Run Information | |||
---|---|---|---|
Completion Date | March 10, 2014 | ||
State | Rejected | ||
Segments | 12 | ||
Internal Comments: | |||
Comment State | Information | Checkpoint | None |
12 Segments |
|||
Links | |||
Verification Thread |
Run Comments |
---|
Hello, I am Jimmieblack and this is my 100% Speedrun of Serious Sam HD The Second Encounter played in Serious difficulty. Some words before people are wondering. In a few levels it is not possible to get a full killcount since Croteam forgot The times are directly taken from the end of level scoreboards. That means cutscenes count towards the time, summoning The run was done in 12 segments which are the autosaves created when beating a level. I did not save manually ever as the Heres one value I changed via console to get a better vision on enemys in some places: sha_fShadowDarkness=0 (default = 2) - Fullbright lightning everywhere. Also used the hide weapon option because weapons in this game are so huge they really interfere with the maximum vision one General tricks: Water crouch boost: Crouch across any surface in the water which isnt sloped upwards to gain maximum velocity. Overall statistic: Palenque - Sierra de Chiappas 00:00-00:15 Using the water crouch boost to reach the secret rocket launcher a few seconds faster. To get the Tommygun and both bullet packs I need to damage specific trees 9 times. The keyword here is damage and not destroy. 2:22 Killing Croteam prevents from getting stuck down in the secret. 2:43 Good place to check how much progress I got on the tommygun secrets in order to spawn everything before I arrive there. 4:20 Taking the Sniper spawns the Arachnoid but also 6 Harpys which come in with delay. Since we dont want that I just rocket jump Credits to Foozer for this one who came up with the idea and tested it. 5:44 Stun the Kleer to enter quicker. The shards spawn enemys in the other room. 6:10 Picking up the shard obviously spawns the Cucurbito. 6:24 Since the secret is registered by just stepping in I dont bother to solve the puzzle and get the Item. 6:48 Shard > Kleer. Not messing up the jump on the slope obviously helps to not lose time here. 6:58-7:27 Getting the Armor activates the fight. Rockets here kill fastest and it went very well. 7:45-8:03 Charging forward as much as I thought was possible. In retrospective sacrificing some more HP I could have done this 8:15-8:34 Shard > Kleer. Not jumping down to take the secret rocket launcher yet. I would spawn above and had to jump back so I 8:41 A precise rocket from here opens up the secret cave. I can fight the waves better without worrying about when and how I 9:10 Water crouch boost to speed up the dive while moving down. Note: Theoretically there is about 30 seconds to save here by doing 3 extremely precise rocket jumps also found by Foozer to get 9:50 I dont drop right at the Heart because there is a touchfield about under the bridge. 10:05-10:55 Killing all the enemys and drop into the water right when theyre finished off. Some unintentional fish boost and a Time: 00:10:51 / 00:40:00 Palenque - Valley of the Jaguar 0:00 This whole part unfortunately is limited to lucky 41 seconds because its impossible to get a sooner go of the jump pad. 1:00 Also this part is pretty limited since I cannot do the jump ramp skip because of a touchfield at the very first one. 2:05 Jumping right when I hit the jump pad gives a vertical boost to reach the secret. Not missing a shot obviously saves time. 2:19 The rock where the invulnerability is placed on clips through the wall here. I dont pick it up because it would run out right The whole outside part I tried more or less to go in straight lines as much as possible while killing as many enemys as I can which 4:02 Destroying all statues reveals a teleport which lets me skip the first go of the spike room. Only in HD version. 4:10 This room is a bit tricky to get all kills in since taking the Jaguar too soon deactivates enemys. I have to 5:53 Going for the secret now gives me just about enough time to snipe the biggest threats in the valley. 9:05 Ignoring SD because theres more Kleers in the 2nd go through this room. The Cucurbitos can be easily taken out 12:48 If you wondered before why I didnt just use the serious bomb to clear the valley after the first temple its because its a 13:30 Also the harpys are pretty tricky to get since they tend to just ignore and circle the valley and are incredibly hard to 14:10 Usually its marsh hoppers that fell down but luckily this time it was just 1 kleer which was pretty easy to spot in the end. Time: 00:14:23 / 01:00:00 City of Gods 0:03 Touchfield right there spawning a few rockateers in the middle. 0:25 Everything in here went insanely well as I shot the last marsh hopper right as the door closes and never stopped moving. 