers never die, instead. After shooting groups of waiting skeletons with a rocket launcher, kill as many biomechs as possible with a sniper rifle. Most likely, they will just be able to kill them all, but the skeletons, having dispersed in a timely manner, will avoid this fate. As a result, you will climb down with an empty magazine to a sniper rifle and several missiles that can no longer be fired with any precision. Shooting the skeletons individually... Well, there just won’t be enough cartridges for this, which is why you’ll have to forget about the sniper for now, of course, after all, you’ll still shoot down about ten of them, or however many will remain there.

SERIOUS secret!

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

Shoot down everyone running under your feet from above, pick up 5 rounds for the sniper rifle. Don’t miss the cartridges on the “crawfish” pyramid (2 boxes on the stairs), go right through. This time Sam doesn't whistle on the bridge: there's no time to whistle. Judging by the way we are equipped, it WILL START now.

We were not mistaken: the “pumpkins” fall on your head no worse than the “self-popping frogs” in the first part. Only now we have a flamethrower, so they don’t have much to do. There is now pumpkin porridge for forty people, and chainsaws for a team of crazy beavers, obsessed with the idea of ​​​​turning Belovezhskaya Pushcha into a potato field.

Let's go through. Let's set fire to a flock of kamikazes, climb onto the side ledge and sneak past the flamethrower's muzzle. In a long hall with columns we have to endure another battle with “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, is 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 for a fight.

Again a hall with columns, again screams in the flames. This time skeletons. Hmmm... You shouldn't take the fight on the spot: run through the hall, driving away oncoming people, and turn around in the corridor with your back forward. Now the flamethrower will create almost impenetrable protection. Those who jump out will meet a brutal death, but you can return for the rest and finish them off. If you want. And the toad doesn’t pressure you to waste ammunition.

Having finally reached the pyramids, we will find two “crayfish”, one of them “boiled”. The pyramid staircase has railings, the upper ends of which protrude above the floor. Approach the left one, hiding behind it and keeping an eye on the small central pyramid. When you see the “boiled” one there, you can brazenly shoot him with your revolvers. He is absolutely helpless in this situation. “Raw” behind the railing. Decide for yourself whether to shoot him in the head with a sniper rifle or torture him like he was “boiled.”

Go down, go right, to the pass. You won’t be able to “cross” there, but finding armor is easy. Lift your head up. Do you see the stone? So, when I first learned of its existence, I broke the silence a little. Those around me later told me that they had never heard such frightened swearing before.

After dodging the stone, continue walking along the rocks. You will have to run away from the skeletons backwards, shooting back. Climb the ladder and vigorously throw grenades down. Those below will most likely be out of reach due to the ricochet, and those who are climbing towards you (and this honorable position does not escape anyone) will catch a grenade or two on the stairs. Although this method wastes a lot of pomegranates - but who needs them, anyway...

There is nothing more we can do here for now. Let's go down. Having killed a bunch of skeletons left a hundred years ago, we will climb the pyramid in the center. Let's take one of the backpacks, put the leopard in its rightful place, in short, 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 kamikazes and “pumpkins” (from above) and bulls (from behind). The flamethrower is a very powerful thing, as attackers will quickly discover this. Now, ignoring the stairs, go to the "Krollywood" sign. Having found absolutely nothing useful except Krotimov's jokes, return to the stairs. Here again you will have to “flame”, but not like an Arab and an Israeli who met by chance on a forum while the moderator was sleeping, but in the literal sense. The kamikazes will be the first to run out - the flames will meet them on the steps. Then the “birds” will fly out - shoot them with a 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” is simply helpless in this regard - you can get it out of your giant natural “trench” with ease. However, while you are messing around with these creatures, I advise you to simultaneously pay attention to the grunting from the grass. “Your little pig turned out to be a mutant... He blackened my eye and took away my cutlass.” To prevent this from happening, I advise you to track two “pigs” in the grass in advance, to the left and to the 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 horn. Chwack... The second one took refuge under a tree, but the top of its head can also be detected and holes unintended by nature can be made.

At the beginning of the ascent into the building itself, two more kamikazes will fall on us. It hurts, s-bastards... Several more will try to intercept us on the bridge, which is not on fire at all, even though it is wooden. There seems to be nothing wrong with the room with the first aid kit, but then...

The most reasonable behavior is not to listen to any help, but simply hold down “run”, “forward” and try to compensate for the wind with strafes. Thousands of spikes in both walls are death not so much for Sam as for the video cards. In the next room, try to immediately get from the jump pad to the rafters, otherwise you can get yourself into trouble. There you will find a little girl, gluttonous to the point of indecency and completely inappropriate for the complexity of the task.

Then they will honestly warn us that the dark is full of guys who are “like Pasha, only scary.” Follow the beam, repeating all its wobbles. Life is like a zebra: white stripe, black stripe, white stripe, black stripe, white stripe, black stripe, and suddenly - ass. It will be so now - at the end of the path, two (or one) skeletons will still attack us. From a place, without moving, from a double-barreled shotgun into a skull... No, how beautiful it is here...

First, pick up the armor on the right (it’s hard to believe that you will need health). Then take the second leopard (Gold Jaguar). Now both animals are ours, but they won’t let us go out just like that... Okay, I’ll say: we don’t look at the “cancer”, we quickly skip the screensaver - and go straight to the exit. Let's run. While the guys are arguing that it would be nice to appear out of thin air now and punch someone in the face, we are already at the very door... And there is a jump pad, a grenade launcher, camping on the rafters...

At the exit from the “acupuncture room” there will be a very strong jerk to the left that cannot be restrained. Therefore, just before the door, go slightly to the right and with a sharp throw reach the jamb. Get caught and get out. Just don't overdo it - he can throw it to the right just as well...

On the street, to the right of the nearest pyramid, a “cancer” awaits you. It was not in vain that we climbed the rafters - three from a sniper rifle. To the left of it the central pyramid is visible. It has “boiled crayfish” on it. Four shots. Even further to the left, at the two “huts in the cap” near the main entrance, there is another one. Three shots. Going down the stairs, you will find another “boiled” one, also very mortal from a sniper. He will come out on the right, from behind the mountain. Or it won’t work out, but just appears a little and then collapses.

Now you can relax and look for junk in the grass. Then climb up to the central pyramid and place 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 the backpack.

Approach the stairs. As soon as someone on the upper pyramid makes themselves at least a little noticeable, run backwards back to the entrance to this territory. Remember, we healed invulnerability there? So, now is the time to knock it out of there. Sniper every little thing, but when the “self-sucking frogs” and the bull get to you, then pick it up. Having burned this beast, hide in the “entrance” itself and do not let any evil spirits in, and most of all, kamikazes and “birds”. Don’t skimp on napalm, there’s also a backpack... Yes, and remember that, in fact, these “Carlsons are disposable” and bring kamikazes in their claws.

Now it's time to go back and weather the second wave. Clouds of skeletons and a certain number of “pumpkins” will rain down from above, and the biomech will attack, which has previously neglected us due to hereditary - chicken - myopia. Why chicken? And look at his feet... Having burned this whole company with a flamethrower (the second backpack is just in time), look for first aid kits in the grass and go to the stairs. There you will find a couple more “hereditary suicides from the neighbor’s line”, two idiots whose ingenuity will not work no matter how much you scratch a pumpkin, and at the very top - biomechs and “pig”. Having spent all the little change, go from there as quickly as possible to the pyramid, which has already saved us so many times, and borrow money on it highest degree comfortable (and no less camper-like) position. Shoot a couple of revolver bullets into each biomech, and when they get off, add six rockets.

The “pig,” in principle, can be destroyed in a less perverted way, but I suggest having a little fun and slamming a grenade into it from the top steps with overhead fire. Worms 2.

Now is the time to go into the left “hut in a cap”, “spinning” the owners with machine-gun cartridges. And finally, to the top - to a well-deserved victory.

The City of the Gods

A small courtyard, covered with ammunition, quite clearly hints at the upcoming battle. Don’t be scared by the hand with a double-barreled shotgun hanging in the air - this means the same glitch has appeared again (see the “Bugs” section). Collect everything you can carry and go out. Do you see how the camera flew past the Thompson twice? Don't take it too seriously. This is not the case when, with any losses, “we could reach the BFG, and then...”

Go to the right (normal heroes always go around), use a rocket to turn around three rocket men (who is coming towards us with a sword...) and Zorg. Two more can be picked off with a sniper rifle in the distance, near the Thompson. Another step to the right, behind the barn, towards the armor - and the familiar “tygydym, tygydym, tygydym” will announce that we were attacked by five skeletons. I recommend a double-barreled shotgun - they fit wide open.

The joker of figs... Sam is me!

A little more to the right. Ask the poplar where my beloved is. Doesn't answer? Chainsaw him... Behind him is a first aid kit. Get out, go further “right wall”. When you reach the hut, in front of which there is a fire, turn to the “Thompson”, shoot another Zorg and one “commander” in the distance.

Then the “right wall” will lead us to the “front entrance” - two bowls with fire, a mask on the door, a road. We won't go there yet. Next we will come to a healing test tube and a bowl from which you can jump onto the ridge of the wall. But there’s nothing there, except maybe camping...

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

Take the rocket launcher in advance. Grab the “wheel” and crawl into the inner corner of the fence. Take aim at the corner of the fence and 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 right in the sight (it can reach you, but will not have time). Having gouged it out, take the flamethrower and set fire to the “vugluskr” above your head. Then you can shoot the one on the right even with pistols. Pick up a bonus - a pack of rockets.

Once out, follow the right wall to the stairs. Ignoring the last one, go (past another one leading there) to the shack, behind which there is a tree. Go around it and collect cannonballs. Follow further past a blank wall with columns, but not like all normal civilians, but with your back to the wall, with the right strafe. The niches between the columns are kind of glitchy there, Sam “accidentally” climbs into them backwards (this is a meter high!), so don’t press yourself against her. In the middle, take a sniper rifle and wait for the “pig”. After shooting him, step to the left - another one will run out from behind the shack. Blast it with a rocket launcher and continue on your way. Having reached the beginning of the level, turn to the pyramid and with a valiant running jump, climb onto the first step.

Go left. A zorg appeared from behind the house - that’s where he was headed. We continue to go around the pyramid, shooting another one behind the next house. As you approach the next corner, look up. Do you see the “pig”? If he tries to fire at you, respond with a rocket launcher. If he’s hiding, throw him “from the canopy” with a grenade launcher (we seem to have been practicing recently). The next corner allows us to take a running start and overcome another step, but we’d better go down - there’s nothing on the pyramid anyway (it’s a pity that such a secret has disappeared...). Now you can go to the “Thompson” and boldly grab it. Immediately there will be no trace of courage left - run to where you so cleverly dealt with (or did not deal with; in the latter case, “pills” will have to be avoided like mines) with three biomechs. There we are again “must give campers”, which allows us to strictly dose our opponents (both kamikazes and “birds”). Having left, we will again make our way to the pedestal (shooting everyone who did not come to our shelter on their own) and collect cartridges. Now you can turn around and walk between the columns along the road to the “front entrance” No. 1.

As soon as the doors open, go to the left strafe and shoot the “commander”. Then turn the “scorp” around and destroy two ordinary Zorgs with a burst of fire. On the left, on the column, there is another “scorpion” guarding the armor, but we are in a dead zone, and he is clearly asking for two grenades. We go up the stairs, ignore the door, after which we make serious jumps to the armor and jump down to the entrance. Now you can start going around the doors. First we will visit the inconspicuous passage under the stairs, where we will take the “heart” and, with all our hearts, without regret, drown the two bulls in the flames. Coming out, no less generously pour napalm on the biomech from around the corner (it is at the foot of the stairs). Now let's go upstairs, burn two Zorgs behind the door (in principle, this could have been done earlier, but we still have to stomp behind the backpack), pick up the above-mentioned object and go through the remaining door. There it is best to go behind the columns, avoiding shelling. Pick up a mask and plug your ears - this “hemp” laughter is great on your nerves. Exit the same way, picking up cartridges under the column with armor.

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

The Scorps on the right and left are simply asking for a pair of missiles. Give them to them - first to the right, then to the left. When you go down the ramp, two kamikazes will rush at you successively and leisurely. The third one will not only not rush, but you will have to look for him for a long time by shouting and, having found him around the corner, shoot him. Go to the rubble near the stairs. Fire a rocket at the left junk. The 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 calmly lead you to the room with the second mask. Take the flamethrower. Grab the mask and run to the corner: self-propelled guns will fall from the ceiling. In order to delay this process, I advise you to use the old method - skipping the screen saver. When the “self-propelled guns” are almost gone and the skeletons run out, go into the deep left strafe around the entire room, without stopping pouring fire on them. The bulls running out after the skeletons will most likely gore, but this is not scary.

In the first room (with “scorpions” and kamikazes) light infantry “meat” awaits you. Left strafe, burst from “Thompson” - three rotozeys less. On the street there are four “scorps”, a biomech and two zorgs. One “scorp” is behind the wall on the right, and three are on the left, two nearby, and one on the opposite edge of the level, on the wall, behind the foliage. Zorgi is behind the pyramid on the left, and the biomech is on the opposite side. The sniper will disappoint everyone in life, except the last one - he’d better be fed a few 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 mass therapy from General Thompson. Collect all the junk and go along the narrow nasty path, where, in addition to shooting faces, two Zorgs and two “pumpkins” are running (I recommend a double-barreled shotgun). Behind the path a large heap awaits you - let's look at it in detail.

Right in front of you is “serious speed”, behind the houses is 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 from the fire of biomechs and Zorgs, avoid the approach of kamikazes and at the same time mow down some, others and others. During this process, use unobtrusive movements to dance to the second “speed”, since the first one will soon die. After grabbing it, continue strafe dancing until you run out of ammo. When this happens, switch to RL, wait a moment and press zero. The hellish smile of the “serious bomb” will immerse the courtyard in dazzling light.

The Zorgs will trample out of the house with automatic doors, but the rocket launcher will sweep away their ranks. Shoot at the feet of the surviving singles - you can dodge a rocket, but not a close explosion.

In the house, in addition to the zorg(s), there is a “scorpion”. Khrya - and no longer sits... Collect cartridges, health, in short, everything you have. With RL, go outside. By going through the “left wall” behind a couple of houses, we will provoke the appearance of two flocks of Zorg hemorrhoids and biomech. Continuing this path with a much 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” (“Oh Regentrude, wake up!”), You can cut it down and see what’s inside. In any case, this 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 junk from the bottom. If any fish digs in in the corner and won’t let you near the pool, set it on fire with a flamethrower; it sticks out enough. Now you can pick up armor and health...

My God!.. Have you ever seen skeletons of this size? Ah-ah-ah! No! This can't be true! This is a “self-sucking”... But such “self-sucking” does not exist! If this creature explodes, it will destroy half the map! What is this? “Scorp”? A cub, or what? How to shoot at this small fry? But the machine gun is a standard, “adult” one... Oh... It hit the stone head... And it has biomech in it! Where's the "cancer"? He is so tiny that you can't see him in the grass! And the shells are flying...

After recovering from the shock and rebooting, act like this. Having taken armor and health, burn the skeletons with a flamethrower. Retreat from the fire of small fry to the edge, shooting “crawfish” shells. There, take a sniper and remove all the armored small fry that you can see (most likely a “crayfish” and two “scorpios”). Another “scorpion” seemed to have drowned himself. Go back, collect the cores on the left, take out two more “scorps”. Take the cannonballs on the right, repeat the operation with a retreat, simultaneously setting fire to the giant “self-propelled guns” with a flamethrower. Return, collect napalm, suppress the attack of dwarf kamikazes with fire. Ignoring the fish, pick up the weapon from the pedestal. In principle, it’s not a sin to shoot from it, but we’ll do it that way. First, let's shoot all the heads from the rocket launcher, starting with the farthest one. Then in the strafe we ​​press “zero”, replenishing our account with an astronomical amount and leaving the last bomb for every fireman. Then we’ll take the “heart” from the “backyard” (behind the teleporter). You need armor - you can dive, there are no more fish there. Not needed/selected - go out.

Behind the door, pick up the “heart”, armor and backpack. Kamikazes will run towards you, one of them with a gun. Six trunks, the whole sky is in parrots... Switch to this trophy and get ready for a long meat grinder. Shoot from the machine gun until you run out of ammo. Then switch to the gun and make a small mess on the corner. When the cannonballs run out and only skeletons remain of the enemies, shoot them with a rocket launcher and a grenade launcher. Having discharged them too, take the flamethrower - it will allow you to finish with the skeletons.

At the corner, collect cannonballs and rockets. In the farthest part of it lies health (ridiculously little), and around the corner is another crowd of skeletons and biomechs. Retreat, leaving a tongue of fire behind you. Having dragged some of the enemies into nowhere, look around the corner with the gun - they are very conveniently lined up along the wall... Another +25% flask in another corner, a first aid kit on the road. The next kamikaze will drop his backpack.

Now come the big biomechs. These - from the gun. The bulls are behind them again. Some carry guns on their backs. The insanity grew stronger, the oak trees cracked... We'll shoot them from a rocket launcher. Finally, we got to the long-seen first aid kits. Actually, that's almost all. Several biomechs - and here they are, the gate.

THIRD PAGE

What awaits you outside the gates is not even a fight, 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 kamikazes and biomechs will soon write in their diaries: “The forester came and dispersed everyone.” Two “scorps” will sit back, so you can shoot them with a rifle or starve them out and set them on fire when they decide to approach. To the right of the entrance there is a tree grown into the corners of the house. Sawing it allows you to sneak up like a bastard with a sniper from the rear and... Usually the biomech (junior) and three “scorps” come under fire. Having finished with the first one, take the rocket launcher and lean around the corner so that you can see the first aid kit. Turn around immediately - a “scorpion” has materialized near both “talking heads” and on the roof near the first aid kit. Six missiles - and not a single shot in response, we stand in such a way that they approach one at a time (and the one on the roof does not approach anywhere at all)...

Go to the entrance with columns, analyze the door. Continue along the “right wall”, knock out the biomech, and jump over the corner to get a secret first aid kit. Then another one, three “scorpions” appear from behind, then a test tube. It seems like everyone has bypassed... Go back, shoot another similar company (biomech + “scorps”) that appeared (with a flask as compensation) indecently out of thin air. Go down with the flamethrower into the dungeon.

Two cucurbits, fuel to compensate, “screaming slide” down. If you jump over the railing, you can die happy. How? Try it - you'll find out. In principle, at the end of the path you can fly back by rocket jumping or hitting the pillars on the side, but I have no illusions about how many people will be able to do this. In any case, I am not one of them, at least for now.

After burning the skeletons with a flamethrower, inspect the walls. On the opposite two there are two noticeable blocked openings. Behind one of them there are various useful things, and behind the other there are three “pigs” playing 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 near air duct is just waiting to be jumped into. Inside, in addition to useful things, there is another “Pokemon” (in the sense of a “dwarf monster”), but upon leaving there everything is already simple - the wind is weak, the bridges are comfortable.

In the hall and the subsequent corridor there are Zorgs and “pumpkins” that burn well, and at the end there is a “pig” into which two of the few remaining grenades can be inserted. In the dungeon there is ammunition and the frightening sounds of lava fall from the neighboring one. In the latter you will find two “pumpkins”, golems and biomechs. Crawl into the far right corner with a machine gun, fight off the cucurbits, then from around the corner, from behind a hut drowning in lava, deploy rockets in sequence: 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 the very worried “pumpkin” about this, and, ignoring the hemorrhoids with islands slipped by the mapmakers, wade across the lava, jumping periodically. On the left, near the ruins, there is a very convenient exit...

On the bridge you will be attacked by a small flock of sneaky creatures - a “pumpkin” in front, a “pumpkin” in the back and a biomech at the end of the bridge. “And the volleys of tower guns on their last journey”... will send everyone away. After this we should have eight cores left. In the next room - either “luck is the reward for courage,” or simply 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 begins after this is simply feverish delirium, jumping neuroencephalopathy. Fire from the gun with all your heart and without greed, jumping backwards to avoid your own cannonball. When they run out, use the RL, shoot a little, scattering the enemy, take the flamethrower, discharge it to the end, take the RL again, when you stop hitting - the backpack in the center and the flamethrower again, and finish off the last “Tygydymskys” with a machine gun. Don’t forget to periodically pick up “serious damage” in the corners. In the end, the winner will be lifted up to the ceiling by some glitchy force, but will still be able to reach the platforms. We need the top one.

Serpent Yards

The first thing that attracts attention is the unnaturally (for an action) beautiful music. It seems that Croteam have “hijacked” a composer somewhere who is vying for the role of Prince. The second is complete absence ammunition.

Come out with a machine gun. Two Zorgs will attack you - retreat, kill them and wait for the wave from behind the far stairs. Having mowed down these too, get out. Behind you are two “pigs” on the wall - to the left and right of the entrance, plus three skeletons below. In strafe, mow down one “pig”, then demolish the skeletons. Repeat the same on the other side. Collect objects from the platforms with great care - they are shot through the muzzle on the wall. Behind the houses from the entrance to the right there are sniper cartridges, and on the left there is a suicide tree guarding you. In principle, you can shoot him in advance, but it is better to take the armor with your back and quickly demolish him as you approach. It seems that the guys from Croteam made fun of the players to their heart's content and even more.

Climb the steps with your back - in place of the “pigs” “crayfish” will crawl out. Going to the left (if with your back, then to the right), shoot them, and at the same time their shells and the skeleton running out of the passage. Then go along the road, having shot two “pigs”, on the ring path, release the remaining cartridges at the Zorgs and grab the rocket launcher. Having shot everyone and reached the cavity 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 walking through the skeletons into the courtyard surrounded by a circular path. There is now a hole in the wall and biomechs, but after throwing them out, the courtyard turns into an excellent “hide-out”, allowing you to effectively “steer” the Tygydym insolents both close up with a flamethrower, and in the distance with a rocket launcher, and even with a double-barreled shotgun to save money.

As the concentration of crap 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 by now) and you will find a telephone booth on the right. 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 with a sniper for your pleasure. After walking a little, behind the first shack you will find a “pig”, which you can kill in a slightly perverse way - with a sniper rifle, with a scope, but not from a distance, but from around the corner almost point-blank.

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

Around the next corner there are several more walking “ten” waiting for you, and behind the houses there are some useful things. Having intercepted the beam for a second and retreated, 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 he will also get a force field and missiles. When the “birds” appear, you don’t have to pretend to be an air defense system, but simply burn the “landing force” 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 very much not. At the end, look behind all the houses and collect the cores.

Behind the next “entrance” you will find another “sniper shooting range”. Through the open doors, without entering, shoot the “crayfish” on the left with a machine gun, and then start catching biomechs and zorgs with a rifle. The doors begin to slowly infuriate with their slamming, suggesting the idea of ​​breaking the doors to the famous mother, alas, impossible. Having noticed 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 further to the right and proactively press the trigger. Now you can enter with a machine gun and go along the “right wall”, defeating a “pig” behind the barn, a “crawfish” on the opposite edge of the level (“serious damage” will help) and another one nearby, on the large roof. Now go to the opposite edge of the yard, having shot a flock of Zorgs, look at the idol there and follow the carefully chewed route for the mask. Having grabbed it, burn the flat jumping stone head - you will find a “heart” in it, and behind the pyramid - an electric detonator lever. Having pressed it, grab the cannon: there are “highlanders” in the pyramid, and there are two of them. We'll have to tinker with them... But as a reward awaits us full ammunition . To everything except the “serious bomb”. It's a pity.

