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1[[center:[[WMG:''VideoGame/SeriousSam'' '''[[Characters/SeriousSam character sheets]]'''\
2[[Characters/SeriousSamSamAndNETRICSA "Serious" Sam Stone and NETRICSA]] - [[Characters/SeriousSamAllies Allies]] - '''Mooks''' - [[Characters/SeriousSamBosses Bosses]]]]]]
3----
4[[foldercontrol]]
5[[folder:In General]]
6* ArtificialStupidity: Every single enemy is dumb as a bag of hammers. Melee enemies will simply run at you and hit you, while projectile enemies will either run at you while shooting and shoot you while standing still, not even trying to dodge your attacks, even the PainfullySlowProjectile weapons. This is mostly done so they can throw hundreds of enemies at you at a time without straining system resources. Downplayed a bit in ''BFE'', where some enemies will at least dodge projectiles at long range and strafe/flank rather than running straight.
7* BeamSpam: Since the game loves to throw hundreds of enemies at you, and a lot of them shoot lasers (most prominently the Minor Biomechanoids), this will happen frequently.
8* BeatingADeadPlayer: You can watch all the melee enemies run frenziedly back and forth over the spot where you died.
9* DisproportionateRetribution: Picking up a mere 1HP or 1 armor pickup might trigger an ambush with '''HORDES''' of enemies. The games are ''not'' friendly to {{Munchkin}}s.
10* EarlyBirdCameo: If you pick up secret items, you can encounter certain enemy types much earlier than they would normally spawn.
11* {{Fireballs}}: Many enemies fire them, though they seem to be favored by GiantMook types in particular.
12* HomingProjectile: Many enemies in ''The Last Hope'' have these, being a game where almost every enemy fires a projectile of sorts. Homing projectiles are just par for the course.
13* TheHorde: Mental's army of course! They're mostly made up of things like robots, zombies, clones, biomachines, war beasts, and genetically engineered species, but Mental's not above just recruiting primitive races and using their own primitive technologies (such as the Reptiloids, Arachnoids, Orcs, Zorgs, Octanians, and Atlantleans) to bolster his ranks.
14* LegionOfDoom: Mental likes to recruit some of the galaxy's most notable villains into his army, like [[spoiler:Ugh Zan III (an ancient deity and one of the most feared beings around), Mordekai the Summoner (one of the galaxy's most infamous sorcerers), Prince Chan, Count Kleerofski (both local alien dictators), and the Uber Lava Golem (ancient guardian of the Alley of Sphinxes)]]. His headquarters is also the home of ComicBook/TheJoker, ComicBook/LexLuthor, and [[Franchise/StarWars Darth Vader]].
15* {{Mook}}s: Literally tens of thousands of mooks of dozens of different types in any given game. They include alien soldiers, wild alien animals, alien mercenaries, zombies, robots, witches, harpies, clones, demons, ogres, and biological war machines. Mental's got a lot of resources, apparently.
16* OurMonstersAreDifferent: Consists of a large amount of robots, cyborgs, headless zombies, reanimated skeletons, liquid elementals, and other baddies, all supposed to be extraterrestrial.
17* SetAMookToKillAMook: When factoring in the enemies' ArtificialStupidity, it's fairly easy to position Sam where one enemy can deal damage to, if not outright kill, other enemies. The Major Biomechanoid's rockets are particularly useful to lay waste to other mooks.
18* SoundCodedForYourConvenience: Pretty much any enemy. Lampshaded in ''Second Encounter'', where the player's AI comments that she can "hear those familiar hooves coming" right before a fight with a bunch of Kleer Skeletons.
19* TeleportingKeycardSquad: To the point of parody. Whenever you pick up ''anything'', expect a legion of monsters to attack you. And if it's any level after the first, another one after that. It gets kind of humiliating when you get your ass kicked six ways to Sunday over a health pill that restores ''1 HP''. And it's a secret to boot!
20* ZergRush: Smaller enemies have a tendency to appear in ''large'' numbers. Some {{boss battle}}s are even composed of [[SharedLifeMeter a single enemy class appearing in huge numbers]]. Lampshaded by Sam in ''TSE''.
21--> ''"Oh, God. Never underestimate the power of stupid things in large numbers."''
22[[/folder]]
23
24!! Introduced in ''VideoGame/SeriousSamTheFirstEncounter''
25[[folder:Beheaded Soldiers]]
26[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_mook_beheadedsoldiers.jpg]]
27[[caption-width-right:350:Beheaded Bomber, Beheaded Firecracker, Beheaded Rocketeer, and Beheaded Kamikaze, as seen in ''4''.]]
28Former Sirian soldiers executed by Mental. They now operate as Mental's minions.
29----
30* ActionBomb: The Beheaded Kamikaze is a running, beheaded executed Sirian soldier which explodes upon contact. It constantly screams "AAAAAAAA" as it runs towards the player, despite having no head. According to NETRICSA, they have voice synthesizers implanted in them to psyche out their targets.
31* ArtificialZombie: Beheaded, resurrected and made into lightweight soldiers with rudimentary intelligence.
32* ColorCodedForYourConvenience: Players can distinguish them by the color of their shirt: Rocketeers use purple ones, Firecrackers use red ones, Grenadiers use green ones, and Kamikazes are shirtless.
33* DenserAndWackier: In ''II'', the Beheaded Kamikazes have a bomb for a [[{{Irony}} head]] and a gym top.
34* DistaffCounterpart: The giant female Beheaded Kamikazes ("Femikazes") in ''Double D''.
35* EliteMook: Beheaded Rocketeers have the red-shirted Firecrackers that fire out five shots at a time instead of one.
36* GiantEyeOfDoom: Picking up a lone pill at one point in ''TSE'' spawns a "secret watcher", a pair of giant eyeballs staring at you. Shooting them reveals that they're connected to [[spoiler:a Giant Kamikaze]].