4:19 Dont ask me how that missed because I have no idea. Didnt cost time so whatever. 5:43 Geez that was close. The best way to do this fast is activating everything as soon as possible by going ahead and cross some touchfields and just 6:54 Weird hitboxes ftw. Rockets tend to not hit this guy either.. 7:28 Now this place is fun. The best way to do it is to get as close as possible to the action and just spam canonballs. The I got unlucky having 1 bull stuck usually I would have killed the last kleer from back where he was and saved some walking time. 10:15 Between the houses are touchfields I have to cross in order to spawn all enemys. Same with the 50 armor. 11:15 The secret teleport registers by finding it, not stepping in so I dont bother going in as theres only 1 pack of rockets 11:23 Not missing the pickup saves time obviously. 11:36 The kleers in this fight respawn on death and since they tend to line up so well canon is the fastest to deal with this. 12:42 For everyone trying to get all kills in this level but never could this room probably is the reason why. Theres actually a 13:13 That last platform is a troll platform and it will sink into the lava once stepped on it. Since its a VERY close rocket jump 13:50 Very terrible room 'nuff said. Time: 00:15:10 / 01:10:00 Serpent Yards 1:00 Trying to do all the sidequests while enemys spawn which I did. Kleers like to get stuck at walls here which can get annoying. 1:43 unlucky with the corpse blocking the kleer. 2:50 Pretty good par up to this point. Nothing much to explain except I know when to continue (or if I missed enemys) by the score 2:54 Activating the touchfield before going for the zorg behind the house to have the fight finished sooner. Also there will be 4:41 Thats the one. Have yet to figure out how to keep proceeding into the map without missing her. 4:59 UNFORTUNATELY caught by a teleporter. Fortunately caught by another one that gave ma a good spot again. If I hadn't jumped 5:30 Highlanders best to quickly kill by canon spam. The red backpack allows me to kinda not care about wasting canons at this 6:45 This place is a little bit tricky to just rush. If I entered the temples earlier I might have left up too many kleers that 8:30 Spamming canons in order to kill the mech quickly. His death triggers the ground over the exit to break. Sloppy cutscene Time: 00:08:40 / 00:45:00 The Pit 0:07 Getting the 50hp on the ground of the pool spawns everything in the room. 0:45 Killing them right on their spawnpoints in order to proceed faster. 1:17-2:20 Nothing special to do in this room. All the spawns are based on a timer. The best I can do is to go right through the 2:45 This rooms spawns are based on timers that start counting once a monster dies so killing as fast as possible on spawn lets 3:58 By going forward first and then back to collect the health I activate a next set of spawns that I otherwise would have to 4:16 Still have to wait but not as much. 4:55 I'm pretty confused here since the Zumb Ul seems to be randomly taken out by a bounced off canon. Cool but unintentional. 5:10 This room again is almost purely monsters spawning on a timer so all I can do here is trying to not take unecessary damage 7:27 Not jumping against this wall probably saves time. You do lose control over your jump after a certain height though which 8:00 Here I can cut a serious amount of time since all the blue mechs respawn on death and the door opening triggers by most of 9:45 Now this bossfight is pretty tricky to get all kills. You could be tricked into thinking you already got all kills but if you How this fight works is basically when you damage the boss and he reaches a threshold of HP another wave starts spawning in Another thing about this fight is that 1 door is bugged and won't open. This is why I haven't used any serious bomb yet. I get Time: 00:12:44 / 00:40:00 Ziggurat First off my least favorite map to run. Its full of "strategical" behaviour enemys which basically means they just run everywhere 1:03 Skipping the switch. 1:30 Pretty lucky the mechs rocket hit the harpy otherwise it would've been lost and caused to restart. For the rest of this place just trying to reduce peacetime to a minimum. 3:08 Now here I have to kill the first 2 kleers on spawn to prevent them from getting stuck or lost. The last one is perfectly in 3:48 Taking the double barrel shotgun opens the 1st door starting the fight. The SD spawns by killing 1 kleer that spawned from 5:03 Another run killer for obvious reasons. 