Insert the idol's mask into an indecent place without bothering to knock down the fireballs. Their gap radius is small, and one good jump can solve the problem. Go into the temple for the “secret” armor, kill three “crayfish” at the exit (one on the roof and two on the right behind the wall). Go to the next courtyard, use the flamethrower there until the victory. Pick up the “tablet” - eyes will appear in the sky. Shoot at them - they will turn out to be the eyes of a giant kamikaze. When it explodes, the bug-eyed madness will destroy half the level and drop the 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, and burn one single “self-propelled gun” in the basement. They are already waiting for us outside - take the sniper again. Go out with a strafe, remove (from right to left) the Zorg, the “pig” and the “crayfish” on the roof, above your head. When you approach the second basement, turn around and remove the “pig”. There are two “birds” inside. Press the button with a bullet, it’s not difficult. Skeletons are waiting for us outside.

Go to the main entrance, go down the stairs. Collect all the trash, take the rocket launcher. You will blow away the Zorgs like flies, the younger biomechs will also be hit with a rocket, and the older one will not reach you behind the columns. Now you can jump into the hole.

The Pit

In the fall, take a machine gun: there are fish below, you need to be serious with them. Raise your head - two creatures attack from above. After destroying them, emerge; two more attack from below. Having finished with them, jump out of the water near the shore, immediately get to your feet and destroy four Zorgs of different ranks. Leave the hall (there is only one door - you can't go wrong), taking the flamethrower. In the corridor there will be a local showdown with another liquid flock of Zorgs, after which you can collect the junk. Be careful: in compensation, “self-propelled guns” fall from above.

Behind the next door are the presses. Immediately take a look at the ceiling: this will allow you to find out where they are and which places they avoid. After this, going through them is a pleasure, only before the last one you will have to work with a flamethrower: behind it are “self-sinkers”, and they move in a flock, and some break through. Stay to the right - there are fewer crushers there.

Open the door, shoot out the “pig” with a sniper rifle. Pick up the laser, but arm yourself with a flamethrower. Burn the Zorgs, take the rocket launcher, open the door. Three walking targets are hit, but now there is a firefall from above. Take the Thompson, go up until the monster appears and run down. Now the firefall is in our favor - shooting those dancing under such fire is not even sporting. “Boiled crayfish”, however, is not subject to such death, but we also have a cannon... Then you need to run up again, the muzzles will stall, and you can collect many different fun things. Go further, jump into the hatch.

You have to go through an arena of amazing beauty and dynamism, giving you a real feeling of flight. In about five minutes you will learn how to catch the target in these crazy jumps. First take the flamethrower. Having shot his ammunition, take the laser, and then the machine gun. If anyone else remains, you can shoot from a rocket launcher for fun, drawing incredible tracks that touch the floor half a meter from the target (shooting at the object itself is very ineffective). Then go out the door, luckily it doesn’t blow you away.

Having picked up the backpack, go along the corridor. Zorg idiots will drop down on you from the ceiling, and a “pig” will jump out in front. While burning the monsters, run back, hiding behind the columns. With your prayers, the “pig” will get hit in the forehead with a berdank with optics and turn into a ham. When you try to follow the same path a second time, you will be attacked from behind by a Zorg camper, who will fly off his “perch” from a lead poke, at the same time catching your eye on the body armor 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 particulates, hinting at a teleport. Into the fire, onto the ledge on the left, from there - onto the ledge on the right, from there - towards the body armor. Now down through the door. Behind her is armor in the center of the hall, but why do we need it now...

Stock up on antiemetics from the standard first aid kit for a nuclear war: the floor under your feet will start doing things that make seasickness look like sunflower seeds in comparison. “ErEl” is your faithful friend and assistant here, and you will pick up the armor in the end, when the old one is holed. When you kill everyone (in a “two hundred” body armor this is a nonsense task), you can collect healing flasks from the niches in the walls.

As you exit, immediately pay attention to the reptilian demon camping on the left. Take cover from him behind the arch, and then shoot with a sniper rifle at anything protruding. Then step forward with the rocket launcher. A flock of Zorgs and “pigs” will jump out of the doors - well, you have enough space for strafe, but they don’t master this art. Let the armor lie - where do we need the second one? Go through the door, there to the right. There's a first aid kit hidden in the dark. Actually, we don’t need her either, but the skeleton guarding her can be burned with a flamethrower or sawed 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 take you to the cannonballs, which are not needed yet. Remember it. Two more Zorgs will fall under attack, and at the next window (there is a huge shadow with wings from the torch) you will find a tiny, weakly hissing demon. Shoot him with a double-barreled shotgun, pick up the prize, burn a flock of Zorgs and two “pumpkins”. Move on. Having picked up the rockets, climb through the window and place a fire curtain in the corridor. Beef... On the upper platform, use the fresh “sacrifice” and mow down the Zorgs in the arches and the “pig” with a machine gun. Then go to the long bridge and take out the gun.

Shoot with full delay without regret. Having suppressed the wave, go down (take the flamethrower - there is already camping there), collect the cannonballs (that secret, remember?), take the carefully stored armor and go up again. Behind the Bull Bridge there will be a turret - the three zorgs in front each have a rocket under their feet, the two and the “pig” on the left each have a rifle bullet, and again armor is not needed - we were not even scratched... There is ammunition on the platforms, then there is a bridge, at the end there is efficiency (Preparation room for Fight).

“Gravity sausage” perfectly demonstrates to us the schizoid capabilities of the engine, and the disgusting, flush-mounted door excludes the camping that is so dear to our hearts. “Self-frogs” fly in like a crazy cloud, but there is a very effective and specific remedy against them: run with a flamethrower in a circle (closer to armor and health) with your back forward. Then the napalm will end, but the “self-suckers” will be replaced by bulls. A laser will be used against them, and a machine gun and, of course, the “Shaitan-pipe” will unleash their wrath on the biomechs and Zorgs. When senior biomechs appear in this fiery madness, I recommend immediately taking out a weapon from your wide trousers and “doubling up” your opponents until they show signs of obvious pacifism, such as lying on their sides and shooting at the floor. However, even after this, the remaining Zorgs will be begging for missiles from you for a long time.

In the next passage, I recommend immediately taking out the “chainsaw” and using it heartily. Skeletons... Next, at the idol, unprecedented generosity awaits you! - a backpack and two very serious bombs at once, making you forget for a long time about how a huge toad presses its heavy wet paws on your chest. Then there is a normal corridor, which for some reason is perceived as something unnatural. It contains armor, the theft of which causes an impudent Zorg to appear in the back and several even more impudent ones (plus a “pig”) in front. Well, the niche will provide shelter, the flamethrower will cover...

So, we are at the pyramid. Take a rocket launcher and start circling with strafes. When the first large biomech appears, start moving the gun. Once the cores are exhausted, use the rocket launcher again. With it you can easily hit the bulls, while simultaneously moving away from the fire.” boiled crayfish”, and subsequently the reptilians themselves.

After going up 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. In you.

There won't be enough missiles for them, so they'll have to use grenades. Pick up the runaway organ and go to the pyramid. There lies no smaller “cardiosaur”, but unguarded. After going down past all the spikes (you need to strafe in time: once to the right and once to the left), watch the cutscene.

Stone. No, to tear it off - you have to touch it!

Take “speed”, take out the gun. Run around Kukulkan with a circular strafe, firing from a gun with a maximum delay. When a dangerous number of kamikazes rush around you and biomechs appear, press “zero” and pick up a new “serious bomb” on the edge of the arena. When large biomechs start pestering you, repeat the procedure. Here, in fact, he should throw away his skates... Knock all opponents off the walls, then calmly go into the portal. The only thing they will give you to take with you is health, armor and - hooray! - “serious bombs”.

Ziggurat

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

Go to the well. Turn the sight all the way down: now it relates not so much to the weapon, but to Sam himself. Then jump down so that you land right on the “heart”. In order to achieve a given goal and not suffer a serious bump at the bottom, proceed as follows: jump onto the first (closest) ridge, turn your face inward and carefully “step” down. Having taken off, you will find yourself facing the second scallop, which you should jump onto.

Pick up a pack of cartridges and open the door. Bbang! Kryk-kryk... Bbang! Kryk-kryk... Two Zorgs, our first victims in this episode. Go left, but don’t climb under the column, but jump on top: 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 the second, so we can easily burn the “pumpkin”. Now a left turn awaits us, and behind it - good old entertainment: the “jumping pit”. Below is a kamikaze on an inclined floor. Pump-action. Then - “self-propelled pipes” made 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 the 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’re here...) and to the body armor. A little confusing, but it will be easy to see in place. We go up the stairs, take the sniper rifle, go through the door. We select cartridges, fry the “pumpkin” and kamikaze, take the armor. Exit.

Move down to the left and sniper four “birds”. Do you see the tree with yellow glasses? Take the flamethrower, pick up the ammo and burn the tree. Exactly in this sequence. Then go to the adjacent corner, to the right slope, take the “wheel”. A “pig” will appear near the building - burn it, and then knock out the opening blocked by the stone. For now, grab the unnecessary first aid kit so that the secret is taken into account, and go around the “right wall” away from the nearest temple. Having outlined a semicircle, approach the door, lure out the opponents and run away, shooting them with a rifle. Go inside, collect everything you need, then kill the intruders and leave. Outside there are several “crayfish”, “pig” and a bomber jacket. The distance does not require a sniper, but if there is almost nothing else besides it, it is quite suitable for solving this problem. In the second temple it’s almost the same, except that “scorpions” and skeletons are guarding the exit.

Open the exit. In the aisle there is a “scorpion”, and an adult, for two shots. After killing him, move on. From the grate to the left, shoot the “pumpkin”, take the flamethrower. Behind the arches are two “scorpios”, serenely sleeping. They will wake up in flames. Press the button, exit.

Hardly an attempt to burn lava Golem with a flamethrower can be called a rewarding task. It is as showless as wheatgrass in a garden. Therefore, take a pump-action gun in advance - they only need two shots. Go further, burn the “knopiks”. Do you see the stone? So, of course, he will fly at you. Therefore, go down quickly, but with your back forward. By darting to the side, you expose yourself to the skeleton's attack instead. Well, that's what he needs. Run along the left edge of the tray and jump onto the stone: six more of them will fall out on top. From the stone you will go out onto a small camping area, from which you will kill both the bomber and the skeleton directly from your revolvers.

Pick up a flamethrower on the shore. Jump into the water once and jump out immediately. Two fish will fall under the buckshot, opening the opportunity to safely walk along the impeller. However, rather than doing gymnastics for the mentally retarded, it is much better to swim to the required shore, plop your body on a rotating drum and throw it onto a stone.

We have to jump in the pit again, but this time up. There is no need to teach anyone this activity for a long time - from comb to comb, and we are at the top. There is a hall waiting for us, and in the center there is a double-barreled shotgun. Having picked it up, switch to the 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 a hole, again stakes. I spent a long time swearing at this case in the “Management” section: the body armor will have to be neglected. Jump immediately to the other edge of the pit: without a “mouse step”, without turning off mouse look, you cannot jump on such bars. Maybe on load/save, if you're lucky...

The flamethrower will clear the way for us in the “buttons”, the “pumpkins” also have no light (but they warm us), 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 particularly valuable things lying there, but there is an opportunity to feel freedom when there is no wall behind you, to run into the field away from these hemorrhoids and shoot them with a rifle with a telescopic sight. Having broken a tree, you will find “serious damage” there, as well as two targets that are directly 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, due to a lack of ammunition, switch to the flamethrower and your recent acquisition. The final chord will be “sounded” by two bulls.

Now you can go to the left (far) temple, hang your wings there, burn half of Kyushu with kamikazes in the doorway, go out and get involved in battle again. Two “pigs”, two “scorps”, two “crayfish”, another kamikaze, but from afar, “birds”... Well, at least they picked up cartridges for the sniper rifle. Hang the second wing in the second temple and catch a flock of kamikazes and skeletons in the doorway (you'll 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 by picking up this little thing, you can easily give an adequate and asymmetrical response to them and the rest of the people. After healing after this, pick up a similar icon on the other side, and then run to the gate. A “pig”, a demon and two biomechs will appear there, but now they are something so insignificant that they are killed in a few seconds.

Lion's pit. Leo is Sam.

Outside the gate, someone is moaning in a bad voice, and we, having collected cartridges, go to the left courtyard. There, on the left wall, with a flamethrower, go behind the first house. Coughing delicately (“Am I disturbing you?”) set fire to three soldiers from behind. A skeleton will rush in and it will be there too. Step back a little around the corner - the rocket man will come running, and behind him, a little behind him, the “pig”. A flamethrower from around the corner is not a bad thing, plus there is also a tree there. After crossing the street, collect the junk, return to the starting point and continue moving. Behind the next house, on the right, there are “crayfish”. Turn to the right, crouch with the sniper and carefully lean out with the strafe. Shoot at the protruding claw and hit one, then the other. Now go between the “horse” and the large building (there is armor in the corner). The “crayfish” are not visible behind the foliage, so lean out, destroy the bottom one with a rocket launcher and grab the revolvers. While running back, you will shoot the shells fired at you, after which, when you return, you will easily take the “crawfish” to “revolver starvation.”

The very first step into the courtyard will cause an inadequate reaction from the hefty crowd of all sorts of little things into which the “pig” has squeezed in for the sake of weight. The flamethrower will kill everyone, including him. In the depths of the courtyard there is a temple, and in it there is a “scorpion” and a pebble. Compact design... After touching the stone, start using the flamethrower, and having succeeded in defending the shack, go out and grab the sniper. Four “scorps”, “pig”, “birds” and some small things. Another “scorpion” and two “pigs” are guarding on the way back the meeting place of regional drunks, known as “at the horse’s”. You can pick up “serious damage” behind the hut so that it doesn’t disappear. There's still no point.

Around the corner on the left are Zorgs and two “crayfish”. The rifle will again serve well, and with the “bestial” and from around the corner you can spend exactly one cartridge on each. There is a “pig” sitting 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 - towards the junk, with a flamethrower - out. The composition of opponents is very diverse, but they all burn easily and do not require special approaches. You just have to strafe away from the “pigs”... Go to the “tablet” in the corner. Who else would explain what this secret is... Around the corner a “pumpkin” is guarding us and two “crayfish” are camping. Defeat them yourself with a sniper rifle, then collect the junk on the left and remove four more “witchharpies”. With the rocket launcher, continue your mournful path, clearing the courtyard, where, in addition to the “temple” (remember the place), you will find “Sam’s Quad” and cartridges nearby. Behind them is a small blocked opening. A rocket went into it, they entered, a rocket into the balcony. So, next to it are “quad” and “Venus of Krotimsky”. You will have to run quickly, so remember the route.

Go to the “temple”, enter, collect the trash, touch the stone. Now, with the rocket launcher, run to the secret, grab the “smiley”, “Venus”, after which the completely brutal Sam, under your strict guidance, will smash this whole halabuda into smithereens in half. You need to run very specifically towards the exit, because Sam will tear everyone up like Tuzik slippers, but not for long. Then you can return, because, having walked the path to the end, you will hang the offal of 99.5% of the attackers on the 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”. Behind the short “restroom” a lion’s pit awaits us. Instead of lions, however, there will be skeletons. It's a pity... A tree with a laser means it's not a waste to make lions for the sake of one joke...

However, a more careful reading of the clue explains this phenomenon. Lions, according to legal documents, sit in a pit, and convicts are thrown from above. Hence the conclusion: the lion is Sam. And the skeletons are thrown down to be torn to pieces by him, and not vice versa. Well, this is quite consistent with the observed picture.

And we see something like this: 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 is knocked down. In the center, the skeletons find themselves all together for a second, which is why they simply do not reach the ground alive. What kind of lions are there... At least the lions don’t hit from the “Shaitan-pipe” left and right...

When the “smiley” runs out, take the flamethrower. Behind the skeletons “pumpkins” will pop out, in a completely sucky quantity - two pieces, and behind them you will find a toilet with a switch. There were crushers on the ceiling, the switch was pressed, they were huddled in the corner to the right, rockets were in the door opposite. They entered there, pressed the switch, and went to the opposite one. So that’s where that mrrrrrrrrrrrrrrrrrrrrrr of a bastard has been annoying us for the last half hour with her muuuuuuuuuufrom behind the wall... [Grinding of teeth] He would have kicked him with his boots, he would have forced him to eat his own dung... Never mind, a flamethrower would be good too...

We go outside, but not through the door to the right, but through the door opposite. Like a secret... We drive up to the switch, look at the ceiling, right moment switch gravity. They caught the outer platform, waited, sat down at the switch, and used the same technique to catch the middle one. They jumped onto the porch and spied the “heart”. We went outside.

It was in this “arena” that the only thing that kept me from falling asleep at the monitor was the cheerful Croatian tunes. With a “heart”, a flamethrower and a “beast” in huge doses, the battle turns into a trivial, degenerate task. Sam just runs around in circles and kills everyone who comes within range of the jet. Hello everyone, Persepolis.

PAGE FOUR

The Elephant Atrium

A brave warrior wielding a formidable weapon

With six trunks,

Not afraid.

Nice haiku... Clear hint. Six-barrel Here . Well, let's look. To begin with, let's walk along the corridor (see the torches? And in RTCW the dynamic lighting sources could not be smashed to pieces), let's go down to the hall. There is a slippery mirror floor, in which the most hilarious red paws are reflected under your feet. You shouldn't be laughing 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 - security will take you out.

A double-barreled shotgun will serve us reliably here. Collect cartridges, kill two, go out into a room with normal coverage. Shoot the rocket men, the “slammer”, up the stairs with a fight. There is such a fork in the “halepa” system, maybe to the left, maybe to the right. So, let’s go to the left, around the corner we take the “Tygydymsky” lead, from a tiny, rat-trap-sized jump pad to a post, from it to another, and so on until the “heart”. They ate it, came back, and went to another gut. “Scorp” appeared as if from a bad place, skeletons jumped out from the left. We quickly jump back and fill the corridor with missiles. Then we return, on the left we tear a “pumpkin” and several idiots “for a hundred little bears”, we go down. Two more candidates for corpse poison will attack from behind - “slapper” and “pumpkin”, shoot them with a double-barreled shotgun. Then launch a rocket or two around the corner and smash the “scorpion”. Around the next corner is the same “rocket-saw brigade”, and behind them are “self-sinking frogs”. “Son, we sold a few pears, so play your minuscules if you want...” We were also given a little fuel, and now the “self-poppers” 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, we need to demonstrate the capabilities of the engine and all that, hehe ((S)Beavis and Butthead), but still open spaces should be in moderation. Or give me a trike, since the number “nine” is empty. Or chopper...

At Elephant Square, walk along the left wall. Two “cyber chickens” will jump through the fence in front of you, and another one will simply break through it. Well, the rifle is quite suitable for range. Behind the fence is a secret courtyard in which a gun 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. The reasonable reward is “speed” and just a shit ton of cores.

The “left wall”, slightly exhausted by running, but rewarded with a backpack, armor and first aid kit, will lead us back to the breach. Continue in the same way. Sniper the biomechs, but it’s better not to waste ammo on the skeletons - they’ll run up to ignition distance. When you reach a tall little building, don’t be shy to look inside. There lies a “Thompson”, which (in a reasonable combination with a sniper, manifested in the strategy “sit in the corner and get on everyone’s nerves”) is capable of destroying most of the opponents. Having finished with them, go back to the house for cartridges, and then continue on your way. Having passed the gate, you will be attacked by three “crayfish”, one of which is “boiled”. By leaning out from behind the “mini-skyscraper” so that they fall in a straight line one at a time, you can easily take them out of the rifle. After that, having scattered the nearest raiders who appeared out of nowhere with a machine gun, also sniper the “pigs”. Having passed by the pyramid, immediately run away from the golem back behind it. Shoot the kamikaze with a machine gun and open rocket fire on the golem.

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

Now you can complete the “lap of honor” around the yard and collect the rest of the junk. Go to the building opposite the Thompson pyramid. There, behind a short corridor, you will find a descent to a “space tavern” installed on a pedestal (obviously nightmare mapmaker). To his left and right are two “scorpios,” but a short shootout with machine guns will reveal their complete unsuitability for guarding anything, including this aluminum cucumber on a tarpaulin field.

Behind this strange vegetable you will find a Hot Bath. Don't touch your backpack on the way, go to the bath and dive. At the bottom, catch another backpack and take the rifle. Coming out, you will find guards running up at the “Iron Glitch”, including a “scorpion” in the distance and two skeletons behind the wall near the “architectural excess” itself. The first one is subject to an immediate headshot, even though the engine doesn’t go into such details - it’s still more beautiful in the head. Skeletons, as always, are successfully set on fire, only close distance forces you to run with strafes. Now it’s not a sin to take a backpack. When going up ramps, be careful : there are clearly some squares on the wall in front of you. These are these giant potato mashers that hit Sam in the forehead without missing a beat. Walk around the edge of them, otherwise they may star so much that there are enough birds in the eyes for an officer’s year’s ration.

On the street, immediately take a sniper rifle, strafe into a firing position at the “crawfish,” and remove them. Go to the gate (I think it’s clear which one - we got stuck on it while swimming). Two “crayfish” will appear - “raw” on the right and “boiled” directly. Shoot them slowly (start with the “raw” one, because its shells are more accurate and require constant lead attention). Walk forward a little - bulls and more demons will appear. Using a rocket launcher or flamethrower is your personal choice. Both are very effective, but both will hurt Sam's sides.

There is a biomech right outside the gate. The good old trick of “leaning out, firing, hiding” when applied to a missile launcher is absolutely reliable in this case, so there will be no problems with penetration into the courtyard. Zorgs and “pig” are waiting for you there - a combination that has already become classic (if not gored). In addition to them, skeletons slowly but regularly fall out of the hooves of abundance. Having killed this whole gang, go through 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 along the “right wall”, in the corner you will be attacked by a tree-chicken mutant and a flock of small things. To the mutant - a cannonball in the forehead, a trifle - from a flamethrower. Further, near the helmet, there is a skeleton and a bomber jacket on the roof (you can get a flamethrower), and when you reach the gate, go straight back, “crayfish” - vile campers. The saw will cut both “crawfish” shells and skeletons, and we will traditionally shoot the shooter himself from the rifle.

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

This is the garden that de Sade built.

But the camper that guards the garden that de Sade built from morning to morning.

And these are creaky, disgusting birds that sometimes can’t sleep at night, that fly briskly across the sky and cover the leisurely “crayfish” with fire, since all the “crayfish” are campers, they watch from morning to morning the garden that de Sade built.

And this is a priceless cast-iron elephant, it rests on a pedestal, over which creaking birds fly, which sometimes cannot sleep at night, because in their detachment they have campers that guard from morning to morning the garden that de Sade built.

And this is the most serious Sam, who will knock them all in the face, who brought the “Thompson” with him, who will easily solve the problem, who will tear off something for the elephant, replace the clip and kill everyone, and vile birds that sometimes I can’t sleep at night, they hang on the branches of the oak trees that have been guarding the garden that de Sade built since the morning.

