Serious sam 2 cd keys6/4/2023 ![]() ![]() The first three can be found in the first segment of the level, before the player heads to the church. Six keycards appear in the level Siberiade. Just like in Serious Sam 3, they are often kept inside offices or portable buildings. Keys are quite rare, and usually appear before the activation of a side quest. They are more likely to drop if the player performs a brutal kill on an enemy. Keys are very common items, and are often dropped by tough enemies or are rewarded for completing tasks. In Illogical Biological, keycards appear more frequently than the rest of the Bogus Detour campaign all four of them are required for deactivating the shield responsible for transmitting power to the portals that allow Mental-Altani troops to get to Earth. Later in the campaign, keys become more common, and, in Unearthing the Sun and The Power of the Underworld, keys are required to gain entry to most of the temples, which contain four Sirian Seals needed to access the plasma generators. Keycards first appear in The Silent Riddler, where the first one is located in a small building. Keycards are usually kept within Octanian bases or secured inside Octanian Sentry Towers. In Serious Sam: Siberian Mayhem, keycards are used by Octanian units to keep items secured and locked and to prevent the enemy from using them. In Serious Sam: Tormental, keys are needed for unlocking chests or rescuing playable characters like Bomb or NETRICSA. the yellow keycard only appears in Illogical Biological. ![]() There are four types of Keycards: red, blue, yellow, and green. Killing a Captain will make him drop the Keycard. In Serious Sam's Bogus Detour, keycards serve a more important purpose, and are usually held by Orc Captains. For instance, in Serious Sam 3: BFE, the Vista secret can only be found if the player finds a secret key in The Power of the Underworld. Keys are needed for unlocking locked doors, cases, or other objects which grant access to the next part of a level, or to find secrets. ![]()
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