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    Mental/Tah-Um 

Tah-Um

Mental / Notorious Mental / Khad Shain / Chaad Sheen / The One Infinite

https://static.tvtropes.org/pmwiki/pub/images/mental_s_horde.png
The Symbol of Evil
Click here for his appearance in Tormental.
Mentioned in: All other entries.
"Men shall build the Boat of Sun and sail across the sea of stars. But they shall awake the wrath of One Infinite. The foes of Osiris shall bring destruction to the realms of men. And the Boat of Millions of Years shall have to be awoken." - The Sirian Oracle
The Big Bad of the entire series. A notorious Galactic Conqueror and Sam's Arch-Enemy, hellbent on destroying all intelligent life in the galaxy.
  • The Ageless: Has been on the war path for untold eons and shows no signs of slowing down.
  • A God Am I: Worshipped as a deity by his servants, who treat his periodic extermination of intelligent life like a divine cleansing.
  • Ancient Evil: Has existed long before humanity walked the Earth and likely before the planet itself was even formed.
  • And There Was Much Rejoicing: Considering how much suffering Mental is responsible for, it is no wonder that all worlds are seen celebrating his defeat in 2. Of course, Mental isn't really dead. Instead, he pulled a Villain: Exit, Stage Left by tricking Sam with a speaker in a dark room.
  • Arch-Enemy: To Sam. Taking him down is Sam's goal throughout the entire series, while Mental sees Sam as a consistent thorn in his side.
  • Asskicking Leads to Leadership: Some of his servants, like the Khnums, willingly joined his ranks because they acknowledged his superior might.
  • Bat Out of Hell: Represented by a one-eyed, bat-like silhouette in Tormental.
  • Battle in the Center of the Mind: The premise of Tormental is that Sam uses an alien artifact to send a copy of himself into Mental's consciousness. Sam tries to find some kind of weak spot while fighting off Mental's violent thoughts and ideas inside the Mentalscape, all the while being taunted by a fragment of the Evil Overlord.
  • Big Bad: Every bad thing happening in the Serious Sam universe can be traced back to Mental.
  • Black Speech: He speaks in a guttural, ancient tongue that is only understandable because NETRICSA translates it for Sam. It's not entirely clear if his minions use the same language, but it seems likely.
  • Boring, but Practical: His main strategy is to throw monsters at his enemies until he wins. This normally wouldn't go well and BFE even mentions that he was sending juvenile Arachnoids into battle because he was starting to run out of adult specimen, but the fact that many of his monsters are artificially created or undead means that the bulk of his forces are easily replacable while his opponents struggle to do the same.
  • Colony Drop: How he destroys Earth at the end of Serious Sam 3: BFE, using its own moon no less. Also counts as There's No Kill like Overkill, since at that point Sam was already the only human left.
  • The Coup: According to Charlie, whenever he decides not to completely wipe out an advanced species, one of Mental's favoured tactics is to help religious fanatics overthrow their own government. The Arachnoids were victims of this. Unfortunately for Brand, Mental isn't interested in human followers.
  • Don't Wake the Sleeper: Mental went dormant on Sirius after he wiped out the Sirians. Before those few that remained on Earth left, they gave humanity a warning that they would "awake the wrath of One Infinite" should they ever leave Earth. Naturally, humanity didn't heed this warning and paid the price for it.
  • Dystopia Justifies the Means: The primary motive for his endless conquest seems to be spreading as much misery as possible.
  • Eldritch Abomination: Achriman describes him as incomprehensible. When Sam sees an image of him in Tormental, he screams for 30 years before abruptly recomposing himself and deciding he really needs a drink.
  • Emperor Scientist: Many of the monsters populating Mental's Horde are suggested to have been created by Mental himself.
  • Even Evil Has Loved Ones: While his relationship with his daughter is uncertain, Mental has a definite fondness for his servant Mordekai. When he was killed in a Noodle Incident, Mental missed the sorcerer so much that he went out of his way to resurrect him. Tormental also mentions that he considers the loyalty of the Ugh-Zan Dynasty to be irreplacable.
  • Evil Genius: He does not share the general stupidity of his legions. Besides him creating many of his monsters, Tormental also shows him to be fairly eloquent and philosophical, if no less arrogant and dismissive.
  • Evil Sounds Deep: His voice is so deep and distorted that it's barely recognizable as a voice at all.
  • Evil Takes a Nap: He punctuates each cycle of conquest and destruction by sleeping for an unspecified period of time, resuming once he wakes up. After the Sirians were wiped out, Mental went to sleep on their homeworld and set up a security system around the planet just in case he missed something. Sam and his crew accidentally set it off when the Surveyor went to Sirius and everything went to Hell afterwards.
  • For the Evulz: Everything Mental does is for this sake.
  • Galactic Conqueror: No, being killed in his conquests will not save you from being a Slave Mook. Just ask the Kleers, Sirians, and humans. Races conquered and/or assimilated willingly by Mental include the Repitiloids, Zumb'uls, Zorg, Arachnoids, Octanians, and Antaresians.
  • God-Emperor: His servants consider him to be the supreme power in the universe and, as the other Hum-Tah have mysteriously disappeared, as one who has no equal.
  • Greater-Scope Villain: Is this by default for any game that has one of his servants in the spotlight, such as Serious Sam 4 and Serious Sam Double D.
  • The Ghost: He's made no physical appearances in the canon series, but has had influence in every single game.
  • He Who Must Not Be Seen: The only thing we've seen of him in the whole series is a boney hand. In a spinoff. This even extends to his daughter Judy, so we don't even know what his species looks like.
  • Hoist by His Own Petard: Had Mental not decided to place the most powerful laser cannon in the galaxy and a prison facility full of thousands of Alliance warriors onto Sirius' moon Kronor, then Sam and his allies never would've managed to breach the impenetrable shield surrounding Sirius at the end of 2.
  • I Have Many Names: He has been given many names by the various species that have encountered him throughout the eons. Khad Shain, Chaad Sheen, The One Infinite, even the name Mental was given to him by humanity. Tah-Um seems to be his real name, as that's what his servants call him.
  • Invincible Villain: Sam is no closer to defeating Mental than in the 20+ years since the series has started.
  • Karma Houdini: Going in hand with the above trope, Mental has yet to face punishment for the many atrocities he has commited. No matter how many times Sam foils his plans or how many minions he kills, Mental always has others waiting to replace them.
  • Last of His Kind: Of a race of Sufficiently Advanced Aliens called the "Hum-Tah" (Infinite Ones). They are mentioned to have once ruled several galaxies, but disappeared without a trace. He does have a daughter named Judy, but how exactly they are related is a mystery.
  • The Magnificent: One of the titles his followers call him by is "Tah-Um the Magnificent".
  • Mind Hive: In Tormental, there are several other independent entities living inside of Mental's mind. The best they can hope to do to him is give him a headache though.
  • Names to Run Away from Really Fast: Apart from his most recurring title of "The One Infinite", the name that the Sirians called him by is "Chaad Sheen". While it doesn't exactly sound intimidating at first, it means "Wizard Exterminator" in their language.
  • Near-Villain Victory: Mental had successfully wiped out the human race by the end of BFE, the sole exception being Sam himself. He was literally seconds away from killing Sam as well, had he not made it to the Time-Lock at the last possible moment.
  • Non-Action Big Bad: Mental is unquestionably very powerful, but he is also pretty hands-off in regards to carrying out his genocidal conquest plans.
  • Not So Above It All: Indulges in one of Sam's jokes at the end of TSE.
    Sam: Forgive me, Father, for I have sinned.
    Mental: I am not your father.
    Sam: Oh, yeah. That's the other movie. Anyways, I do have a few things I'd like to confess.
    Mental: Well, that's what the confessional is for, isn't it my son?
  • Orcus on His Throne: Going hand in hand with him being The Ghost, Mental seems content to have his minions do all the dirty work. When he finally decides to take matters into his own hands, it's The End of the World as We Know It. See Colony Drop.
  • Omnicidal Maniac: A Galactic Conqueror hellbent on conquering the entire universe while slaughtering everyone and everything that doesn't bow to his command.
  • Poke the Poodle: Being the series-wide Big Bad, Mental is also sometimes affected by its more humorous qualities. Most notably, he motivated his Zumb'ul soldiers during their training in one of his "East Clintwood" facilities by telling them he'd force them to take photos of bridges if they didn't work hard enough. They all passed.
  • Psychopathic Manchild: He makes mooks based off horror movies, like Curcubito the Pumpkin, lives in a building with Dark Vader and Lex Luthor, and destroys entire planets by throwing their own moons at them. Also, when ordering helicopters for his army, he simply told his staff to make a fleet of "big mofos of helicopters".
  • Put Them All Out of My Misery: His whole mindset seems to be "If I have to suffer, I'll make the rest of the Universe suffer with me."
  • Regenerating Health: His health regenerates at a moderate rate, but slower than how fast you can damage him. However, he will heal himself if he somehow takes too much damage and wasn't killed by the laser.
  • Riddle for the Ages: Despite the franchise existing for 20 years by this point, we have never actually seen him. We know he's the last of a race of Sufficiently Advanced Aliens, but what he looks like is a total mystery (though a common fan theory is that the Horde symbol is a crude representation of his face).
  • Sadist: One of his fondest memories in Tormental involved him tricking the 135 offspring of someone who claimed to be his equal into eating him alive. Apparently it took them 2 weeks to finish.
  • Sorcerous Overlord: Has powerful magical abilities such as Necromancy and Super-Empowering, and rules his empire with an iron fist.
  • Super-Empowering: Granted the Reptiloids their magical powers in exchange for their servitude.
  • The Unfought: The closest players have gotten to fighting him is in Tormental, where every enemy and boss is technically part of him since the game takes place in his Mental World.
  • This Cannot Be!: Is completely shocked when Sam manages to infiltrate the Cerebral Gateway and defeat the Final Boss in Tormental.
  • Time Abyss: Some of his minions have served him for millions of years. Mental is even older than that.
  • Villain: Exit, Stage Left: Tricks Sam into shooting an empty throne with a speaker on it in a pitch-black room while he leaves via Flying Saucer at the end of 2.
  • Woobie, Destroyer of Worlds: Implied to be the case. He's the last of a race of Sufficiently Advanced Aliens, and apparently went insane with loneliness, which gives him the desire to wipe out all life in the galaxy every 100000 years.
  • You Could Have Used Your Powers for Good!: Sam points out that with all the power and knowledge Mental has at his disposal, he could have elevated intelligent life rather than destroy it.

