Serious Sam Wiki
Advertisement

 
"Oh aren't you adorable!"
Sam Stone[src]
 

The Major Bio-mechanoid (colloquially known as Walkers by the Earth Defense Force) is a large, red bipedal cyborg. Armed with a set of rocket launchers, they are one of the deadliest and toughest enemies in the series, and serve as heavy assault units in Mental's army.

While in most games they are encountered as enemies, the Major Bio-mechanoid also serves as the fourth boss of I Hate Running Backwards and the first tutorial boss of Serious Sam: Tormental. It also appears as a miniboss in Serious Sam 3.

Overview[]

The Major Bio-mechanoid is a essentially an upgraded version of the Minor Bio-mechanoid. They were grown in Mental's bio-tanks using the same technology but supplmented with more nutrients and a different genetic package. The large battery encased in its skull powers two extremely lethal rocket launchers attached to its custom-grown weapon slots.

Whenever Major Bio-mechanoids are encountered, they usually appear on the third or fourth levels all the way to the final level, and sometimes as a miniboss when they first appear, although they can also appear in secrets.

Appearances[]

Serious Sam 1[]

In Serious Sam: The First Encounter, Majors first appear in Valley of the Kings, but can appear in two pairs after the player attempts to enter the desert outside the starting area in Temple of Hatshepsut, while in Serious Sam: The Second Encounter, Major Bio-mechanoids appear in Valley of the Jaguar, where they are accompanied by Minor Bio-mechanoids. Later on in both games, they become more common, serving as support to lighweight troops, attempting to distract the player from being attacked by other enemies.

Serious Sam: Double D[]

The first Major appears in Carrion Caverns in the original version of the game, while in Serious Sam: Double D: XXL, they first appear in Dinofighter. Majors don't seem to be as common in this game compared to other Serious Sam games. When they do appear, they are usually seen with Minor Bio-mechanoids.

Serious Sam 3: BFE[]

The Major Bio-mechanoid as seen for the first time in Serious Sam 3: BFE.

In Serious Sam 3, Sam first encounters a Major Bio-mechanoid after it shoots down Garret's helicopter that was meant to extract him out of Cairo at the end of Broken Wings. It serves as a boss, complete with a health bar. Subsequent Major Bio-mechanoids serve as heavyweight front-line units and can be encountered every now and then. Usually there are only one to a few major Bio-mechanoids in combat at a time, supporting weaker front-line enemies. They appear more frequently in co-op mode.

I Hate Running Backwards[]

In I Hate Running Backwards, the Major is the fourth boss in the game, and is fought at the end of Deep Space Mine.

Serious Sam: Tormental[]

The Major Bio-mechanoid is the first boss encountered in this game, serving as the first boss of the tutourial. It appears in the Egypt stage and was responsible for shooting down Sam's helicopter.

Serious Sam 4[]

Majors seen in this installment are seen in much greater numbers than in Serious Sam 3, though they don't appear as a boss this time around. In the last level, From Earth With Love, numerous Majors can be seen along with Khnums and hordes of Octanian Gamma Troopers, fighting the Earth Defense Force soldiers and attempting to stop them from neutralizing the portal.

Application[]

Major Bio-mechanoids are one of the most dangerous enemies seen in Mental's forces. Their high health, speed, and the rockets they fire can make them very challenging to deal with.

Like Khnums, Major Bio-mechanoids are usually deployed to provide heavy support into areas where Mental's troops are being overrun by or are faced with the heavy from enemy forces. They can be encountered several at a time, or in full-scale combat, can be seen in medium-sized groups of up to a dozen or even more.

Behavior and skills[]

Like Minor Bio-mechanoids, Majors are not very intelligent, as the batteries they are equipped with are not sufficent enough to grant them any kind of complex tactical processing. Despite this, they do show high hostility towards their enemies, and will do whatever it takes to eliminate them, even in the line of fire.

When the Major spots a target, it will fire two rockets at them from their rocket launchers. These rockets are extremely deadly and can cause a ton of damage to the player. On higher difficulties, this can result in instant death, even with a decent amount of health or armor. If the player gets too close to a Major, they will take a lot of damage due to the Major's size. They do not fire their rockets simultaneously, which can aid the Major in firing at mobile targets. For example, if the player is strafing right and a rocket misses, then starts strafing left, the second rocket will fire at the player even though they are going in the opposite direction. After firing its rockets, the Major will have a brief cool-down period, often get closer to the player, and continue firing again.