At the end of the garden, press the “secret” switch, go back, go into the house with the bars, press the second switch. Outside there is a “scorpio” and two “crayfish”, plus “birds”. “Scorp” and the right “crawfish” are easy to make holes in them, and the left one is in dense foliage, so the most effective method is to feel for 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. They'll give us a bag of the last ones, so we'll try to optimize the consumption a little so that we don't end up on the ground.

Let's go the other way and kill the skeletons from the Thompson. Let's go into the newly opened door, kill the gnaar and the "scorp". Now we have exactly 500 rounds for it, but we have too many rounds for the sniper rifle. Let's shoot from the doors a little (maybe we'll be able to lure out the "scorpion") and go left, towards the elephant. An excess of Thompson cartridges is a charming thing in its idiocy, so let’s be generous with this ammunition for the skeletons. The screensaver will show the opened doors, but will pass over the emerging reptiles in silence. Therefore, before leaving, take a sniper rifle and remove the “scorpion” and “crawfish”. Having left, stand in the doorway in the dead zone (for the second “cancer” above your head) and, without getting excited, calmly kill with a machine gun all the riffraff that came running, ending with two bombers who climbed onto the pedestal with a minigun. After that, with a sniper, come out from under the canopy with your back forward and drive a good piece of lead into the “crawfish”, who missed the entire battle. Return to the elephant for rifle cartridges, then calmly walk around the courtyard. After collecting ammunition and removing the “bird”, go to the machine gun. “Birds” will flock to Sam’s cry. Having run away from them a little, you will gather them into such a dense flock that the machine gun will simply leave corridors in them. Then you can go into the building with a large round shield above the entrance. There are cartridges and a “left” door of a semi-secret kind. Behind her is a courtyard, where the phone is ringing. Sam is being teased again...

Now go to the narrow passage leading into the arch. Skeletons will trample towards you. Kill more with the rifle, then take the flamethrower. Once you've dealt with them, collect the ammo and go outside, then to the building with a round dome.

Do you see the “cancer”? And I don't see. And he is. ((c) "DMB")

We don’t really need a bulletproof vest, especially if we’re trapped, but the opportunity to make someone a “goat” is very tempting. To achieve your cherished goal, stand on the very edge (or in the corner) of the door, quickly jump back and launch a rocket down. Repeat the procedure until complete rulez, that is, a feeling of deep satisfaction about your trick. Jumping down and walking along the corridor, you will come across a flock of cretins rushing at the machine gun. The rear ones, unlike the Chinese from the famous joke, do not reproduce, which makes it easy to knock them out with a long line - my favorite entertainment since Wolfenstein 3-D (6th episode, end of the 1st level). Then, having secretly shot two more rocket men, lean out with a sniper and successively shoot the bomber and - quickly - the rocket man under the “pig” (jump into the abyss - the glasses will disappear). Then the “pig” himself (he will shoot - you will have to hide for a second), the second bomber and, while jumping, fill the “garbage chute” on the left with fire. Having finished with the skeleton, go out onto the balcony and knock down the last bomber, like a mouse in a toilet.

You need to jump onto the “carousel” in the middle and from it to the other edge of the room, following the general rule: run up without turning about 60 degrees. Then at the moment of the jump it will be exactly opposite the floor. There, go right, take the double-barreled shotgun, use the “right wall” to reach the former “trap”, turn around and deploy the “button”. Continuing the same path from him, you will set fire to the skeleton, collect napalm and withstand a small siege with a flamethrower. Then, again with a double-barreled shotgun, go further along the same wall, hit a soldier, hit the “pig” on the opposite edge with a cold-blooded sniper bullet and another one - into the “bomber” (where did they come from?). You will pass on the other side past the door that is “Locked forever”, go down and reach the napalm.

Take the flamethrower, climb into the corner and place a “fiery curtain”. The Gnaar will burn before they even reach you. Go a little further, burn the soldier and the skeleton, return for fuel and continue on your way. Another “pig” is guarding the turn to the right, only to fall victim to a sniper along with two soldiers. Go straight from them and you will find yourself in a “garbage chute” where the skeleton was burned. Having collected everything more or less interesting there, return and go through the door. We are on the street again.

With a double-barreled shotgun, lean to the right - two corpses will fly off to the wall, the sniper will lie down in the corner. The “pig” who ran up received a bullet, they went into a strafe... Phew. Now, with a machine gun, we break along the left fence (and the door from which we entered), we smash the “crawfish” into jibzes, we take down a soldier from left and right and crush a huge flock of skeletons with hurricane fire. Now turn left, press the switch and go to the opposite section of the “garden”. There we open the door, restore the ammunition for the minigun, and leave with the rifle. There are “birds” towards us, we take pictures without sticking out. On the left is “cancer”, we remove it by leaning out a little. Now we go to the right and around the corner we shoot another one through the foliage. And finally, with a machine gun, we go up the steps and go through the door.

Behind the door, take another machine gun, turn right, then right again, spinning the barrels before the second turn. Gouge the “scorpion”, go back, at the opposite fork also turn right and use the same technique to destroy the skeleton. Now go to the “checkered” room and there take a “state of siege” with your nose and barrels towards the grate opposite the exit door (through it, accordingly, the entrance door is very clearly visible). Almost all the skeletons trying to get to you run past this grate. Or rather, they are trying to run...

After returning for ammo, go to the exit. In the vestibule on the right there is a narrow and inconspicuous passage down to the warehouse. Having visited it, go out the second door - towards...

Courtyards of Gilgamesh

On the street, immediately take a rifle and hit the “cancer” on the left in the distance. It is covered by carved fences, so you will have to look for a position (it is within five meters from the entrance). Then go right: there are balconies sticking out of the wall. Jump to the first one, then to the second one. Having grabbed the “heart”, hide in a corner: the older biomechanoid is already towering over the shorter of the walls like a huge red rock.

Firing a gun at point-blank range with maximum delay is a terrible thing. Even biomechs know about this. But the two “pigs” that have dug in in the distance, near the door with a winged cross between a lion and Karl Marx, are clearly susceptible to being eaten by rifle bullets. After feeding them each, go through the other door, to the left of the Marxist one. There, it’s better not to have duels “camper versus sniper,” but to honestly go down the steps with a machine gun in your hands and riddle the right “crawfish,” the left “crawfish,” and two bombers. Now you can go around the yard: on the right is a backpack, for some reason declared secret, at the exit there is a terrible excess of cartridges, and to the left and right are “recessed” basements.

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

On the ground floor, three doors are open, one with bars. 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 “fishing electric fish” swims. From this fish soup, using the same wall, we will swim into a narrow well, where we can swim up, breathe, spit, and dive back. Having sailed further straight, we will find ourselves in a secret room with a “heart”. Having returned and caught our breath, we will swim to the right this time, where such a disgusting corridor will lead us to a ring path around the pool. On the opposite edge there is a backpack and armor, but where to put them... Therefore, just dive into the pool, and there, on the surface, immediately open fire on the “cancer”, since there is a carload of cartridges and a machine gun at hand.

The cartridges on the site will serve as something like an arrow indicating the direction of movement. Go to the right column, go around it to the right, don’t care about the armor, take “serious damage”. Then we go to the pyramid with the right strafe, openly mowing down everything that shows any signs of aggression. A machine gun with a “smiley face” in the hands of a hero in a state colloquially referred to as “one hundred or two hundred” is something... Of course, we need to go back for the cartridges, and it’s worth diving for the backpack with armor, but then we’ll still return to the pyramid, or rather, we’ll go behind it. There are missiles there, which... Of course, we can cut down the trees first, but this way we will not only lose enemies, but also lose money. Therefore, let’s take a gun, pick up missiles (while facing the pyramid), shoot point-blank at the “triffid” on the right and cover the two left ones with missiles.

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

They took the laser, no armor was needed, there were plenty of batteries, the lever was pressed. Having jumped out, we run to the hole and quickly empty it (except for the backpack). Our opponents so far sport biofur, three “raw crayfish” and one “cooked”. To tear them apart, like Tuzik breaking a hot water bottle, in our current state is just a trifle. If you liked this activity (which I have no doubt), use a rocket to break through the wall of the hole on the opposite side of the yard. By pressing the detonator, you will be able to cut down a car of cabbage using a laser cut “highlander”. It’s easy to hide from him behind any building and shoot him in some paw. Then go to the previously closed door and return to the courtyard with the wells.

We go down with a machine gun in our hands diagonally to the left. Having instantly calmed down the left “cancer”, we go into the right strafe, demolish the right one and switch to the farthest one. In principle, with a six-barreled gun you can unnaturally hit him at such a distance, but if the monitor resolution is less than 800x600, it is better to take a rifle. Having walked a little forward, we will meet the slightly gored combination “Zorgi + “pig””. Whether to use a machine gun, RL or 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 the right one for us). There, on the first floor, we will find a hefty backpack behind the only open door. In the second well you can get the left cartridges, but as I type 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, take out two Zorgs, enter, go into the left strafe, and take out the “crawfish” in the distance. Climb to the pedestal and take the winged (in English “winged”) lion reincarnation of the communist theorist. Right in front of you, two “crayfish” will appear on the wall, which are “very susceptible”, because the column on the right is still blocking you, and individually they clearly do not “rule”. Now you can go to the lion's door and knock down two Zorgs, after which you can grab the grenade launcher with an unwavering hand. Instantly switching to the rocket launcher, blow the “scorps” to pieces 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 the flamethrower. Having obtained the “heart”, get ready for a long battle. In principle, you can send everyone to hell by jumping onto “solid ground” before the elevator goes down, but we won’t do that. Money, sir...

On the first floor we will be met by “rocket men”, against whom the Thompson is an excellent weapon in the fog. Then the gnaars will rain down, against which the flamethrower is optimal. It is also better to burn several skeletons and a “bomber”. Once back upstairs, go back down the corridor. Around the 180 degree turn is a golem who 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. Flamethrower, of course.

After this, you can remove the ammunition from the scorpion’s nest and walk with the flamethrower along the second corridor. Around the turn to the right there will be a ramp from which Sam risks sliding into a hole, but if he increases his speed by running forward, he will fly over it safely. I will not list all the types of walking firewood that we will encounter due to the futility of this activity, I will only say that at the fork with the “pumpkin” it is better to first turn left and collect ammunition, and then go through the door and the long hall-corridor.

In this room, due to its immeasurable length, the absolute, almost cheating weapon is our big gun. Having gouged out the oncoming stream of reptiles (it’s especially nice to see how a bull, having caught a cannonball in the forehead, rides under your feet by inertia on its back), go further with a flamethrower, at the fork to the left, in the dark, take out the armor from a mouse hole. Then - into another branch, up the stairs, “pig” in the forehead with a rifle. Four backpacks are clearly too much. Croteam, for all its merits, clearly needs a mapmaker. We fly along the corridor like a fly, the “nail punch” works according to a time delay, and not a critical point. From skeleton to strafe - God forbid this bastard pushes us under the stakes. We go down to the hall.

I can shave my beard. And where do you want to put the mind?

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 like a sausage with a rocket launcher, unobtrusively dancing towards the armor, and then to the first aid kit. On the next floor, a weapon with a maximum delay (against older golems) and a machine gun (against everything else) will be used. The golems are sitting almost on a “serious quad”, so it will only be possible to get it at the end. And he will use it on the next floor - against the “scorpios”. Having shot all the cartridges, use the rifle, and then, when the “self-propelled guns” begin to fall, use the flamethrower. With belching sounds, the vile creatures lead you to the next floor, where you have to run with a flamethrower backwards along the outer wall in a circle (sometimes turning around at the sound) and set fire to your pursuers. Then a giant demon will emerge from the collapsed wall like a huge rock to burn in a man-made hell without firing a single shot. The last fuel will go to the skeletons.

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

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

Chucks, turn, rise. There is no fuel, so we cut the skeletons with a laser. The screensaver will tell 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 bombers. We will shoot them like this: “pig”, then “pumpkin” and guys with grenades. Go around all the bridges, then jump to the center. You will have to shoot from the bridge into the fog, so take a machine gun. “Cancer” is at the top right (thirty degrees), “pig” is straight ahead. The green sight will give them away, but if it’s completely unbearable, press “zero” - there’s a “serious bomb” ahead. At the top is another “crawfish” (from his gun) and a “pig” with a Zorg (left strafe, from both rifles). The first wave of skeletons (from the opposite side, on the right from the narrow door) can be stopped with a rifle, collecting rulez along the way. Then take the rocket launcher and follow the others. Having climbed their bones, immediately turn to the right and blow up both the “buttons” and the “pig”. From the bridge to the right are “birds”, and to the left are two more flying pornography plus a “scorpion” and a bomber. Behind the bridge we take a machine gun, in front of the next one - to the right, instantly mow down the bomber, take his place, mow down the “scorpion”, hiding behind the column, mow down the “witchharpy”. Behind the bridge we take a rifle, stick to the right, hit the “pig” in the forehead, to the left, armor, to the “pig” and further, to the right, corridor, fork again, to the left, a bullet to the soldier, back to the right, first aid kit, to the soldier’s corpse, further , one more, and here is a hall with a mirror floor.

Sam slides, the video camera slows down, in short, you can fight, but not for long, and with yourself. “Right wall” to the stairs, we’ll sit there, the “knopiks” were burned, we went out, went up to the “serious bomb” (remember, I promised?), walked through, reached with fire and sword... that is, only with fire to another insane hall , passed it too, collected backpacks, and went out into the street.

FIFTH PAGE

Take the rocket launcher, use the “left wall” to get to the “smiley”, grab it and fire all the rockets at the attackers (both of them will end approximately at 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 with a flamethrower, running back to the front door. Then finish off the biomechs with a rifle, while simultaneously “imperceptibly” licking the “pig” from it, which, due to the general slowness, has just hobbled here.

Well, we collected the first aid kits, then the “heart”, you can feel like a person. Did you feel it? Now the machine gun has convinced the “cancer” and the biomech of the same thing, who are trying to throw fingers, despite them physical absence. Another “pig” came from somewhere... Either it was missed in battle, or it’s now caught... What’s the difference...

Let's enter the room where we will be fully equipped. All the ammunition, “two hundred or two hundred” himself, everything is fine... At the exit, “serious carnage” awaits us, as Sam himself put it. We take a flamethrower and stupidly wait at Samquad. When the skeletons approach, we “eat” the “smiley” and go on the offensive. Having exhausted its effect by fighting in the “oncoming flow” of skeletons, we return back, firing back with a rifle. Having picked up the second one, we again drown everything in the flames, advancing, and having dispersed the reptiles, in retreat we shoot as many of the biomechs themselves with a rifle “in the gallery”. Then we burn the skeletons again (the next wave and the “smiley” will end approximately simultaneously), and take the cannon. Bulls and biomechs, and the remains of skeletons. That’s it, you can’t trample against a gun... Having reached the middle of the field over the corpses, you will be attacked by “birds” from the sides and an absolutely brutal crowd from the front. Your task is to grab the armor, “wings” and run forward before the golems appear. Then turn around and run back, pressing “zero” as you run. The hellish smile of the steel devil in your backpack will momentarily plunge the level into blinding light.

Continue to retreat - new ones have already taken the place of those killed. The last cannonballs have already been swallowed up by the crowd, and while retreating there, you must insert all the machine gun ammunition on the run, cutting off the “birds” along the way. Now the rocket launcher will be used. When the last demon collapses, collect rockets and ammo and go on the offensive again. Halfway through, you will be attacked by a flock of vocal “Vitas”, and maybe a couple more skeletons will entertain you. 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, ammunition, rockets. Go up with the laser, kill the soldier. Behind the door, shoot the scorpion on the left and, holding the doors, mow down the small riffraff. Go back for ammunition, go upstairs again, and remove the second scorpion from the rifle. Go along the “right wall”, remove two “pigs” along the way, and another one from the corner. Having reached the middle of the long wall, remove the “scorpions” that appear at lightning speed (or even faster). You'll be attacked by skeletons and kamikazes, and switching from a flamethrower to a rifle in close combat is a little, um, awkward. Then, after running away from the “disposable soldiers” (you’ll still have to remove a couple more “scorpions” along the way), switch your attention to the biomech, and the weapon to the rocket launcher. Having turned the “chicken”, take the statue and instantly remove the “scorpion” in front and the “pig” on the left, freeing up your hands for a showdown with three kamikazes. Behind them, to the left of the exit, there is a cache with cannonballs.

The “pig” is waiting for us outside the door. The distance is quite rifle range. Having collected the cartridges, go up backwards with the laser and chop the emerging “scorpion” into cabbage. Stand in the doorway, chop down another one, and equip it with two rocket men. Go back, collect the batteries and go to the Space Hall. Here we will be met by a zorg, a skeleton and a flying gnaar. The machine gun is your best friend there, and with it you will climb the first flight. From there, you can scratch out the “heart” for a long time and persistently on the tricky 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 cost a duel with three “scorps”, but in front of the next stairs, on the wide floor, it is very easy to dodge the fire. Don’t go to the stairs right away, but first look behind them - there are rifle cartridges there, very timely. A soldier is waiting for you at the top, which was simply sacrificed to Sam, there’s no other way to put it.

From this floor you can jump over the abyss to the opposite edge. Who dares to fight - go ahead. The rest go to the elevator. After this 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 life views. Raging “mouse bulls” can cause mild insanity in an unprepared player. It's good that we've already met with such jokes... Beeee!

Press both elevator buttons and quickly run to some corner. And don’t get your hopes up - a “scorpio” is already sitting there. And the one in which “oh, I had to run there,” too. The laser will “persuade” both of them, as well as the 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 shoot at you at the top - take a rifle in advance. It's also a good idea to jump out before the elevator takes you back down, since the elevator operator who installed the electronics on it was clearly in a state of deep hangover.

After killing everyone, go to the stairs. Go around the “tablets” on the left along the wall, take the flask and collect the “tablets” on the way back. Go up the stairs, collecting armor. In the middle, you will be waylaid by a “scorpion” that has appeared - retreat, shoot it with overhead fire from a grenade launcher. Get up, take the armor, take out the machine gun and safely roll down. Under the right overhang you will find yourself in a dead zone for the demon, and killing gnaars on the fly is just fun. The demon will also easily come under fire, which he will not be able to respond to.

Here we are again in a narrow, long room. This is not a good room... It reminds me of something. Myself, rotten, probably. Let me guess... Skeletons? Exactly!

The flamethrower “rules” here in a simply shameful manner; it’s time for the skeletons to order coffins. At the end there is a door, behind it is darkness. The only light source, which doubles as a switch, is triggered by a bullet. But do we need it? We have our own “lamp”. 500 charges. It's called a flamethrower.

As long as there are cartridges, we will shoot from a machine gun. Having shot all the ammunition, take the “lamp”. The first one to attack us will be the “scorpion” to the left of the exit - shoot him and take his place. Then take out the second one, to the right of the exit. Shoot at the lights in the eyes and the flashes of weapons, try to squint at the kamikaze screaming (you don’t need any Dolby for this, regular stereo headphones). When the “self-propelled guns” begin to fall, run to the corner where the second “scorpion” was. The third one is opposite us, diagonally, so let's switch to the rifle for a second. Snipers hit the light of a cigarette at night without missing a beat (by the way, the sign of not lighting three of them from one match originated precisely during the war - sniper work cannot be rushed, usually the third or fourth is “lucky”), so we will remove the “scorpion” without difficulty, instantly Let's switch back and start frying frogs again. It’s also easy to burn biomechs on the sly in the general chaos.

In the next room we can arm ourselves well. Collect your ammo and go outside. In order to enter the tower, you need to collect three Remedies for Stupidity. And at the same time, cure everyone around you from it. First, use the screw cutter to remove the bomber on the left of the tower, then use the cannon to destroy the biomech on the right, then kill the soldiers on the bridge with your revolvers. The biomech on the left will be the next to get hit by a sniper bullet. And finally, the last one is the “scorpion” above our head. Now collect the armor and the test tube on the porch and go 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, the payment for which will be bulls and biomechs. We have few nuclei, but in general there is only one life, and it’s good if it’s one hundred percent. So take the gun and...

It is better to get closer to the biomechs to ensure the proper speed of the core. It pierces several bulls through and through, so it’s better not to risk it. You must go back upstairs to the porch, no matter the cost. From there you will release the rest of the cannonballs and take the rifle. But against a rifle, a bull is not a bull, but so... The flocks running towards you are an excellent target for a rocket launcher, and when there is no one left except them, you can take the same path again, coming at the end of it to the doors.

Behind the doors you will find a garden. There are two “scorps” sitting on the gate, who will instantly get lead poisoning from a rifle. Otherwise, there is only a rolling pain, begging for a bullet that will end their worthless, painful life. A machine gun is the highest good for them... Having taken the first “wisdom”, stand in its place and launch a rocket so that it explodes in front of the entrance, outside. In response, two skeletons will come running, which otherwise would very meanly attack us. And while they are running, we will switch to the machine gun and cut them off in a jump. There are four “scorpios” on the gate to the left and right - there is a place to frolic with the “telescope”. Next are two Zorgs, a “scorp” very offended by their death, and a detachment even more offended by his death, consisting of a flock of skeletons, a “scorp” on a pillar and soldiers already offended by his death. From these offended ones, I strongly recommend sitting out with a flamethrower and a rifle in the tower where we obtained the first artifact. Fortunately, some of them materialize there, immediately coming under fire. But your victory will offend another “scorpio”, and then an adult “scorpio”. This chain will end there and you will be able to leave the courtyard.

In the passage courtyard, a backpack and armor are waiting for you on the left and right. Behind it you will find another “testing yard”, where rocket scientists and bulls will attack you. Take a “smiley”, then “ruin” everyone with a simple double-barreled shotgun, switching to more “complex” laser and machine gun. In response to this, the biomechs will be hidden, and their destruction will cause the demon to appear from the oblivion of the “Winchester”. I recommend a rocket launcher in combination with a rifle.

Another “wisdom”, but for it Sam was beaten so much at the entrance that they will let him leave without hindrance. Behind the double doors with unnecessary grenades are “bees in buckwheat rest” and rocket men 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 Krotimsky” remind you that everything can turn into a fiery hell in a split second.

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

The third “wisdom” is guarded by a skeleton around the corner. Nobody interferes with us anymore, either inside or outside. However, instead of “passage doors” we find ourselves in the whole “flamethrower’s joy”, which smoothly turns into “machine gunner’s joy” due to the banal lack of fuel. Behind her is the courtyard again, the courtyard is full of people. Do not let the doors close and release the remaining rifle cartridges from behind these doors at the “scorps”. Kill the rest with a machine gun, especially if you work well on two targets. There are four “scorpios” in total ahead, two each to the left and right of the doors from which we came out, and two more to the left around the corner. Three more will appear along the long wall as you begin to collect armor, forcing you to switch to the laser: the TMAR machine gun, alas, is not equipped.

Having picked up the “tablet” in the corner, take the rocket launcher and - where are you, our flamethrower? - run away from the giant “self-propelled gun” back to the entrance, onto the porch railing. Shoot once at a monster, and hundreds of tiny, un-aimable “self-propelled guns” will fly out of it. You won't even see them, but already being very familiar with them average speed movement, you will kill everyone with carpet rocket fire. After that, go forward to the porch, into the building, collect ammo and return to the tower.