Introduced in Serious Sam: The First Encounter

    Ugh-Zan III 

Ugh-Zan III

The Vicious Warlock

https://static.tvtropes.org/pmwiki/pub/images/ugh_zan_iii.jpg
Mentioned in: Serious Sam: The Second Encounter, Bright Islandnote , Serious Sam 3: BFE

The final boss of The First Encounter. A skyscraper-sized monster, and Mental's great admiral in charge of supervising the cleansing of Earth.


  • Advancing Boss of Doom: Almost all of the last level is about outrunning him to the super weapon stored inside a pyramid because he's too damn big.
  • Ascended Extra: Initially just the Final Boss of the original game, Ugh-Zan III left enough of an impression that he returned as the final boss of two more games and other members of the Ugh-Zan Dynasty were introduced in later entries.
  • Attack of the 50-Foot Whatever: A giant four armed monster so big that Sam only reaches up to his foot. He's an actual enemy inside the level, not just an Advancing Wall of Doom (though he functions the same way).
  • Big Bad: Of TFE, Random Encounter and I Hate Running Backwards, as all of the enemies answer to him.
  • Big Red Devil: Especially in HD, he takes a lot of design cues from this archetype. He's a big humanoid with a muscular build, red skin, yellow eyes, goat-like legs, hooves, two horns, and fire-based powers. Fitting for the final boss of a game inspired by Doom.
  • Brain Uploading: When he is defeated at the end of I Hate Running Backwards, his new Cyborg body is revealed to contain a tank with a computer powerful enough to hold his entire consciousness, allowing him to continue the fight.
  • Clone Army: Not willingly, but Sam encounters several "Ugh-Zan Candidates" as normal enemies in the Bright Island campaign. These are significantly smaller clones of Ugh-Zan III that were created by a Ugh-Zan-worshipping cult.
  • Cyborg: In I Hate Running Backwards, Mental collected what was left of Ugh-Zan III and combined him with parts of Hugo from 2.
  • The Dragon: Mental's highest-ranking servant in TFE and his most recurring one.
  • Evil Laugh: He lets out a deep chuckle followed by a roar if Sam dies in his presence.
  • Final Boss: Of TFE, The Random Encounter and I Hate Running Backwards.
  • Flunky Boss: He fights alongside his minions during the first half of the Boss Battle, up until Sam manages to enter the Great Pyramid. His minions are also present during his fight in The Random Encounter, to the point that Ugh-Zan himself doesn't even have any attacks.
  • Guns Akimbo: He carries four guns: a lava bomb launcher, a rocket launcher, a laser cannon and an electric gun.
  • Healing Factor: He regenerates whenever his health is down by 33%. This is countered by the obscene damage the Sirian ship's laser deals to him during the last part of his Boss Battle.
  • Homing Projectile: He can spit fireballs which home on Sam whenever they lock on him.
  • Informed Ability: He's described as a "vicious warlock" but doesn't seem to have many magical powers (just his Healing Factor and fireballs), and fights mostly using manufactured weapons.
  • "Instant Death" Radius: It's not recommended to be near him during the Boss Battle.
  • Kaiju: Said to be 330 feet tall, and is definitely the largest character in the entire game.
  • Mighty Glacier: The sturdiest enemy in TFE, but despite his massive size he only moves as fast as Sam.
  • Multi-Armed and Dangerous: Has four arms.
  • Nigh-Invulnerable: He has 40,000 hit points and rapid regeneration. Even your uranium-filled cannonballs have trouble doing real damage to him. Forget about anything else.
  • Puzzle Boss: Can regenerate and has a lot of health. However, the Sirian ship is capable of dealing enough damage to him.
  • Sapient Tank: His second form in I Hate Running Backwards, thanks to Brain Uploading.
  • We Can Rebuild Him: With parts from the Hugo robot in I Hate Running Backwards.

Introduced in Serious Sam: The Second Encounter

    Kukulkán the Wind God 

Kukulkán

The Wind God

An ancient Mayan god and the first boss of The Second Encounter, fought at the end of the Mesoamerican levels of TSE. He's a wind-based deity.


  • Blow You Away: His body is a living tornado, and throws more tornados at Sam.
  • Flunky Boss: He fights alongside Mental's mooks in spite of him not being associated with them.
  • Graceful Loser: Kukulkán is immortal, but he vanishes into thin air after being defeated and opens the portal as a sign of respect.
  • Hero Antagonist: A good god who nonetheless fights Sam because he has to guard the Sirian portal.
  • Immune to Bullets: Can only be killed with explosive ammunition or lasers. Or the Chainsaw, though the prerequisites for a chainsaw kill include having titanium testicles.
  • Physical God: THE Kukulkán of Yucatec mythology.

    Exotech Larva 

Exotech Larva

https://static.tvtropes.org/pmwiki/pub/images/larva_ss1_tse_2.png

The second boss of The Second Encounter, fought at the end of the Babylonian levels. A modified larva which uses a tram in order to travel across its arena.