Serious Sam: Double D[]

In Serious Sam: Double D, Major Bio-mechanoids can be jumped and walked on without being hurt when the player touches it. In addition, jump pads will stick on dead ones, giving one more height to reach a platform.

Serious Sam HD[]

Majors have a different way of firing rockets in Serious Sam HD than in the classic versions. In the classic version, they fire firstly from the left and then from the right, while in HD they fire first from the right, then from the left. This is useful to know when attempting to fire down its rockets. In the Serious Sam Fusion versions, they alternate between firing right and left rocket first.

Serious Sam 3: BFE[]

In Serious Sam 3, Major Bio-mechanoids are even more dangerous than their Serious Sam 1 counterparts; they can strafe left or right and shoot simultaneously, and when it runs low on health due to consistent damage, it activates a "berserk" mode, which consists of a rapid volley of missiles. This, along with AI behavior which causes it to not always walk in a straight path towards the player like its classic counterpart, can make hitting it with a rocket launcher tricky at certain distances. They also do not shoot a rocket upon dying.

The boss has the unique ability to quickly sprint towards the player, and can still use its berserk mode when under heavy fire, which is extremely deadly if it happens to be sprinting around the same time. It also has roughly three times as much health as its normal counterpart.

In higher difficulties of Fusion, major biomechanoids can fire barrage of rockets even when at full health.

Serious Sam: The Random Encounter[]

Unlike other games, Majors in Serious Sam: The Random Encounter fire a large amount of lasers instead of rockets, though they can deal a lot of damage to the player's characters, especially if multiple of them hit a character.

Serious Sam: Tormental[]

The Major Bio-mechanoid behaves the same as in other games, but its rockets are slower and home in on the player. It also holds its rocket launchers upwards instead of having them face the same direction as the Major.

Serious Sam 4[]

Majors in this game behave just like they do in Serious Sam 3, and will also enter a 'berserk' state when at low health. If they take a lot of damage quickly, they will become stunned for a short while. They are now more dangerous as they now have a powerful stomp attack that they use if the player is within melee range.

The Major Bio-mechanoid is one of the few enemies that can be ridden by the player if they have unlocked the respective skill in the S.A.M. system. When riding a Major, the same controls for riding a vehicle apply to the Major. The player can also fire their weapons from the Bio-mech while riding it. Like other mountable enemies, the Major's health will be displayed by a HUD icon on the bottom-left corner of the screen. If the Major is killed, the player will be dismounted from it.

Tactics[]

General[]

  • A charged up SBC Cannon shot can kill a Major Bio-mechanoid in one hit. This is very useful if the player needs to pick off Majors quickly. Because charged up cannonballs can quickly travel across an area, this makes the cannon useful against Majors at any range. However, this depletes cannon ammunition rather quickly, and it is best to use the cannon against other enemies as well, such as large masses of Kleer Skeletons or Sirian Werebulls.
  • A Major Bio-mechanoid is a very deadly enemy if left unchecked; its rockets can inflict major damage, even with splash damage. It should be one of the first enemies targeted in a group of enemies, even if there are fast enemies like Kleer Skeletons following the player.
  • A Major's rockets can be destroyed with any weapon. Therefore, in situations when a Major spawns very close, it is recommended to switch to rapid-fire weapon and aim at its weapons.
  • Avoid standing near or in front of walls. Remember that a Major Bio-mechanoid's rockets will explode on impact and the splash damage can hit the player from behind or the side.
  • Major Bio-mechanoids should be considered a medium-priority target when paired with other enemies. Its attacks may be powerful but they are relatively easy to dodge, at least in open areas. In smaller, less spacious places, Majors are high-priority enemies, and should be taken out immediately.

Serious Sam 1[]

  • When not having a cannon, the MK III Grenade Launcher and XPML21 Rocket Launcher are good options to take them out. The XL2 Lasergun and XM214-A Minigun work well too, but it quickly depletes ammunition.
  • Jumping when Major Bio-mechanoids fire makes them fire rockets further away, thus reducing the chance of getting hit by splash damage of rockets hitting the ground.

Serious Sam 3: BFE[]

Boss[]

  • The Major is very fast, so the player should start sprinting away from it when it is getting too close. Its rocket barrages are very difficult to effectively dodge if it is near them.
  • It has one major weakness; it can be harmed from the explosion damage from its own rockets. To take advantage of this, the player should position themselves near the center structure in the arena so that the Major's rockets on one side will hit the the wall, doing a good amount of damage to it. Repeating this, along with a few shots from the 12 Gauge Pump-Action Shotgun, will quickly kill it.
  • The hidden Double Barrel Coach Gun and lasergun from Into the Spider's Nest are effective against the Major if the player managed to get either of them earlier. The coach gun does double the amount of damage that the pump-action shotgun does if all pellets connect, and the Major's large size makes it easy for most of the pellets to hit, while the lasergun does comparable damage to the minigun and makes quick work of the Major.
  • If the player has the M29 Infantry Assault Rifle, they can use it to damage the Major and destroy its rockets.