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

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

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

After covering the Larva with a post-mortem mat, collect the flasks. In battle, I think, there was no time for them. Step into the portal.

The Citadel

Some kind of “vampirish” terrain... We take a pump gun and, desperately strafing, demolish three Zorgs and two “commanders”. We take the saw in the corner (well, at least there’s not a lot of fur left), we cut up the skeletons. In the church there is armor, in another corner there is a second revolver, in the house behind the creaky door (we saw) there is a double-barreled shotgun. We go down and take down the Zorgs.

Let's wait until the “choking machine” strangles all the “self-suckers.” Then we jump over the teeth to the column in the center. The crushers form rings, in the very center of which there is safety. Having collected the cartridges there, we will stand on top of the collapsed crusher 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 lever on the side and press it. With terrible force, the boxing glove will fly out of the hole and hit the “cancer” so that his corpse will fly across the entire room.

Take the rifle and go to the bridge. Clear your way to the middle supports, and having succeeded in this, take the flamethrower from the left. The supports are not supported by air, but by rocks, and “health” rests on them. Go further, burn the “self-propelled gun”, take the “smiley”, burn the “birds” and skeletons and remove the biomech and “crayfish” from the castle. In the courtyard, use a flamethrower, follow the “wheels” like a narc, and at the end saw the skeleton. Take the key, the armor, and to the right of the church, raise from the graves the fans who died in the accident on the screensaver. To the left of it there is an excellent shelter from skeletons - a narrow gap into which Sam crawls through, exhaling, and exposes only the saw.

Go back, cut through the courtyard with a flamethrower and a rifle (there are secret missiles around the right corner), go through the other door. Against younger biomechs, the rocket launcher is just the thing, so get to it as quickly as possible. In the next courtyard there are bulls, sniper them from a distance until you shake off the “Samquad” from the “self-propelled gun” and hit them at once. On the second “smiley”, remove the demon from the castle and finish off the bulls. Two cannons “get” us: one from the tower, the other from the castle wall. They are completely destroyed by rifle fire.

In the next courtyard, use the flamethrower. To 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 to the giant gears. By diving under them, you will find rockets and a “heart”. Then tear off one tooth from each with rockets and, using the hole, climb up to the window. To do this, you need to jump onto the next tooth after the broken one, as soon as it begins to take a more or less horizontal position.

Jump out, take out the shooters, burn the attackers. On the right behind the houses there is secret armor. Behind the gate is the passage to the castle. We are unobtrusively advised to stir up more trouble so that the owners will send a pogrom team across the chain bridge. Well, that won't be the issue with us...

A flamethrower combined with invulnerability is a very powerful thing. Only maybe he won’t remove the demon from the tower. So the bridge will soon go down, although (shame on the mapmaker) no one will run across it towards us. Walk with a flamethrower to the boarded up door, jump into the chimney. Swim to the back entrance, burn a path to the rise, rise, avoiding the fire from the muzzles on the walls.

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

Land of the Damned

Go downstairs, take the machine gun. In the house there is a “smiley”, in the snowman there is armor. At the mill, get to the switch - “Dead Moroz” will appear. Hit him with a rocket, pick up the backpack. Behind the gate is a “serious bomb” and kamikazes, backed up by skeletons. Further, as the advance progresses, biomechs and rotary cannons will be added to them. At the end of the road there is a village, in it there is an avenger snowman with rocket launchers and in a house behind a creaky door there is “invulnerability”. Kill the Zorgs, remove the demon from the rock and the cannons from the castle wall. Sign in. Kill all opponents, “reduce” the secret snowman by shooting “to zero”. Pick up the “heart” and destroy two biomechs.

The cave will lead us to 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, islands in the lava, another bridge, and the last, narrowest one, which will take your breath away. Now through the tunnel - and into the portal.

They replaced fire with ice... The main tool here is a sniper. The second number is a machine gun. A rocket launcher and grenade launcher are too dangerous for themselves, but since they put so much ammunition in them...

But at the end of the level a bummer awaits us. Big bummer. Our artifact was stolen...

Grand Cathedral

Armageddon.

Here I listened to the music for the first five minutes. Then he reluctantly began to take action.

So, first turn right, break through the wall with a rocket and don’t touch anything - you’ll still have time. Then go to the Zorgs ahead and shoot with the laser for a while for the sake of form. When you get a little tired of this, press “zero” and pick up the gun. Then kill the remaining ones with a laser and flamethrower and, returning, collect ammunition. With a machine gun and a “smiley”, break forward again, around the corner, mow down everything that comes your way.

The cartridges will run out at about a flock of biomechs drowning in all sorts of small fry. In principle, such a company is an ideal target for a gun. Everyone gets it - both big and small. When you run out of cannonballs, take the flamethrower. Having burned the skeletons, retreat with your rifle to the corner, where you can kill the next wave of them with a rocket launcher. Having collected the flasks, continue your retreat, shooting biomechs with your rifle. When there is no one to cover the skeletons, burn them down with a flamethrower. Then move forward, collecting everything left behind when retreating. Leave the last backpack: excess ammo - lost ammo.

Go into a frantic retreat again, firing back from the gun. Once again, the cannonballs mow down corridors in the enemy’s ranks, finding at the end something large like biomech. Once you've used up this truly delightful ammo, switch to the rocket launcher. The last few biomechs are so far behind that it is best to take them out with a rifle. Just like the cannons on the castle wall.

Pick up the backpack you have stored and 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 castle wall - a teleport to the Pumpkin Patch will open. Again the retreat, again the rifle takes the most frisky from life. Those are over - counterattack, we shoot three demons around the corner.

We return, teleport to the Pumpkin Patch. Here you will have to fire preemptively at the pumpkins with a machine gun and rifle before monsters with saws hatch from them. Having cleared the area and collected your armor, backpack and “heart”, go out.

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

Now we go to the Pumpkin Patch - and we again have two “serious bombs”. We return, move on, pick up a backpack, “two hundred” armor. Around the next corner there is another crowd - we retreat with a gun. Then we change it to a rocket launcher, and after shooting that too, to a grenade launcher. Two biomechs managed to get close from the rear - we’ll turn around and destroy them.

Clash of the Titans. Mordecai vs Sam.

Now take the machine gun and start cutting down the attacking skeletons. If you run out of cartridges, take a sniper, even a “zoophile” will fold in front of it. With the last cartridges in it, go to the “wings” and rush forward like a cracked bird. At the corner named after Two Serious Bombs, you will meet some underdogs who don’t deserve anything more serious than a double-barreled shotgun. The white first aid kit has a hole in the wall again - teleport to the Kunstkamera. In it, as expected, the freaks are preserved in alcohol. And not only those in alcohol: “highlanders” are crawling out of the corners. We take the “smiley” and shoot the “highlanders” with rockets. We collect everything, go out, turn the corner. Last turn, last enemies. Zero.

The muzzles on the walls came to life and began spitting cannonballs. We take the gun ourselves and go around the danger zone along the wall. In the end, two “scorps” die under our gun fire. Let's go through the door.

You can “disown” the first jump pad by running back before reaching the next one. “Self-made” - they are “self-made” in Africa, and on the jump pad too. They won't even get close to the flamethrower. The biomechs will catch you in the core, arriving not quite alive. But skeletons are already hemorrhoids, and older biomechs too. You'll have to fire a gun, piercing right through both of them.

At the opposite end there are two holes. The doors there are still closed - the one on the far left and the one on the far right. Stuck 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 stick his missile launcher in there, well, we have a cannon in stock for this case. With a full delay, one core will be enough for him, how long will it take...

Having finished with them, you will meet with kamikazes and “birds”. Kill them with a machine gun. Then quickly climb into the hole again: now reptilians will crawl out onto the walls. They need to be removed one by one from the rifle, carefully showing the nose around the corner. There are exactly six of them, three on the wall.

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

A “highlander” is waiting for us on the street. A gun with a maximum delay will greatly dissuade him of his own steepness, opening the way for us to fortify. In it we are thoroughly attacked, and in the event of a kamikaze attack, I recommend leaving it immediately and running from them around the surrounding area. It doesn’t “strengthen” anything. But back forward in an open field, away from this hell and the thunder of heaven, so that all the points of emergence of opponents are before your eyes, under control - that’s it. It's a pity that revolvers do not have an optical sight... I have no illusions about how long rifle cartridges will last, and therefore I recommend this technique: aim the sight at a flock of kamikazes with a rifle, leave the mouse alone and switch to revolvers. After that, you can hold down “fire” on the keyboard and go to sleep (drink beer, dig potatoes, steal chickens with subsequent imprisonment, load cast iron, reproduce a person). When you return, you will find them more than thinned out. Well, if Korovin’s painting “The Guidemaker Drives to a Deadline” was written from you, then go to meet them halfway and stupidly kill them with the same revolvers.

Both techniques can subsequently be successfully applied to skeletons, who will continue to successfully poison life instead of retired kamikazes. The only difference is that using such a huge and expensive fool as a rocket launcher on skeletons instead of revolvers is economically justified, unlike using it on kamikazes.

In my personal experiments, I even had the audacity to fire a gun, and the corridor that remained in the skeletons barely visible in the optical sight exceeded some “critical mass”, and the next wave began - biomechs. Do the same, then kill them with fire at about forty-five from a grenade launcher and return to the fortification. And everything will start all over again...

This time it's serious.

Even Sam, seeing how much longer he had to fight, burst into obscenities. Therefore, get ready to come here regularly for a backpack-first aid kit-armor-“smiley”-“wings”, and then go out into the field. Eventually the gate will open and you will emerge for the final fight. With the boss. Third episode. The main one.

Mordecai.

The fight with Mordecai is disgustingly devoid of tactics and saturated with technology. Stupid running around with mochilov. 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 weren’t for two funny jump pads on the sides of the level. And then - what are the battle tactics...

You say - am I inconsistent? At first I was glad that I could finally mow for my own pleasure, but now I scold him for it? Not at all. There is a line between a “meat grinder” action movie, where stupid opponents merrily throw themselves under fire, and a degenerate game, where they win with countless saves, waiting until the card “falls” 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 due to complete incompetence. Remember, say, Downtown from Doom II. Key points. Nychki. Roof. BFG. The main strategy for passing. 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 a way that is interesting.

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

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

Bugs

My opinion is growing and strengthening that most (if not all) of the bugs were introduced into the game by you know who. But I will still talk about them in detail, since many of you will probably come across the same version.

When you try to watch the first cutscene (at the very beginning of the game), weak cars hang to death. To still play, I recommend using the save file included with 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 active actions, you may later discover with interest that it is too late to take them - the system is hanging tight. It's as if the screensaver turned on in the middle of a defrag... This applies to the pause and hint screen, and also manifests itself differently on different video cards. Sometimes this can be interrupted by pressing Pause, Esc, Esc, Pause. The menu that appears “sobers up” the engine that was taking a nap. But such shamanism does not always help.

At the beginning of the level, Sam “leaves his body.” At the same time, exactly the same Sam remains standing motionless at the starting place. At first he interested me, but the bullets passed through him, like through Sablenog Gridnev, so I just twirled my finger at my temple and moved on.

The loading/saving algorithm is clearly broken somewhere. Well, the save can’t load for half an hour, it can’t! There is no point in loading so much... Moreover, the loading time depends to a large extent on the video card. I guess that, say, VooDoo 2 requires a “light” overhaul of the graphics before it is fed to it. But what does Quick Load have to do with it?

Saved

By going to this link, you will find the game saved immediately after the introductory video, which tends to "hang" some cars. This archive is intended for those who cannot run Serious Sam due to problems with the video card.

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Legend of the Beast

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

Children of Amon Ro


The level is not high at all, and the only opponents are Rocketeers, Kamikazes, Yellow Arachnoids and a few Skeletons from Clear. The difficulty is that from the beginning of the level we have only 30 health, and that we will run the entire level only with pistols, and only at the end will they give us a shotgun (if we don’t use one of the secrets).

The level starts in an empty room. We leave it and get into the fresh air. We shoot at the oncoming rocket launchers and kamikazes. 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 No. 1). Behind the arches we see a shotgun, unfortunately, hidden from us by golden bars. Be careful: there are two rocket men standing on the houses to the left and right. We collect everything we can here and return to the first courtyard.

We go to the right door, if you look from the beginning of the level. We find ourselves in a large courtyard with houses. Rocketeers and kamikades are scattered around the yard and constantly appear, and in the center there is a pair of arachnoids. There is also a second pistol in the center. Shooting the headless ones and trying not to catch the eyes of the arachnoids, we walk 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 away and reveals to us a shotgun, buckshot and an image of a Serious Bomb (secret No. 2). Now we get rid of the arachnoids, take the pistol and press the lever on the statue. A bunch more headless people appear, a couple of skeletons and an arachnoid at the exit. We clear the area and carefully inspect everything around for armor, health and ammo. In the left corner of the courtyard, as seen from the entrance, there is a first aid kit. If you approach it, it will jump over you. Let's take it (skeret No. 3).

We go up the slope and go into the room above the arches. Inside are a couple of headless men, ammo, 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 there is a bridge. There are also rocket launchers and kamikazes scattered around here. I advise you to take pistols, stand at the edge of the wall and shoot the rocketeers, but first kill the arachnoid that is shooting at you in the distance from the foliage. Kamikazes will run into the wall below you and accumulate. When there are enough of them, kill one of them. This will cause everything to explode at once with a great roar. As soon as there are no more enemies, we go to the bridge. Below it there is a teleport, which for some reason counts as 2 secrets at once (secrets No. 4 and No. 5). He will take us to a room with blue armor, but to take it, we need to jump through the spikes that are constantly closing in the middle of the room. Returning back, we turn the lever on the statue and fight with the newly arrived monsters.

Now we return to the place where we saw the shotgun behind the golden bars. A couple of clears and headless will appear there. We grab the shotgun and go to the exit.

Holy Spirits


At the very beginning of the level, there are several rocket men standing right in front of us, who immediately start shooting at us. We kill them. We examine the second tower on the right. On the side opposite the starting point, under the roof, there is a button with a target. We shoot at her, and several boxes with buckshot appear in the middle of the yard (secret No. 1). We hide behind the third tower from the arachnoid that appears. We look out, shoot, quickly hide back. Along with the arachnoid, rocket men, kamikazes and one zumbul appear - they do not cause problems. Let's go to the next yard.

Shooting the headless ones, 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 behind the middle column at the far wall. We cut down all the gnaars that are running towards us. Along with them, a zumbul appears, from whose missiles we hid behind a column. He will be stuck in the pool, so we can safely saw the gnaars until they run out. We carefully examine the column in the right corner of the far wall, when viewed from the pedestal. On one of its sides there is a small lever. We turn it, and 16 tablets appear around the pedestal (secret No. 2). We go to the exit, but not to the one through which we entered.
An arachnoid has appeared on the left, above the entrance with two statues, so we don’t go out into the courtyard until we shoot all the headless ones in sight. 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 kamikazes and a flamethrower that were standing around the corner. We look up - the arachnoid is already standing above us and trying to shoot, but in vain. We kill him before he falls from the wall onto our head. Now we go to the building to the right of the entrance to the courtyard. Inside there is a pink flask and buckshot, picking them up will summon a couple of gnaars and a skeleton. Then we go to 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, go left. There is a hall with columns and several more headless ones. In the next room there are again columns, but behind them there are already Gnaars. We collect everything here and return to the fork. Let's go right this time. Killing the headless ones, we go up the stairs and 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, hide from the new arachnoid behind the ledge, then jump off and hide behind the obelisk. We kill the headless and the gnaar, and then, looking out from behind the obelisk, we kill the arachnoid. Let's go to the next yard.

Here we are met by several rocket scientists. We reach the middle of the courtyard, and a crowd of various headless, gnaars and zumbuls 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 towards us from all sides. And again we go to the next yard.

Upon entering, we immediately notice a small gnaar boldly running towards us from afar. While he is running, we manage to shoot two flamethrowers on the pyramid on the left with pistols and pick up a saw. We walk a couple of steps, and a huge crowd of rocket men appears around us and in the distance one Zumbul. Running sideways and dodging missiles, we kill them all one by one. We go into the pyramid and cut down the gnaar. Carefully examine the ceiling on the left side of the room. There is a dark square there. Shoot him and he will drive away. Jump up and you'll be thrown into a small room with a rocket launcher. Don't waste it - there are no missiles on the level. We jump back, go down and take the double-barreled shotgun. On the way back, a gnaar appears on the stairs right in front of us. When we go up to the room, 4 more appear. Outside, 3 skeletons are running around on the street. We go to the gate opposite. A reptilian and a small crowd of rocket men appear near them, and a little later several kamikazes will come running from all sides. We quickly get rid of the reptilian using a rocket launcher, or kill the headless ones with pistols or a shotgun. Let's go to the gate.

There is a lone rocket man standing on the right. We reach the middle of the courtyard, and a zumbul and two flamethrowers appear in front, and clears are jumping from the right wall. First, we go behind the towers on 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 pair of flamethrowers, a gnaar is flying on the left, and from different sides Kamikazes are running towards us. For some reason, one (or more than one?) of them always remains somewhere behind the wall and screams out of reach there = (There is a double-barreled shotgun and a door ahead, for which you need a key. We go left. There are two passages. We go to the left. Here a couple of rocket launchers and a flamethrower on the wall. We go further, there are 3 gnaars near the house without a roof: two small flying ones and one large walking rocket launcher hid around the corner. We go into the house, take the armor. We are attacked by a crowd of gnaars, and with them several more kamikazes. , so you won’t be able to just cut them all while standing in the corner. Cut them while running around the building and shoot the headless ones in time.

We return and go into the right passage. There is a green flask surrounded by pills. Take any one, and two small gnaars will attack you - one flying and the other normal. Take 6 more, and rocket men will appear on the walls, gnaars will jump from there, a few more with clears and kamikazes will come running from the exit. Take 7 more and several more rocket men will appear on the walls, and several more kamikazes will run past the exit. Nothing bad will happen for the remaining 2. Now, finally, you can go into the building.

We go into the room with columns, shoot the headless ones and go right. There are a bunch of rocket guys, a couple of flying gnaars, a flamethrower at the top left, and a pool. We jump into the pool and swim into the passage from the entrance. There is a first aid kit (secret No. 4). In the same room you can see the Red Armor on a 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 count, you need to find a very small lever in the pool - it is located on the wall opposite the entrance to the room. Turn it and the invisible platform will become 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 go up the stairs, kill the rocket man and the gnaar. We find ourselves in a room with a swimming pool, but from above. We kill the headless ones and take the red armor. It’s impossible to jump back from here, so we jump down and go up the stairs again. We go into the passage on the other side of the room. We find ourselves in 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 a platform from which you can quickly get to a closed door, but it’s too early to get there. There are several rocket scientists here. We go to the right end of the corridor and enter the room. Here is the key. We take it, and gnaars and kamikazes begin to run along the corridor, and a flamethrower appears on the wall. We shoot them from afar. A skeleton appeared on the platform 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 zumbulas, and a flamethrower. We kill everyone. Let's go through the door.

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

In the next courtyard we kill several headless people and move on. We are met by several more headless people. There are 2 mini-yards surrounded by a fence, and 2 underground rooms. Each has something, and when you pick up this something, various headless ones appear, including kamikazes, and zumbulas. In the room on the left there are cartridges, in the courtyard on the right there is blue armor, behind this courtyard there are two green flasks, in the courtyard on the left there is a first aid kit, behind it there are bullets, and in the room on the right there are a lot more cartridges, armor and health. Having collected everything and killed everyone, we take the saw in our hands and go to the house in front of us. Right outside the doors there 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 kamikazes had already appeared there. We go to the previous courtyard.

Then 2 zumbulas and a flamethrower appeared on the wall. And in the courtyard with the building where we took the machine gun, skeletons and kamikazes will run towards 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 along the left side, another crowd of rocket men and zumbulas will appear. At the exit from the territory there are two arachnoids.

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

Great Obelisk


We leave the room where we appeared. We find ourselves in a large courtyard. In front of us stands the Great Obelisk and several headless ones. A large biomechanoid is wandering on 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 go around the building and jump onto the bridge with a rocket jump, or, if you know the technique of climbing steep inclined planes (to do this you need to run not perpendicular to the base, but at a large angle), then you can get there without wasting a rocket and health. This way you will shorten the lion's share of the level, but miss the secrets and the rocket launcher (if you didn't pick it up in the secret in the last level).

Bulls are falling from the wall of the obelisk on the right, and at the other end of the courtyard there is a red mechanoid. When you kill the mechanoid, another one will soon appear, and when you destroy all the bulls, skeletons from the clergy will begin to jump from the wall on the left. After all this, we move on. If we go the honest way, then we need to go left. I advise you to first go to the right, collect ammo there and kill Zumbul at the same time. We go left along the path. As we pass the turn, assorted headless creatures begin to appear all around. We run up the slope to the doors - it’s convenient to shoot back from there. Kamikazes are running from the other side. Don't let them accumulate too much in the corner, otherwise they can get over each other's heads... that is, over each other's shoulders. As everyone was killed, we go through the gate on the left.

When you enter the next area, look to the right. At the top, on the wall of the Great Obelisk, there is a ledge on which the Heart is located. To get it, you need to launch a rocket there (secret No. 1). If you have nothing to fire, don't worry - there's a rocket launcher nearby. We collect a bunch of cartridges in front of us and move along the path further. We are attacked by a crowd of headless people, several zumbuls and bulls. Behind the sphinx statue is a yellow arachnoid. 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 moves away, revealing bullets and green armor (secret No. 2). Let's 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 summons a new batch of skeletons and mechanoids. Each room contains light armor, health, rockets and buckshot. In the far left room there are bullets instead of buckshot. There is a lever hidden behind the lamp on the far right. We turn it and a section of the ceiling slides down. We ride it up to the secret room and find a bunch of helmets and ammunition there (secret No. 3). There is a figurine in the room in front. We take it and make our way to the exit.

If we haven’t broken that ledge with the heart yet, then we’ll go back and break it. Let's move on. We are again attacked by a crowd of headless people, and with them also several small mechanods and a couple of bulls. Let's 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.

There are already bulls and large furs running everywhere here. We throw missiles at them. When we approach the doors for which we took the key, a large mechanoid stands in front of them, and clears begin to jump from the roof. If we now go again to the doors on the left and enter them, then the Heart and Red Armor will appear in front of us (secret No. 4). Quickly take them and run back before the doors close, otherwise you will have to run around the Great Obelisk again, only now there will be no enemies here. Let's go to the Obelisk.

In the building in front of the Obelisk, we are attacked by a bunch of chaotically running skeletons from the clergy, and four flamethrowers fire at you from above. After some time, the Zumbul joins them. We cross 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 by simply 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 signs appear that they can be used, they can and should be used. Dodging the spheres launched by Khnum and trying not to come close to him, we activate the panels. After this, you need to shoot from any weapon at two panels under the ceiling, to which the white stripes from the panels lead, which we have already activated. 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. Do this 2 more times and he's dead.

WALKTHROUGH

Not much different from the usual The Second Encounter, but it needs to be added. So:

SIERRA DE CHIAPAS (12 secrets)

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 cut into pieces all the Krotin residents who were responsible for our accident. And let them not pretend to be angels!