37* TheGoomba: Beheaded Rocketeers are among the easiest enemies in the series (they can be melee killed in ''BFE''), and are ubiquitous enough to be mascots.
38* LosingYourHead: Well...
39* MascotMook: Beheaded Kamikazes, who are even the focus of the first trailer for ''BFE'' and ''4''.
40* OurZombiesAreDifferent: Reanimated Sirian soldiers, revived with a combination of magic and cybernetics (in ''BFE'' especially, where they have a robotic eye in the place of their head). They are extremely weak when compared to the average human, but unlike most zombies they still retain rudimentary intelligence (being able to use weak, basic weapons and obey orders) as well as move at a pace faster than a walk.
41* PainfullySlowProjectile: The Rocketeer's missiles actually do a decent amount of damage, about ten times as much as a bullet fired by a Cloned Soldier's rifle or a Juvenile Arachnoid's minigun, but they move about as fast as a thrown baseball and have no tracking so they're quite easy to dodge.
42* PerspectiveFlip: The mobile game ''Serious Sam Kamikaze Attack!'' is played from the POV of a Beheaded Kamikaze who tries to kill Sam.
43* PinballProjectile: Firecracker shots bounce along the ground and off walls.
44* PunchClockVillain: All of them, especially [[https://www.youtube.com/watch?v=mVKYWVxom8U the Beheaded Kamikazes]].
45* ScreamingWarrior: The Beheaded Kamikazes run at Sam while screaming.
46* UndergroundMonkey: There are many varieties of them, including Rocketeers (purple shirt, shoot small energy ball-like rockets), Firecrackers (shoot an array of fireballs which follow the surfaces), Grenadiers (throw grenades towards their enemies) and Kamikazes (run towards their enemies and explode on contact).
47* UseYourHead: Being that they're, well, beheaded, you wouldn't expect this to apply. However, Rocketeers in the [[VideoGameRemake HD remakes]] of the first two games have a buzzsaw implanted in place of their head, and will attempt to headbutt Sam with it if he gets into melee range.
48[[/folder]]
49
50[[folder:Gnaars]]
51[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_mook_gnaars.jpg]]
52[[caption-width-right:350:Female Gnaar and Male Gnaar, as seen in ''4''. Plus, the Cryomorph Gnaar Pair from ''Siberian Mayhem''.]]
53Running monsters which can only punch. They have their face on their torso.
54----
55* BellyMouth: They contain a big eye and mouth on their torso.
56* {{Cephalothorax}}: Their entire face is located on their thorax.
57* DemotedToExtra: Gnaar were enemies in ''TFE'' and ''TSE'', but in ''II'' they're [=NPCs=] who just appear doing mundane or silly things and are never fought otherwise.
58* EliteMook: Female Gnaars are bigger and have more health.
59* EyeScream: Most of Sam's executions on them involve their big eye: in ''BFE'' Sam rips the eye out, while in ''4'' Sam stabs the eye.
60* TheGoomba: Same deal as the Beheaded Rocketeers: among the easiest enemies in the series (in fact, the first one you face in ''BFE'' when you only have your hands to attack can be finished with a melee kill), and ubiquitous enough to be mascots.
61* InvisibleMonsters: In some games, especially at higher difficulties, some of them are nearly invisible.
62* MoreDeadlyThanTheMale: Female Gnaars are bigger and have more hitpoints than their male counterparts. They're still cannon fodder, though.
63* UndergroundMonkey: They come in male and female varieties. Some games also add the flying variety (faster and, well, can fly).
64[[/folder]]
65
66[[folder:Marsh-Hoppers of Rigil Kentaurus]]
67Suicidal frogs who attack by leaping at their enemies and explode upon contact.
68----
69* ActionBomb: A OneHitPointWonder that jumps towards Sam and blows itself up on contact to coat players in toxic slime stored in its body. A good half of the occurrences of the boss health bar in ''TFE'' are merely you having to take on a tidal wave of the things all at once. Unlike the Kamikazes, they don't deal SplashDamage, though.
70* GlassCannon: Weak as a papersheet, but deal a lot of damage to Sam if they explode.
71* PintsizedPowerhouse: A secret in ''TSE'' involves destroying a big Hopper who then splits upon lots and lots of atom-sized (faster!) ones that still chase down Sam. The only way to get rid of these is by using a Serious Bomb.
72[[/folder]]
73
74[[folder:Sirian Werebull]]
75[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_mook_sirian_werebull.jpg]]
76[[caption-width-right:350:As seen in ''4''.]]
77Bull-like creatures who charge towards Sam.
78----
79* BullfightBoss: Only the first you encounter is a miniboss. After that they become [[DegradedBoss one of the most common enemies]].
80* HalfHumanHybrid: Or half-Sirian, anyways. The Werebull is a result of Sirian DNA being combined with some kind of cattle native to Sirius, which [[LoreCodex NETRICSA]] presumes is meant to be some kind of genetic insult or cosmic joke on Mental's part.
81* PintSizedPowerhouse: There's a stampede of rat-sized Werebulls as a secret in one level of ''TSE''. They still retain the devastating properties of their regular-sized counterparts.
82[[/folder]]
83
84[[folder:Kleer Skeletons]]
85[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_kleerskeleton.jpg]]
86[[caption-width-right:350:As seen in ''4''.]]
87Running skeletons who attack from a distance by throwing bolas, and have a leap attack on close range.
88----
89* ADayInTheLimelight: Get an entire chapter devoted to them in ''2'', taking place on their ruined homeworld.
90* BattleBolas: The Kleer use a pair of bolas as their ranged attack, throwing them at their enemy in a straight line.
91* DemBones: Reanimated skeleton warriors.
92* GlassCannon: It doesn't take much to take them down (in ''BFE'' they can be melee-killed), but their leap attack (and in the hardest levels, their bolas) deal quite a lot of damage.