  • An Arm and a Leg: It loses both of its cybernetic arms as the battle progresses, forcing it to use its laser antennae instead.
  • Enfant Terrible: It's a gigantic, murderous alien larva.
  • Healing Factor: The Exotech Larva can heal itself, though only after it loses one of its plasma-launching arms and when it's at a specific area in the room.
  • Man in the Machine: As an overgrown yet underdeveloped larva, it's incapable of moving without its harness.
  • Puzzle Boss: It needs some computers to restore its own health. Destroying them is the key to defeat it.
  • The Starscream: Parodied in its database entry, where it's mentioned to have made frequent attempts to assassinate Mental. (It's ambiguous if it was actual treachery, since it's also mentioned it was too stupid to tell Mental apart from a caterpillar.) Obviously, all these attempts failed, so the overlord confined it to guard the Babylonian Time-Lock.
  • Turns Red: In the opening phase of the battle it shoots blue projectiles, which are fairly easy to dodge out in the open. Once its health is depleted to one third, it starts using lasers instead, which are impossible to avoid unless you find cover in time.

    Mordekai the Summoner 

Mordekai

Mordekai the Summoner

https://static.tvtropes.org/pmwiki/pub/images/ss1_tse_mordekai.png

The Final Boss of The Second Encounter, fought at the end of the medieval Europe levels. A warlock who summons enemies to do the fighting for him.


  • Enemy Summoner: In order to compensate for the lack of offensive capabilities, he can summon every enemy class into the battlefield.
  • Final Boss: Of TSE and as such Serious Sam 1 as a whole.
  • Flunky Boss: By way of being an Enemy Summoner, he requires them because he doesn't have any proper offensive capability.
  • Glowing Eyelights of Undeath: An undead sorcerer whose glowing eyes are the only visible parts of his face.
  • Gratuitous Latin: Parodied. He speaks random nonsense in Latin due to brain damage.
  • Informed Ability: He's supposedly one of the greatest sorcerers in the known universe, but all he does is teleport around and summon minions. Possibly justified, since his brain damage may have messed with his ability to perform a majority of his spells.
  • In the Hood: As part of his cloak, which hides his face.
  • Morality Pet: Seems to be this for Mental. After Mordekai died in the Noodle Incident below, Mental missed his presence so much that he went out of his way to resurrect him. Even when he returned with some brain damage thanks to a botched ritual, Mental still gave him an incredibly important position.
  • Noodle Incident: He apparently died after an incident involving "the Necronomicon, 20,000 pounds of ectoplasm and a mispronounced Latin proverb".
  • Our Liches Are Different: A powerful, centuries-old undead sorcerer. What's notable about his case is that he didn't become undead as a price paid for his immortality, but rather that his master resurrected him after he died by accident.
  • Villain Teleportation: He is only ever present in the Boss Room to summon his minions and teleports away shortly afterwards, giving only brief opportunities to attack him.

Introduced in Serious Sam: Next Encounter

    Evil Serious Sam Clone 

Evil Serious Sam Clone

"Ultimate Warrior of Evil"

https://static.tvtropes.org/pmwiki/pub/images/evilserioussamclone.png
"You killed my babies! Now... you die!"

Mental's failed attempt to make a clone of Sam. He hijacks Mental's Time-Lock while he's away to cause trouble in the past.


  • Big Bad: Of Next Encounter. Mental doesn't even have anything to do with what's going on, since he ordered the Evil Sam to stay away from the Time-Lock.
  • Bratty Half-Pint: He doesn't even reach the real Sam's waist and is really obnoxious.
  • Card-Carrying Villain: The self-proclaimed "Ultimate Warrior of Evil".
  • Chuck Cunningham Syndrome: What happens to him after Sam captures him is never followed up on, likely because Next Encounter is non-canon to the rest of the series.
  • Even Evil Has Loved Ones: Played for Laughs. He apparently thinks of the minions at his disposal as his "babies" and gets mad at Sam for killing them.
  • Evil Knockoff: Is supposed to be an evil version of Sam on Mental's side, but something clearly went wrong in the cloning process since he looks nothing like him.
  • For the Evulz: Causes the events of the game just because he feels like it.
  • Helium Speech: His high-pitched voice sounds as if he inhaled a helium balloon.
  • Me's a Crowd: The game ends with the Sirian Mothership making a whole bunch of Evil Sam copies, while the real Sam takes the original back to the present-day scientists none the wiser.
  • The Prankster: Went to the past against Mental's orders just to cause some shenanigans.

    Diablotaur 

Diablotaur

https://static.tvtropes.org/pmwiki/pub/images/diablotaur.png

The first boss of Next Encounter, fought at the end of the Ancient Rome levels. A massive minotaur that Sam faces in the Colosseum for the Evil Sam's entertainment.


    Subterranean Emperor Hydra 

Subterranean Emperor Hydra

https://static.tvtropes.org/pmwiki/pub/images/hydra_emperor.png

The second boss of Next Encounter, fought at the end of the Feudal China levels. It is a three-headed hydra living underneath the Ancient Palace.


  • Dem Bones: The white head looks like it is made entirely out of bone.
  • Energy Weapon: The blue, mechanical head shoots volleys of laser projectiles and splits apart to fire one big laser.
  • Our Hydras Are Different: A cybernetically modified one with three heads that, thankfully, do not regenerate.
  • Lamprey Mouth: The white, skeletal head has a circular mouth that it shoots its rockets out of.
  • Playing with Fire: The red, dragon head unleashes fire-based attacks like fire breath and Fireballs.
  • Shared Life-Meter: The three heads have individual health, but share the same health bar.
  • Whack-a-Monster: It pokes its heads out of the holes in the ground to attack.

    Sirian Darklord 

Sirian Darklord

https://static.tvtropes.org/pmwiki/pub/images/sirian_darklord.png

The Final Boss of Next Encounter, an ancient Sirian weapon piloted by the Evil Serious Sam Clone. It is fought at the end of the Legendary Atlantis levels.


  • Attack Its Weak Point: It can only truly be damaged by shooting its head, but only after all other pieces have been removed.
  • Combining Mecha: Combines with various pieces of the Sirian Mothership to form its body and weapons.
  • Damage-Sponge Boss: Unless you are using the Sniper Rifle, the Sirian Darklord can tank an ungodly number of hits. It doesn't help that it is only vulnerable for a brief time.
  • Final Boss: Of Next Encounter.
  • Flunky Boss: Atlanteans continuously spawn to assist it.
  • Godzilla Threshold: It was designed to only be used in the most dire of circumstances.
  • Haunted Technology: Was created by fusing the core of the Sirian Mothership with the soul of an elite Sirian warrior.
  • Humongous Mecha: It gives the Ugh-Zan Dynasty a run for their money when it is fully formed.

Introduced in Serious Sam II

    Kwongo 

Kwongo

https://static.tvtropes.org/pmwiki/pub/images/kwongo_ss2.png
Appearances: Serious Sam II

The boss of the M'Digbo levels in II. A giant gorilla.


  • Advancing Boss of Doom: A variant. His boss fight has him slowly approach the Simba blockade, but Sam doesn't need to run from him. Instead he needs to stand his ground as the Simbas use their lava catapults to whittle Kwongo down.
  • Attack of the 50-Foot Whatever: A huge gorilla.
  • Damage-Sponge Boss: You are NOT beating him in straight combat. Even in the worst case scenario, the Simbas will have taken him down to roughly 10% of his HP, and he STILL takes an enormous amount of punishment for Sam to finish him off.
  • Eating the Enemy: On the receiving end! After his defeat, the Simbas cook him over an ENORMOUS rotisserie to feed their people.
  • Flunky Boss: Until he gets right in your face, most of his fight revolves around protecting Sam's Simba allies from Mental's horde.
  • King Kong Copy: He's a kaiju-sized gorilla with a similar name. Can it get any more obvious?

