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"Oh yeah, FINALLY some dark dungeons!"
Sam Stone[src]
 

The Citadel is the tenth level of Serious Sam: The Second Encounter, Serious Sam HD: The Second Encounter and Serious Sam VR: The Second Encounter, the twenty-fourth level of Serious Sam Classics: Revolution, and the twenty-fifth level of Serious Sam: Xbox. It is the first level set in the Medieval era.

Plot[]

After Sam defeats the Exotech Larva and enters the time portal inside the Tower of Babel, he winds up in the year 1138 AD. Being very close to his ultimate goal, the Holy Grail, Sam must first acquire the Book of Wisdom, an important artifact that originates from a clan known as the Arc-Al-Magi, a guild of dangerous and powerful wizards. In order to get this book, Sam must fight his way through a stormy night at Krwawitze, one of the medieval towns in Poland, East Europe.

Secrets[]

  1. In the starting area, the third house on the left has a squeaking, moving door. Shoot it or slash it with the knife to destroy it to get a Double Barrel Coach Gun.
  2. This secret is hard to miss. After the kill-o-matic room, you will notice a small opening to the wall before the bridge where the sniper rifle is. Crouch and press the use button to activate a switch, spawn a Common Aludran Reptiloid and have it punched to death (and gibbed in the HD version) by a boxing glove. Be careful not to activate the switch again, as the glove can also instantly gib the player.
  3. In the middle of the bridge, jump on the platform on the left side, around the pillar, to collect a secret Medium Health. Watch your step where the health is or you may end up falling off. Use the bouncer pad to get back to the bridge.
  4. As you enter a big yard after the bridge, head right behind a house to collect some secret rockets.
  5. Opposite of #4, the house on the top right corner has secret sniper bullets behind it.
  6. In the graveyard, approach the graves to register the secret. You may open the graves if you wish to see some Croteam Heads.
  7. (Serious Sam HD only) Left of the small temple in the graveyard, behind it, there is an Extra Small Health. Pick it up to be teleported into a secret room, but be prepared to face a Cucurbito behind you in it. Go towards the room's door to be teleported back.
  8. In the courtyard with the XPML21 Rocket Launcher, there is a dead tree. Pick up all napalm and rocket ammo around it, kill all enemies and then move away for it to turn into a "suicidal jumping plant". Note that if this tree is destroyed, the secret won't register.
  9. (Serious Sam Classics: Revolution only) in the yard with the Cucurbitos, Kleers, Marsh Hoppers, Minor Bio-mechanoids and Sirian Werebulls, there is a CDF-ST-005 Plasmathrower on top of a balcony in the top right corner of the yard. Destroy the balcony section it sits on to access the weapon. Picking this up will award the player with the Plasma King achievement.
  10. After the yard, across from the entrance and to the left of the exit is a barrel on the left of a building. Destroy the barrel to reveal an Invulnerability power-up hidden behind the building.
  11. From your location at secret #10, face back towards the entry and head behind the group of 4 houses to discover a Kleer, a secret phone booth and some rockets.
  12. In the clock gears room, as you enter it, dive into the small water pool on the left, dive down and turn around to swim under the ledge and then through the dark hallway to find an Extra Large Health.
  13. In the courtyard following secret #12, as you enter it, the house on the left contains the "midnight secret" items. The midnight secret is enabled when 15 minutes in the level have passed, and is disabled 60 seconds later. If you miss it, you can either shoot 10 rockets at the door or simply touch it and it will open. Collect the power-ups and the minigun there to register the secret.
  14. Before you exit the same courtyard as #13, turn right and go behind the houses. Prepare to kill a Kleer and find a secret Large Armor.
  15. As you enter the next yard following the courtyard from secrets #13 and #14, turn left and go behind the house to collect some sniper bullets.
  16. Diagonally opposite of #15, there is a Super Armor behind the house in the top right corner of the courtyard.
  17. In the water cave, look for a secret Large Health in the lake. When facing the exit look to the left for a rock with a Medium Armor on it, and then in the water around that location.
  18. In the last yard, there is a barrel in one of the corners. Blast it to reveal a secret large armor.

Related achievements[]

Serious Sam HD: The Second Encounter[]

Achievement Treasure Diving
Treasure Diving
Find a secret under water.

Serious Sam Classics: Revolution[]

Achievement Plasma King
Plasma King
Find a secret Plasmathrower in The Second Encounter.

Serious Sam VR: The Second Encounter[]

Achievement Treasure Diving SSVRTSE
Treasure Diving
Find a secret under water.

Serious Sam Fusion[]

Achievement Treasure Diving SSF
Treasure Diving
Find a secret under water.

Trivia[]

  • In Serious Sam: Xbox, the first half of the level, lasting from the beginning all the way to when the player enters the citadel after encountering an Adult Arachnoid, is known as The Bridge. The Citadel is the second half of the level that lasts from entering the citadel all the way to the end of the level.
    • Erroneously, the music for the Serious Sam: Xbox second half of The Citadel is known as "The Bridge (Xbox)" on the official soundtrack release even though The Bridge uses the original music from The Second Encounter.
  • The final arena of The Citadel appears as a seret classic area in Crime And Punishment, the final level of Serious Sam: Siberian Mayhem. The main differences from the original are that the Fiendian Reptiloid Demon is now a Draconian Burner, the Zumb'uls are now Octanian Commanders, and the room where the Book of Wisdom is located in now has several items, including a Super Armor.
    • A longer rearrangement of The Citadel's medium music, "Citadel's End", was also added to the same game as the music for the survival map Kleer Fortress, which is a remake of Kleer Base.
    • A Halloween-themed rearrangement of The Citadel's peace music was also later added as main menu music in the Halloween Update 1.05.
  • There are several tiny red Marsh Hoppers that carry Serious Damage power-ups in the level. It is hard to kill them as move around very fast, but it can give the player an advantage before a large fight starts if they grab the power-up early. The XOP Flamethrower is the best weapon to use to quickly kill them.
  • In the courtyard after secret #8, behind a house on the bottom left corner of it is a strange blob-like object that teleports the player to the middle of the yard when they touch it.
  • The player can destroy the traps in the second kill-o-matic room with a single rocket, and the pillars themselves with two rockets.
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