93* ImprobableWeaponUser: Their bolas are real tools supposed to be thrown so that they wrap around a person's legs and trip them up, but instead they're always used as standard projectile weapons.
94* LethalLavaLand: Their homeworld, Planet Kleer, thanks to Mental [[SaltTheEarth dropping 10 billion gallons of napalm on it]].
95* SchizoTech: Their old ball-and chain projectiles.
96* TragicMonster: Once a peaceful species of mammals, now rendered extinct and reanimated as tools of war.
97[[/folder]]
98
99[[folder:Scythian Witch-Harpies]]
100[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_mook_scythian_witch_harpy.jpg]]
101[[caption-width-right:350:As seen in ''4''.]]
102Flying humanoid bird-like monsters who hit Sam with either energy balls or by charging at him from the air.
103----
104* CuteMonsterGirl: Flying female humanoids shaped like birds. Subverted in ''BFE'' and ''4''.
105* MookDebutCutscene: The beginning of "Under the Iron Cloud" in ''BFE'' has Sam entering into Cairo, and taking a look at a roof. Cue one of these appearing and Sam commenting on its... [[NightmareFace facial features]].
106--> '''Sam:''' ''Hey, baby, is your daddy a pilot? 'Cause you're [[PunctuatedForEmphasis really... frickin... UGLY]]!''
107* MsFanservice: [[ZigZaggingTrope Zig-zagged]]; in the early games they're sexy women in tiny bikinis with a few birdlike features, and are treated as blatant fanservice in pieces of official art such as [[https://static.wikia.nocookie.net/serious/images/1/10/Witch-Harpy_SSHD_art.jpg/revision/latest/scale-to-width-down/1000?cb=20100330051956 this]]. In later games they're completely bare-breasted, but have a serious NightmareFace [[FanDisservice under a fake human face, and increasingly inhuman bodies]] (such as their wings replacing their arms).
108* NightmareFace: The harpies in ''BFE'' and ''4'' have a head which splits open, with their attractive-but-fake human face sliding up onto their foreheads to reveal a gaping, fang-lined maw. In ''BFE'' they also have an ugly pair of yellow eyes above it, while in ''4'' they're eyeless but the lower jaw also splits open into a pair of mandibles.
109[[/folder]]
110
111[[folder:Reeban Fishes]]
112Underwater monstruous fishes which shoot lightning attacks at Sam.
113----
114* BilingualBonus: In a stealth form. The word "Reeban" as in the Reeban fishes is pretty close in pronunciation to a Russian word "ryba", which means "fish".
115* TheCameo: Don't show up at all in ''4'', but one of them can be seen after diving into a hole in a frozen lake in ''Siberian Mayhem''.
116* ShockAndAwe: Unleash a strong electric current to attack their prey.
117[[/folder]]
118
119[[folder:Arachnoids]]
120[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_mook_arachnoids.jpg]]
121[[caption-width-right:350:Adult Arachnoid and Hatchling Arachnoid, as seen in ''4''.]]
122
123Minigun-wielding scorpion-like creatures.
124----
125* ColorCodedForYourConvenience: Adult Arachnoids are colored [[LawOfChromaticSuperiority red]], Hatchling/Young Arachnoids are colored yellow.
126* TheCoup: Were victims of this. Mental helped a RenegadeSplinterFaction of religious fanatics in overthrowing their High Council of Scorpius and ruined thousands of years worth of culture.
127* {{Cyborg}}: Retconned into this in ''BFE''. In contrast to ''TFE'' and ''TSE'', the adult Arachnoids now have their red armor surgically attached to their skin (on the front of their torsos as well as their arms, heads, and two of their legs) and their machine guns built into their pincers.
128* DegradedBoss: The first encounter with an Adult Arachnoid in ''BFE'' and an Elder Arachnoid in ''Bright Island''[[note]]A campaign exclusive to ''Serious Sam Classics: Revolution''[[/note]] is a MiniBoss [[BossBattle battle]] complete with health bar on the HUD. Afterwards, they appear more often.
129* EliteMook: The Adult Arachnoids are also bigger and have more health.
130* EstablishingCharacterMoment: In ''BFE'', Sam finds the first instance at the end of the "Into the Spider Nest" level. The arena it's fought is a two-level ruined area.
131* GiantMook: Adult Arachnoids.
132* GlassCannon: Juvenile Arachnoids can be {{necksnap}}ped in ''BFE'', but they still have two miniguns which can shred their enemies' health bars if they're not careful.
133* InsectoidAliens: Sentient scorpion-like creatures which use weapons and armor and have stingers for their melee attacks, but don't move around much.
134* KnightTemplar: Heavily religious warriors who worship Mental as a DarkMessiah. According to [[TokenGoodTeammate Charlie]], they weren't always this way.
135* LaResistance: Apparently, there is a resistance movement within the Arachnoid civilization that's trying to fight back against Mental. One of their agents, Charlie, is present as [[TheMole an informant]] to help humanity during ''4''.
136* PintsizedPowerhouse: A secret in the last level of ''TFE'' involves a pair of them the size of a rat... whose miniguns STILL deal quite the damage.
137* UndergroundMonkey: They come in two varieties: smaller, weaker yellow ones ("Juvenile"), and larger, stronger red ones ("Adult").
138[[/folder]]
139
140[[folder:Biomechanoids]]
141[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_mook_biomechanoids.jpg]]
142[[caption-width-right:350:Major biomechanoids and Minor biomechanoids, as seen in ''4''.]]
143Big walking machine-like creatures.
144----
145* ArmCannon:
146** The Minor ones and ''II''[='=]s Tank variety have laser cannons in place of their hands
147** The Major ones carry rocket launchers.
148* BilingualBonus: Tank Biomechanoids in ''II'' speak Croatian.
149* ChickenWalker: These units walk in this way due to the way their legs were implemented.
150* ColorCodedForYourConvenience: Major biomechanoids are colored [[LawOfChromaticSuperiority red]], Minor biomechas are smaller and colored blue instead.