    ZumZum 

ZumZum

https://static.tvtropes.org/pmwiki/pub/images/zumzum_ss2_2.png
Appearances: Serious Sam II

The boss of the Magnor levels in II. A giant wasp.


    Prince Chan 

Prince Chan

https://static.tvtropes.org/pmwiki/pub/images/prince_chan_ss2_1.png
Appearances: Serious Sam II

The boss of the Chi-Fang levels in II. A giant, cannibalistic manchild.


  • Attack Its Weak Point: Highly susceptible to the sound of the gong atop of the castle.
  • Attack of the 50-Foot Whatever: A huge crybaby. Sam even jokes that he could use an asteroid belt in order to strap his pants.
  • Big "NO!": When Sam shoots a lollipop in front of him, finally forcing him to confront Sam.
  • Damage-Sponge Boss: Takes A LOT of damage to bring him down.
  • Fat Bastard: Prince Chan is a fat, cannibalistic Psychopathic Manchild.
  • Giftedly Bad: He forces his subjects to listen to his self-written musical poems, but his performance leaves much to be desired. His singing is so horrible that he actually weaponizes it, shouting sonic blasts at Sam during his boss fight.
  • Irony: Has a painfully shrill voice... and incredibly sensitive ears. How he doesn't hurt himself any time he starts singing is anyone's guess.
  • Psychopathic Manchild: He's a rude, childish brute, but also a vicious tyrant.
  • Puzzle Boss: The gong atop of his castle deals massive damage to him.
  • The Pawns Go First: The first half of the boss battle has Prince Chan atop of his castle with his gong being the only thing that can damage him. After a while, he comes to the battlefield to finish Sam personally.
  • Vocal Dissonance: You expect an obese giant like him to have a deep voice, but nope, his is very high-pitched.

    Count Kleerofski 

M. G. Kleerofski

Count Kleerofski

https://static.tvtropes.org/pmwiki/pub/images/count_kleerofski_3.png
Appearances: Serious Sam II

The boss of the Planet Kleer levels in II. A Kleer warlock.


  • Attack Its Weak Point: He needs some crystals in order to recover his health. Connecting the whole network will prevent him from using this in his favor.
  • Attack of the 50-Foot Whatever: Becomes a huge skeletal monster via Make My Monster Grow at the end of the Planet Kleer levels.
  • Damage-Sponge Boss: Takes A LOT of damage to bring him down.
  • Dem Bones: A towering skeleton mage, both in the magician and wizard sense.
  • Evil Laugh: It's the only thing that comes out of his mouth. Even when he's dying.
  • Evil Sorcerer: A diabolical necromancer in service to Mental.
  • Informed Ability: He apparently uses his piece of the medallion to control other Kleers, but this isn't really evident in the game. There aren't even any Kleers present for his Boss Fight.
  • Rule of Three: He tries to present his magical prowess three times during his performance. The first time, he summons a potted plant. The second time, he summons three live bunnies. The third and final time, his spell finally works and grows him to massive size.
  • Skeletons in the Coat Closet: His cloak uses a massive skull as a belt.
  • Villains Out Shopping: We first meet him on a live stage performance. He's not doing anything evil, simply putting up a show and trying to prepare for his imminent fight with Sam.
  • Wreathed in Flames: His gigantification spell also coats him in flames, which makes his charging attacks very dangerous.

    Cecil the Dragon 

Cecil the Dragon

https://static.tvtropes.org/pmwiki/pub/images/cecilthedragon.png
Appearances: Serious Sam II

The boss of the Ellenier levels in II. A flying dragon that kidnaps the princess of Ellenier on her wedding day.


  • Achilles' Heel: Trying to shoot him with your regular arsenal is pointless, as he has more than enough health to tank anything Sam can throw at him. The ballistas scattered around the arena are capable of doing serious damage to him, however.
  • Affably Evil: Is remarkably polite when Sam finally meets him.
  • Ambiguously Gay: He is effeminate and very campy, and it's implied the only reason he kidnaps princesses is in service of Mental.
  • Breath Weapon: His only attack is to fly over Sam and rain fire down on him. Given how much damage it does, it's the only thing he needs.
  • Damage-Sponge Boss: Takes A LOT of punishment, thanks to having 50.000 health! To make things worse, he flies around, making him hard to hit.
  • Didn't Think This Through: He kidnaps the princess on her wedding for no discernible reason, but when Sam gets to him he outright begs Sam to take the princess back. Turns out the princess is ugly to the point that neither Cecil or Sam can stand her, so the ensuing battle revolves around who has keep her.
  • Dragons Prefer Princesses: He's responsible for kidnapping princesses while working for Mental. He sincerely regrets this later.
  • Driven to Suicide: Threatens to plunge himself to his death after Sam defeats him, but Sam talks him out of it.
  • Our Dragons Are Different: Cecil is a giant, purple alien dragon.
  • Puzzle Boss: Like many other. In this case, you need to use the ballistas to hurt him.
  • Uncertain Doom: Bemoans that Mental is going to kill him if he gives the medallion piece to Sam, but still agrees to the deal. It is unknown what happens to him afterwards.

    Hugo 

Boss Hugo

https://static.tvtropes.org/pmwiki/pub/images/hugo_ss2.png
Appearances: Serious Sam II, I Hate Running Backwardsnote 

The boss of the Kronor levels in II. A walking mecha. Its fight is divided in two sections: the first has Sam outrunning it until he reaches an airship, and the other is the airship fight.


    Spoiler Boss 

The Mental Institution

https://static.tvtropes.org/pmwiki/pub/images/mental_institution_ss2.png

The boss of the Sirius levels and the Final Boss of Serious Sam 2 as a whole. Mental's heavily-armed and mobile headquarters, home of many classical baddies.

It also shows up as the boss of the Fortress level in Serious Sam: Tormental, making it the last enemy faced before starting a new loop.


  • Adapted Out: In the Xbox port, getting to the end of the level will just go straight to the ending cutscene, skipping the boss fight entirely.
  • Advancing Boss of Doom: A titanic Base on Wheels that very slowly advances on you and eventually will crush you against the far wall if you take too long to defeat it (though it's pretty easy to defeat it long before then, and the attacks that it launches on you in the meantime are far more dangerous.)
  • Attack Its Weak Point: The only way to defeat it is to destroy its core, which is displayed at certain intervals.
  • Attack of the 50-Foot Whatever: Subverted. We're led to believe that Sam will finally face Mental and take him down for good. However, what Sam's facing instead is his sentient headquarters.
  • Bait-and-Switch Boss: During the entirety of the game we were being told we will face Mental itself, even at Sirius. Then, come the final level, and we instead face... his home base.
  • Base on Wheels: A gigantic moving pyramid complete with cannons (that shoot depleted uranium projectiles), rocket turrets, fireball launchers, and hangars that deploy fleets of Fatso Fighters and Seagull Bombers.
  • Bullet Hell: In Tormental, it attacks by shooting various patterns of projectiles from two independent cannons.
  • Final Boss: Of 2 and Tormental, though the latter downgrades it to Pre-Final Boss once the True Final Boss has been unlocked.
  • Malevolent Architecture: Mental's home is a mobile fortress actively trying to kill you.
  • The Pawns Go First: The first half of the boss battle has you facing countless of mooks akin to The Second Encounter's "Corridor of Death" level. It takes a lot of mook destroying in order to reach the boss itself.
  • Shielded Core Boss: In 2 it periodically opens up its core shielding on its own, but Tormental requires you to destroy some generators to temporarily expose the core.
  • Stationary Boss: In Tormental, where it lacks the wheels and looks more like a giant wall.

Introduced in Serious Sam Double D

    General Maxilla 

General Maxilla

Voiced by: Bill Wise

https://static.tvtropes.org/pmwiki/pub/images/general_maxilla_2.png

Mental's general in charge of a strange operation involving crystal beacons throughout various time periods.


