The Mental Institution is the final boss of Serious Sam 2.

Overview[edit | edit source]

The Mental Institution is Mental's home and mobile fortress, and also has a spaceship for an escape emergency (such as Sam's arrival there). When Sam defeats all the enemies around the Institution, it will activate its wheels and start moving towards him.

Attacks[edit | edit source]

The Mental Institution has a vast arsenal of weapons: fireball launchers, cannons, rocket launchers, and can spawn a mass force of Fatso Fighters and Seagull Fighters. Going near the Institution's wheels will result in instant death.

  • Its first attack are three waves of modified Fatso Fighters that will crash into the player.
  • Its second attack is to launch fireballs at the target.
  • The third attack consists of three waves of modified Seagull Fighters. Unlike the regular counterparts, each one has a larger amount of bombs than the regular fighter, making it nearly impossible to dodge completely.
  • The fourth attack consists of shooting cannonballs at the player.
  • The fifth attack consists of three waves of regular Fatso Fighters.
  • The sixth attack consists of firing a large amounts of missiles.
  • After that attack, the core stays exposed until the end of the fight. If the player does not finish the boss quickly, it will splatter them with its wheels, killing them instantly.

Tactics[edit | edit source]

  • The fight itself is pretty straightforward, just rush backwards and shoot any projectile or enemy it spawns, grab the repair power-ups to survive and attack it when its core is exposed, especially if the player has Serious Damage. Albeit having 1,000,000 HP, it is dealt very heavy damage when shot at the core. If Sam's vehicle is destroyed, Sam dies.
  • The most important thing to take care of first, as said above, is the Fatso Fighters spawned by it, as they will deal tons of damage if they get the player with their lasers and then crash on them, so the player should take them out as soon as possible. Seagull Fighters are also a threat, but shooting the core is a higher priority rather than shooting them. Of course, if the player can dodge the Fatso Fighters, while the core is open, they can just shoot it and evade them.
  • Usually, the boss should be done for during the cannonball phase without serious damage or fireball phase if the serious damage was grabbed earlier.

Behind the scenes[edit | edit source]

  • In the original trailer for Serious Sam 2, two Ugh-Zans can be spotted walking towards the player. Why they were cut from the game is unknown.

Trivia[edit | edit source]

  • Apparently, there are other residents living in the Mental Institution aside from Mental. The other residents are, as seen in the cutscene when the player finishes the Mental Institution level: "Napier", "Luthor", "Moreau", "O.J.", "Vader", and of course Mental himself.
  • With 1 million HP, the Mental Institution has the highest health points than any enemy or boss in the series, along with Kwongo.
  • The battle with the Mental Institution happens only in the PC version of the game. It was added in the game during the last months of the development cycle.
  • Upon beating the boss, a cutscene is cued. Sam presses Mental's name on the residence list, but when the camera angle changes, he seems to be pressing a different button.

Gallery[edit | edit source]

List of appearances[edit | edit source]

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