151* {{Cyborg}}: Artificially built biomechanical war machines.
152* DegradedBoss: In ''BFE'', the Major Biomechanoid becomes a BossInMookClothing after the boss fight, either appearing solo or with other Biomechanoids, mostly Minor.
153* DistaffCounterpart: The Female Major Biomechanoids in ''Double D''. Complete with huge boobs and a purse.
154* EarlyBirdCameo: In ''TFE'', going into the desert behind the starting point will trigger ''five'' of them as a secret.
155* EliteMook: Major Biomechanoids have ''much'' more health, are bigger, and fire missiles instead of energy beams.
156* GiantMook: Major Bomechanoids, which are signifanctly taller than Minor Biomechanoids. The green Dominants exclusive to ''Serious Sam Classics: Revolution'' are even larger than that.
157* InstantDeathRadius: Major Biomechanoids are an interesting variation: at close range, you can't dodge their rockets, and they have ''tons'' of SplashDamage to shred Sam with.
158* LastDitchMove: Both classes, though Major Biomechanoids have quite a high chance of hitting the player with that one.
159* LawOfChromaticSuperiority: The giant Biomechanoids are colored red, while the smaller ones are colored blue. True to form, the red Biomechanoids are stronger than their blue counterparts. In ''BFE'' the first encounter with one of these is even a MiniBoss [[BossBattle battle]].
160* MookDebutCutscene: At the end of the level "Broken Wings" in ''BFE'', the Major Biomechanoid is introduced right after Sam cleans the Ibn Tulun mosque. It shoots down Garret's helicopter that the EDF was planning to use to extract Sam from the area. Then [[ThereWasADoor it makes an opening in the mosque]] with its missiles, and screams.
161* TurnsRed: In ''Double D'', Female Biomechanoids will fire more rockets [[DesperationAttack on low health]].
162* UndergroundMonkey: Four variations: Minor (blue, small, fires lasers), Major (red, big, fires missiles), ''Double D''[='=]s Females, and ''II''[='=]s Tank (replaces the chicken legs with a tank bottom and fires two laser cannons).
163[[/folder]]
164
165[[folder:Aludran Reptiloids]]
166[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_alundranreptiloid.jpg]]
167 [[caption-width-right:350:Aludran Reptiloid, Male, as seen in ''4''.]]
168Multi-handed creatures which fire homing energy balls towards their enemies.
169----
170* BossInMookClothing:
171** Your first instance facing an Aludran Reptiloid in ''TFE'' is a BossBattle.
172** The rare "Highlander's Bride" version, which is, for all intents and purposes, a boss.
173* DegradedBoss: In ''TFE''. Menacing enough the first time, later they're just {{Giant Mook}}s.
174* {{Fireballs}}: They fire green, homing ones.
175* HomingProjectile: They fire balls which home on Sam whenever they lock on him.
176* KingMook: Aludran Reptiloids - Highlanders.
177* LightningBruiser: Aludran Reptiloids. Especially the Highlander's Bride variant, who is the fastest enemy in ''TSE'', and one of the biggest.
178* MookDebutCutscene: In ''4'', during Chapter 3, Sam just put a satellite beacon on the floor, when one of these approaches and conjures a homing projectile. Sam's response:
179--> '''Sam:''' ''Is that a wizard lizard, or a lizard wizard?''
180* MoreDeadlyThanTheMale: The Aludran Highlander's Bride. She's taller, angrier, and, if you get within slapping distance, can score a OneHitKill on you even with full health and armor.
181* MultiArmedAndDangerous: All variants have four arms each.
182* SocializationBonus: Several encounters with the Highlander and Highlander's Bride variants can only take place in CooperativeMultiplayer mode on higher difficulties:
183** ''TFE'' spawns a Highlander in "Oasis" and another in "The Great Pyramid".
184** ''TSE'' spawns ''six'' Highlanders in "The Great Cathedral", and a Highlander's Bride in "Land of the Damned".
185* SpellMyNameWithAnS: It's Aludran, not Alundran.
186* SuperPersistentMissile: The magic fireballs thrown by them will ''never'' give up trying to hit the player - they simply bounce off terrain and buildings as they try to home in on the player.
187* TinyGuyHugeGirl: The female Aludran Reptiloid - Highlander's Bride in ''TSE'' is much bigger than the males (110 feet tall to the male's 45 feet), as well as being powerful enough (they have about 6000 hp) to count as a BossInMookClothing. Luckily you only encounter one on normal difficulty and the fight is optional.
188* TurnsRed: Highlander (And Highlander's Bride) Aludran Reptiloids fire twice as fast when heavily damaged.
189* UndergroundMonkey:
190** Common Aludran Reptiloids are green, medium-sized, and fire green homing projectiles.
191** Aludran Reptiloids - Highlanders are red-colored, have more health than the Common variant, deal extra damage and TurnsRed, shooting 6 fireballs per burst instead of 3. They also fire gold-colored homing projectiles.
192** Aludran Reptiloids - Highlander's Brides has a pale skin color.
193[[/folder]]
194
195[[folder:Lava Golems]]
196Golems which attack throwing fireballs and split upon taking enough damage into smaller monsters.
197----
198* AsteroidsMonster: Not only once, but the smaller fragments divide into smaller fragments when they die, and those smaller fragments divide into even smaller fragments.
199* {{Fireballs}}: They fire them in an arc.
200* {{Golem}}: Magical creatures made of lava.
201* InstantDeathRadius: It's not recommended to be near the big one during its BossBattle.
202* KingMook: The [[spoiler:Uber Lava Golem]].
203* MagmaMan: Humanoid golems made of lava.
204[[/folder]]
205
206!! Introduced in ''VideoGame/SeriousSamTheSecondEncounter''
207[[folder:Fiendian Demon Reptiloid]]
208[[quoteright:299:https://static.tvtropes.org/pmwiki/pub/images/ss2hd_mook_fiendian_reptiloid_demon.jpg]]
209[[caption-width-right:299:As seen in ''The Second Encounter HD''.]]