We go into the open hole, there we will find ammunition for missiles and a stage (secret No. 5). We watch the show to the end, and then we leave and go straight into the ravine.

Here we will find the wreckage of the Krotinovsky tarantass (secret No. 6), and a little further, at the very end of the ravine, rockets (secret No. 7).

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

Go out into nature. Go to the abyss on the left. In the abyss lies a ROCKET GUN (secret No. 9). Taking it, we jump onto the platform below, and then into the teleporter. We'll find ourselves on a cliff. We jump onto the lower rock, then onto the ground, on the opposite side of the abyss.

There will be a fight here. After you kill everyone, look around. You will see a light boulder near the left side of the rock. Fire a rocket at him! This is the entrance to the secret cave (secret #10). Enter it and dive into the pond. We swim with the “squat” position, when it becomes impossible to swim, we switch to “jump”: we will swim to the top of the rock.

After crossing the bridge, we'll get hold of sniper rifle cartridges and Serious Health (secret No. 11). Now down again, and we go to the reservoir. It's guarded, so be on your guard.

We dive into the pond at the entrance to the Temple, knock down the Fishes there, and then take the First Aid Kit from the very bottom (secret No. 12).

VALLEY OF THE JAGUAR (8 secrets)

In the small house to the left of it you can get cartridges for the Machine Gun (secret No. 7), and between the right house and the Pyramid in the corner there is a Bottle of Health (secret No. 8).

THE CITY OF THE GODS (15 secrets)

Behind the building from which the Mercenaries ran out are cannonballs (secret No. 6). And in the building itself there is a lot of other ammunition. Naturally, under guard.

Walking around the territory, behind one of the trees (to the left of the entrance gate), you will find a mini-teleportal to a secret territory (secret No. 7). It's kind of like the "Sacred Courts" in First Sam: all the monsters are either very small or very large. But there is a lot of ammunition, health, armor. You'll see for yourself. At the end you will find a Cannon and a teleporter back.

Secrets in this territory: Behind the distant house, which is approximately opposite the entrance to this territory, there is a first aid kit (secret No. 8).

And nearby - look around - on one of the houses there is a Two-Headed Snake. Here is secret number 9: cannonballs for the Cannon. But before you go there, launch a couple of missiles there: opposite the entrance is a stationary Cannon.

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

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

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

After disassembly, at the destroyed bridge over the lava, on the right, near the lava itself, you can take a package of rockets (secret No. 14).

SERPENT YARDS (10 secrets)

Go to the next area. Fight. On the right, behind the houses, pick up a health pill: Eyes will appear above you (secret No. 8).

At the very end of the level, when a gap opens downwards, blow up a couple of jaguars above the shaft that appears: a First Aid Kit will fall down (secret No. 10.

THE PIT (10 secrets)

We move forward, fighting and overcoming many traps.

I found the first secret only after entering a room with a floor made of side jump pads. It's in the hallway with the lamps after it. The last left lamp along the corridor is a teleporter, it will throw us up, and there, along the ledges in the walls, you can get to the Red Armor (secret No. 1).

The next secret is on the first bridge. Between the last and penultimate hinged arches, on the right, there is a teleporter. We jump into it, and it will take us under the bridge to secret No. 2: cannonballs to the Cannon.

We go through the gate after the bridge. Before going up the stairs, go right, into the darkness. There we will find a First Aid Kit (secret No. 3).

As you go up the stairs, you will hear whispers. It is in the window on the left that a miniature Demon, as tall as Thumbelina, is muttering. We kill him with a sniper rifle: Serious Health will appear on the stairs (secret No. 4).

Once we cross the second bridge, we do not turn onto the bridge on the left, but go a little straight. There is a teleporter on the right of the lamps; it will take us upstairs, to the Red Armor (secret No. 5).

We go out into the arena and fight. We go up the stairs behind the raised slab. On the second tier, from the gate, go to the right: the corner lamp is a teleporter. He will take us to secret number 7: missiles and SERIOUS DAMAGE. We grab this goodness and run towards the Serious Health nearby: it will fly into the arena (secret No. 8). And Large Mechanoids will also appear there. We bring them down, take Health.

We go upstairs to the gate.

ZIGGURAT (10 secrets)

On the symmetrical, but left side, cartridges for a sniper rifle. As you take them, a bush armed with lasers will jump at you - its flamethrower (secret No. 4)!

Behind the bars on the right you will see secret No. 5: Serious health and ammo for a sniper rifle.

You'll figure it out later. From the room with the stone there is a tunnel, and at the top there are hatches from which stones fall. In the mine you need to jump up along the ledges. Get out into the fresh air again. Now you need to place the wings on the altars on the left and right. There will be a massacre. Let's prepare mentally. Forward!

In the field you will find a bush around which there are cartridges and SERIOUS SPEED (secret No. 6), and by smashing the bush itself with a pump gun, you will find SERIOUS DAMAGE (secret No. 7). All this will come in handy right away, as Small and Large Mechanoids will appear around you. The reserve of speed and power is enough to deal with them without losing a single unit of health.

Now through the gate on the right.

After the first left turn, there will be a long building with two doors in front of you. There is a tablet near the right door: take it (Boxer Barry's secret is activated). Now we shoot from a rocket launcher at the opened shutter above the left door: a Reptilian will appear, but will get hit in the head with a boxing glove from this window (secret No. 8).

As you reach the end, to the left of the Temple with the Stone there is an opening between the columns. There is a dark spot in the wall: we shoot at it. Let's go into the empty space. We look up: there is a platform with the Golden Man. Rocket there! This is secret number 9. It's better to leave all this in reserve, and then, after you touch the stone, run and grab SERIOUS DAMAGE and INVULHERABILITY. And then break through back to the gate.

Go through the gate. Here you will have to fight a bunch of Clear Skeletons. Grab everything that is in front of you and wet them quickly. Then you will need to activate three switches. But before you go out through the opened gate, go through the gate opposite, and there, along the overturning platforms, get to Serious Health (you need to press the switch when the platform is above you) (secret No. 10).

THE ELEPHANT ATRIUM (12 secrets)

When you come out to the Elephant, immediately go left: there is a tablet in the corner. She opens the Secret Territory (secret #2). Here you will take the Cannon and fight the Biomechanoids.

The door ahead is closed. We go to the left. As soon as we enter here, there are a couple of secrets: on the right are rockets (they bring to life the tree matted into the Big Mechanoid) (secret No. 5). And on the left in the wall is Blue Armor (secret No. 6).

On the way out, switch to the sniper rifle: a warm welcome awaits you here. Go through the gate between the elephants and go out into the air again. Fight. At the fork from the Pegasus statue, go left. Near the stairs we lower the switch (secret No. 10). Now you can go to another branch, to the now open door with Green Armor and cartridges for the Machine Gun. At the exit, Harpies and Reptilians are waiting for you.

We rise to Pegasus, climb onto the pedestal from behind, press ENTER, and, together with the horse eruption, we get Serious Health (secret No. 11).

COURTYARDS OF GILGAMESH (11 secrets)

We grab some air and dive to the very bottom, swim straight, and up: here you will find a room with ammunition and Serious Health (secret No. 4).

After this corridor, we do not go along the stairs on the right, but into a dark nook on the left. There in a niche we will find Green Armor (secret No. 9).

On the lower level, when you stop falling, go to where the Clear Skeletons are running from: there is an exit. Make your way to the spikes above your head. They will break through the floor below. You will find yourself at the very last massacre. This is where you turn on the Serious Bomb.

Don't miss Serious Health above you on the left. Shoot down the pad with a rocket (secret #10). Shoot so that it falls on your platform, and not into the abyss.

You'll figure it out later. There will be two more areas with slaughterhouses. On the last one, somewhere in the middle of the space in front of the Palace, look to the left: there is a target on the tower. Hit her through the optics (secret #11). Serious Health will drop to you.

Secret No. 11

TOWER OF BABEL (10 secrets)

Arm yourself as much as you can and go to the next room.

We shoot those we can from the door, then carefully everyone else.

And when the crowd tramples, you can shoot it with a sniper rifle. We take the statuette of the King and go to the exit.

To the left of the exit, in the dark, in a niche there are cannonballs (secret No. 1).

So, the temple of the Cosmos.

As you climb the stairs, after its first bend, look down: on the left there is a dark platform where you can jump. There in a niche under the stairs lies Serious Health (secret No. 2). You should take it from the side: in front of Health there is a teleporter that will throw you back onto the stairs.

But first we go down a little, and under the stairs we find cartridges for a sniper rifle (secret No. 3).

Now you can go upstairs to the elevator. We stand on the elevator platform and go down. Here, through optics, in advance, we shoot those who are hiding in the fog. We collect ammunition.

There are holes in the wall near the floor itself, very similar to mouse holes. We shoot into one of these “holes” through the optics: tiny Veribules will jump out, but strong, as if big (secret No. 4). On the opposite side, we press both buttons on the other elevator, and while the platform is lowering from above, we shoot the running herd. We go upstairs and also shoot at everything that moves here.

We collect the tablets, go up the stairs, collecting shields. We slide down the inclined ramp. Here the Gnaars will fly and come running, and the Demon will come from above. We hide under the platform with the Demon and cut the Gnaars into pieces. And then we calmly destroy the Demon too.
To the right of the ramp, if you are facing it, there is a lamp. We jump on him, and he throws us onto the platform with the cannonballs towards the Cannon. We grab these cores (secret No. 5), and quickly dive into the teleporter in the corner: a Large Biomechanoid has appeared on our platform. And from below we destroy this monster.

Let's go to the gate. We collect ammunition and go along the corridor, preparing the Machine Gun. Skeletons of Clear will run. We cut them down with dense fire at a long distance. We assemble the shields on the sides.

Through the next gate we will find ourselves in a dark room. Don't be afraid to move! Nothing will happen. And keep your eyes open: all monsters (contours, silhouettes) are clearly visible. For me, the excellent weapon here was first the Laser, and then, when the Swamp Jumpers appeared, the Flamethrower. And in general, the Flamethrower is a universal remedy against Jumpers: upon contact with napalm, they burst in dozens. To illuminate this room, you can spray a stream of napalm on the walls.

We go out through the opened door and collect ammunition. Let's move on.

There's a lot of fighting to be done here, in front of the Tower of Babel. Before you get into it, you need to collect three tablets of Wisdom. In general, move after the massacre to the left side of this territory.

Here you will see a column where the old man’s eyes are glowing. Shoot him with a rocket! A teleporter will open. After passing through which you will be taken to the filming of Sam's Egyptian epic. Kill little Mental and the Red Armor will appear behind the Pyramids (secret #6).

Now go collect the signs. They are each on their own territory.

Before you go take the third tablet, go behind the monument (identical in all five territories: with a rounded top), around which tablets are scattered. There is a dark spot in the wall. There lies the Golden Man (secret No. 7). Grab it and run for the third sign: there will be more carnage!

Before leaving the fourth territory (without a sign, but with Scorpios), there is a tablet to the right of the steps. She activates the Mythical Jumper (secret #8). It's not difficult to kill him. But after his death, an army of these Jumpers appears, and invisible ones at that. Let's shoot.

They won’t just let us get to the Tower. But keep in mind that on the opposite side, on the ground, lies secret number 9: Golden Man - Invulnerability. Try to grab him.

And now we go for the last, tenth, secret. This is back to the territory where the first sign was taken. All territories will be loaded with: Crane Ammo, Red Armor and Serious Health (secret No. 10.

Now you will again have to go through all the territories in a circle, dealing with very serious opponents. After all this, you can go to the Tower. Here you need to defeat Cyborg Exotex. But first, render four generators completely unusable, from which she can restore energy. And don’t forget about the Biofruits, which crawl on the ground as larvae and attack Sam. Ammo in the room, health in the corners.

Having finished with Exotex, we go to the space-time portal.

THE CITADEL (16 secrets)

We take the rifle in front, shoot the monsters, and then go to the house on the left: its door is open (can you hear the creak?). We shoot at the door with a rifle and take Shotgun from the house (secret No. 1).

Now you can go grab the Chainsaw.

Let's go to the gate. When you reach the boxing glove above the switch, approach it from the side. And when you hear the appearance of the Reptilian, lower the switch! This is secret number 2.

Through the gate we go out onto the bridge. We take the Flamethrower on the column split by lightning. Under this column, on the side of the bridge, is a bottle of health (secret No. 3). On the other side of the column is a jam pad. He will throw you onto the bridge.

At the column opposite there is a health pill: a Clear Skeleton will appear, and also a jam pad. No matter which column we go down to, a message will soon appear that the Midnight Mega-Secret has turned on. And after a while it turned off. No matter how much I searched, I couldn’t find anything included in this area. Apparently I didn't search well. Whoever finds it, write.

In the next territory, behind the gate, they are already waiting for us. We are fighting.

The gate on the left is closed, and at the right gate, on the left, there is a cannon. It would have to be split with four shots from a sniper rifle (otherwise it will shoot through the fence later). Behind the house next to the cannon are missiles (secret No. 4). And behind the house opposite there are cartridges for a sniper rifle (secret No. 5).

We go through the gate, following the falling tablets. In the foggy area, immediately go to the right: you will find a cemetery (secret No. 6). You can free the developers from their graves.

When the last tablet falls near the temple, the Clear Skeleton will jump out. In the temple, take the rest, and go back to the previously closed gate. Naturally, a warm welcome awaits you everywhere.

Behind the gate is a small courtyard with houses. To the right is the gate. Between the houses there is napalm, a Rocket Launcher and Biomechanoids with Kamikaze. Meet, collect, go through the gate.

There are still a bunch of houses here.

Then there will be another territory, and another:

We are interested in the area in front of the entrance to the house on the right. To the left of the gate, behind the houses, there are a couple of sets of rockets and a telephone booth (secret No. 7).

And opposite the gate, near the wall, if you blow up the barrel between the house and the wall, you can find the Golden Man - Invulnerability (secret No. 8). We take it and go into the house, not being afraid of arrows flying out of the walls.

In the room with gears, we dive into the water, under the gears, turn around, and in the room around the corner we find Serious Health (secret No. 9).

Now we knock out one tooth from each of the gears with rockets (they are easy to distinguish from the others: they have a gap). We jump into the window behind the gears, when the knocked out teeth form a passage. We're on the street again. And again there is carnage all around.

Then behind the houses on the right (you need to enter them from the exit gate) we will find the Blue Armor (secret No. 10).

In front of the drawbridge, at the entrance to the castle, immediately move left from the gate, and behind the house we take cartridges for a sniper rifle (secret No. 11).

After the battle, or during it, you can take the Red Armor (secret No. 12) behind the house in the far right corner of the gate.

Let's go to the Castle. As you emerge from the drainage pipe, in the water, in the far left corner of this pipe, you can take the First Aid Kit (secret No. 13).

We go up the steps and go to take the Book of Wisdom.

LAND OF THE DAMNER (13 secrets)

Magnificent landscape, isn't it? New Year. Well, let's go to war:

First of all, run to the second row of houses, the house on the right. There, use a rocket to knock down the creaking door and grab SERIOUS DAMAGE (secret No. 1).

After fighting with the Mercenaries, go up to the mill and lower the lever: Santa Claus will run out (secret No. 2). Take him out with a sniper rifle: INVULHERABILITY will drop out of him (I killed him with a Shotgun once, so a small armor fell out of him).

Grab the Golden Man: Large Mechanoids are already rushing towards you.

In the second territory, near the house on the left, which is closer to the rocks, you will hear a cough: it’s another Santa Claus stuck in the pipe. Shoot it through the optics: Serious Health will fall out of it (secret No. 3).

Now you can go to the Castle gates. Take the Laser, and behind the second gate is the Ammo. It depends on you, but for me the Laser and Thomson Automatic were more useful here. At a long distance we shoot everyone: Kamikazes, Clear Skeletons, and Mechanoids. And also Guns. We don't let anyone get close to us. When the Kamikaze flow is depleted, you can finish off the Mechanoids with missiles.

To the right of this house is a lopsided Snowman. There is a switch on the side. This switch activates Santa Claus, after killing him, let's take another Golden Man (secret No. 6).

We fight here, take pictures of the cannons on the fortress wall through the optics, and then go through the gate. In the tunnel ahead is Zumbul.

We collect ammunition under the Christmas trees. And then from the Rocket Launcher we hit the Snowman Matryoshka six times. Eventually, Serious Health and a couple of Large Mechanoids will appear (secret #7).

Now we go forward along the tunnel, and we will come out to the lava lake. It depends on you, but for me it was more convenient to shoot the first lava Golems (small ones) from the Pump Gun: one shot, and it’s all over.

At the end of the first cave, the stone path will collapse, creating a sinkhole. Feel free to jump into the abyss: you will be teleported to the Serious Health at the top (secret No. 8).

Then jump down again onto the same path: it is below you.

You will cross the second cave with a fight (here you will need both a Sniper and a Rocket Launcher). You will go out to a tunnel, near which there will be ammunition. Skeletons of the Clear will trample out of the tunnel, and a Demon will appear behind: don’t yawn.

You will come out to an even more picturesque place, but the lava is not so deep. You'll have to run along it.

We need to get to the cave behind the high bridge above. There are at least two secrets here.
When you go down from the bridge onto the lava slabs covered with slag, move to the farthest platform on the right: it will float to the hidden Red Armor (secret No. 9). Grab the armor and jump onto this slab again: it will take you back.

Now make your way to the bridge. You will find the way. Under the bridge lies Serious Health (secret #10).

There are three secrets somewhere I haven’t noticed yet.

Go through the cave. Go through the portal, and there awaits you last battle at this level. Beautiful, isn't it?

THE GRAND CATHEDRAL (6 secrets)

The first secret is located right behind you. Turn around. And to the left of the gate you will see a dark square in the wall. Rocket here! Here is Serious Health and SERIOUS DAMAGE (secret No. 1). But I don’t recommend taking all this stuff: take it later, when the herds of Clear Skeletons fall on you.

And in general, my advice: this is not a cooperative, there is no expansion here. Don’t rush forward, but hold back the crowds of monsters with fire at a distance, and if necessary (and this is always necessary), then retreat.

The next secret is around the right turn, at the very end. There, a man leaned out of the window of the turret. We remove it with a sniper rifle or a rocket. SERIOUS DAMAGE (secret No. 2) will fall on the road.

Around the bend, in the right wall there will be another dark square in the wall. There's a teleporter there. He teleports you to a pumpkin patch, where the pumpkins hatch into little pumpkin-headed freaks with chainsaws. On the same field are Red Armor, Serious Health, Serious Ammo and Serious Bomb (secret No. 3).

The next secret is a few turns later, in the left wall. The same dark square. And here is the teleporter. He will take you to the museum, where, along the way, in flasks Mental grows monsters similar to those with whom Sam fought at the end of the first game (judging by the embryo in the third flask). Or maybe this is a KUNSTKAMERA. There are also Serious Health, Red Armor, Serious Ammo and SERIOUS DAMAGE (secret #4). Grab SERIOUS DAMAGE, and then Serious Health: two orange Reptilians will appear. Get them down quickly.

Just before the exit from this winding corridor, where the cannonballs fly out of the heads, in the left wall, in the window, there is a naked female ass. Shoot her down with a sniper and get INVULHERABILITY (secret No. 5). Take it and boldly go through the cores.

In the next room you will have to jump a little. Along with various monsters. For me, the best weapons here were the precision weapons: Automatic, Laser and Grenade Launcher (when Klir Skeletons and Large Mechanoids appeared).

Then you will go to the Castle where the Grail is kept. There will be a terrible massacre here. Do you see a small building ahead? There are Ammunition, SERIOUS DAMAGE and SERIOUS SPEED (they will appear after you deal with the first wave of Kamikazes). Moreover, they are loaded regularly. So you can come back here during the battle for new portions of ammunition.

Well, the last battle is in the castle itself. The main thing here is to defeat the wizard Mordecai. Shoot cannonballs at him from a cannon, periodically shooting the monsters he sends at you. On the sides of the territory there are jump pads that will throw you from one end of the training ground to the other. On the right, to the left of the entrance gate and at the entrance to the Temple - SERIOUS SPEED. At the fences to the right and left of the entrance to the temple are Green Armor and Ammunition. All this is uploaded regularly.

When the massacre begins, a message will appear that some other secret has been turned on. True, what kind - I did not find a fight behind all this noise:

Once you deal with Mordecai, everything will be over.

Good luck to everyone in passing... :D

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Comments (33)

I have read the first chapter so far and have already found inaccuracies. For example, you missed an important secret of a lumberjack, this is when you need to cut down several trees with a chainsaw and in front of the gate there will be a Thompson machine gun, and if you cut down a few more, then the cartridges.
By the way, about the midnight mega secret, after the mill in which you need to break off the gears and jump into the hole, you jump onto a platform with houses, and behind you, above the wall, is a Huge clock. Wait until it’s an hour and 12 minutes and a door will open in the house to the right of the clock, there’s a minigun, invulnerability and something else (I don’t remember what)

Another secret is in the Citadel chapter - near the booth where we take the cross key, to the left of the entrance behind the stone between the walls there is a tablet, if you take it, you will be teleported to a building with Pumpkinhead, two bottles of health and a backpack with ammunition.

I disagree with Jayson Harris, the game is very interesting and the secrets are the best in the last 10 years. Something similar happened with the secrets in the initial episodes of Tomb Raider, and this is just a masterpiece!
I found many new secrets, I will add to the description of the secrets for each level. I ask all fans of this game to join the exchange of secrets, since on several levels all the secrets were never found! Follow the messages!

So, gentlemen, I begin to describe the secrets in detail!
Palenque–Sierra de Chiapas (15 of 15 secrets)
1. (insert into the description between secret No. 3 and 4) Take a chainsaw and cut down any nine trees in the forest, after every third tree cut down, a machine gun and two magazines of cartridges for it appear at the entrance stairs to the temple (Secret No. 13, 14 and 15)

Palenque – Valley of the Jaguars (9 of 9 secrets)
1. (insert into the description between secret No. 6 and 7) Coming out of the rock, we jump under the wooden bridge, jump onto the first transverse beam between the bridge supports and jump along them to the last beam near the wall of the pyramid, there we take Serious Armor (secret No. 9)

Teotihucan - City of the Gods (15 of 16 secrets)
1. Need help finding secret number 16. The secret is apparently very complex and does not lie on the surface, since neither I nor the author of the article found it (many days were spent searching). If anyone is lucky enough to find it, please respond!


1. (insert into the description between secrets No. 7 and 8) When leaving the temple, there is a dilapidated wall on your right, there is an arch in it, we shoot at the sign at the top of the arch and it turns into a teleport. We go into it and teleport to a room located in one of the towers of the main wall enclosing the territory (Secret No. 11).
2. Need help finding secret number 12. The secret is apparently very complex and does not lie on the surface, since neither I nor the author of the article found it (many days were spent searching). If anyone is lucky enough to find it, please respond!

Teotihucan - City of the Gods:
After secret No. 5, we go into the opened corridor and find ourselves in a room with cannonballs. If you fire a rocket at the column in the center of the room, another secret will be revealed - the cannon itself.
After secret No. 9, we approach the gate with the snake and launch a rocket at the snake. A secret teleport opens.
Total secrets: 16/16.

