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List of characters in Serious Sam II - Wikipedia, the free encyclopedia

List of characters in Serious Sam II

From Wikipedia, the free encyclopedia

The video game Serious Sam II featured the following characters:

[edit] Non-player characters (NPCs)

Serious Sam II features several different kinds of non-player characters:

The Simbas
The Simbas
  • Simbas: Simbas are the only race, besides Gurrs, that inhabit planet M'Digbo. They are a blue skinned, friendly nation that usually gets in trouble just because they welcome their visitors with a big smile. Many civilizations and armies exploited their natural and man-made resources as Simbas never tried to strike back or defend their planet. But, there is a reason behind this phenomenon. The Simbas have a strong religion and an occult witchcraft, which predicted "The Coming" - an event that will end the days of misery. It involves a stranger and Kwongo, one of their biggest gods. Being oppressed for most of their recent history, the Simbas are still stuck in the Stone Age. However, under the tyranny of Mental, many cities emerged, the biggest of them being Ursul. Ursul was used as Mental’s headquarters and many diseases of modern mankind were brought there - casinos, red light districts, prisons…all of which corrupted the Simban way of life. As mentioned before, Simbas live in tribes, or very large family communities. They share a strong family bond so the hierarchy is usually set up in this manner. The Chief, or the most dominant male, is at the head of the tribe. However, he is usually counselled by family elders, appropriately called Shamans. Much of the Simban contraptions come as a result of the Shaman’s reinterpretation of things they see or learn from other civilizations. Below Shamans and Chieftains is the rest of the tribe. Only the males are divided into workers and warriors. They can be easily distinguished, as the Warriors wear war colors on their faces. Female Simbas are usually in charge of the households, raising kids and preparing food. Up until recently, Boongans (or Sundays) were usually celebrated with roasted Kleer and potatoes. But much has changed.
The Zixies
The Zixies
  • Zixies: Zixies are a tribe that inhabit the planet Magnor. Similar to Simbas, they live a simple and primitive life somewhere in the forests of Deadwood. But unlike Simbas, the Zixies choose to live in harmony with nature. They used to share the planet with one of the most technologically advanced races in the Universe, the Jets-Dudis. This symbiosis proved to be very useful, as the Zixies supplied fresh plants, clean air, and infinite amounts of wood, while the Jets-Dudis proved to be solid protection from any aggressors. In addition to that, the big swamps and thick woods offered enough privacy and a hiding place from menacing predators. However, Mental eventually found his way to Magnor and practically wiped out the majority of Jets-Dudis who tried to resist. The survivors, who escaped, never looked back, leaving the Zixies unprotected and all alone. The tribes moved deeper into the forest so their exact whereabouts are unknown, even their existence is not positively confirmed. The tribe is also led by a Chief, but in this case it is usually the oldest and wisest man. The younger members of the tribe collect food, which is actually very difficult to find around smelly swamps. That explains their large noses, as they sniff around in search of edible plants and fruits. Zixies do not have warrior units.
The Chi Che
The Chi Che
  • Chi Che: Unlike the previous civilizations, the Chi Che actually made a lot of progress in their society, building large cities, squares and streets. This would be quite a confusing fact, because of their small stature, if it weren't for a BIGGER explanation. Prince Chan, a 50 ton baby-boy, was placed as ruler by Mental. He is actually the direct offspring of the Ugh-Zan Clan, but heavily subjected to plastic surgery, to look similar enough for the Chi Che to accept him as their god. As one of Mental’s dearest experiments, a lot of technology from Sirius was given to Chi Che as well as advanced architecture that could withstand Chan’s growth. Electricity, amusement parks for Chan to play in, bright colors and huge environments were all presents from Mental, which actually gave the Chi Che a good boost climbing the evolutionary ladder. It’s been 2036 years since Chan took control, but he is still in his infancy. A long time has passed since Chi Fang’s original ruler Yengh, from the house of Sakamoto, was overthrown and eaten by Chan. Only the oldest members of the society still remember him. That’s why most of the Chi Che people take Chan as their only god and Ruler. There’s no special hierarchy among the Chi Che, only the Elders and the Common, who mostly serve as a working class. Kung Phews, another race, originating from Chi Fang - but heavily modified by Mental - serves as defense and army units.
The Elvians
The Elvians
  • Elvians: The cities of Ellenier are based on rock and roll, high heels and glittering glamour. The capital Kingsburg, is located on the eastern side of the sea. Its townsfolk, the Elvians, are the most advanced race in these parts of the galaxy, and much of their civilization lies on hedonism and appreciation of music. Ruled by, simply, The King and his royal suite, the Elvians are a relaxed and peaceful nation. Law and order are maintained by the King’s Royal Guard, as well as the King’s henchmen. The members of the Royal Family consist of The King and The Queen, their beloved daughter Olga and a few other, but not very important, relatives. As the Royal Family do nothing all day, it’s a brilliant environment for plotting, accusing each other of treason, and generally being involved in immoral actions. Below them live the peasants, merchants and other, more common people. The player will find markets, street merchants and hustlers all over the town. There is a big Vegas University nearby. However, all this peaceful life comes at a cost. Mental’s minions are free to walk around, as well as another one of his bigger nasties - Cecil the Dragon. Cecil guards the medallion, and the townsfolk are required to give a monthly fee in grain, money and virgins. As the Royal Family is too occupied by their life of luxury, there were never any initiatives to resist Mental or even reclaim the medallion.

