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"You gotta eat something you’re just skin and bones. Actually, you’re just bones!"
Sam Stone[src]
 

The Kleer Skeleton (Kleer Knight in Serious Sam: Next Encounter) is the reanimated skeletal remains of an extinct alien race that was once native to the planet Kleer in the system of Sirius. They serve as common enemies in Mental's army and are often released in large numbers.

Overview[]

The Kleers themselves were once a peaceful sentient race whose entire civilization was wiped out by orbital bombardment. Having been stripped of their skin and muscles, Mental brought the Kleers back to life by reconstructing their skeletons, which were the only parts of the creatures that remained. After being raised from the dead, they now serve in Mental's army and are thought to number in the tens of thousands.

Appearance-wise, Kleers are somewhat equinus, but only in stature, as their physical properties are very different. They have large sharp horns on their heads, a long tail, scythe-like claws at the ends of their forearms, and hooves on their two hind legs. The galloping sound of their hooves is a telltale sign of a Kleer.

Appearances[]

In all of their appearances so far in the Serious Sam series, Kleers can be encountered in a group of any size, from lone ones ambushing behind corners or triggered by traps to swarms in open areas.

Serious Sam 1[]

Kleers are one of the most common enemies encountered in both games. They are also far more common on Serious difficulty, replacing weaker troops like Beheaded Rocketeers and Gnaars. In Serious Sam: The First Encounter, the first Kleer appears in Temple of Hatshepsut, are then encountered in every level all the way to The Great Pyramid. In Serious Sam: The Second Encounter, Kleers have more or less the same spawning rates as they did in the previous game, and are first seen in Sierra de Chiapas all the way up to The Grand Cathedral.

Serious Sam 2[]

In Serious Sam 2, Kleers are less prevalent than they were before, starting to appear on the planet Kleer. In some games, like in Serious Sam 1.

Serious Sam 3: BFE[]

The first Kleer is seen at the end of Summer in Cairo after Sam makes it to the Egyptian Museum. It can be seen smashing through a window, and after Sam kills it, several more appear through the windows. Later on in the game, they appear on level in small groups at first, but eventually are seen in large hordes on the final level.

Serious Sam: Double D[]

Kleers first appear in Egyptian Assault and then in every level from then onwards.

Serious Sam's Bogus Detour[]

Kleers first appear in groups along with other enemies in Knee Deep in Sand, and then every level after that in small to medium groups or even large hordes.

Serious Sam 4[]

The first Kleer in this game appears in Four Horsemen of the Apocalypse. Just like in every other game, they are seen on pretty much every level in small to medium groups.

Behavior and skills[]

The resurrected skeleton of a Kleer is held together with magical links, giving them more resilence than a human or Gnaar. The magical links, however, are not overall that strong; a powerful blow wlll shatter the skeleton into pieces. Despite their seemingly frail structure, their speed and leaping ability is not to be underestimated. They can run slightly faster than an adult human, and it is impossible to outrun a Kleer, even by sprinting away from it.

Like the majority of troops in Mental's army, Kleers lack tactics and will usually just charge straight towards the target, though sometimes they will attempt to use flanking maneuvers in some games if the player puts their crosshairs on them. This behavior is also shared with the Beheaded Kamikaze. At close range, Kleers will use their scythe-like claws to slash at the target repeatedly, which deals low-moderate damage per hit (each attack hits twice). They will also use their claws with their leap attack from medium range, which deals much higher damage. They can use their claws to dig underground or cling onto walls, which gives them good grip.

When a Kleer spots the player from medium to far range, they will conjure twin vertical chainballs one after another in a single direction towards them. These chainballs are low-grade, non-tracking projectiles, but cannot be destroyed until they hit an object or travel a certain long distance. However, due to their large size, it's easy for them to hit small objects or other enemies in the way. Kleers are immune to their own chainballs.

On Serious difficulty in the Serious Sam Fusion version of Serious Sam 3, Kleers have a chance to conjure electric chainballs that travel horizontally which have a bigger hitbox than their regular chainballs, making them slightly harder to avoid. In Serious Sam 4, Kleers can throw horizontal chainballs too, but they are not electric unlike in the previous game. In addition, they are now twice as damaging as vertical chainballs.