Teotihuacan - Pit:
Between secrets 5 and 6: In a high room with skeletons at the top and a fan, serious health is visible when jumping into the cracks. We jump into the niche to the left of it and activate the switch. A large platform comes out, when it is in the center, we jump onto it. She will take us to health (another secret).

Teotihucan - City of the Gods (15 of 16 secrets) for belk_bl
1. Thanks for the addition (After secret No. 5, we go into the opened corridor, we find ourselves in a room with cannonballs. If you fire a rocket at the column in the center of the room, another secret will be revealed - the cannon itself.) I found it a long time ago, I just forgot to put it in the description .
2. But the 16th secret has not been solved!
I took secret number 9, there are no gates there! The snake is only at the entrance to the building where secret number 10 is and from there it’s only sliding down! I shoot at the snake and see no portal! Where is your 16th secret? Check! Write to the forum or email.

Palenque–Sierra de Chiapas (15 of 15 secrets)

As soon as we fall into the water, we bend our faces towards it and go deep under the water. We dive quickly, holding down the “sit down” key (“F” by default). There we will find a ROCKET GUN (secret No. 1). Having taken it, we quickly emerge: 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 No. 2), and find a telephone booth (secret No. 3), which you can call by pressing ENTER once or twice (as you set in the settings). You can read the message, again, by clicking once or twice with the right mouse button, and then using the right button again 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 or armor. You just need to skillfully move to the sides and not stand still.
We take a chainsaw and cut down any nine trees in the forest, after every third tree cut down, a machine gun and two magazines of cartridges for it appear at the entrance stairs to the temple (Secret No. 4, 5 and 6)

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. 7): we launch a rocket there, and then cut into pieces all the Krotin residents who were responsible for 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 No. 8). We watch the show to the end, and then we leave and go straight into the ravine.

Here we will find the wreckage of the Krotinovsky tarantass (secret No. 9), and a little further, at the very end of the ravine, rockets (secret No. 10).

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

We buy a flamethrower and kill new enemies. I won’t give recipes for every case: I’ll have to write a whole Operation Guide for the game. I can only say that with good skills it is very easy to play and without losses. Fast, but easily hit enemies can be taken down from afar. With Skeletons of Clear you need to move quickly (see ENEMIES), and from Scorpions you can hide behind stone ledges. Dive, shoot, and take cover again. You can even kill them 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's a secret room on the left (secret #11).

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

Go out into nature. Go to the abyss on the left. In the abyss lies a ROCKET GUN (secret No. 12). Taking it, we jump onto the platform below, and then into the teleporter. We'll find ourselves on a cliff. We jump onto the lower rock, then onto the ground, on the opposite side of the abyss.

There will be a fight here. After you kill everyone, look around. You will see a light boulder near the left side of the rock. Fire a rocket at him! This is the entrance to the secret cave (secret #13). Enter it and dive into the pond. We swim with the “squat” position, when it becomes impossible to swim, we switch to “jump”: we will swim to the top of the rock.

After crossing the bridge, we'll get hold of sniper rifle cartridges and Serious Health (secret No. 14). Now down again, and we go to the reservoir. It's guarded, so be on your guard.

We dive into the pond at the entrance to the Temple, knock down the Fishes there, and then take the First Aid Kit from the very bottom (secret No. 15).

We emerge and go to the Temple to finish the level.
Palenque – Valley of the Jaguars (9 of 9 secrets)

Go ahead and sing! To new adventures.

I don’t know about anyone, but all my shields and health went to hell. And I started the level as a newborn, with 100% health.

We are walking the path of the Mayan warriors. We don’t relax for a second and don’t part with the sniper. At any moment, monsters may appear, very far away. We are preparing to meet them.

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

In the new room, first jump along 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, jump onto the approaching teleporter, and then, without stopping, 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, follow two teleporters to the door, where we take Serious Armor. To the left of the door there is a platform, jumping onto it, we will jump up and find cartridges for a sniper rifle (secret No. 1). I don’t know how on easy levels, but on difficult levels Veribul appears at the bottom. We jump again onto the platform, then up: having noticed us, Veribul will fall into the abyss. Let's jump down.

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

As you exit the tunnel, turn around: there is a dark green area above the exit. Rocket there! The “Golden Man” will roll down to us - invulnerability (secret No. 2). Let's not touch it. We go forward and shoot as many monsters ahead 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 on the right. Here, too, you will have to fight. At the very top of the pyramid, on its right side, there is a dark spot. Fire a rocket at him! There is a Machine Gun here (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 before they notice us (for me, from load to load, the number of monsters varied from four to one).

Before going to the pyramid in the center, you can walk into the hollow on the right, where there is a huge boulder on the rock, and there take the Blue Armor (secret No. 4). Naturally, you will have to protect your property.

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

Now, with fighting and retreats, we break into the pyramid. You can pick up sniper cartridges and a first aid kit behind it.
In the pyramid, after the spike room, in a small room there is a jump pad in the far left corner. He will take us to the cartridges and Blue armor (secret No. 6).
Coming out of the rock, we jump under the wooden bridge, jump onto the first transverse beam between the bridge supports and jump along them to the last beam near the wall of the pyramid, there we take the Serious Armor (secret No. 7)

Now all that remains is to take the second Golden Jaguar, break through back to the pyramid in the center, install the Jaguars, and then fight your way up to the Last, Great Pyramid.

In the small house to the left of it you can get cartridges for the Machine Gun (secret No. 8), and between the right house and the Pyramid in the corner there is a Bottle of Health (secret No. 9).

Climb to the very top and enter the Pyramid to finish the level.
Teotihucan - City of the Gods (15 of 16 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.

At first you will be confronted by light opponents, then Klir Skeletons will join them. And as soon as you take the Thomson machine gun on the pedestal, kamikazes will come running and harpies will fly in. There will be some other monsters, but it’s not difficult to finish them off if you stay alert all the time and walk with caution.

Now the secrets. If you go from the gate from which we came out along the wall to the right, and then cut down the tree between the pavilion and the wall, you will find a First Aid Kit (secret No. 1).

There is a small house nearby, and next to it there is a fire in a bowl. This thicket is the only one on the level that does not break. I don’t know what this is connected with.

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

And in the fourth corner, behind the houses, you can find secret No. 4: cannonballs for the Cannon, which we don’t have yet, but will have soon.

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 use a rocket to break the fallen slabs to the right of the entrance. This is secret number 5.

We go into the opened corridor, we find ourselves in a room with cannonballs. If you fire a rocket at the column in the center of the room, secret number 6 will be revealed - the cannon itself.
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, use a sniper rifle to shoot everyone inside. The mask is behind the door immediately to the left. There's ammunition behind the door upstairs. And behind the stairs at the bottom is Serious Health. As soon as you take it, immediately move around the corner from the passage: Veribul will come running, and there will be a second one in the tunnel. At the exit - Big Mechanoid.

Carry the Mask to the altar. Now you can go through the gate to the next training ground, naturally with a delay for the showdown.

With minor 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 with a sniper rifle. Then prepare the machine gun and go ahead. The kamikazes will come. Mercenaries will run up from the building opposite the entrance.

There will be Small Biomechanoids and Scorpios.

Behind the building from which the Mercenaries ran out are cannonballs (secret No. 7). And in the building itself there is a lot of other ammunition. Naturally, under guard.

Walking around the territory, behind one of the trees (to the left of the entrance gate), you will find a mini-teleportal to a secret territory (secret No. 8). It's kind of like the "Sacred Courts" in First Sam: all the monsters are either very small or very large. But there is a lot of ammunition, health, armor. You'll see for yourself. At the end you will find a Cannon and a teleporter back.

We go through the gate under the Two-Headed Snake. There will be a lot of fighting at this training ground. Everything is as usual: we take down opponents from afar, we don’t rush forward, and if necessary, we retreat. We constantly move forward-backward-left-right. We try not to let anyone get close to us. We move away from under the fire. Forward!

You will reach the gate. Let's go in. Here are Small Biomechanoids, Kamikazes and Scorpions. There are also Large Biomechanoids.

Secrets in this territory: Behind the distant house, which is approximately opposite the entrance to this territory, there is a first aid kit (secret No. 9).

And nearby - look around - on one of the houses there is a Two-Headed Snake. Here is secret number 10: cannonballs for the Cannon. But before you go there, launch a couple of missiles there: opposite the entrance is a stationary Cannon.

We go to the gate under the Two-Headed Snake. There are a couple of Pumpkinheads here. And under the ceiling, on the second pyramid looking down, is Serious Health (secret No. 11).

You can slide down an 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: in the end we will certainly stumble upon stakes. Maybe they are turned off somehow, but I haven't found how.

Below we deal with the army of Clear Skeletons. To the right and left of the exit door, in the walls, are two secrets (Nos. 12 and 13). These are the cannonballs and three Zumbuls playing cards (launch the rockets at the dark spots on the walls).

The next secret (No. 14) is in the right branch of the corridor, where there are pits with spikes: we jump there. Let's find Green Armor and a First Aid Kit. However, there are a couple of small Pumpkinheads here, so stay alert.

After disassembly, at the destroyed bridge over the lava, on the right, near the lava itself, you can take a package of rockets (secret No. 15).

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 shore, we jump over to it.

Teotihucan-Snake Courts (11 of 12 secrets)

Who cares. Personally, I picked up a shotgun, went out without running left and right, and knocked down several Mercenaries and a couple of Clear Skeletons. Then he hid under the canopy of the pavilion, switched to the machine gun, and cut down the running mercenaries. Then he went out and shot Zumbulov from the right and left above with a sniper rifle.

On the right, behind the houses, there are cartridges for a sniper rifle (secret No. 1).

And in the symmetrical corner on the left there is a shield, but the secret is not it, but the kamikaze bush that ran towards you at that time (if the bush is cut down before this, the secret will not be counted). So move with your back to the shield, and then shoot at the bush that runs towards you screaming (secret No. 2).

As you move forward, you will have to fight. Ahead, between the right and left passages, there is a fence closed around the perimeter. Behind him is a first aid kit (secret No. 3). You can rocket jump over there, or you can just move on: anyway, the wall there will then collapse, and two Large Biomechanoids will crawl out of there.

In the nook on the right there is a telephone booth (you can call). Fight in the foggy lowland, and then go left.

In the field where it's green laser beam, it must be constantly activated. For what? You'll see for yourself. Behind the field with lasers, on the right, there is a house. Behind this core house (secret No. 4).

As you pass through the gate, shoot the reptilian on the left. And ahead are two Mechanoids. You'll figure it out, in short.

You go through the next gate to take the Mask and then place it on the altar. There are two secrets in the territory with the Mask. The flattened head is to the right of the Moon Pyramid (secret #5). Launch a rocket at her from afar (otherwise she will behave like a Swamp Jumper). Then take Serious Health.

And behind the Lunar Pyramid itself is a plunger, lowering which you will blow up the Pyramid and free a couple of Orange Reptilians (secret No. 6). Fight!

While simultaneously shooting from the Rocket Launcher or Cannon at the head that is spitting fire, place the Mask on the altar. Now go to the temple under the Head and take the Blue Armor (secret #7). At the exit, several Green Reptilians will be waiting for you.
When leaving the temple, there is a dilapidated wall on your right, there is an arch in it, we shoot at the sign at the top of the arch and it turns into a teleport. We go into it and teleport to the room located in one of the towers of the main wall enclosing the territory (Secret No. 8)

Go to the next area. Fight. On the right, behind the houses, pick up a health pill: Eyes will appear above you (secret No. 9).

In the right temple, where the button is surrounded by stakes, simply shoot the button with the Rocket Launcher.

At the very end of the level, when a gap opens downwards, blow up a couple of jaguars above the shaft that appears: a First Aid Kit will fall down (secret No. 11.

We jump down and fly to the next level.

Pit (11 of 11 secrets)

We fall into the water and fight with Pisces. There are Mercenaries on the surface. We clear the area.

After falling down the room with a floor of side jump pads, grab the armor and move urgently forward to the closed door, stand there and successively shoot the teleporting monsters.
In the corridor with lamps after her. The last left lamp along the corridor is a teleporter, it will throw us up, and there, along the ledges in the walls, you can get to the Red Armor (secret No. 2).

The next secret is on the first bridge. Between the last and penultimate hinged arches, on the right, there is a teleporter. We jump into it, and it will take us under the bridge to secret No. 3: cannonballs to the Cannon.

We go through the gate after the bridge. Before going up the stairs, go right, into the darkness. There we will find a First Aid Kit (secret No. 4).

As you go up the stairs, you will hear whispers. It is in the window on the left that a miniature Demon, as tall as Thumbelina, is muttering. We kill him with a sniper rifle: Serious Health will appear on the stairs (secret No. 5).

Once we cross the second bridge, don’t turn onto the bridge on the left, but go a little to the right, there we break the left lamp and two green little monsters appear - secret No. 6
Then we turn right onto the platform, there is a teleporter on the right of the lamps, it will take us upstairs, to the Red Armor (secret No. 7).

In the room with the rotating floor, we run forward along the edge on the left, rise higher and jump onto the snake above the closed door, shoot off the bull frogs, then jump off and kill the rest of the monsters.
In the hall with a jump, we jump up, from above, being at an angle to the niche, we jump down into the niche where the lever is. Press it and jump onto the ledge that extends into the center of the hall and get to the cool health - secret No. 8.
Let's move on. In the last corridor, before entering the arena under the night sky, you need to break all the lamps in this corridor, then secret number 9 will appear: cannonballs for the Cannon.

We go out into the arena and fight. We go up the stairs behind the raised slab. On the second tier, from the gate, go to the right: the corner lamp is a teleporter. He will take us to secret number 10: missiles and SERIOUS DAMAGE. We grab this goodness and run towards the Serious Health nearby: it will fly into the arena (secret No. 11). And Large Mechanoids will also appear there. We bring them down, take Health.

We go upstairs to the gate.

We start descending the slope on the right side: spikes will pop out on the left, immediately move to the left: spikes will pop out on the right.

In the arena with the Wind God, use Serious Bombs more often. Ammunition, Serious Bomb, SERIOUS SPEED, health, Red Armor are scattered around, and after being taken, after a while, they are loaded again. You just need to be able to take it all. We shoot at the Wind God from the Cannon until he runs out.

We completely restore the supply of Serious Bombs, health, Armor and go to the portal.

Ziggurat (11 of 11 secrets)

Before going straight through the gate, we go around the building and take the Sniper Rifle (secret No. 1). Now you can go through the gate.

We take a new-old weapon and jump into the mine so as to get into its center: there are spikes in the mine, and in the center is Serious Health (secret No. 2). We jump up and fall into the passage. After a few more rooms-passages-elevators we will find ourselves in a foggy room with two columns. Having climbed these columns, we will find cartridges for a sniper rifle and a switch on the platforms, which will turn the inclined ramps into steps. Let's go out. "Good morning, Babylon!"

There is a first aid kit in the wall to the right of the exit (we shoot with a rifle): secret No. 3. A lonely tablet nearby brings Zumbul to life.

On the symmetrical, but left side, cartridges for a sniper rifle. As you take them, a bush armed with lasers will jump at you - its flamethrower (secret No. 4)
Behind the left temple there is a darkened square in the wall, we shoot at it - there is a plate with armor (secret No. 5)

We take wings from the temples on the right and left (it’s better to shoot all the evil spirits with a sniper rifle), and go through the gate ahead. Scorpio will be there right away. Him too from a sniper rifle.

Behind the bars on the right you will see secret No. 6: Serious health and ammo for a sniper rifle. The passage to them is through a narrow gap in the right room.

We enter the gate on the left. There we put a couple of sleeping Scorpions from a sniper rifle and press the button. Then, too, a cartridge for the Golems in the corridor.

You'll figure it out later. From the room with the stone there is a tunnel, and at the top there are hatches from which stones fall. In the mine you need to jump up along the ledges.
Next is a square room with a double-barreled shotgun and skeletons, get ready for a massacre there. Let's go further - there is a hole behind the door, if you jump there we find ourselves in a room with rotating balls (secret No. 7)
Get out into the fresh air again. Now you need to place the wings on the altars on the left and right. There will be a massacre. Let's prepare mentally. Forward!

My advice: pick up a sniper rifle and immediately move to the right, into the field. Shoot through the optics all the Clear Skeletons and Kamikazes that run after you. Including Reptilians on houses.

In the field you will find a bush around which there are cartridges and SERIOUS SPEED (secret No. 8), and by smashing the bush itself with a pump gun, you will find SERIOUS DAMAGE (secret No. 9). All this will come in handy right away, as Small and Large Mechanoids will appear around you. The reserve of speed and power is enough to deal with them without losing a single unit of health.

And in general, look: there are a lot of SERIOUS SPEED around the city, and in the city itself there is SERIOUS DAMAGE. Slowly make your way back into the city, shooting more and more Kamikazes and Clear Skeletons with a sniper rifle.

Install the wings, take the SERIOUS DAMAGE left in reserve, and move to the gate: the whole zoo will appear here.

Outside the gate you need to walk left and right: touch the stones. Let's say we go left. I didn’t find any secrets here, but you will first have to break through to the end of the courtyard, to the altar, where you can touch the stone. And then break back.

Now through the gate on the right.

Here is the same picture: break through to the end of the courtyard, touch the Stone in the Temple, and then break through back.

After the first left turn, there will be a long building with two doors in front of you. There is a tablet near the right door: take it (Boxer Barry's secret is activated). Now we shoot from a rocket launcher at the opened shutter above the left door: a Reptilian will appear, but will get hit in the head with a boxing glove from this window (secret No. 10).

As you reach the end, to the left of the Temple with the Stone there is an opening between the columns. There is a dark spot in the wall: we shoot at it. Let's go into the empty space. We look up: there is a platform with the Golden Man. Rocket there! This is secret number 11. It's better to leave all this in reserve, and then, after you touch the stone, run and grab SERIOUS DAMAGE and INVULHERABILITY. And then break through back to the gate.

Go through the gate. Here you will have to fight a bunch of Clear Skeletons. Grab everything that is in front of you and wet them quickly. Then you will need to activate three switches. But before you go out through the opened gate, go through the gate opposite, and there, along the overturning platforms, get to Serious Health (you need to press the switch when the platform is above you).

Jump down and head towards the final carnage of this level. There are four SERIOUS DAMAGE scattered around the corners, and you will be attacked mainly (albeit in large numbers) by weak opponents, diluted with Clear Skeletons. We shoot all the caudles and go to finish the level.

Elephant Atrium (12 of 13 secrets)

Exit the corridor into a room with a marble-mirror floor. Walk left. To the right is the gate. You should go there.

As you go up the stairs, go to the first left corridor, there at the end there is a jump pad that will throw you onto the columns, and already along the columns you will jump to Serious Health (secret No. 1).

Continue through this territory. Deal with Large Mechanoids, Clear Skeletons and Veribulas. At the very end of the Secret Territory you will find a First Aid Kit, Blue Armor, Ammunition, and also a Plunger with which you will blow up the Pyramid (secret No. 3). Below it is a mass of cannonballs to the Cannon and SERIOUS SPEED to go back.

Go to the temple, opposite the exit from the secret territory. There is a Thomson machine gun, cartridges for it and a sniper rifle.

Get out and go straight: there is the entrance to the Bathhouse. We'll have to try out new weapons. And old.

To the left of the entrance to the bathhouse, around the corner, is a shield. And behind it is secret number 4. The shield brings to life a couple of Large Mechanoids.

Now go to the bathhouse, bathe, and return to the previously closed gate. The walk will be burdened by the mass of Demons and Reptilians in the open air.

Let's go to the gate. There, right opposite the entrance, is a Large Mechanoid. We shoot, jump to the side. And so on several times. Let's go in.

The door ahead is closed. We go to the left. As soon as we enter here, there are a couple of secrets: on the right are rockets (they bring to life a tree matted into the Big Mechanoid (secret No. 5). And on the left in the wall is Blue Armor (secret No. 6).

A few steps ahead is a closed door on the right (we need to open it). Let's go ahead. On the right is a door, and on the left, in a niche in the wall with unicorns, is Serious Health (secret No. 7).

Let's go to the gate. In the temple we activate the lever. We pass further along the U-shaped passage, and at the end we find a switch that opens the door to a secret territory (secret No. 8). We return back to the door (not without collisions). So, don't part with your sniper.

Behind the door are Gnaar and Scorpio. Let's go. We go to the Machine Gun. Let's take it. We shoot Harpies from it.

Actually, we go left, and then we go right. But before that, we go straight through the gate. This is a previously discovered secret territory. Here you can chat on the phone and then walk further. Shoot an entire herd of Clear Skeletons with the new Machine Gun. And at the end you will find Ammo and Green Armor (secret No. 9).

We go back and go into the side passages. First to the one that is now to our right (we take the Golden Elephant there), and then to the left. Need I say that it is better to use a shotgun in the building, since Clear Skeletons are found here?

On the way out, switch to the sniper rifle: a warm welcome awaits you here. Go through the gate between the elephants and go out into the air again. Fight. At the fork from the Pegasus statue, go left. Near the stairs we lower the switch (secret No. 11). Now you can go to another branch, to the now open door with Green Armor and cartridges for the Machine Gun. At the exit, Harpies and Reptilians are waiting for you.

We rise to Pegasus, climb onto the pedestal from behind, press ENTER, and, together with the horse eruption, we get Serious Health (secret No. 12).

Now you can go through the gate. On the left is the Clear Skeleton and machine gun cartridges, and on the right is only the Scorpion.

We're going to jail. Skeletons of Clear will come running. We shoot, then go behind the opened grate. In front of the gate, you can turn into a narrow passage on the right to take cartridges and rockets.

Now we go through the gate and finish the level.


As you go up the stairs, go to the first left corridor, there at the end there is a jump pad that will throw you onto the columns, and already along the columns you will jump to Serious Health (secret No. 1).

When you come out to the Elephant, immediately go left: there is a tablet in the corner, there in the middle of the wall two lions are separated by two stripes and not the same, we shoot there - the Secret Territory opens (secret No. 2). Here you will take the Cannon and fight the Biomechanoids.

Continue through this territory. Deal with Large Mechanoids, Clear Skeletons and Veribulas. At the very end of the Secret Territory you will find a First Aid Kit, Blue Armor, Ammunition, and also a Plunger with which you will blow up the Pyramid (secret No. 3). Below it is a mass of cannonballs to the Cannon and SERIOUS SPEED to go back.

Go to the temple, opposite the exit from the secret territory. There is a Thomson machine gun, cartridges for it and a sniper rifle.

Get out and go straight: there is the entrance to the Bathhouse. We'll have to try out new weapons. And old.

To the left of the entrance to the bathhouse, around the corner, is a shield. And behind it is secret number 4. The shield brings to life a couple of Large Mechanoids.

Now go to the bathhouse, bathe, and return to the previously closed gate. The walk will be burdened by the mass of Demons and Reptilians in the open air.

Let's go to the gate. There, right opposite the entrance, is a Large Mechanoid. We shoot, jump to the side. And so on several times. We go in and quickly kill 2 mercenaries around the corners on the left and right and 2 mercenaries and a zumbula and take out a sniper and run to the door at the left wall, turn our back to it and shoot (necessarily in the air!) all the skeletons - secret no. 5.

The door ahead is closed. We go to the left. As soon as we enter here, there are a couple of secrets: on the right are rockets (they bring to life a tree matted into the Big Mechanoid (secret No. 6). And on the left in the wall is Blue Armor (secret No. 7).