[edit] Bosses

Spoiler warning: Plot and/or ending details follow.

There are seven bosses in Serious Sam II, although the Xbox version has no final boss. The player must just kill hordes of enemies, similar to the first Serious Sam game.

  • Kwongo:
    • Preview: A giant gorilla, parody of King Kong.
    • Weapons: Brute force; no range weapons.
    • Weakness: Extremely slow
    • Brief history: Kwongo is a Simban god who is guarding the medallion piece of M'Digbo. He will hand it down only to the "Chosen One" a.k.a. Serious Sam after he proves himself worthy by defeating him in combat.
  • Zumzum:
    • Preview: A gigantic bee.
    • Weapons: Pollen bombs; acid spit and able to spawn Zumzum junior kamikazes.
    • Weakness: When there are no flowers nearby, Zumzum cannot regenerate.
    • Brief history: After the Exotech Larva failed to keep Sam from reaching the Babalonian portal (in Second Encounter) Mental probably decided that it needed some improvements so Zumzum is most likely one of his best experiments. Such a monstrosity certainly could not live in a small, dark, stuffy room, like its predecessor, so it's only natural for it to be sent to a place like the Giant Junkyard of Magnor, where it could drink nectar and/or eventually eat a zixie or two.
  • Prince Chan:
    • Preview: A huge baby.
    • Weapons: Singing; "burp" attacks and punches.
    • Weaknesses: Slower than the player; cannot stand the sound of the Holy Gong in the arena.
    • Brief History: Thought to be the last descendant of the Ugh-Zan clan of warlocks, Prince Chan was heavily modified to confuse the population of Chi Fang that he is human, after dethroning the original ruler. Probably with an ancient age, but also with the mind of a four-year-old infant, he is extremely partial to lollipops.
  • Count Kleerofski:
    • Preview: Huge kleer skeleton with a cloak.
    • Weapons: Launches fireballs and does melee rushes.
    • Weakness: Cannot regenerate after the destruction of main crystal in the arena.
    • Brief History: Kleerofski is a wizard indeed, but he also works in the circus, doing magic tricks. Among his duties is the black altar ritual, in which he prays to the gods of fortune and bone marrow.
  • Cecil the dragon:
    • Preview: Rainbow Colored dragon.
    • Weapons: Fire breath and claws.
    • Weakness: Vulnerable to arrows shot from an arrow turret.
    • Brief History: Not much is known about Cecil, except he is an almost typical stereotype dragon.
  • Hugo the Robot:
    • Preview: Large robot with escape pod.
    • Weapons: Rocket launcher; laser cannon and a cannonball launcher.
    • Weaknesses: Shoots rarely and is vulnerable to helicopter missiles.
  • Mental institution building:
    • Preview: Giant pyramid-like building.
    • Attacks: Kamikaze planes, fireballs, bomber planes, cannonballs, fighter planes, missiles and gradually moves forward to crush the player.
    • Weakness: Slow, due to its size.
    • Note: Final boss in Serious Sam II
Spoilers end here.

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