210A Demon-like creature that appears across ''The Second Encounter''.
211----
212* BigRedDevil: They certainly ''look'' the part, although they are actually just another race of aliens.
213* EliteMook: Twice as tough as their green Aludran counterparts, deal twice as much damage, and their projectiles travel twice as fast.
214* {{Expy}}: Function-wise, they cover the same ground as the Aludran Reptiloids.
215* ExpyCoexistence: They can be found at the same time and space than Aludran Reptiloids. Case in point: [[TheWarSequence "The Grand Cathedral"]].
216* {{Fireballs}}: They fire fast, red ones spawning from a portal. Unlike the Aludran Reptiloids, these projectiles cannot be destroyed by most weapons, sans the SBC Cannon or the Laser.
217* GiantMook: Almost as tall as the Aludran Reptiloids.
218* SuperPersistentMissile: The magic fireballs thrown by them will ''never'' give up trying to hit the player - they simply bounce off terrain and buildings as they try to home in on the player.
219[[/folder]]
220
221[[folder:Zumb'ul of the planet Ras-ad-Nyk]]
222[[quoteright:276:https://static.tvtropes.org/pmwiki/pub/images/ss2hd_mook_zumbul_from_planet_ras_ad_nyk.jpg]]
223[[caption-width-right:276:As seen in ''The Second Encounter HD'']]
224
225Bipedal rocket-launching monsters.
226----
227* BilingualBonus: The name of the enemy Zumb'ul of the planet Ras-ad-Nyk translates to "Hyacinth of the planet Plant Nursery".
228* DualWielding: They carry two Rocket Launchers, one on each arm.
229[[/folder]]
230
231[[folder:Cucurbito the Pumpkin]]
232[[quoteright:284:https://static.tvtropes.org/pmwiki/pub/images/ss2hd_mook_cucurbito_the_pumpkin.jpg]]
233[[caption-width-right:284:As seen in ''The Second Encounter HD''.]]
234
235A gardener with a pumpkin as a head carrying a chainsaw.
236----
237* ChainsawGood: It carries one.
238[[/folder]]
239
240[[folder:Zorg from Beelmez IV]]
241[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss2hd_mook_zorg_from_beelmez_iv.jpg]]
242[[caption-width-right:350:Zorg Commander and Zorg Mercenary]]
243
244Humanoid, reptile-like mercenaries with blasters.
245----
246* ColorCodedForYourConvenience: Zorg Commanders are blue-tinted, while Mercenaries are red-colored.
247* EliteMook: While they are still disposable cannon fodder, they are basically Beheaded Rocketeers except twice as good in every way. Twice as durable, fire two projectiles at a time instead of one, said projectiles do twice as much damage, and they travel twice as fast.
248* LawOfChromaticSuperiority: Inverted. The red-colored Mercenaries are in a lower tier than the blue-colored Commanders.
249[[/folder]]
250
251!! Introduced in ''VideoGame/SeriousSamII''
252[[folder:Zombies]]
253Weapon-wielding, reanimated civilians working for Mental.
254----
255* BilingualBonus:
256** Zombie Stockbrokers speak Italian.
257** Zombie Chaingunners speak German.
258* {{Expy}}: Of ''VideoGame/{{Doom}}''[='=]s zombie shotgunners (Stockbrokers) and chaingunners (Chaingunners).
259[[/folder]]
260
261[[folder:Hell Chicks]]
262Red-skinned {{stripperiffic}} female devils.
263----
264* CuteMonsterGirl: Despite being shaped as devils, they aren't too bad looking.
265* DevilsPitchfork: Demonic women that wield tridents as weapons.
266[[/folder]]
267
268[[folder:Yagoda the Witch]]
269Flying witch who attacks from a distance. Mostly a stand-in for ''TFE'' and ''TSE''[='=]s Witch-Harpies.
270----
271* BilingualBonus: Downplayed, her name could be roughly interpreted as "Berry the Witch".
272[[/folder]]
273
274[[folder:Trash Spiders]]
275Big spiders found in Magnor.
276----
277* BigCreepyCrawlies: The smaller ones are as big as Sam, while the large ones are towering behemoths!
278[[/folder]]
279
280[[folder:Ratbulls]]
281''II''[='=]s stand-in for the Sirian Werebulls. They attack the same way one can expect towards Sam: by charging at him at full speed.
282----
283* BilingualBonus: They speak Croatian.
284* {{Expy}}: Of the Sirian Werebulls from ''TFE'' and ''TSE''.
285[[/folder]]
286
287[[folder:Marcel the Clown]]
288A monocycle-riding clown acting as a sturdier counterpart to the Beheaded Kamikaze.
289----
290* ActionBomb: A faster, sturdier, and more damaging version of the aforementioned Beheaded Kamikazes.
291* MonsterClown: Evil alien clowns willing to blow themselves up just to kill people, all while laughing about it.
292* VillainsOutShopping: One of them can be seen performing at Count Kleerofski's circus later in the game's fourth chapter. [[FunnyBackgroundEvent He accidentally falls to his death while the reporter at the event is talking]].
293[[/folder]]
294
295[[folder:Flying Kleer]]
296Winged Kleer Skeletons armed with blunderbusses.
297----
298* AirborneMook: Well, it's a ''flying'' Kleer Skeleton.
299* DemBones: Flying sentient skeletons who shoot fireballs.
300[[/folder]]
301
302[[folder:Primitive]]
303
304A race native to M'Digbo that frequently attack the Simbas and are allied with Mental.
305----
306* PrimitiveClubs: They wield spiked clubs as a weapon.
307* ShieldBearingMook: The smaller primitives carry a shield.