A few steps ahead is a closed door on the right (we need to open it). Let's go ahead. On the right is a door, and on the left, in a niche in the wall with unicorns, is Serious Health (secret No. 8).

Let's go to the gate. In the temple we activate the lever. We pass further along the U-shaped passage, and at the end we find a switch that opens the door to a secret territory (secret No. 9). We return back to the door (not without collisions). So, don't part with your sniper.

Behind the door are Gnaar and Scorpio. Let's go. We go to the Machine Gun. Let's take it. We shoot Harpies from it.

Actually, we go left, and then we go right. But before that, we go straight through the gate. This is a previously discovered secret territory. Here you can chat on the phone and then walk further. Shoot an entire herd of Clear Skeletons with the new Machine Gun. And at the end you will find Ammo and Green Armor (secret No. 11).

We go back and go into the side passages. First to the one that is now to our right (we take the Golden Elephant there), and then to the left. Need I say that it is better to use a shotgun in the building, since Clear Skeletons are found here?
There is a huge chasm in this building, and in the middle of it is a rotating platform, and below it is a jumppad. If you jump on it, it throws you to serious health, which is located high in a niche in the wall (secret No. 10)

On the way out, switch to the sniper rifle: a warm welcome awaits you here. Go through the gate between the elephants and go out into the air again. Fight. At the fork from the Pegasus statue, go left. Near the stairs we lower the switch (secret No. 12). Now you can go to another branch, to the now open door with Green Armor and cartridges for the Machine Gun. At the exit, Harpies and Reptilians are waiting for you.

We rise to Pegasus, climb onto the pedestal from behind, press ENTER, and, together with the horse eruption, we get Serious Health (secret No. 13).

Now you can go through the gate. On the left is the Clear Skeleton and machine gun cartridges, and on the right is only the Scorpion.

We're going to jail. Skeletons of Clear will come running. We shoot, then go behind the opened grate. In front of the gate, you can turn into a narrow passage on the right to take cartridges and rockets.

Now we go through the gate and finish the level.

Teotihucan-Snake Courts (12 of 12 secrets)

Who cares. Personally, I picked up a shotgun, went out without running left and right, and knocked down several Mercenaries and a couple of Clear Skeletons. Then he hid under the canopy of the pavilion, switched to the machine gun, and cut down the running mercenaries. Then he went out and shot Zumbulov from the right and left above with a sniper rifle.

On the right, behind the houses, there are cartridges for a sniper rifle (secret No. 1).

And in the symmetrical corner on the left there is a shield, but the secret is not it, but the kamikaze bush that ran towards you at that time (if the bush is cut down before this, the secret will not be counted). So move with your back to the shield, and then shoot at the bush that runs towards you screaming (secret No. 2).

As you move forward, you will have to fight. Ahead, between the right and left passages, there is a fence closed around the perimeter. Behind him is a first aid kit (secret No. 3). You can rocket jump over there, or you can just move on: anyway, the wall there will then collapse, and two Large Biomechanoids will crawl out of there.

In the nook on the right there is a telephone booth (you can call). Fight in the foggy lowland, and then go left.

In a field where there is a green laser beam, it must be constantly activated. For what? You'll see for yourself. Behind the field with lasers, on the right, there is a house. Behind this core house (secret No. 4).

Next we go to the gate. Not reaching the right behind the building behind the bush near the wall, lower the lever and a white target appears jumping high up, break it and get prizes - (secret No. 5)
As you pass through the gate, shoot the reptilian on the left. And ahead are two Mechanoids. You'll figure it out, in short.

You go through the next gate to take the Mask and then place it on the altar. There are two secrets in the territory with the Mask. The flattened head is to the right of the Moon Pyramid (secret #6). Launch a rocket at her from afar (otherwise she will behave like a Swamp Jumper). Then take Serious Health.

And behind the Lunar Pyramid itself is a plunger, lowering which you will blow up the Pyramid and free a couple of Orange Reptilians (secret No. 7). Fight!

While simultaneously shooting from the Rocket Launcher or Cannon at the head that is spitting fire, place the Mask on the altar. Now go to the temple under the Head and take the Blue Armor (secret #8). At the exit, several Green Reptilians will be waiting for you.
When leaving the temple, there is a dilapidated wall on your right, there is an arch in it, we shoot at the sign at the top of the arch and it turns into a teleport. We go into it and teleport to the room located in one of the towers of the main wall enclosing the territory (Secret No. 9)

Go to the next area. Fight. On the right, behind the houses, pick up a health pill: Eyes will appear above you (secret No. 10).

In the right temple, where the button is surrounded by stakes, simply shoot the button with the Rocket Launcher.

At the very end of the level, when a gap opens downwards, blow up a couple of jaguars above the shaft that appears: a First Aid Kit will fall down (secret No. 12.

We jump down and fly to the next level.

I continue to add to the walkthrough. This time the level

Persepolis - Gardens of Gilgamesh (12 of 12 secrets)

Let's go ahead. We go out with a sniper in our hands into the fresh air, under the evening sky, and immediately shoot the Reptilians in front on the right and on the upper left.

Then we shoot a couple of Zumbuls on the other side, near the gate.

We jump along the small platforms on the right to Serious Health (secret No. 1). A Big Mechanoid will appear immediately, so let's meet.

We go through the gate on the left. There are also Reptildoids here. Behind the pool on the right we will find Ammo (secret No. 2).

Now we dive into the left pool. There is the only window that is not barred, and behind it is another set of Ammunition (secret No. 3).

We emerge and now examine the right pool. We immediately swim into the open passage at the top, to the right of the only grate. Let's swim past the Blue Armor to the structure. From this structure, go to the right and immediately upward: there is an air pocket here.

We grab some air and dive to the very bottom, swim straight, and up: here you will find a room with ammunition and Serious Health (secret No. 4).

In the left branch, as you may have noticed, there are missiles, and through the left one you can swim to new territory. You can still find something here if you swim.

We emerge closer to the closed gate and carefully film the bored Reptilian through the optics. We get out onto land, towards the coming battle. On the left, in the fence with lions, we immediately see a black spot. There aren't that many enemies here. We're coping. And we launch a rocket into this black spot in the wall. The Plunger will open (secret #5). We activate it: the pyramid behind will collapse, and an Orange Reptilian Highlander will hatch from it. We are fighting.

The next secret is at the pyramid on the opposite side. If you stand near SERIOUS DAMAGE (without touching it), then through the optics you can see a target on the tower. We hit her. Next to us, in the wall, a room with ammunition and other gadgets will open (secret No. 6). It’s better not to touch all this, but leave it for the way back.

Let's go to the pyramid. We don’t go down into it, but go behind it. There is a package of rockets here. When we take it (secret No. 7), the trees around us will turn into Small and Large Biomechanoids. Let's shoot.

Now you can go down into the pyramid, take the Laser and lower the lever. They are waiting for us at the top, so don’t forget about what goods we still left at the top. We go back through the gate and take the Lion with the Head of a Man.

It’s better not to take the grenade launcher now; walk to the right with the Chainsaw in your hands. There at the end, having cut a dozen or two Gnaars and a couple of Pumpkinheads into meat, you will find Serious Health (secret No. 8). After this, the grate will go down, and in the foggy depression you will be able to shred many more monsters of all kinds. From Headless Rocketeers to Pumpkinheads.

We go back, take the Grenade Launcher, and immediately shoot: a niche with three Scorpions has opened up ahead. And even the Gnaars will come running.

We go into the left passage. After a while you will come out into a long beautiful passage with many lamps on the sides and on the ceiling. There will be a massacre here: hundreds of different animals will fall on you en masse. The best weapon, for me, is the grenade launcher.

In this corridor after the 2nd arch, starting from the entrance on the left on the wall, there are three ledges, by jumping on them you can climb onto the 2nd arch and then jumping along the arches and lamps to get to health (secret No. 9)

After this corridor, we do not go along the stairs on the right, but into a dark nook on the left. There in a niche we will find Green Armor (secret No. 10).

We go upstairs, take a lot of bags with Ammunition in the room, and go into the corridor with spikes. We make our way along the right edge and immediately jump around the bend.

You will reach a room with columns, without doors. This is where the carnage begins. I hope you saved all the Serious Bombs. Keep them until the last minute. It's better to use a flamethrower here and constantly circle. The floor will collapse, and you will fall to the lower level to new monsters. And so on several times. It is better to use Serious Bombs as a last resort: monsters are constantly loading.

On the lower level, when you stop falling, go to where the Clear Skeletons are running from: there is an exit. Make your way to the spikes above your head. They will break through the floor below. You will find yourself at the very last massacre. This is where you turn on the Serious Bomb.

You will end up in failure. Jump onto the slab in the gap (this is without losing health). When you start moving, green balls will fly at you from the fog. Wait a little, shoot them. Then turn on another Bomb.

Don't miss Serious Health above you on the left. Shoot down the pad with a rocket (secret #11). Shoot so that it falls on your platform, and not into the abyss.

You'll figure it out later. There will be two more areas with slaughterhouses. On the last one, somewhere in the middle of the space in front of the Palace, look to the left: there is a target on the tower. Hit her through the optics (secret #12). Serious Health will drop to you.

Destroy several echelons of countless and different monsters, and go into the palace to finish the level.

Doctor-lecturer wrote
Teotihucan - City of the Gods (15 of 16 secrets) - discussion of the 16th secret
I tried everything with my 1C license, did it in the same sequence as in the video (it’s useless to break the snake, and the portal in front of the entrance to the room with the 11th secret does not appear (see my description of this level).
I even noticed that the left statue was being broken by Mechanoid - it didn’t help!
Help me how to get this secret!

Secrets in this territory: Behind the distant house, which is approximately opposite the entrance to this territory, there is a first aid kit (secret No. 9).
And nearby - look around - on one of the houses there is a Two-Headed Snake. Smash this snake to open a secret portal (secret #16) before the final gate. This house contains secret number 10: cannonballs for the Cannon. But before you go there, launch a couple of missiles there: opposite the entrance is a stationary Cannon.

And nearby - look around - on one of the houses there is a Two-Headed Snake. Smash this snake to open a secret portal (secret #16) before the final gate. This house contains secret number 10. To get this secret, save, and then carefully go into the passage of this house and get the secret (there is a secret Spanish Cannon opposite the entrance).
We go through the gate under the Two-Headed Snake. Smash the snake above this gate to open a portal (secret #16) in front of this gate. There are a couple of Pumpkinheads here. And under the ceiling, on the second pyramid looking down, is Serious Health (secret No. 11).

WIKI Changes

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Preface

This walkthrough was written with a SERIOUS level of difficulty. It's just a hobby. In this game, no passage is required - everything is clear here, there is only one road. However, I took the liberty of saying something. Maybe it will be useful to someone. And I tried to describe almost all the secrets. If anyone has found secrets that I haven’t described, write: I’ll take note. In general, a joke from his own tactical data applies to the game with Sam: “Go left, go right. Find something. Fight. Don’t slow down - sneak.” The main thing is movement and search.

SIERRA DE CHIAPAS (12 secrets)

As soon as we fall into the water, we bend our faces towards it and go deep under the water. We dive quickly, holding down the “sit down” key (“F” by default). There we will find a ROCKET GUN (secret No. 1). Having taken it, we quickly emerge: 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 No. 2), and find a telephone booth (secret No. 3), which you can call by pressing ENTER once or twice (as you set in the settings). You can read the message, again, by clicking once or twice with the right mouse button, and then using the right button again 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 or 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 cut into pieces all the Krotin residents who were responsible for our accident. And let them not pretend to be angels!

We go into the open hole, there we will find ammunition for missiles and a stage (secret No. 5). We watch the show to the end, and then we leave and go straight into the ravine.

Here we will find the wreckage of the Krotinovsky tarantass (secret No. 6), and a little further, at the very end of the ravine, rockets (secret No. 7).

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

We buy a flamethrower and kill new enemies. I won’t give recipes for every case: I’ll have to write a whole Operation Guide for the game. I can only say that with good skills it is very easy to play and without losses. Fast, but easily hit enemies can be taken down from afar. With Skeletons of Clear you need to move quickly (see ENEMIES), and from Scorpions you can hide behind stone ledges. Dive, shoot, and take cover again. You can even kill them 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's a secret room on the left (secret #8).

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

Go out into nature. Go to the abyss on the left. In the abyss lies a ROCKET GUN (secret No. 9). Taking it, we jump onto the platform below, and then into the teleporter. We'll find ourselves on a cliff. We jump onto the lower rock, then onto the ground, on the opposite side of the abyss.

There will be a fight here. After you kill everyone, look around. You will see a light boulder near the left side of the rock. Fire a rocket at him! This is the entrance to the secret cave (secret #10). Enter it and dive into the pond. We swim with the “squat” position, when it becomes impossible to swim, we switch to “jump”: we will swim to the top of the rock.

After crossing the bridge, we'll get hold of sniper rifle cartridges and Serious Health (secret No. 11). Now down again, and we go to the reservoir. It's guarded, so be on your guard.

We dive into the pond at the entrance to the Temple, knock down the Fishes there, and then take the First Aid Kit from the very bottom (secret No. 12).

We emerge and go to the Temple to finish the level.

VALLEY OF THE JAGUAR (8 secrets)

Go ahead and sing! To new adventures.

I don’t know about anyone, but all my shields and health went to hell. And I started the level as a newborn, with 100% health.

We are walking the path of the Mayan warriors. We don’t relax for a second and don’t part with the sniper. At any moment, monsters may appear, very far away. We are preparing to meet them.

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

In the new room, first jump along 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, jump onto the approaching teleporter, and then, without stopping, 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, follow two teleporters to the door, where we take Serious Armor. To the left of the door there is a platform, jumping onto it, we will jump up and find cartridges for a sniper rifle (secret No. 1). I don’t know how on easy levels, but on difficult levels Veribul appears at the bottom. We jump again onto the platform, then up: having noticed us, Veribul will fall into the abyss. Let's jump down.

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

As you exit the tunnel, turn around: there is a dark green area above the exit. Rocket there! The “Golden Man” will roll down to us - invulnerability (secret No. 2). Let's not touch it. We go forward and shoot as many monsters ahead 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 on the right. Here, too, you will have to fight. At the very top of the pyramid, on its right side, there is a dark spot. Fire a rocket at him! There is a Machine Gun here (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 before they notice us (for me, from load to load, the number of monsters varied from four to one).

Before going to the pyramid in the center, you can walk into the hollow on the right, where there is a huge boulder on the rock, and there take the Blue Armor (secret No. 4). Naturally, you will have to protect your property.

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

Now, with fighting and retreats, we break into the pyramid. You can pick up sniper cartridges and a first aid kit behind it.

In the pyramid, after the spike room, in a small room there is a jump pad in the far left corner. He will take us to the cartridges and Blue armor (secret No. 6).

Now all that remains is to take the second Golden Jaguar, break through back to the pyramid in the center, install the Jaguars, and then fight your way up to the Last, Great Pyramid.

In the small house to the left of it you can get cartridges for the Machine Gun (secret No. 7), and between the right house and the Pyramid in the corner there is a Bottle of Health (secret No. 8).

Climb to the very top and enter the Pyramid to finish 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.

At first you will be confronted by light opponents, then Klir Skeletons will join them. And as soon as you take the Thomson machine gun on the pedestal, kamikazes will come running and harpies will fly in. There will be some other monsters, but it’s not difficult to finish them off if you stay alert all the time and walk with caution.

Now the secrets. If you go from the gate from which we came out along the wall to the right, and then cut down the tree between the pavilion and the wall, you will find a First Aid Kit (secret No. 1).

There is a small house nearby, and next to it there is a fire in a bowl. This thicket is the only one on the level that does not break. I don’t know what this is connected with.

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

And in the fourth corner, behind the houses, you can find secret No. 4: cannonballs for the Cannon, which we don’t have yet, but will have soon.

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 use a rocket to break the fallen slabs to the right of the entrance. This is secret number 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, use a sniper rifle to shoot everyone inside. The mask is behind the door immediately to the left. There's ammunition behind the door upstairs. And behind the stairs at the bottom is Serious Health. As soon as you take it, immediately move around the corner from the passage: Veribul will come running, and there will be a second one in the tunnel. At the exit - Big Mechanoid.

Carry the Mask to the altar. Now you can go through the gate to the next training ground, naturally with a delay for the showdown.

With minor 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 with a sniper rifle. Then prepare the machine gun and go ahead. The kamikazes will come. Mercenaries will run up from the building opposite the entrance. There will be Small Biomechanoids and Scorpios.

Behind the building from which the Mercenaries ran out are cannonballs (secret No. 6). And in the building itself there is a lot of other ammunition. Naturally, under guard.

Walking around the territory, behind one of the trees (to the left of the entrance gate), you will find a mini-teleportal to a secret territory (secret No. 7). It's kind of like the "Sacred Courts" in First Sam: all the monsters are either very small or very large. But there is a lot of ammunition, health, armor. You'll see for yourself. At the end you will find a Cannon and a teleporter back.

We go through the gate under the Two-Headed Snake. There will be a lot of fighting at this training ground. Everything is as usual: we take down opponents from afar, we don’t rush forward, and if necessary, we retreat. We constantly move forward-backward-left-right. We try not to let anyone get close to us. We move away from under the fire. Forward!

You will reach the gate. Let's go in. Here are Small Biomechanoids, Kamikazes and Scorpions. There are also Large Biomechanoids.

Secrets in this territory: Behind the distant house, which is approximately opposite the entrance to this territory, there is a first aid kit (secret No. 8).

And nearby - look around - on one of the houses there is a Two-Headed Snake. Here is secret number 9: cannonballs for the Cannon. But before you go there, launch a couple of missiles there: opposite the entrance is a stationary Cannon.

We go to the gate under the Two-Headed Snake. There are a couple of Pumpkinheads here. And under the ceiling, on the second pyramid looking down, is Serious Health (secret No. 10).

You can slide down an 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: in the end we will certainly stumble upon stakes. Maybe they are turned off somehow, but I haven't found how.

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

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

After disassembly, at the destroyed bridge over the lava, on the right, near the lava itself, you can take a package of rockets (secret No. 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 shore, we jump over to it.

SERPENT YARDS (10 secrets)

Who cares. Personally, I picked up a shotgun, went out without running left and right, and knocked down several Mercenaries and a couple of Clear Skeletons. Then he hid under the canopy of the pavilion, switched to the machine gun, and cut down the running mercenaries. Then he went out and shot Zumbulov from the right and left above with a sniper rifle.

On the right, behind the houses, there are cartridges for a sniper rifle (secret No. 1).

And in the symmetrical corner on the left there is a shield, but the secret is not it, but the kamikaze bush that ran towards you at that time (if the bush is cut down before this, the secret will not be counted). So move with your back to the shield, and then shoot at the bush that runs towards you screaming (secret No. 2).

As you move forward, you will have to fight. Ahead, between the right and left passages, there is a fence closed around the perimeter. Behind him is a first aid kit (secret No. 3). You can rocket jump over there, or you can just move on: anyway, the wall there will then collapse, and two Large Biomechanoids will crawl out of there.

In the nook on the right there is a telephone booth (you can call). Fight in the foggy lowland, and then go left.

In a field where there is a green laser beam, it must be constantly activated. For what? You'll see for yourself. Behind the field with lasers, on the right, there is a house. Behind this core house (secret No. 4).

As you pass through the gate, shoot the reptilian on the left. And ahead are two Mechanoids. You'll figure it out, in short.

You go through the next gate to take the Mask and then place it on the altar. There are two secrets in the territory with the Mask. The flattened head is to the right of the Moon Pyramid (secret #5). Launch a rocket at her from afar (otherwise she will behave like a Swamp Jumper). Then take Serious Health.

And behind the Lunar Pyramid itself is a plunger, lowering which you will blow up the Pyramid and free a couple of Orange Reptilians (secret No. 6). Fight!

While simultaneously shooting from the Rocket Launcher or Cannon at the head that is spitting fire, place the Mask on the altar. Now go to the temple under the Head and take the Blue Armor (secret #7). At the exit, several Green Reptilians will be waiting for you.

Go to the next area. Fight. On the right, behind the houses, pick up a health pill: Eyes will appear above you (secret No. 8).

In the right temple, where the button is surrounded by stakes, simply shoot the button with the Rocket Launcher.

At the very end of the level, when a gap opens downwards, blow up a couple of jaguars above the shaft that appears: a First Aid Kit will fall down (secret No. 10.

We jump down and fly to the next level.

THE PIT (10 secrets)

We fall into the water and fight with Pisces. There are Mercenaries on the surface. We clear the area.

We move forward, fighting and overcoming many traps.

I found the first secret only after entering a room with a floor made of side jump pads. It's in the hallway with the lamps after it. The last left lamp along the corridor is a teleporter, it will throw us up, and there, along the ledges in the walls, you can get to the Red Armor (secret No. 1).

The next secret is on the first bridge. Between the last and penultimate hinged arches, on the right, there is a teleporter. We jump into it, and it will take us under the bridge to secret No. 2: cannonballs to the Cannon.

We go through the gate after the bridge. Before going up the stairs, go right, into the darkness. There we will find a First Aid Kit (secret No. 3).

As you go up the stairs, you will hear whispers. It is in the window on the left that a miniature Demon, as tall as Thumbelina, is muttering. We kill him with a sniper rifle: Serious Health will appear on the stairs (secret No. 4).

Once we cross the second bridge, we do not turn onto the bridge on the left, but go a little straight. There is a teleporter on the right of the lamps; it will take us upstairs, to the Red Armor (secret No. 5).

We go out into the arena and fight. We go up the stairs behind the raised slab. On the second tier, from the gate, go to the right: the corner lamp is a teleporter. He will take us to secret number 7: missiles and SERIOUS DAMAGE. We grab this goodness and run towards the Serious Health nearby: it will fly into the arena (secret No. 8). And Large Mechanoids will also appear there. We bring them down, take Health.

We go upstairs to the gate.

We start descending the slope on the right side: spikes will pop out on the left, immediately move to the left: spikes will pop out on the right.

In the arena with the Wind God, use Serious Bombs more often. Ammunition, Serious Bomb, SERIOUS SPEED, health, Red Armor are scattered around, and after being taken, after a while, they are loaded again. You just need to be able to take it all. We shoot at the Wind God from the Cannon until he runs out.

We completely restore the supply of Serious Bombs, health, Armor and go to the portal.

ZIGGURAT (10 secrets)

Before going straight through the gate, we go around the building and take the Sniper Rifle (secret No. 1). Now you can go through the gate.

We take a new-old weapon and jump into the mine so as to get into its center: there are spikes in the mine, and in the center is Serious Health (secret No. 2). We jump up and fall into the passage. After a few more rooms-passages-elevators we will find ourselves in a foggy room with two columns. Having climbed these columns, we will find cartridges for a sniper rifle and a switch on the platforms, which will turn the inclined ramps into steps. Let's go out. "Good morning, Babylon!"

There is a first aid kit in the wall to the right of the exit (we shoot with a rifle): secret No. 3. A lonely tablet nearby brings Zumbul to life.

On the symmetrical, but left side, cartridges for a sniper rifle. As you take them, a bush armed with lasers will jump at you - its flamethrower (secret No. 4)!