5:17 I have to admit I still havent completely figured out how the whole enemy spawning works in this area. What I THINK happens 9:26 I go to the left yard first because it allows me to shot a platform with a secret powerup from distance saving 4-5 seconds 9:50 Yea its pretty bad to have missed that 2 shots already. Their strategical behaviour makes it insanely hard to dodge and this 10:22 Beware of dropping trollscorpions. 11:03 Here is another huge chance of dying. Every single monster here uses the strategical movement causing them to get stuck on 12:09 Here we go again another extremely tough situation with all the kleers just randomly running everywhere making it hard to 13:18 Heres the powerup I shot from the distance. Now I can just grab it without waiting for the rocket to hit the platform and for 14:39 in order to leave this place I need 412 kills so at this point I am looking for 7 enemys while I have a small idea of where 15:36 Yea I go for the ultra cheap way to do this. To my defense its extremely tough to do it the hardcore way and might not even 16:39 Thanks to Croteam not letting me turn off Netricsa from the use botton and make it a seperate shortcut this is what I get. 16:55 Taking the HP/armor starts the fight. The main triggers to activate more/new waves are all the beheaded guys from the middle Time: 00:18:17 / 01:00:00 Elephant Atrium The first level with an enemy that is impossible to be triggered. 0:05 Double rocket jump to the secret heart saves about 30 seconds. 0:09 Touchfield to activate a Kleer and a Kamikaze. 0:56 I go towards this temple first to cross 2 touchfields. The idea behind this is that I don't want to have peacetime while I go 2:19 I stay near this position for quite some time to make the Kleers that passed by already notice me. Rushing right away does not I also don't really have to watch my canon ammo since I get a full restock. 265000-266000 is the score I should have not missing anyone in this secret. 4:25 Taking the backpack spawns the Scorpion and 2 Kleers. 5:37 Killing all Kleers in the air does not only save time its also a secret. 7:16 Now this is a spawn that wasn't well thought out by Croteam. Usually this Reptiloid would spawn on the pyramid that contained 7:42 I leave everything that spawns there up because taking the golden item spawns a lot more tough guys in bad places right there. 8:04 Stun the Harpys with a rocket in order to not get punched while I'm going in. I also launch the bomb fairly late because going 8:45 I could have gone in a few seconds earlier wasnt too bad though. 8:55 The serious bomb also reaches down here which spares me an annoying ambush. 9:10 The jumppad is right on the opposite site of where I stand so it just went perfect. The rotation is perfect for me to just 9:37 Little movement errors. Damnit. 9:41 Shooting a rocket there makes the Kleer come out which I don't have to worry about because Gnaars make a perfect meatshield. 9:53 Geez that was close. Yea that guy can literally push you into the abyss. 9:59 Walk towards the Reptiloid first makes the Kleers and the Zumb Ul spawn simultaniesly. I try to rush upstairs quickly to shot 11:08 Killing the Kleers from there obviously is the best spot in order to leave quickly after getting all 16. Time: 00:11:38 / 00:45:00 Courtyards of Gilgamesh 0:19 Beware of rockets clipping through this bridge. If you stand right in the middle rockets will just clip through and screw up 0:50 Using water crouch boost as much as possible to swim faster. 1:55 Unfortunately missing a punch from the Highlander. However I can't use it combined with a jump so it would have only been a 3 3:12 Waiting a little bit for the Gnaars because they tend to get stuck in places I don't want them to be if I leave them up. 3:20 Going back until the 2nd Cucurbito notices me because I don't want to have him alive when I return. 3:26 Destroying the statue prevents from getting stuck there later. 3:32 Killing everything on spawn as much as possible in order to get the waves done quickly. 3:57 Double rocket jump gives the perfect height if you're not wearing too much armor to escape the trap quickly. 4:27 I might aswell rocket jump up to the health however it saves only 3 seconds and the way I want to collect the secret armor 5:22 This whole fight is all about knowing good positions to kill everything quickly since the floor breaks by killing a certain 7:00 Killing all the Kleers quickly to open up the exit and leave here. 8:58 Some grenade fails but they in fact do not cost any time since I have to wait for the Kleers to stop spawning to proceed 11:39 Just in case picking a 2nd backpack should leave me with enough ammo for everything to survive. 11:55 Rushing towards the enemys activates the 2nd wave which is a lot of Kleers. Risky stuff but a huge time saver to combine even 12:30 Rushing already at this point is EXTREMELY risky but it really paid off. The Mechs will spawn inside the middle building once 12:50 Beware of flying robots! 