Normal enemy[]

  • When facing a Major, the player should make sure there's a decent amount of distance between them and the Major. The Major's rocket bursts are difficult to escape unscathed when the player is close to it. It will attempt to get close to to the player in order to give them less room to avoid its rockets, so if they see it walking, they should sprint away from it, then start firing again.
  • The Major can still be easily dispatched from a single charged shot of the cannon. It has a short charge time, allowing the player to quickly kill it in one shot.
  • A single C-4 Demolition Charge is all that is required to kill one, provided it is stuck onto the Major Bio-mechanoid. Even if the player is unable to toss a charge on it, a small pile of C-4 can kill the Major.
  • It is also possible to kill one using the Sirian Mutilator, but this may prove difficult, as the Major Bio-mechanoid will physically pull the beam, bringing the player much closer to a potential danger zone. The Mutilator also requires charging near to the point of overheating to kill one Major Bio-mechanoid, this leaves you very prone to being attacked.
  • The rocket launcher is effective against the Major, but the player needs to be somewhat close to the Major in order to effectively use it, as, like the Khnum, they can avoid rockets. If possible, use the Devastator instead, as its projectiles are fast enough that the Major cannot dodge them.
  • Multiple Majors can be dispatched with either the cannon, minigun, or Devastator. The cannon's charge-up period is fast enough that it can quickly fire the amount of cannonballs needed to clear out a group of Majors, the minigun has a fast enough rate of fire to quickly defeat Majors, and the Devastator's projectiles are fast enough that it can wipe out a group of Majors with ease.
  • When faced with other enemies, the Major Bio-mechanoid is very dangerous because of the large amount of rockets it can fire in one burst. These rockets can do a good to significant amount of damage even if one or two hit, so the Major(s) should be killed before they can hit the player with a rocket or two while they are pre-occupied with other enemies.
  • On higher difficulties, they should be a medium-priority target, especially when they are not closing in. While the rockets do a lot of damage, they are relatively slow, easy to dodge and can be shot down with rapid-fire weapons. A lot of more lightweight enemies have harder to dodge attacks.

Serious Sam: Next Encounter[]

  • Strafing left or right is enough to dodge the Major's rockets.
  • When fighting a Major, make sure not to have a wall close to the player's back. Rockets that strike the wall near them back can still do damage via the rocket's explosion.
  • The RAPTOR Sniper Rifle is extremely effective against the Major; one zoomed in shot will kill it.
  • If a RAPTOR is unavailable for whatever reason, a volley of four or so rockets from the XPML4000 Rocket Launcher will kill it. Remember that these rockets will take a while to get to the Major, especially if its far away.
  • The Sirian Power Gun is quite effective against Majors, especially if there are more than one attacking. Its high damage output is very useful for killing multiple Majors quickly if the player can't or won't use the sniper rifle for whatever reason.
  • Major should be considered a high-priority target. Their rockets can be dangerous if they're left unchecked while dodging other enemies.

Serious Sam: Double D[]

  • The Major Bio-mechanoid's rockets can be dodged by jumping over them. As soon as the Major's rockets can be seen, jump. This gives the player enough time for it to fly past while they're in the air. This works even if they don't see the rocket as soon as it appears.
  • The Major's rockets can be destroyed by shooting them with the player's guns. This can be handy if they are caught in a situation where they can't run towards the Major, or they are facing multiple Majors and need to neutralize the rockets of one of them while dodging the other's rockets.
  • Gunstacks featuring multiple powerful weapons, such as the LM32 Rocket Launcher and MadDog Grenade Launcher, are needed against the Major Bio-mechanoid. These are the only weapons that can deplete the Major Bio-mechanoid's health in a reasonable amount of time.
  • The 0-4377 Flamethrower works great for destroying it's rockets. Put one on a gunstack and hold down the fire key. While the other guns are firing, the Flamethrower will destroy any incoming rockets if the player hasn't jumped over it.
  • When paired with other enemies, the Major is a real threat. Its projectiles are quite powerful, which can be very dangerous if they manage to hit the player while they are dodging other projectiles. Taking it out ASAP assures that they player will not be hit by its rockets when they least expect it.