308
309[[/folder]]
310
311!! Introduced in ''VideoGame/SeriousSam3BFE''
312[[folder:Antaresian Spiders]]
313Non-sentient species of arachnid-like aliens with adhesive surfaces on their feet, enabling them to cling onto walls and ceilings. They can also weave webs just like regular spiders, and are found in cocoons.
314----
315* EstablishingCharacterMoment: The beginning of "Into the Spider's Nest" has Sam talking with Quinn about the findings of the deceased Professor Stein, when a hatchling crawls behind him.
316* TheGoomba: Both species can be melee-killed: Hatchlings by Sam stepping on them, and Juveniles by Sam ripping their head casing.
317* UndergroundMonkey: The Hatchling Antaresian Spiders are mostly light-red-colored, and can be melee-killed. The larger Juvenile Antaresian Spiders are mostly light-blue-tinted, but are more resistant than their Hatchling variants.
318[[/folder]]
319
320[[folder:Cloned Soldiers]]
321Cybernetically modified clones of human soldiers. Carrying both shotguns and assault rifles, they are one of the most common enemies in the game.
322----
323* BodyHorror: They have damaged skin by acid and temperature as a side effect of the process of their implants.
324* {{Expy}}: Of ''VideoGame/{{Doom}}''[='=]s Zombiemen enemies. Hardly surprising, considering that Croteam was approached by Id Software in order to work on what ended up being ''[[VideoGame/Doom2016 Doom (2016).]]''
325* TheGoomba: Like the Beheaded Rocketeers, they are among the easiest enemies in the series.
326* ShotgunsAreJustBetter: The [[ExactlyWhatItSaysOntheTin Cloned Shotgunners]] wield one.
327* SuspiciouslySimilarSubstitute: They serve as this to the Zorg enemies from ''TSE''.
328[[/folder]]
329
330[[folder:Sandwhale]]
331Huge alien creatures acting as the game's BorderPatrol.
332----
333* BorderPatrol: Exist solely to prevent Sam to go out of bounds and are impossible to kill without straight-up nuking them. Some secrets require going through it, though.
334* ChekhovsGunman: They initially just seem to fulfill a gameplay function, but turn out to play an extremely important role in the final battle.
335* MoreTeethThanTheOsmondFamily: Their FlowerMouth is lined with multiple rows of large, black teeth and two massive, pincer-like appendages.
336* {{Sandworm}}: Massive worm-like creatures that swim through sand, sense even slight seismic activity in their territory and eat anything that gets in their way.
337* SmallRoleBigImpact: During Sam's battle with [[FinalBoss Ugh-Zan IV]], a sandwhale keeps attacking the general purely to defend its territory. These distractions give Sam the openings he needed to throw the metal rods into Ugh-Zan's back to weaken and defeat him. If it weren't for that sandwhale, Sam never would've made it to the [[TimeMachine Time-Lock]] in time and the rest of the series wouldn't have happened.
338* SwallowedWhole: The fate of any creature unfortunate enough to catch their attention. They are large enough to swallow a bus without issue.
339[[/folder]]
340
341[[folder:Technopolyp Helicopter]]
342[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_mook_technopolyp_helicopter.jpg]]
343[[caption-width-right:350:As seen in ''4''.]]
344
345A parasite-possessed helicopter.
346----
347* AdvancingBossOfDoom: The first part of the MiniBoss battle in ''BFE'' involves Sam avoiding its attacks while searching for a Rocket Launcher, the only thing that can damage it.
348* AirborneMook: Basically, a parasite-possessed helicopter.
349* DegradedBoss: Appears more frequently and in pairs after its boss fight.
350* MookDebutCutscene: Halfway through "No Place to Hide" in ''BFE'', after Sam reaches the crashing site of the helicopter and finds Garret dead, a Technopolyp falls from the sky and possesses the helicopter. Cue the MiniBoss [[BossBattle battle]].
351[[/folder]]
352
353[[folder:Aurigan Cave Demon]]
354Monkey-like aliens originating from dark and cold caves in the bowels of their home planet. They have a small body, consisting of only veins and muscles, numerous bony growths on the nape and the line of the spine, a mouth full of sharp teeth and eyes that glow in the dark.
355----
356* EstablishingCharacterMoment: Sam first finds a pack of them inside of the pyramid in the "Unearthing the Sun" level. They reside in a dark cave, and will try to avoid Sam's flashlight, while also attacking him InTheBack.
357* GlowingEyesOfDoom: According to NETRICSA, their eyes glow in the dark.
358* MoreTeethThanTheOsmondFamily: According to NETRICSA, they have quite a lot of sharp teeth.
359[[/folder]]
360
361[[folder:Witch-Bride of Achriman]]
362[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_mook_witch_bride_of_achriman.jpg]]
363[[caption-width-right:350:As seen in ''4''.]]
364
365Formerly sorceresses of the Great Council, these witches arranged an alliance with Lord Achriman, Mental's General on Earth, but were deceived by him and overwhelmed by his dark powers.
366----
367* DealWithTheDevil: What their alliance with Achriman turned out to be in the end. He was supposed to help them fight off Mental, unaware that Achriman was actually one of his servants the entire time.
368* DegradedBoss: Introduced as a boss fight in ''BFE'' and ''4'', but become recurring enemies after that.
369* MookDebutCutscene: The first is fought at the end of "The Dark Bride" in ''BFE''. A bunch of nightmarish strings play in the background while the camera turns to her. She then makes a display of her telekinetic powers by lifting some stones... and then destroying them.
370--> '''Sam:''' Oooooohhhhh, [[AmazonChaser I like a powerful woman]].
371* NoOntologicalInertia: Sadly for them, this does not apply to whatever Achriman did to them, as he's already dead by their first series appearance.
372* {{Intangibility}}: How their invulnerability actually works. They are trapped in a constant shift between the physical realm and the Shadow Plane that Achriman rules over, but can only attack and be attacked while in the same dimension as their enemy.