13:15 Another very risky approach of this fight but the only way to save time. I'm not gonna lie I actually missed the touchfield The reason for that is having 3 of this ginormous waves spawning I will be pushed back extremely hard and cant push forward so Anyway long story short everything went better then expected. Utilizing the Serious Speed perfectly to be near the exit once I Time: 00:16:58 / 01:00:00 Tower of Babel The 2nd map with bugged spawns. Stunning 21 triggers were set incorrectly. 0:16 Perfect position to snipe everything before crossing the touchfield that activates the Kamikaze spawn. Obviously they would After the Mech comes down theres still 3 Kamikaze left over dropping. Since I kill the last one right before I take the secret 1:30 Jumping on the platform activates the Arachnoids. 1:57 The way I position myself right on edge of the elevator makes the Kleer down there notice me immediately trying to get my 2:25 Shot a Canonball crouched helps a lot to hit these small guys. Also one of the last 2 running right into a Canonball is not 2:32 Shoting the Zumb Ul with a Canon right when I walk over the armor also gives me a fair chance of an Arachnoid spawning right 3:13 The faster option would be to use minigun here ofcourse. The way those Gnaarheads come out their spawnpoint though makes it 3:44 Since I know my score should be atleast 239000 I start charging through at this point doing pretty well in terms of not 3:55 This whole fight is all about remembering spawns and get a feeling for when the last Marsh Hopper wave should have spawned. 4:58 I have to walk over the bridge in order to spawn the demons and some Mechs. 5:15 Some could argue I could have just charged through those Bulls to be faster at the next touchfield. However theres 5:35 The positions I take are quite important to line up shots and feel comfortable about the whole situation since I can get 6:12 A tiny bit sloppy on the exit I might aswell have left that rockateer up and kill them once I come back. 7:25 Luckily I managed to kill everything in time. Even if I didnt I would have taken the exit right there since I do come back 7:30 This place is tricky. I do want to leave as soon as possible here since I do come back and theres just a batalion of 8:45 Pretty simple concept here. Taking Serious Damage trying to bulldoze through everything as much as possible because the 9:35 Missing this Kamikaze completely confused me about how to do this now my routine for this room was usually different. Wasn't 9:45 Extremely unnecessary miss. This map is quite hard though and everything went extremely well to this point so 10:11 This guy is extremely frustrating. You will notice some of those tiny Marsh Hoppers will follow me into the connecting room 10:29 Can't charge because of known reasons. 11:07 Taking the Serious Damage now allows me to completely charge the next room and kill the Witch Bride in the following room 11:40 Now I can kill left over Rockateers. Having the Witch Bride down that quick helps with that. The rest of the spawns is 12:30 More important powerups I left up to make this ambush a joke. Everything respawns on death immediately so it comes down to 13:20 With the powerups given this room also isn't very tough. Minigun>anything 13:54 Here I can get those Marsh Hoppers that escaped my rockets before. 14:15 Little trick to be faster at the secret 15:00 I'm technically just abusing this Boss's dead spot. Chainsaw also is just as fast to Anyway I can't hide under the Larva forever since its Laser attack will hit me in that spot. Basically speaking the fastest ways to kill him: Grenades > Minigun=Laser=Chainsaw > Rockets > Canon. Yes the Canon actually doesn't deal much damage to it. For some reason it is pretty resistant to that. Time: 00:16:58 / 00:50:00 The Citadel 0:01 Extremely annoying place to do fast. In this run I was lucky for the Zumb Ul on the left to come out so early they tend to 0:33 Targeting the other Kleer first because its respawn is all the way in the back. 2:36 Ignoring everyone behind me because of me being terrible at blind moving. 3:00 That whole graveyard fight went insanely well. Basic idea was clear out one spawner and then play barbecue everywhere while 3:35 I even keep the SD for the Mech which isn't necessarily a must but very comfortable. 