  • Affably Evil: He takes his job fairly seriously and threatens Sam before their "duel", but is otherwise shown to be fairly respectful.
  • Asskicking Leads to Leadership: Subverted. Unlike Mental's other generals and high-ranking servants, Maxilla has no fighting abilities whatsoever.
  • Benevolent Boss: Commends his minions for their enthusiasm, suggests the Beheaded Kamikazi use strategies that don't involve them blowing themselves up and has a casual chat with a Gnaar couple under his command.
  • Big Bad: Of Double D, as Mental placed him in charge of his newest evil plan.
  • Boisterous Weakling: When he and Sam are about to fight, he boasts that he's watched Sam fight and will enjoy watching him die, only for Sam to effortlessly wipe the floor with him.
  • Casanova Wannabe: He tries to flirt with one of the Femikazi, but she too blows herself up in his face.
  • Clipboard of Authority: Is always seen holding a clipboard in his hand.
  • Four Eyes, Zero Soul: He is one of Mental's generals and wears glasses, but he's actually not all that bad.
  • Freudian Excuse: Going off the Trader's comments on him, Maxilla didn't have the happiest of childhoods and was beat up a lot in school.
  • From Nobody to Nightmare: Heavily downplayed. He started out cleaning the Gnaar cages and worked himself up to a leading position in Mental's Horde, but is still a complete pushover.
  • Ineffectual Sympathetic Villain: Nothing seems to go right for the guy.
  • Humanoid Aliens: He and the Trader look like humanoid crustaceans.
  • Klingons Love Shakespeare: His favourite TV show is Charles in Charge.
  • Large and in Charge: He's about twice the size of an ordinary human.
  • Midair Bobbing: Does this during his "fight".
  • Non-Action Big Bad: Maxilla certainly does try to fight Sam one-on-one, but he has no fighting prowess at all. The threat he poses comes entirely from the minions Mental supplies him with.
  • Power Floats: Subverted. He starts to float and sparkle at the start of his "Boss Fight" as if he's powering up, but it turns out that this is all he can actually do.
  • Punch-Clock Villain: Seems to be a generally decent fellow who happens to be in Mental's employ. In the penultimate level, he even politely asks Sam to hurry up so that he can go home and watch a marathon of his favourite TV show.
  • Summon Bigger Fish: Summons the actual Final Boss as he's dying.
  • Sure, Let's Go with That: When Mental sends Maxilla more Kleer brigades than intended, Maxilla simply tells them to claim they are on vacation if anyone asks so he doesn't have to deal with undocumented workers.
  • Surrounded by Idiots: Very much irritated by the antics of his minions.
  • Vile Villain, Laughable Lackey: His master is treated like a proper threat to all life in the universe, while Maxilla is the most comedic villain in the series so far.
  • Volcano Lair: Set up a base of operations and some kind of power generator inside Mount Vesuvius, which was likely destroyed when the volcano erupted.
  • Zero-Effort Boss: The final level is named after him and he is presented like a boss complete with health bar, but he has no way of attacking Sam and goes down in seconds.

    Chimputee Battle Master 

Chimputee Battle Master

The first boss of Double D, fought at the end of the Ancient Egypt levels. An oversized gorilla and chieftain of the Chimputees.


    Mental's Pet Hamster 

Mental's Pet Hamster

The second boss of Double D, fought at the end of the Prehistoric Nova Scotia levels. It is an alien resembling a large hamster and apparently Mental's pet.


  • Extra Eyes: It has ten eyes.
  • Fluffy the Terrible: According to the tag on its collar, its actual name is "Snuggle Bear".
  • Flunky Boss: Occasionally drops enemies into the arena. The tunnels underneath are also filled with enemies, since the hamster can't reach there.
  • Mix-and-Match Critters: Combines the features of a hamster, a hedgehog and a caterpillar.
  • Mook Maker: Spits up Marsh-Hoppers from its mouth.
  • Overly-Long Tongue: Has a very long tongue with a spiked tip, which it uses to lash at you.
  • Red Eyes, Take Warning: Its eyes are a piercing red and it is very aggressive.
  • Sequential Boss: The first part of the battle has it rolling around the arena in a giant hamster wheel. It breaks apart after a fifth of its health bar is depleted, then fights you without it for the rest of the battle.
  • The Spiny: Has thin, retractable spikes on its body.
  • Tough Spikes and Studs: Wears a spiked collar.
  • Tube Travel: Uses giant critter tubes to travel around, which are also found in the previous level. It will sometimes retreat into one to drop enemies into the arena.
  • Vertebrate with Extra Limbs: Has six feet to support its caterpillar-like body.
  • Weaponized Animal: Two cannons are mounted on its back.

    Spoiler Boss 

Double Diva

https://static.tvtropes.org/pmwiki/pub/images/double_diva.png

The Final Boss of Double D, fought at the end of the Pompeii levels. General Maxilla summons her after Sam (or Dan) thoroughly kick the shit out of him.


  • Alliterative Name: Double Diva.
  • Ambidextrous Sprite: Like the Chimputee Battle Master, her arms and eye make this fairly noticable.
  • Antagonist Title: The game's title refers to her.
  • Armed Legs: Her boots have cannons on them.
  • Backpack Cannon: Wears a missile battery on her back.
  • Bait-and-Switch Boss: The game initially sets up General Maxilla to be the final boss, even naming the final level after him like all the other boss levels. Then he's killed in seconds and summons her to avenge him.
  • Body Horror: Her arms do not look healthy, being almost completely covered in boils.
  • Big Anime Eyes: One of her eyes almost seems to pop out of her skull. The realistic art style makes it look even creepier.
  • Combat Stilettos: With guns on them!
  • Damage-Sponge Boss: She soaks up a lot of punishment before going down.
  • Evil Redhead: Has orange hair and is a servant of Mental.
  • Eye Beams: Shoots green rings from her eyes.
  • Fan Disservice: She's a large human-like woman with tight pants, big breasts and (seemingly) slender facial features. However, her body proportions are off, her arms are misshapen and her actual face is deeply unnerving.
  • Femme Fatalons: Quite literally so. Her non-bladed arm has a hand with spider-like fingers and long talons on it.
  • Final Boss: Of Double D.
  • Flunky Boss: She summons Femikazi from her talon hand, though other enemies also spawn in as the fight progresses.
  • Giant Woman: She is so big that she can't even fit on the screen!
  • Gonk: She looks... fairly normal while she has her mask on for the first part of the battle. When it comes off, her visage veers heavily into the Uncanny Valley.
  • Humanoid Abomination: She's human-like in her appearance and that's about all that's natural about her.
  • Light Is Not Good: Wears bright clothing and shoots white plasma projectiles, but is very much evil.
  • Messy Hair: Her hair curls in every single direction.
  • Sinister Scythe: Has a curved, jagged blade jammed into her stumpy arm.
  • White Mask of Doom: The first part of her fight has her wearing some kind of white cloth over the top of her head, obscuring most of her face and making her head seem elongated.

Introduced in Serious Sam: The Random Encounter

    Tentaculus 

Tentaculus

https://static.tvtropes.org/pmwiki/pub/images/tentaculus.png

The boss of the sixth level, Tentaculus is a massive tentacled creature living in the sewers of the desert temple.


    ??? 

???

https://static.tvtropes.org/pmwiki/pub/images/unknown_568.png

An optional boss found in a secret area in the sixth level. A strange and incredibly dangerous variant of the Sirian Werebull that is perpetually on fire.