Tactics[]

General[]

  • While a single Kleer is barely a threat, they very rarely come alone aside those ambushing behind corners or triggered as a trap. Most Kleers appear in large groups in all their appearances and this is why they are dangerous.
  • A group of Kleers will attempt to mob the player and hurl chainballs from afar. When there is a large group of Kleers, the number of chainball projectiles can be very high and extremely difficult to dodge.
  • Against lone to small groups of Kleer Skeletons, the quickest way to kill them is by using the Double Barrel Coach Gun when they attempt to leap at the player. At such a close range it's hard to miss and the resulting shot will kill one instantly when timed right (the closer the better). This method is recommended when faced with a lack of room to dodge the Kleers' attacks.
  • Like Gnaars, damaging a Kleer quickly can cause them to flinch, which can give the player some time to keep their distance before finishing them off.
  • The XM214-A Minigun is extremely effective against hordes of Kleers. The rapid fire and damage output from the minigun can decimate an entire group in seconds, so long as the player can dodge their projectiles and does not get swarmed at the same time.
  • With large masses of Kleers, the SBC Cannon can effectively wipe all of them out if they are chasing towards the player in a straight line.
  • When a Kleer attempts to leap, it is easy to sidestep the attack, after which the Kleer will be momentarily stunned. However, large groups are difficult to deal with and it's easy to lose track of the Kleer that the player dodged, allowing them to surround and attack the player from all angles. Avoid allowing them to use their leap attack if possible.
  • Jumping while sidestepping increases the player's chances of dodging multiple simultaneous attacks. Sometimes, when a Kleer is close to the player but hasn't leaped at them yet, they might turn and run sideways to dodge the player's attacks and surround him/her if they put their crosshairs on them, so when facing huge hordes, try to size them down at range with explosive weapons as much as possible.
  • When appearing with other enemies, Kleer Skeletons should be medium-priority targets but higher if they get closer to melee range and there are many of them. Their melee attacks are rather powerful, but they can be dodged with some skill and ranged attacks can be dodged as well with relative ease unless there are a lot of Kleers.
  • Kleers appearing with other melee enemies are more dangerous as other enemies tend to shield Kleers and often make their movement and especially leap trajectories less predictable.

Serious Sam 1[]

  • When in a larger room, the Military Knife is a faster way to take a group out. Before the Kleer(s) reach the player, a few shots from the Schofield .45 can be used to weaken them enough to be taken out with a single knife attack. The shotgun is not practical for large groups due to its slow rate of fire as the next Kleer will attack before the gun is ready to fire again.
  • When dealing with large groups, explosives (especially grenades) are an effective way to take out Kleers at long to mid range. The minigun and XL2 Lasergun (or the Thompson submachine gun if the previous two weapons are unavailable) are good for mid to close range encounters to compensate for the fact that using explosives at such close ranges will typically incur self-damage.
  • In The Second Encounter, at close range, the XOP Flamethrower is extremely effective against groups of Kleers of any size. A single flame puff can damage several Kleers, it does decent damage per minute, and has plenty of ammunition plus an after-burn effect. The P-LAH Chainsaw is also effective, especially with Serious Damage, as long as the player keeps circle strafing to avoid the Kleers' jumping attacks.
  • In The Second Encounter, the chainsaw is also effective against Kleers as it can shred through groups of them without wasting any of the player's ammo.

Serious Sam 2[]

  • Kleer Skeletons pose much less of a threat in the second installment despite the slower player walking speed in this game. Firstly, Kleers are significantly slower as well than in the previous installments. Secondly, the Double Shotgun is much stronger and can take out Kleer Skeletons with one shot even at longer range. The Auto Shotgun is also capable of killing a Kleer Skeleton with two shots even at mid to far range.
  • Against larger groups, the XL 808 Plasma Rifle and XM214-A Minigun are alternative options.
  • For extremely large groups, explosive weapons are a good option so long as the Kleers are far away.
  • As of Update 2.90, Kleers are now even less of a threat thanks to the combo weapons system and addition of sprinting mechanics if activated. Dual wielding an auto shotgun or double shotgun with another weapon like the Uzi or XPML30 Rocket Launcher is an effective strategy to deal with Kleers and conserve shotgun shells for more powerful enemies or larger groups of enemies, while the player can more easily outrun or give themselves more space from Kleers by sprinting unlike in later games, where they will easily catch up with the player anyway. In addition, the Beam Gun is extremely useful against groups of Kleers, although it can only be obtained from secrets.