373* SlaveMook: Exceptionally powerful ones, but the Witch-Brides do not work willingly for Mental. They originally tried to fight against him, but were enslaved by Lord Achriman when he tricked them into allying with him.
374* {{Stripperific}}: As seen in the folder image, they are very attractive ladies put in revealing leathery outfits with a massive CleavageWindow. It's likely that Achriman intentionally made them wear it for extra humiliation.
375[[/folder]]
376
377[[folder:Khnum]]
378[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_khnum.png\
379[[labelnote:Click here to see the Khnum in ''BFE'']]\
380https://static.tvtropes.org/pmwiki/pub/images/ss3_khnum.png]][[/labelnote]]
381
382Massive, ram-like creatures that shoot fireballs.
383----
384* AGodAmI: According to their [[LoreCodex NETRICSA file]] in ''4'', the Khnums were the apex predators in their home system and ruled over the lesser sapient species by having them worship the Khnums as gods.
385* DegradedBoss:
386** The first Khnum that Sam fights in ''BFE'' appears as a boss at the end of the level "Unearthing the Sun". They appear more frequently in later levels.
387** Similarly, the first Khnum that Sam encounters in ''4'' appears as a boss at the end of the level "Four Horsemen of the Apocalypse," making further appearances later in the game.
388* EstablishingCharacterMoment:
389** In the very first level of ''BFE'', Sam sees a Khnum walk by behind a wall, barely even acknowledging Sam's presence as if he was beneath it.
390** In ''4'', the first one faced by Sam is seen [[spoiler:eating Thomas Jones]].
391* {{Expy}}: Of ''VideoGame/{{Doom}}''[='=]s Baron of Hell enemies. Hardly surprising, considering the creature originated from a pitch Croteam created for what eventually became ''VideoGame/Doom2016''.
392* FinalBoss: One Khnum is faced as the boss in the ''Legend of the Beast'' DLC for ''Serious Sam HD: The Second Encounter''.
393* {{Fireballs}}: Khnums' default attack is throwing fireballs at the player. The amount varies between games and difficulty, but usually maxes out at three.
394* GiantMook: The biggest normal enemy type in the mainline ''Serious Sam'' games and easily the toughest to take down.
395* IFightForTheStrongestSide: They willingly joined Mental's Horde because they acknowledged his superior military might.
396* ImpaledWithExtremePrejudice: The first Khnum faced in ''4'' is killed by getting the last HAARP beacon jammed through its skull as payback for eating Thomas Jones.
397* OffWithHisHead: In ''BFE'', two players using the Sirian Mutilator on a single Khnum can rip its head clean off, which even nets an achievement. Sam also does it to one in ''4'' with the use of a ''snow mobile''.
398* PuzzleBoss: The Khnum fought in the ''Legend of the Beast'' DLC has more health than any other boss in the game, necessitating the use of an electric trap inside the arena that deals massive damage.
399[[/folder]]
400
401[[folder:Scrapjack]]
402[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_mook_scrapjack.jpg]]
403[[caption-width-right:350:As seen in ''4''.]]
404Massive soldiers with rocket launchers for hands.
405----
406* {{Expy}}: Of ''VideoGame/{{Doom}}''[='=]s Mancubus enemies. Hardly surprising, considering the creature originated from a pitch Croteam created for what eventually became ''VideoGame/Doom2016''.
407* GiantMook: One of the tallest mooks of the series.
408* MookDebutCutscene: In ''4'', it's seen shoving aside a Processed Anthropolyp and screaming.
409[[/folder]]
410
411!! Introduced in ''Serious Sam VR: The Last Hope''
412[[folder:Skeletons]]
413Humanoid variants of the Kleer Skeletons that stand on their hind legs and use their front legs to carry a sword and shield. They have glowing blue crystals on their backs, which makes them look as if they are actually blue.
414----
415* TemporaryOnlineContent: The cosmetic Christmas variety can only spawn during the namesake dates.
416[[/folder]]
417
418[[folder:Kalopsy]]
419[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_mook_kalopsy.jpg]]
420[[caption-width-right:350:As seen in ''4''.]]
421
422A strange flying creature with the shape of a large floating brain with a mouth. When not engaged in combat, it may occasionally spawn 5 guided projectiles, but when shot at, it will continouly spawn projectiles until its target is overwhelmed.
423----
424* DefeatEqualsExplosion: Upon death, it explodes and releases a massive burst of projectiles.
425* {{Expy}}: Of ''VideoGame/{{Doom}}''[='=]s Cacodemon.
426* InterfaceScrew: The projectiles, should they hit the player, cause the screen to shake a bit.
427[[/folder]]
428
429[[folder:Space Mummy]]
430[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_mook_space_mummy.jpg]]
431[[caption-width-right:350:As seen in ''4''.]]
432
433[[ExactlyWhatItSaysOnTheTin A mummy from outer space.]] Unlike many other more scientific enemy names, Sam was the first person to meet these mummified aliens and was thus allowed to name it.
434----
435* AttackItsWeakPoint: Their exposed torso is the key to bing these bastards down.
436* PlayingWithFire: They throw indestructible {{fireballs}} to the player.
437* KingMook: A gigantic mummy is encountered as the first boss of ''TLH''.
438[[/folder]]
439
440[[folder:Saggitarian Sidewinder]]
441[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_boss_saggitarian_sidewinder.jpg]]
442A large, snake-like flying mechanical creature. They're fought first in the "Arcadia Minor" level of ''The Last Hope'', with a group of them being fought before the Spaceship. One is also fought in the "Death from Below" level in ''4'' as a boss.
443----
444* BossTease: In ''4'', its first appearance has it bursting out from a building in the level it's fought.
445* DegradedBoss: Fought as the first boss in ''4'', being encountered at the end of the second level. It shows up as a normal enemy later on.
446* MacrossMissileMassacre: Unleashes large amounts of missiles to attack.