We take wings from the temples on the right and left (it’s better to shoot all the evil spirits with a sniper rifle), and go through the gate ahead. Scorpio will be there right away. Him too from a sniper rifle.

Behind the bars on the right you will see secret No. 5: Serious health and ammo for a sniper rifle.

We enter the gate on the left. There we put a couple of sleeping Scorpions from a sniper rifle and press the button. Then, too, a cartridge for the Golems in the corridor.

You'll figure it out later. From the room with the stone there is a tunnel, and at the top there are hatches from which stones fall. In the mine you need to jump up along the ledges. Get out into the fresh air again. Now you need to place the wings on the altars on the left and right. There will be a massacre. Let's prepare mentally. Forward!

My advice: pick up a sniper rifle and immediately move to the right, into the field. Shoot through the optics all the Clear Skeletons and Kamikazes that run after you. Including Reptilians on houses.

In the field you will find a bush around which there are cartridges and SERIOUS SPEED (secret No. 6), and by smashing the bush itself with a pump gun, you will find SERIOUS DAMAGE (secret No. 7). All this will come in handy right away, as Small and Large Mechanoids will appear around you. The reserve of speed and power is enough to deal with them without losing a single unit of health.

And in general, look: there are a lot of SERIOUS SPEED around the city, and in the city itself there is SERIOUS DAMAGE. Slowly make your way back into the city, shooting more and more Kamikazes and Clear Skeletons with a sniper rifle.

Install the wings, take the SERIOUS DAMAGE left in reserve, and move to the gate: the whole zoo will appear here.

Outside the gate you need to walk left and right: touch the stones. Let's say we go left. I didn’t find any secrets here, but you will first have to break through to the end of the courtyard, to the altar, where you can touch the stone. And then break back.

Now through the gate on the right. Here is the same picture: break through to the end of the courtyard, touch the Stone in the Temple, and then break through back.

After the first left turn, there will be a long building with two doors in front of you. There is a tablet near the right door: take it (Boxer Barry's secret is activated). Now we shoot from a rocket launcher at the opened shutter above the left door: a Reptilian will appear, but will get hit in the head with a boxing glove from this window (secret No. 8).

As you reach the end, to the left of the Temple with the Stone there is an opening between the columns. There is a dark spot in the wall: we shoot at it. Let's go into the empty space. We look up: there is a platform with the Golden Man. Rocket there! This is secret number 9. It's better to leave all this in reserve, and then, after you touch the stone, run and grab SERIOUS DAMAGE and INVULHERABILITY. And then break through back to the gate.

Go through the gate. Here you will have to fight a bunch of Clear Skeletons. Grab everything that is in front of you and wet them quickly. Then you will need to activate three switches. But before you go out through the opened gate, go through the gate opposite, and there, along the overturning platforms, get to Serious Health (you need to press the switch when the platform is above you) (secret No. 10).

Jump down and head towards the final carnage of this level. There are four SERIOUS DAMAGE scattered around the corners, and you will be attacked mainly (albeit in large numbers) by weak opponents, diluted with Clear Skeletons. We shoot all the caudles and go to finish the level.

THE ELEPHANT ATRIUM (12 secrets)

Exit the corridor into a room with a marble-mirror floor. Walk left. To the right is the gate. You should go there.

As you go up the stairs, go to the first left corridor, there at the end there is a jump pad that will throw you onto the columns, and already along the columns you will jump to Serious Health (secret No. 1).

When you come out to the Elephant, immediately go left: there is a tablet in the corner. She opens the Secret Territory (secret #2). Here you will take the Cannon and fight the Biomechanoids.

Continue through this territory. Deal with Large Mechanoids, Clear Skeletons and Veribulas. At the very end of the Secret Territory you will find a First Aid Kit, Blue Armor, Ammunition, and also a Plunger with which you will blow up the Pyramid (secret No. 3). Below it is a mass of cannonballs to the Cannon and SERIOUS SPEED to go back.

Go to the temple, opposite the exit from the secret territory. There is a Thomson machine gun, cartridges for it and a sniper rifle.

Get out and go straight: there is the entrance to the Bathhouse. We'll have to try out new weapons. And old.

To the left of the entrance to the bathhouse, around the corner, is a shield. And behind it is secret number 4. The shield brings to life a couple of Large Mechanoids.

Now go to the bathhouse, bathe, and return to the previously closed gate. The walk will be burdened by the mass of Demons and Reptilians in the open air.

Let's go to the gate. There, right opposite the entrance, is a Large Mechanoid. We shoot, jump to the side. And so on several times. Let's go in.

The door ahead is closed. We go to the left. As soon as we enter here, there are a couple of secrets: on the right are rockets (they bring to life the tree matted into the Big Mechanoid) (secret No. 5). And on the left in the wall is Blue Armor (secret No. 6).

A few steps ahead is a closed door on the right (we need to open it). Let's go ahead. On the right is a door, and on the left, in a niche in the wall with unicorns, is Serious Health (secret No. 7).

Let's go to the gate. In the temple we activate the lever. We pass further along the U-shaped passage, and at the end we find a switch that opens the door to a secret territory (secret No. 8). We return back to the door (not without collisions). So, don't part with your sniper.

Behind the door are Gnaar and Scorpio. Let's go. We go to the Machine Gun. Let's take it. We shoot Harpies from it.

Actually, we go left, and then we go right. But before that, we go straight through the gate. This is a previously discovered secret territory. Here you can chat on the phone and then walk further. Shoot an entire herd of Clear Skeletons with the new Machine Gun. And at the end you will find Ammo and Green Armor (secret No. 9).

We go back and go into the side passages. First to the one that is now to our right (we take the Golden Elephant there), and then to the left. Need I say that it is better to use a shotgun in the building, since Clear Skeletons are found here?

On the way out, switch to the sniper rifle: a warm welcome awaits you here. Go through the gate between the elephants and go out into the air again. Fight. At the fork from the Pegasus statue, go left. Near the stairs we lower the switch (secret No. 10). Now you can go to another branch, to the now open door with Green Armor and cartridges for the Machine Gun. At the exit, Harpies and Reptilians are waiting for you.

We rise to Pegasus, climb onto the pedestal from behind, press ENTER, and, together with the horse eruption, we get Serious Health (secret No. 11).

Now you can go through the gate. On the left is the Clear Skeleton and machine gun cartridges, and on the right is only the Scorpion.

We're going to jail. Skeletons of Clear will come running. We shoot, then go behind the opened grate. In front of the gate, you can turn into a narrow passage on the right to take cartridges and rockets.

Now we go through the gate and finish the level.

COURTYARDS OF GILGAMESH (11 secrets)

Let's go ahead. We go out with a sniper in our hands into the fresh air, under the evening sky, and immediately shoot the Reptilians in front on the right and on the upper left.

Then we shoot a couple of Zumbuls on the other side, near the gate.

We jump along the small platforms on the right to Serious Health (secret No. 1). A Big Mechanoid will appear immediately, so let's meet.

We go through the gate on the left. There are also Reptildoids here. Behind the pool on the right we will find Ammo (secret No. 2).

Now we dive into the left pool. There is the only window that is not barred, and behind it is another set of Ammunition (secret No. 3).

We emerge and now examine the right pool. We immediately swim into the open passage at the top, to the right of the only grate. Let's swim past the Blue Armor to the structure. From this structure, go to the right and immediately upward: there is an air pocket here.

We grab some air and dive to the very bottom, swim straight, and up: here you will find a room with ammunition and Serious Health (secret No. 4).

In the left branch, as you may have noticed, there are missiles, and through the left one you can swim to new territory. You can still find something here if you swim.

We emerge closer to the closed gate and carefully film the bored Reptilian through the optics. We get out onto land, towards the coming battle. On the left, in the fence with lions, we immediately see a black spot. There aren't that many enemies here. We're coping. And we launch a rocket into this black spot in the wall. The Plunger will open (secret #5). We activate it: the pyramid behind will collapse, and an Orange Reptilian Highlander will hatch from it. We are fighting.

The next secret is at the pyramid on the opposite side. If you stand near SERIOUS DAMAGE (without touching it), then through the optics you can see a target on the tower. We hit her. Next to us, in the wall, a room with ammunition and other gadgets will open (secret No. 6). It’s better not to touch all this, but leave it for the way back.

Let's go to the pyramid. We don’t go down into it, but go behind it. There is a package of rockets here. When we take it (secret No. 7), the trees around us will turn into Small and Large Biomechanoids. Let's shoot.

Now you can go down into the pyramid, take the Laser and lower the lever. They are waiting for us at the top, so don’t forget about what goods we still left at the top. We go back through the gate and take the Lion with the Head of a Man.

It’s better not to take the grenade launcher now; walk to the right with the Chainsaw in your hands. There at the end, having cut a dozen or two Gnaars and a couple of Pumpkinheads into meat, you will find Serious Health (secret No. 8). After this, the grate will go down, and in the foggy depression you will be able to shred many more monsters of all kinds. From Headless Rocketeers to Pumpkinheads.

We go back, take the Grenade Launcher, and immediately shoot: a niche with three Scorpions has opened up ahead. And even the Gnaars will come running.

We go into the left passage. After a while you will come out into a long beautiful passage with many lamps on the sides and on the ceiling. There will be a massacre here: hundreds of different animals will fall on you en masse. The best weapon, for me, is the grenade launcher.

After this corridor, we do not go along the stairs on the right, but into a dark nook on the left. There in a niche we will find Green Armor (secret No. 9).

We go upstairs, take a lot of bags with Ammunition in the room, and go into the corridor with spikes. We make our way along the right edge and immediately jump around the bend.

You will reach a room with columns, without doors. This is where the carnage begins. I hope you saved all the Serious Bombs. Keep them until the last minute. It's better to use a flamethrower here and constantly circle. The floor will collapse, and you will fall to the lower level to new monsters. And so on several times. It is better to use Serious Bombs as a last resort: monsters are constantly loading.

On the lower level, when you stop falling, go to where the Clear Skeletons are running from: there is an exit. Make your way to the spikes above your head. They will break through the floor below. You will find yourself at the very last massacre. This is where you turn on the Serious Bomb.

You will end up in failure. Jump onto the slab in the gap (this is without losing health). When you start moving, green balls will fly at you from the fog. Wait a little, shoot them. Then turn on another Bomb.

Don't miss Serious Health above you on the left. Shoot down the pad with a rocket (secret #10). Shoot so that it falls on your platform, and not into the abyss.

You'll figure it out later. There will be two more areas with slaughterhouses. On the last one, somewhere in the middle of the space in front of the Palace, look to the left: there is a target on the tower. Hit her through the optics (secret #11). Serious Health will drop to you.

Destroy several echelons of countless and different monsters, and go into the palace to finish the level.

secret number 11

TOWER OF BABEL (10 secrets)

Arm yourself as much as you can and go to the next room.

We shoot those we can from the door, then carefully everyone else. And when the crowd tramples, you can shoot it with a sniper rifle. We take the statuette of the King and go to the exit.

To the left of the exit, in the dark, in a niche there are cannonballs (secret No. 1).

So, the temple of the Cosmos.

As you climb the stairs, after its first bend, look down: on the left there is a dark platform where you can jump. There in a niche under the stairs lies Serious Health (secret No. 2). You should take it from the side: in front of Health there is a teleporter that will throw you back onto the stairs.

But first we go down a little, and under the stairs we find cartridges for a sniper rifle (secret No. 3).

Now you can go upstairs to the elevator. We stand on the elevator platform and go down. Here, through optics, in advance, we shoot those who are hiding in the fog. We collect ammunition.

There are holes in the wall near the floor itself, very similar to mouse holes. We shoot into one of these “holes” through the optics: tiny Veribules will jump out, but strong, as if big (secret No. 4). On the opposite side, we press both buttons on the other elevator, and while the platform is lowering from above, we shoot the running herd. We go upstairs and also shoot at everything that moves here.

We collect the tablets, go up the stairs, collecting shields. We slide down the inclined ramp. Here the Gnaars will fly and come running, and the Demon will come from above. We hide under the platform with the Demon and cut the Gnaars into pieces. And then we calmly destroy the Demon too.

To the right of the ramp, if you are facing it, there is a lamp. We jump on him, and he throws us onto the platform with the cannonballs towards the Cannon. We grab these cores (secret No. 5), and quickly dive into the teleporter in the corner: a Large Biomechanoid has appeared on our platform. And from below we destroy this monster.

Let's go to the gate. We collect ammunition and go along the corridor, preparing the Machine Gun. Skeletons of Clear will run. We cut them down with dense fire at a long distance. We assemble the shields on the sides.

Through the next gate we will find ourselves in a dark room. Don't be afraid to move! Nothing will happen. And keep your eyes open: all monsters (contours, silhouettes) are clearly visible. For me, the excellent weapon here was first the Laser, and then, when the Swamp Jumpers appeared, the Flamethrower. And in general, the Flamethrower is a universal remedy against Jumpers: upon contact with napalm, they burst in dozens. To illuminate this room, you can spray a stream of napalm on the walls.

We go out through the opened door and collect ammunition. Let's move on.

There's a lot of fighting to be done here, in front of the Tower of Babel. Before you get into it, you need to collect three tablets of Wisdom. In general, move after the massacre to the left side of this territory.

Here you will see a column where the old man’s eyes are glowing. Shoot him with a rocket! A teleporter will open. After passing through which you will be taken to the filming of Sam's Egyptian epic. Kill little Mental and the Red Armor will appear behind the Pyramids (secret #6).

Now go collect the signs. They are each on their own territory.

Before you go take the third tablet, go behind the monument (identical in all five territories: with a rounded top), around which tablets are scattered. There is a dark spot in the wall. There lies the Golden Man (secret No. 7). Grab it and run for the third sign: there will be more carnage!

Before leaving the fourth territory (without a sign, but with Scorpios), there is a tablet to the right of the steps. She activates the Mythical Jumper (secret #8). It's not difficult to kill him. But after his death, an army of these Jumpers appears, and invisible ones at that. Let's shoot.

They won’t just let us get to the Tower. But keep in mind that on the opposite side, on the ground, lies secret number 9: Golden Man - Invulnerability. Try to grab him.

And now we go for the last, tenth, secret. This is back to the territory where the first sign was taken. All territories will be loaded with: Crane Ammo, Red Armor and Serious Health (secret No. 10.

Now you will again have to go through all the territories in a circle, dealing with very serious opponents. After all this, you can go to the Tower. Here you need to defeat Cyborg Exotex. But first, render four generators completely unusable, from which she can restore energy. And don’t forget about the Biofruits, which crawl on the ground as larvae and attack Sam. Ammo in the room, health in the corners.

Having finished with Exotex, we go to the space-time portal.

THE CITADEL (16 secrets)

We take the rifle in front, shoot the monsters, and then go to the house on the left: its door is open (can you hear the creak?). We shoot at the door with a rifle and take Shotgun from the house (secret No. 1).

Now you can go grab the Chainsaw.

Let's go to the gate. When you reach the boxing glove above the switch, approach it from the side. And when you hear the appearance of the Reptilian, lower the switch! This is secret number 2.

Through the gate we go out onto the bridge. We take the Flamethrower on the column split by lightning. Under this column, on the side of the bridge, is a bottle of health (secret No. 3). On the other side of the column is a jam pad. He will throw you onto the bridge.

At the column opposite there is a health pill: a Clear Skeleton will appear, and also a jam pad. No matter which column we go down to, a message will soon appear that the Midnight Mega-Secret has turned on. And after a while it turned off. No matter how much I searched, I couldn’t find anything included in this area. Apparently I didn't search well. Whoever finds it, write.

In the next territory, behind the gate, they are already waiting for us. We are fighting.

The gate on the left is closed, and at the right gate, on the left, there is a cannon. It would have to be split with four shots from a sniper rifle (otherwise it will shoot through the fence later). Behind the house next to the cannon are missiles (secret No. 4). And behind the house opposite there are cartridges for a sniper rifle (secret No. 5).

We go through the gate, following the falling tablets. In the foggy area, immediately go to the right: you will find a cemetery (secret No. 6). You can free the developers from their graves.

When the last tablet falls near the temple, the Clear Skeleton will jump out. In the temple, take the rest, and go back to the previously closed gate. Naturally, a warm welcome awaits you everywhere.

Behind the gate is a small courtyard with houses. To the right is the gate. Between the houses there is napalm, a Rocket Launcher and Biomechanoids with Kamikaze. Meet, collect, go through the gate.

There are still a bunch of houses here.

Then there will be another territory, and another...

We are interested in the area in front of the entrance to the house on the right. To the left of the gate, behind the houses, there are a couple of sets of rockets and a telephone booth (secret No. 7).

And opposite the gate, near the wall, if you blow up the barrel between the house and the wall, you can find the Golden Man - Invulnerability (secret No. 8). We take it and go into the house, not being afraid of arrows flying out of the walls.

In the room with gears, we dive into the water, under the gears, turn around, and in the room around the corner we find Serious Health (secret No. 9).

Now we knock out one tooth from each of the gears with rockets (they are easy to distinguish from the others: they have a gap). We jump into the window behind the gears, when the knocked out teeth form a passage. We're on the street again. And again there is carnage all around.

Then behind the houses on the right (you need to enter them from the exit gate) we will find the Blue Armor (secret No. 10).

In front of the drawbridge, at the entrance to the castle, immediately move left from the gate, and behind the house we take cartridges for a sniper rifle (secret No. 11).

After the battle, or during it, you can take the Red Armor (secret No. 12) behind the house in the far right corner of the gate.

Let's go to the Castle. As you emerge from the drainage pipe, in the water, in the far left corner of this pipe, you can take the First Aid Kit (secret No. 13).

We go up the steps and go to take the Book of Wisdom.

LAND OF THE DAMNER (13 secrets)

Magnificent landscape, isn't it? New Year. Well, let's go to war...

First of all, run to the second row of houses, the house on the right. There, use a rocket to knock down the creaking door and grab SERIOUS DAMAGE (secret No. 1).

After fighting with the Mercenaries, go up to the mill and lower the lever: Santa Claus will run out (secret No. 2). Take him out with a sniper rifle: INVULHERABILITY will drop out of him (I killed him with a Shotgun once, so a small armor fell out of him).

Grab the Golden Man: Large Mechanoids are already rushing towards you.

In the second territory, near the house on the left, which is closer to the rocks, you will hear a cough: it’s another Santa Claus stuck in the pipe. Shoot it through the optics: Serious Health will fall out of it (secret No. 3).

Now you can go to the Castle gates. Take the Laser, and behind the second gate is the Ammo. It depends on you, but for me the Laser and Thomson Automatic were more useful here. At a long distance we shoot everyone: Kamikazes, Clear Skeletons, and Mechanoids. And also Guns. We don't let anyone get close to us. When the Kamikaze flow is depleted, you can finish off the Mechanoids with missiles.

To the right of this house is a lopsided Snowman. There is a switch on the side. This switch activates Santa Claus, after killing him, let's take another Golden Man (secret No. 6).

We fight here, take pictures of the cannons on the fortress wall through the optics, and then go through the gate. In the tunnel ahead is Zumbul.

We collect ammunition under the Christmas trees. And then from the Rocket Launcher we hit the Snowman Matryoshka six times. Eventually, Serious Health and a couple of Large Mechanoids will appear (secret #7).

Now we go forward along the tunnel, and we will come out to the lava lake. It depends on you, but for me it was more convenient to shoot the first lava Golems (small ones) from the Pump Gun: one shot, and it’s all over.

At the end of the first cave, the stone path will collapse, creating a sinkhole. Feel free to jump into the abyss: you will be teleported to the Serious Health at the top (secret No. 8). Then jump down again onto the same path: it is below you.

You will cross the second cave with a fight (here you will need both a Sniper and a Rocket Launcher). You will go out to a tunnel, near which there will be ammunition. Skeletons of the Clear will trample out of the tunnel, and a Demon will appear behind: don’t yawn.

You will come out to an even more picturesque place, but the lava is not so deep. You'll have to run along it.

We need to get to the cave behind the high bridge above. There are at least two secrets here.

When you go down from the bridge onto the lava slabs covered with slag, move to the farthest platform on the right: it will float to the hidden Red Armor (secret No. 9). Grab the armor and jump onto this slab again: it will take you back.

Now make your way to the bridge. You will find the way. Under the bridge lies Serious Health (secret #10).

There are three secrets somewhere I haven’t noticed yet.

Go through the cave. Go through the portal, and there the last battle of this level awaits you. Beautiful, isn't it?

THE GRAND CATHEDRAL (6 secrets)

The first secret is located right behind you. Turn around. And to the left of the gate you will see a dark square in the wall. Rocket here! Here is Serious Health and SERIOUS DAMAGE (secret No. 1). But I don’t recommend taking all this stuff: take it later, when the herds of Clear Skeletons fall on you.

And in general, my advice: this is not a cooperative, there is no expansion here. Don’t rush forward, but hold back the crowds of monsters with fire at a distance, and if necessary (and this is always necessary), then retreat.

The next secret is around the right turn, at the very end. There, a man leaned out of the window of the turret. We remove it with a sniper rifle or a rocket. SERIOUS DAMAGE (secret No. 2) will fall on the road.

Around the bend, in the right wall there will be another dark square in the wall. There's a teleporter there. He teleports you to a pumpkin patch, where the pumpkins hatch into little pumpkin-headed freaks with chainsaws. On the same field are Red Armor, Serious Health, Serious Ammo and Serious Bomb (secret No. 3).

The next secret is a few turns later, in the left wall. The same dark square. And here is the teleporter. He will take you to the museum, where, along the way, in flasks Mental grows monsters similar to those with whom Sam fought at the end of the first game (judging by the embryo in the third flask). Or maybe this is a KUNSTKAMERA. There are also Serious Health, Red Armor, Serious Ammo and SERIOUS DAMAGE (secret #4). Grab SERIOUS DAMAGE, and then Serious Health: two orange Reptilians will appear. Get them down quickly.

Just before the exit from this winding corridor, where the cannonballs fly out of the heads, in the left wall, in the window, there is a naked female ass. Shoot her down with a sniper and get INVULHERABILITY (secret No. 5). Take it and boldly go through the cores.

In the next room you will have to jump a little. Along with various monsters. For me, the best weapons here were the precision weapons: Automatic, Laser and Grenade Launcher (when Klir Skeletons and Large Mechanoids appeared).

Then you will go to the Castle where the Grail is kept. There will be a terrible massacre here. Do you see a small building ahead? There are Ammunition, SERIOUS DAMAGE and SERIOUS SPEED (they will appear after you deal with the first wave of Kamikazes). Moreover, they are loaded regularly. So you can come back here during the battle for new portions of ammunition.

Well, the last battle is in the castle itself. The main thing here is to defeat the wizard Mordecai. Shoot cannonballs at him from a cannon, periodically shooting the monsters he sends at you. On the sides of the territory there are jump pads that will throw you from one end of the training ground to the other. On the right, to the left of the entrance gate and at the entrance to the Temple - SERIOUS SPEED. At the fences to the right and left of the entrance to the temple are Green Armor and Ammunition. All this is uploaded regularly.

When the massacre begins, a message will appear that some other secret has been turned on. True, what kind - I didn’t find a fight behind all this noise...

Once you deal with Mordecai, everything will be over.

The final part follows. This means you have completed the game! Congratulations!