Serious Sam: Double D[]

  • The 12 Gauge Shotgun is effective against lone or small groups of Kleers, as a close range shot can kill one instantly.
  • Unlike other games, Kleers don't have a ranged attack. This makes them harmless at long range.
  • Against larger groups, a Gunstack combination of both the Thompson submachine gun and XL4 Lasergun works well against them.

Serious Sam 3: BFE[]

  • It is harder to dodge Kleers in this installment due to their faster leap attack speed and longer leap trajectory. The Sledgehammer can kill a Kleer with one swing and is faster than the double shotgun. However, the attack has a delay so it must be more well-timed.
  • In Serious Sam 3, rough terrain is also susceptible to make the Kleer's movement less predictable.
  • In this installment, Kleers are medium-high priority targets due to the player's slower movement speed, even when sprinting.
  • The Sirian Mutilator works well against smaller groups of Kleers. In addition, the Mutilator briefly stuns them as well.
  • The player can attack Kleers with a special Melee Grab finishing move only when they are charging at the player or leaping. Sam will sidestep and put the Kleer in a headlock and promptly pull the Kleer's head off. The head can then be thrown as a weapon, doing minor damage. The range of the melee grab is larger than the Kleer's own attack range, so with good timing the player can easily avoid damage. As with all melee grabs, this attack takes a short amount of time and immobilizes Sam for the duration, making it impractical for groups of Kleers but is effective against lone or a few Kleers.
  • Like in the previous games, the minigun makes a great anti-Kleer weapon. However, minigun ammo is much scarcer in the campaign, so the player needs to be aware of this if they don't have enough ammunition to face of an entire horde.
  • Against larger groups, rockets and the AS-24 Devastator are good for killing Kleer Skeletons at medium to medium-long distances as Kleers generally run straight towards the player when spotted. C-4 Demolition Charges are very useful against denser groups that are seen approaching beforehand. When Kleers from a large group get a bit too close and are starting to leap behind the player, it is best to switch to the lasergun and minigun to not cause self-damage from explosives.
  • Large hordes of Kleers can be dealt with the cannon or the Devastator, but using the cannon may deplete ammunition quickly.

Serious Sam: The Random Encounter[]

  • The Kleer's projectiles can be avoided by moving up or down.
  • The minigun is useful against small to medium groups of Kleers.
  • The rocket launcher is effective against larger groups of Kleers.

Serious Sam: The Greek Encounter[]

  • The pump-shotgun is effective against lone Kleers, as two shots at close range is enough to kill each one.
  • The minigun is effective against larger groups, due to its rapid rate of fire and high damage.

Serious Sam's Bogus Detour[]

  • Groups of Kleers can be easily killed with the auto shotgun, pump shotgun, Thompson or the laser cannon.
  • The minigun can easily take out medium to large-sized groups of Kleers.
  • The Devastator, Erasergun or cannon are the best weapons to use against Kleers when they are lined up or clustered together.
  • With large massses of Kleers, the flamethrower can be very effective against them.

I Hate Running Backwards[]

  • The best way to deal with Kleers is to use melee attacks frequently. A well placed melee attack, especially when upgraded with Super Swinger, can effectively take out a pack of Kleers with relative ease.
  • Alternatively, a simple secondary weapon such as the shotgun is enough to deal with smaller Kleer threats.