447[[/folder]]
448
449!! Introduced in ''VideoGame/SeriousSam4''
450[[folder:Processed Anthropolyps]]
451[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_processedhuman.jpg]]
452%%[[caption-width-right:350:some caption text]]
453Human beings absorbed by harvester drones, taken to Octarian motherships and converted into alien fighting machines. During the process, the brains are removed and replaced by a colony of Octarian parasites which take control of the body.
454----
455* FragileSpeedster: Quick to approach their enemies, but go down in a few shots.
456* WasOnceAMan: Humans caught by Mental forces who underwent a painful process where their heas was replaced by a bunch of microorganisms.
457* WolverineClaws: Their main method of attack is a series of hand blades attached to their arms.
458[[/folder]]
459
460[[folder:Emetic Anthropolyps]]
461[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_emeticanthropolyp.jpg]]
462%%[[caption-width-right:350:some caption text]]
463-> ''"Remember, [[NewMeat kid]], [[InSeriesNickname Belchers]] explode, so stay out of their barf radius."''
464-->-- '''Sam'''
465----
466* GiantMook: Duplicate the size of the regular soldiers.
467* HollywoodAcid: They shoot damaging balls of acid, and when they explode they release an acid cloud which causes InterfaceScrew and causes damage over time.
468[[/folder]]
469
470[[folder:Zubenhakrabian Spiders]]
471[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_mook_zubenhakrabian_spiders.jpg]]
472[[caption-width-right:350:Adult Zubenhakrabian Spider and Zubenhakrabian Spider Nymph]]
473
474Stand-ins in ''4'' for ''BFE''[='=]s Antaresian spiders. Originally exotic pets adopted by Sirians, due to their short size, once the Sirians went extinct, Mental enlarged them through unknown means and added them to their army.
475----
476* AcidAttack: Their main way of attack is to spit acid.
477* SpiderMook
478* UndergroundMonkey: The Adults are bigger, stronger and have tougher exoskeletons than the Nymphs.
479[[/folder]]
480
481[[folder:Aurigan Haemovore]]
482[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_auriganhaemovore.jpg]]
483%%[[caption-width-right:350:some caption text]]
484----
485* InSeriesNickname: Sam calls it "vampire".
486* MookDebutCutscene: Sam, Kenny and Father Mikhail are crossing a passage when the following conversation occurs. Afterwards, an Haemovore vanished and starts attacking the party.
487--> '''Father Mikhail:''' ''I sense evil presence.''
488--> '''Sam:''' ''[[MySpiderSensesAreTingling Is your priest sense tingling?]]''
489--> '''Father Mikhail:''' ''No, I just see pale corpses and floating objects.'' [Points towards the Haemovore]
490* PowerFloats:
491* TeleportSpam: One of its preferred methods of evading Sam's attacks is to harass him by teleporting all over the place.
492[[/folder]]
493
494[[folder:Combat Drone]]
495[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_combatdrone.jpg]]
496%%[[caption-width-right:350:some caption text]]
497----
498* AirborneMook: Well, it's a drone.
499* ZergRush: Always appears in packs.
500[[/folder]]
501
502[[folder:Octanian Soldiers]]
503[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_mook_octaniansoldiers.jpg]]
504[[caption-width-right:350:Octanian Gamma Trooper, Octanian Commander, Octanian Sniper and ''Siberian Mayhem''[='=]s Octanian Grenadier]]
505
506''4''[='=]s stand-in for the Beheaded soldiers, sometimes fighting alongside them.
507----
508* ColorCodedForYourConvenience: Soldiers have their visors cyan-colored, Commanders have theirs red-colored, and Snipers have theirs yellow-colored.
509* ExpyCoexistence: They share the battle with their Beheaded counterparts.
510* LaserSight: Octanian snipers have a highly visible laser so they are a bit easier to locate.
511* SuspiciouslySimilarSubstitute: They serve as this to the Zorg enemies from ''TSE'' as well as the Cloned Soldiers from ''BFE''.
512[[/folder]]
513
514[[folder:Draconian Pyromaniac]]
515[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_mook_draconian_pyromaniac.jpg]]
516%%[[caption-width-right:350:some caption text]]
517
518Large humanoid creatures wearing fireproof suits who belong to a species of fanatical fire-worshippers.
519----
520* AttackItsWeakPoint: The napalm tanks on their backs are highly susceptible to weapon fire, and if they're destroyed, they die.
521* AxCrazy: They aren't here to do Mental's deeds, they only want to watch ''anything'' burn.
522* KillItWithFire: Their only weapon is a flamethrower. When your motto is "it must end in fire", there's really nothing else to fall back on.
523* PyroManiac: It's right there in their name. And their only weapon is a Flamethrower.
524[[/folder]]
525
526[[folder:Octanian Zealot]]
527[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4_mook_octanian_zealot.jpg]]
528%%[[caption-width-right:350:some caption text]]
529
530A heavy soldier who carries a huge hammer into battle.
531----
532[[/folder]]
533
534!! Introduced in ''Serious Sam: Siberian Mayhem''
535[[folder:Aludran Microhopper]]
536[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ss4sm_mook_aludran_microhopper.jpg]]
537%%[[caption-width-right:350:some caption text]]
538
539Cold-blooded tripedal amphibians with a heavy dependence on external heat sources. Microhoppers hibernate during periods of strong cold and can do so during the entirety of the winter. Any interruption of their hibernation cycle makes them extremely hostile.
540----
541* AcidAttack: Their main way of attacking is an acid spit.
542* {{Expy}}: Of the Marsh-Hoppers from previous titles. Their [[LoreCodex NETRICSA file]] even points out their similarity, though research by the EDF has shown that they are more related to the Aludran Reptiloids. There's also a recreation of the first Marsh-Hopper swarm from ''The First Encounter'', complete with the same music.
543* ZergRush: Usually found in packs.
544[[/folder]]

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