  • Brutish Bulls: Just as aggressive as their regular counterparts.
  • Bullfight Boss: In the most literal sense of the meaning.
  • Dark Is Evil: Their bodies are completely black and they are the deadliest enemies in the game.
  • Glowing Eyes of Doom: The only thing that isn't pitch-black is their white eyes. They are also very lethal.
  • No Name Given: They do not have a name. The game simply announces them with three question marks.
  • One-Hit Kill: Any character hit by one of these bulls drops dead on the spot.
  • Optional Boss: They are only found in a secret area, so you can complete the game without knowing they exist at all.
  • Palette Swap: Literally just black Sirian Werebulls that are on fire.
  • Wolfpack Boss: You fight ten of them at once.
  • Wreathed in Flames: Perpetually on fire, though this doesn't seem to bother them all that much.

Introduced in Serious Sam 3: BFE

    Alcor-Class Warship 

Alcor-Class Warship

https://static.tvtropes.org/pmwiki/pub/images/alcor_class_warship_ss3.png
Appearances: Serious Sam 3: BFE

A huge warship which Sam finds during several instances in BFE.


  • Attack Its Weak Point: The hatches it uses to deploy minions are highly vulnerable to weapon fire, especially explosives.
  • Death Ray: Its only attack is sweeping the area with its scorcher beams, which are a One-Hit Kill if one connects. It shoots out more of these as it takes damage. It also uses one of these to blow up a building in the first level.
  • Flunky Boss: While it can attack by itself, its preferred method of dealing with Sam is filling the battlefield with baddies.
  • Hyperspeed Escape: The ship's AI will automatically retreat via transdimensional jump if the ship takes too much damage. It succeeds the first time, but the second time ends in an explosive crash.
  • Recurring Boss: The first time Sam faces it, the battle ends with the ship jumping out of the area. It's fought again late in the game.

    Raahloom 

Raahloom, the Imposing Prototype

https://static.tvtropes.org/pmwiki/pub/images/raahloom.png
Appearances: Serious Sam 3: BFEnote 

A colossal Scrapjack that Sam encounters after deactivating the fail-safe on the Time-Lock.


  • Achilles' Heel: Shrugs off pretty much everything Sam can throw at it, except for C4 when it is detonated on its belly.
  • Arm Cannon: Installed in its left arm is a cannon. Not just any cannon, but the series' signature "SBC Cannon", which fires cannonballs that are the size of people and filled with uranium. Suffice to say, a direct hit is a One-Hit Kill.
  • Brutish Character, Brutish Weapon: A gigantic brute specifically created to do nothing else but destroy things uses an equally massive, blood-covered hammer.
  • Carry a Big Stick: Wields a truly massive hammer, which it slams into the ground with enough force to send out damaging shockwaves.
  • Final Boss: Of the Jewel of the Nile DLC.
  • Flesh Golem: The first of many like it, made from the corpses of both minions and victims of Mental's conquests.
  • "Instant Death" Radius: Being too close to Raahloom when he uses his hammer attack will end with Sam being pulverized outright.
  • King Mook: To the Scrapjacks. Raahloom is far larger, more heavily armored and uses deadlier weapons.
  • Puzzle Boss: While it is technically possible to kill Raahloom regularly, you will run out of ammo before it even reaches half health. The idea is to throw C4 onto him and detonate it for massive damage, much like the first Khnum encounter.
  • Super Prototype: The first prototype for the Scrapjacks and far more dangerous.

    Spoiler Boss 

Ugh-Zan IV

https://static.tvtropes.org/pmwiki/pub/images/ss3_ughzaniv.png
Appearances: Serious Sam 3: BFE
Mentioned in: Serious Sam 4

A loyal general of Mental, the fourth incarnation of the Ugh-Zan dynasty and the Final Boss of BFE.


  • Artificial Limbs: His spider-like legs are not his natural ones, given to him as a replacement for the ones he lost in the Battle for Alpha Centauri. His hands also seem to be prosthetic.
  • Attack of the 50-Foot Whatever: Like Ugh-Zan III, he's a building-sized monster.
  • Conveniently Timed Distraction: What allows Sam to defeat him. The egyptian desert is infested with massive Sand Whales, which act as the game's Border Patrol. Ugh-Zan IV is such a massive target that a nearby Sand Whale periodically attacks him to defend its territory, allowing Sam to throw metal rods into his back.
  • Evil Cripple: Lost his lower body early in the war with humanity. He is still just as eager to aid Mental's genocidal plans.
  • Extra Eyes: Has four eyes instead of two like the other Ugh-Zans featured in the series.
  • Final Boss: Of 3. He is the final challenge Sam must face before entering the Time-Lock.
  • Flunky Boss: Enemies constantly spawn into the area as you fight him.
  • Grandfather Paradox: Allegedly the biological father of Ugh-Zan III due to a mishap with an experimental time machine.
  • Healing Factor: He constantly regenerates health faster than you can damage him. Throwing metal rods into his back not only causes lightning strikes to damage him, but also temporarily stun him and disable this.
  • Improvised Lightning Rod: The fight takes place near an abandoned excavation site, so there are plenty of metal rods lying around that Sam can use against the giant.
  • Multi-Armed and Dangerous: Has two massive cybernetic arms on his shoulders in addition to his natural ones. The Ugh-Zan Dynasty is noted to have a fondness for four arms in general.

Introduced in Serious Sam's Bogus Detour

    Major Slick Stinger 

Major Slick Stinger

https://static.tvtropes.org/pmwiki/pub/images/major_slick_stinger.png

The first boss of Bogus Detour, fought at the end of the Egypt levels. A high-ranking Arachnoid who was given his own region to rule over and decided to make the Great Library of Alexandria his home.


    The Fattie Swallower 

The Fattie Swallower

https://static.tvtropes.org/pmwiki/pub/images/fattie_swallower.png

The second boss of Bogus Detour, fought at the end of the Troy levels. An incredibly obese being renowned for his appetite.


  • Artificial Limbs: Both of his arms were replaced with Ripper Cannons in an attempt to rein in his ability to eat. It didn't work.
  • Bad Boss: He has no problems with eating his own troops. At least he has the courtesy to spit them back out. Usually.
  • Big Eater: His size is only matched by his appetite.
  • Chainsaw Good: The Ripper Cannons fire massive circular saws.
  • Deadly Disc: See above.
  • Extreme Omnivore: He eats just about anything. He's mentioned to have eaten small cars before and, just before the fight, he's seen eating a keycard that you need to progress. The only option to get it out is to blow him to smithereens.
  • Eye Scream: One of his eyes seems to be perpetually bleeding and unresponsive.
  • Fat Bastard: Incredibly fat and works for Mental. He also eats his own allies, though he does eventually spit them back out.
  • Flunky Boss: Vomits up more and more minions as the fight progresses.
  • Getting Eaten Is Harmless: He has a tendency to eat minions that happen to walk in front of him whole. Luckily for them, he usually spits them out without harm after a while. In fact, he even weaponizes this.
  • Horror Hunger: His hunger knows no end. NETRICSA mentions he even got his appetite started in a Fat Camp, though it isn't made clear whether this means he was a participant or if he simply ate everyone.
  • Mighty Glacier: He can soak up a ton of bullets, but he isn't very fast.
  • Pinball Projectile: His arms are a large version of the Slicer weapon, so the sawblades he shoots out bounce around the arena.
  • Undeathly Pallor: His skin is incredibly pale, though he isn't actually undead. He bears a striking resemblance to Scrapjacks however.
  • Villainous Glutton: Loves to gorge himself on meat, to the point that Mental-Altani had to set up an entire butchery just to satisfy his voracious appetite.
  • Vomit Indiscretion Shot: He vomits into the air both to attack and summon minions.

    Tetrachoke the Wizard 

Tetrachoke the Wizard

https://static.tvtropes.org/pmwiki/pub/images/tetrachoke_the_wizard.png

The third boss of Bogus Detour, fought at the end of the Greece levels. A giant, common Aludran Reptiloid that guards a portal to Mental-Altani's headquarters.