Serious Sam's Bogus Detour[]

  • Avoid the Major’s rockets by strafing or dashing onto the opposite direction.
  • The cannon, rocket launcher, Devastator and Erasergun are effective against lone and multiple Majors.
  • The minigun and laser cannon are also effective against Majors. However, this drains ammo rather quickly.
  • The Auto Shotgun and The Shaft are also useful against close range Majors. The auto shotgun can drain the Major’s health quickly, while the shaft can deal a lot of damage to the Major, as it is metal-based.
  • When paired with other enemies, the Major is a high-priority target, as its rockets can deal a lot of damage if they player isn't paying attention to it

Serious Sam: Tormental[]

  • As it is the first boss in the game, the Major Bio-mechanoid is not very difficult to destroy. Its rockets can be easily avoided by strafing, and the basic weapon can quickly deplete its health due to its high rate of fire. You can also damage the Major Bio-mechanoid with its rockets if they destroy the rockets while they are too close to it.

Serious Sam 4[]

  • Thanks to the dual-wielding system, Majors are much easier to defeat than before. Dual-wielding a minigun with another powerful weapon will help make short work of Majors.
  • Groups of Majors can destroyed very quickly thanks to the nature of the projectiles fired by the FRPCL. The weapon will lock onto a Major and once the player fires, it will go straight for the Major and shred it in seconds, then go onto the next Major and do the same, making it a very useful weapon if the player has acquired it.
  • Thanks to the homing upgrade for the rocket launcher, the player doesn't need to worry about their rockets missing a Major when firing, so long as they are within clear range of it. It takes roughly five homing rockets to kill one, so it is best if the player loads five at once and fires them all at the same time to maximize the chances of them hitting the Major.
  • For large groups of Majors, dual-wielded cannons and Devastators are extremely effective for taking them down. It is best they are targeted with these weapons quickly so the player doesn't have to deal with them later on.
  • For obvious reasons, never get too close to a Major. It can deal massive damage to the player either with its rockets or its stomp attack.
  • If the player has the appropriate S.A.M. skills, they can mount a Major and use it to destroy enemies until its health is depleted.

Trivia[]

  • The rockets fired by the Major in Serious Sam 4 use the Serious Sam 3 model.
  • According to NETRICSA in Serious Sam 4, scientists researching the Major Bio-mechanoid at the Gnosis Alpha Orbital University have found that the Major Bio-mechanoid incorporates DNA from a species of Marsh Hopper found on Rigil Kentaurus, as well as several purely synthetic sequences.
  • The Serious Sam 3 Major's head bears a slight resemblance to the Arachnotron's head from the Doom franchise.

Behind the scenes[]

  • An early model for the Major Bio-mechanoid can be seen in Test 1. It's lower-poly, had a completely different skin, and a rougher death animation. Also all earlier builds of Serious Sam had the same model as the one from Test 1.
  • Pre-Test 1 images and Serious Sam Origins show that the Alpha Major was blue.

Related achievements[]

Serious Sam 3: BFE[]

Achievement Maintenance time.jpg Maintenance time (5G) B
Blow a Major Bio-mechanoid into pieces.

Serious Sam: Double D: XXL[]

Achievement Lumberjack Sam.jpg Lumberjack Sam
Kill a Red Biomechanoid with only chainsaws.

Serious Sam 3 VR: BFE[]

Achievement Maintenance Time SS3VRBFE.jpg Maintenance Time
Blow a Major Bio-mechanoid into pieces.

Serious Sam Fusion[]

Achievement Maintenance time SSF.jpg Maintenance time
Blow a Major Bio-mechanoid into pieces.

I Hate Running Backwards[]

Bioslayer.jpg Bioslayer (20G) B
Kill Biomechanoid
Drone The Night Away.jpg Drone The Night Away (10G) S
Kill the Biomechanoid without being hit
Against All Odds.jpg Against All Odds (100G) G
Kill Biomechanoid while four curses are active.

Gallery[]

Concept art[]

Serious Sam 1[]

Pre-release[]

Retail[]

Serious Sam: Next Encounter[]

Serious Sam: Double D[]

Serious Sam: The Random Encounter[]

Serious Sam 3: BFE[]

Serious Sam VR: The Last Hope[]

Serious Sam's Bogus Detour[]

I Hate Running Backwards[]

Serious Sam: Tormental[]

Serious Sam 4[]

List of appearances[]

Advertisement