4:05 Touchfields between a few houses I have to walk over before I can go to get the Rocket Launcher. With the weapons I have the 4:30 Running over all ammo boxes on the left and right side back here starts Kamikaze and Mech spawns left and right but also 5:03 Touchfield right here aswell on the other side. I try to combine them with the starting fight in here to not have to worry 5:40 Picking Serious Damage late to keep it all the way for the Bulls and have some of it left for the next room. Unfortunately 5:46 Another fight that went insanely well. Note even vs Bulls with Serious Damage the Single Barrel Shotgun is pure win. Kills 6:24 Unfortunately having to wait for this Mech. 7:33 Flamethrower is actually the most consistent to kill these guys fairly quick. Rockets would be faster but the way they come 7:49 Kleers respawn immediately on death one time so 2 rockets at each one to clear this room. 7:56 Now maybe you are wondering how is it possible that I do this level in under 15 minutes since one of the secrets opens up In terms of how the fight went I guess I should have charged earlier. 9:00 This is an extremely awkward fight to do. I also got unlucky with Mech corpses blocking the others. I didn't really do this 10:13 This bridge won't come down for long so a double rocket jump helps. 11:25 This fight again is timing based so things will keep spawning in. I can take care of making this place comfortable to fight 11:24 Yea I was very scared of this Mech and made sure he went down before I pulled the switch. He ended quite a few runs when I 12:49 Jumping right at the edge to not really jump into this in order to not be completely raped by everything awaiting me. 12:55 Shot the barrel for the last secret. Time: 00:13:05 / 00:40:00 Land of the damned Another map with bugged spawns. 400 is the maximum killcount. 0:02 Preamptive rockets at the Zumb Ul. The biggest concern in this whole part is to not miss any Zorg's since theres a lot of 1:15 What I wanna do for the first part of this fight is to clear out the Mechs as soon as possible without letting any of the 2:43 What the Santa spawns is completely random and can vary through a range of HP and armor items but also powerups. Him spawning 2:54 The Arachnoid and Demons spawning means I can go back to the huge fight again. There is some reasons why I want to spawn Another reason why I do the whole town part meanwhile is that going there spawns a Demon far in the back so however I HAD to come 4:48 Launching a Serious Bomb also ruins the whole score counting thing since whatever it kills does not count towards my score. 5:22 And this is why the 2 powerups I left behind were so important to have. 6:10 A little bit sloppy on the killing of these guys unfortunately. 6:55 Once the 2 Demons are dead I can charge. They are quite dangerous because their projectiles can push me off the little bridge. 7:12 Big movement error. Cost like 5 seconds atleast. 7:35 Again I am quite scared to get the Canon secret while theres still many enemys left because even without any projectile or 8:10 Missing all the rockets leaves me very uncomfortable there. I still manage to net fall off and kill everything in time. 8:23 Again I am fairly hesistant to go for the platform. Not only do little Lava Golem melee attacks HURT they would also push me 10:29 This run almost went to hell at this point. Luckily I somehow managed to not fall of. Quite a fatal mistake I did there. 12:25 This fight is quite terrible in terms of aiming. Its still pretty doable and with me killing the last Mech from the exit it Time: 00:14:31 / 00:50:00 The Grand Cathedral This level is as shitty to run as its epic. I don't really see where to cut much more time without being extremely risky. What I Anyway it isn't very likely to miss anything except for some Zorg's in the beginning that can get stuck. Turned the music volume up a bit for public enjoyment. 0:50 I ignore everything behind me to this point because what I want to utilize the 2 Serious Damage as much as possible. Going 1:52 Once I get this I have to charge again until I reach a secret teleport. 3:05 The little Cucurbitos are basically spawned by walking over the gras everywhere. +22000 at the score means I got them all. 4:32 Time to spawn 3 major waves again. Since theres no Serious Damage for me to get I utilize my first Serious Bomb once I crossed 7:49 All the ammo backpacks I left up now come in handy. 8:05 2nd Serious Bomb to make sure I can get the Serious Speed now and charge forward again. 9:29 With Serious Damage and Invulnerability I can just charge through this part. 9:52 All I got to do here is being near the door as soon as Reptiloids spawn. 11:47 This part should be pretty self explaining. Its mostly just surviving and making sure there is a Serious Damage and a 24:00 Grabbing Serious Speed first to get the maximum out of the Serious Damage to get Mordekai down as much as possible. I still Time: 00:25:40 / 01:20:00 Overall I know this run is far from perfect. For the most part every level could have been done about 10-15 seconds faster atleast. Still For any questions about the run or Serious Sam HD feel free to contact me |