  • Flunky Boss: He is supported by swarms of Antaresian Spiders that crawl out of the pit in the middle of the arena.
  • King Mook: What makes Tetrachoke interesting is that he is a giant Reptiloid, but he is not a Highlander, which are a species-wide case of this. When he received his magical powers from Mental, it somehow caused him to grow to enormous size.
  • Multi-Armed and Dangerous: Has four arms like all Aludran Reptiloids and is a dangerous sorcerer.
  • Telepathy: Lifts up the floor tiles in the arena to throw at you. He's also invulnerable while doing this, so concentrate on dodging instead of shooting.

    The Director 

Director Doppler

https://static.tvtropes.org/pmwiki/pub/images/director_doppler.png

The head of the Risk Assessment Body in the Mental-Altani Corporation, Director Doppler has nearly unimpeded freedom to do as he pleases as long as it furthers the company interests.


  • Apocalypse How: Attempts a Class 6 one, launching every Interplanetary Renewal Device he has at Earth with the intent to wipe every trace of humanity from history, which would also result in the death of all life on the planet.
  • Big Bad: Of Bogus Detour, having full control of Mental-Altani's operations on Earth.
  • Corrupt Corporate Executive: He's a high-ranking member of the Mental-Altani Corporation, a remorseless killer and nearly destroys the entire world.
  • Dirty Coward: He spends the entire final level avoiding confrontation with Sam, preferring to have his soldiers and traps block his path. Even when he decides to face Sam personally, he teleports away as soon as it becomes clear that Sam has the upper hand.
  • Doppelgänger Attack: The "Supremacy Glove" on his right hand allows him to make high-density hologram clones of himself, which shield him until they are destroyed.
  • Hand Blast: Can fire energy blasts from the "Execution Glove" on his left hand.
  • Hoist by His Own Petard: His IRPDs end up destroying his own base and potentially him along with it.
  • Homing Projectile: His energy blasts home in on their target.
  • Mutant: He's an orc like the rest of Altani, which here are Zorgs that mutated themselves with the Ooze in an attempt to regrow their skin.
  • Post-Final Boss: He steps down from his command module after both of his mechs are destroyed and fights Sam a second time, but he's significantly easier to beat in comparison.
  • Recurring Boss: He's fought twice in the final level.
  • See You in Hell: Tells Sam this before he flees their final battle, even leaving behind a bomb in a last-ditch effort to kill him.
  • Time-Limit Boss: Because NETRICSA reprogrammed all of the IRPDs that he just fired to target the Moon base instead of Earth, the second round against Doppler and the ensuing Escape Sequence are under a strict time limit before everything is blown to kingdom come.
  • Uncertain Doom: It is unknown whether or not he managed to escape the destruction of his base.
  • Villain Teleportation: His belt is equipped with a personal teleporter, which he makes extensive use of in combat, both to reposition himself and for a quick exit.
  • Voice Grunting: Talks like this, which is notable since Sam is fully voice acted.

    Mech Replacement Program 

Tech-X & PRIME-209

https://static.tvtropes.org/pmwiki/pub/images/tech_x.png
Tech-X, the "Iron Gnaar"
https://static.tvtropes.org/pmwiki/pub/images/prime_209.png
PRIME-209, the EW-Mech

The Final Bosses of Bogus Detour, fought at the end of the Moon Base levels. A pair of repurposed machines from Mental-Altani's "Mech Replacement Program", Director Doppler sends them both after Sam while he has the IRPDs fueled for launch.


  • Achilles' Heel: A flaw in the manufacturing process made the PRIME-209 incredibly vulnerable to acid.
  • Animal Mecha: Tech-X is based on a Gnaar like its nickname suggests, though exactly how animalistic they are is Depending on the Writer.
  • Deadly Gas: The Tech-X tends to throw out a poisonous gas.
  • Dual Boss: You fight both of them at once.
  • Energy Ball: The PRIME-209 fires these from its back.
  • Final Boss: Of Bogus Detour.
  • Turns Red: They get more and more attacks as they get close to destruction, so it's best to concentrate on one first so you don't get overwhelmed by both.
  • Maximum HP Reduction: Deal enough damage and parts of their health will turn grey, making it impossible for the Orc Scientists to repair them past this point. This prevents them from undoing all of your progress.
  • No Cure for Evil: Averted. Orc Scientists will continuously show up to repair them throughout the fight, making them invulnerable at the same time.

    Evil Ferdinand 

Evil Ferdinand

https://static.tvtropes.org/pmwiki/pub/images/evil_ferdinand.png

The boss of the Ring of Fire survival level. A black, flaming bull like the ones from Random Encounter.


  • Brutish Bulls: Even compared to regular Werebulls, Evil Ferdinand stands out by his absolute hate for flowers.
  • Bullfight Boss: Naturally. What makes him tricky is that he leaves behind a trail of fire that lasts quite a long time, so positioning is key.
  • Dark Is Evil: He's a black bull and even has evil in his name.
  • Fluffy the Terrible: An incredibly dangerous Werebull is called Ferdinand. Evil Ferdinand.
  • Foreshadowing: His appearance as the level's boss is foreshadowed by the many posters of him in Alexandria.
  • Playing with Fire: He is somehow able to set the ground on fire by pure hatred alone.
  • Walking Wasteland: The fire trail he leaves behind is meant to ensure that no plants can grow wherever he steps.

    Firestarter 

Firestarter

https://static.tvtropes.org/pmwiki/pub/images/prime_209.png

The boss of the Desert Strike survival level. A Mental-Altani mech equipped with fire-based weapons.


  • Exploding Barrels: Launches these into the sky as a ballistic strike.
  • Fire-Breathing Weapon: Its main weapon should you get too close to it.
  • Palette Swap: Not even that. It looks identical to the PRIME-209, but has a different moveset. It's likely just the same model given different guns.

Introduced in Serious Sam VR The Last Hope

    Giant Mummy 

Giant Mummy

The boss of Earth. A very, very big mummy.


    Giant Anomaly 

Giant Anomaly

https://static.tvtropes.org/pmwiki/pub/images/giant_anomaly.png

The boss of Pladeon. A strange, spherical creature with the ability to manipulate magnetic fields.


  • Defeat Equals Explosion: When defeated, the anomaly goes crazy with energy and explodes.
  • Gravity Master: Its presence causes problems when it starts to pull the Battlecruiser Saratoga out of orbit. It also levitates debris to defend itself when Sam fights it.
  • Shielded Core Boss: The anomaly shields itself with a big shell made out of metal and rebar-filled concrete from the tower you fight it on top of. You either have to shoot it when it opens up to throw pieces of the shell at you or create your own openings with weaponfire.
  • The Spook: Absolutely nothing is known about this thing. It doesn't look like any other creature in the Serious Sam universe and it's not even clear if it is connected to Mental at all.

    Shaanti Dragon 

Shaanti Dragon

https://static.tvtropes.org/pmwiki/pub/images/shaanti_dragon.png

The boss of Shaanti. An experimental superweapon Mental is trying to test in secrecy.


  • Bioweapon Beast: It isn't guarding Mental's superweapon, it is his superweapon.
  • Our Dragons Are Different: An eastern-style alien dragon that's also an experimental superweapon.
  • Technicolor Fire: Shoots flame balls in all rainbow colors. Interestingly, it fires these from the colored gems on its body, not from its mouth.

    Swamp Hive 

Swamp Hive

https://static.tvtropes.org/pmwiki/pub/images/ss4_boss_swamp_hive.jpg

A massive pink and green spider-like creature genetically modified by Mental. As its name implies, it's a host for other creatures such as the Zubenhakrabian Spider.

In The Last Hope, it's fought as the boss of Valtos. In 4, another one is fought in the Colosseum at the end of the "Morituri Te Salutant".