Serious Sam 4[]

  • The coach gun once again remains an effective weapon against Kleers. It is possible to eliminate small groups with this weapon more quickly in this installment thanks to the gun's slightly faster reload speed.
  • Dual wielded coach guns and assault rifles are very useful for taking out groups of them at a time.
  • At close-range, the combat knife or pistol is strong enough to severely wound or finish off one or two Kleers.
  • Another useful weapon to use against Kleers is the Autoshotgun. Thanks to its relatively large magazine, it can easily finish off a small or medium-sized group of Kleers from close to medium range before having to reload again. However, since ammo is not very common for this weapon, it should be used sparingly or if the player is faced with a large horde of them.
  • Hordes of Kleers can be taken out with the Devastator, grenade launcher, minigun, rocket launcher, or the FRPCL.
  • Even though Kleers now have a chance of throwing horizontal chainballs, dodging them shouldn't be too difficult if the player strafes in a certain direction.

Behind the scenes[]

  • Kleers in Test 1 looked like Egyptian mummies, though they had the same animations as they have in Serious Sam 1.

Related achievements[]

Serious Sam HD: The Second Encounter[]

Achievement Bone Crusher SSHDTSE.jpg
Bone Crusher
Kill 300 Kleers with the Cannon.

Serious Sam 3: BFE[]

Achievement Kleer Wrestler.jpg
Kleer Wrestler Ps 3 bronze.png
Tear off 10 Kleer heads.
Achievement Bone Crusher.jpg
Bone Crusher 5 Gscore.png Ps 3 bronze.png
Smash 20 Kleers with the Sledgehammer.

Serious Sam VR: The Second Encounter[]

Achievement Crunchy SSVRTSE.jpg
Crunchy
Kill 100 Kleers with the Cannon.

Serious Sam Fusion[]

Achievement Kleer Wrestler SSF.jpg
Kleer Wrestler
Tear off 10 Kleer heads.
Achievement Bone Crusher SSF.jpg
Bone Crusher
Smash 20 Kleers with the Sledgehammer.
Achievement Crunchy SSF.jpg
Crunchy
Kill 100 Kleers with the Cannon.

Serious Sam 3 VR: BFE[]

Achievement Bone Crusher SS3VRBFE.jpg
Bone Crusher
Smash 20 Kleers with the Sledgehammer.

Serious Sam 4[]

Achievement All Kleer.jpg
All Kleer 20 Gscore.png Ps 3 bronze.png
Kill 50 healthy Kleers with a direct double shotgun hit.

Trivia[]

  • In both The First Encounter and The Second Encounter, the player can select Kleer Kenny as their multiplayer model. He is the first enemy model and the only one still appearing in the HD and VR remakes.
  • Kleers have a walking animation as shown by NETRICSA, but they are almost never seen walking as they tend to gallop towards the player in order to attack.
  • Like the Scythian Witch-Harpy, Kleers have a death animation in Serious Sam 1, but not in Serious Sam HD, Serious Sam 3 or any of the virtual reality games.
  • In Serious Sam: The Second Encounter, giant Kleers can be found in the secret "yard of strange-looking heads" in The City of the Gods.
  • The Kleers are similar to the Fiend from the Quake series, both in design and behavior.
  • Kleers in Serious Sam 3 can scale down walls, clinging to them like Antaresian Spiders, unlike Kleers from previous games.
  • In Serious Sam 3, the player can attach two C-4 to a Kleer — one on its head and one on its chest.
  • The Kleer's AI will sometimes bug out in Serious Sam 3, and the Kleer will get stuck as it pursues the player, often in the corner of a building. This can usually happen if the player is on the roof of a house or on top of a structure.
  • In some games, especially in Serious Sam 1 and Serious Sam HD, Kleers will sometimes not give chase to the player and just wander around a room or an open area in circles, occasionally hurling their chainballs at the player. They will pursue the player if they take damage from the player's weapons or if they stand right in front of it.
  • In Serious Sam 3, if the player uses the Mutilator on a Kleer while it scales down a wall, it will instantly appear on the ground.

Gallery[]

Artwork[]

Serious Sam 1[]

Pre-release[]

Retail[]

Serious Sam: Next Encounter[]

Serious Sam 2[]

Pre-release[]

Retail[]

Serious Sam: Double D[]

Serious Sam: The Random Encounter[]

Serious Sam 3: BFE[]

Serious Sam: The Greek Encounter[]

Serious Sam VR: The Last Hope[]

Serious Sam's Bogus Detour[]

I Hate Running Backwards[]

Serious Sam 4[]

Pre-release[]

Retail[]

List of appearances[]

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