  • Giant Enemy Crab: A truly massive crustacean.
  • Ground Pound: It can shake off the ground by hitting it with one of its legs, releasing an earthquake.
  • Mook Maker: How it fights in battle. It spawns hordes of enemies that Sam must overcome while dealing with it.

    Spaceship 

Spaceship

https://static.tvtropes.org/pmwiki/pub/images/spaceship_2.png

The first boss of Arcadia Minor, a massive spaceship.


  • Boss Tease: Seen throughout the first two levels of Arcadia Minor before it is finally fought in the third.

    Earth Giant 

Earth Giant

https://static.tvtropes.org/pmwiki/pub/images/earth_giant.png

The Final Boss of Arcadia Minor and the game as a whole.


  • Advancing Boss of Doom: Like the Giant Mummy, the Earth Giant will slowly drag itself towards Sam. If not killed before it reaches him, it will slam its fist onto Sam for a One-Hit Kill.
  • Came from the Sky: According to the High Priest, the Earth Giant came from the stars millenia before Sam encounters it.
  • Final Boss: Of The Last Hope.
  • Rock Monster: A massive creature made of rock.
  • Nature Spirit: Worshipped as such by the natives of Arcadia Minor. Whether or not it actually is one is unclear, but the fact that it was sent by Mental makes this questionable.

Introduced in Serious Sam 4

    Lord Achriman 

Lord Achriman

Subjugator of the Great Council / Hegemon of Liminality / Lord of the Shadows

Voiced by: Simon Paisley Day

https://static.tvtropes.org/pmwiki/pub/images/lord_achriman_ss4.png
Appearances: Serious Sam 4
Mentioned in: Serious Sam VR The Last Hope, Serious Sam 3: BFE, Serious Sam: Siberian Mayhem
"Today I wish to speak to you humans out there who are choosing to fight. I know that you believe you are doing the right thing. You believe there is a cause, a struggle worth dying for, but let me tell you the truth: there is nothing worth fighting for." - Lord Achriman

One of Mental's oldest servants and his chief general in Europe, directing the invasion of Earth and the subjugation of its populace. He is also his chief propagandist and philosopher, delighting in the deconstruction of everything his enemies value.

He was first introduced into the series via the so-called "Witch-Brides of Achriman" in BFE, once great sorceresses that he deceived and corrupted into his personal slaves.


  • Aliens Are Bastards: He's the mastermind behind turning humans into zombie-like creatures in Mental's army. He also killed Kenny for seemingly no other reason other than to spite Sam.
  • Animal Motifs: Butterflies. His horns resemble antennae and the lower half of his body is encased in a mobile cocoon. Though the energy wings he has during his boss fight are more akin to long feathers, he has to retreat into and fully emerge from his cocoon to gain them. Early concept art also showed him with a collar that resembled butterfly wings, which can still be seen in posters scattered around the game.
  • Asshole Victim: Nobody mourns for Achriman when Sam puts him down.
  • Big Bad: Of 4, as he's the one leading the invasion of Earth on Mental's behalf.
  • Boom, Headshot!: He has his head blown off with a shotgun by Sam.
  • Break Them by Talking: He seems to be incapable of opening his mouth without trying to deliver another speech about the futility of resistance and the worthlessness of your general existence. He is particularly intent on breaking Sam's spirit, but it never works.
  • The Bully: Bill Corwin calls him out as being this. At the end of the day, behind all of his dramatic speeches and sophisticated philosophizing, Achriman is just someone who uses his authority and power to stomp on those weaker than him.
  • Card-Carrying Villain: Outright calls himself one of the villains from humanity's perspective in one of his propaganda speeches.
  • Contrasting Sequel Antagonist: While most of the villains seen in the previous Serious Sam games are generally comedic, silly, and not meant to be taken seriously, Lord Archriman contrasts them with his sadistic and cruel personality and lack of comedic qualities.
  • Climax Boss: While he isn't the Final Boss, the fight with Achriman was built up for most of the game, concludes the long search for the Holy Grail and is followed by the revelation that the entire mission was a lie and that General Brand was the villain shown in the opening sequence.
  • Defiant to the End: When he's finally defeated, Lord Achriman spends a majority of his last words telling Sam that his victory means nothing.
  • Dirty Old Man: Implied. Lord Achriman does not express any explicit desire for anyone, but there's still nonetheless the fact that he's one of Mental's oldest servants (making him at least a couple million years old) and brainwashed a large number of Hot Witches to be his personal Slave Mooks, which are referred to as the "Witch-Brides of Achriman" and made to wear Stripperific outfits.
  • Doppelgänger Attack: Creates several illusionary clones that attack independently during his boss fight. They can be easily destroyed by shooting at them, which is good since he creates increasingly more of them the lower his health gets.
  • Early-Bird Cameo: Was mentioned as just another of Mental's goons in 3 and even then only in the NETRICSA entry for the Elite Mooks that are his Witch-Brides. Then he made his proper introduction as the Big Bad of 4.
  • Evil Brit: He has an upper class British accent.
  • Evil Is Petty: His reason for killing Kenny in front of Sam was purely out of cruel sadism just for the sake of it.
  • Fantastic Racism: He has a very low opinion of humans, viewing them as inferior and stupid, and it was his idea to have them converted into zombie-like creatures as part of Mental's army. Achriman outright calls humanity "a disease" before his boss fight.
  • Faux Affably Evil: He always speaks in a polite and calm tone of voice, all while displaying a very arrogant and condescending attitude towards the characters he communicates with.
  • Hated by All: He is not liked by anybody in the game, and it's not hard to see why.
  • Hate Sink: He is a cruel sadist and a sociopath with absolutely no redeeming qualities.
  • Hope Crusher: He does everything he can to persuade humanity into giving up their war with Mental's army, telling them there is nothing worth fighting for and that their efforts will be in vain. Too bad it doesn't work against Sam.
  • Jerkass: He gets a kick out of mocking Sam and his team, and he also no qualms against killing people in front of their own friends just for his own amusement.
  • Kick the Dog: He murders Kenny in front of Sam.
  • Killed Mid-Sentence: He is caught completely off-guard by Sam quoting Kenny's "I lost my shoe", expecting a regular Pre-Mortem One-Liner. Sam blows his head off before he can finish voicing his confusion.
  • Large and in Charge: Subverted. While most Serious Sam bosses are quite huge, Achriman is only about 12-15 feet tall. Later on, he detaches from his cocoon, and without it, he's only a little bigger than a human.
  • Manipulative Bastard: His Witch-Brides were once members of a Great Council that came into conflict with Mental. Achriman used their desperation to trick them into an alliance with him, not knowing that he himself was one of Mental's servants, then overwhelmed them with his dark powers when they lowered their guard.
  • Meaningful Name: His name is only one letter different from "Ahriman", the God of Evil in Zoroastrianism.
  • Mouth of Sauron: Being that he is Mental's lead propagandist in addition to one of his generals, Achriman effectively serves as his master's voice.
  • Obviously Evil: It's very easy to tell just by looking at him that he is not a nice guy.
  • Sarcastic Clapping: He announces his presence like this when he and Sam first meet in the Colosseum in Rome, "congratulating" Sam for making it this far.
  • The Sociopath: He views Good and Evil as being shallow concepts made up by humans, and throughout the game he shows a complete Lack of Empathy towards humanity, as well as reveling in the suffering he inflicts on others.
  • Sadist: He revels in being a cruel bastard to others and Kicking The Dog at every opportunity.
  • Shock and Awe: Has a dangerous lightning attack that's tricky to avoid. He also seems to use this when throwing debris at Sam.
  • Smug Snake: He thinks that discouraging Sam from trying to win the war by making him think there's nothing worth fighting for will be enough to keep him down, only to be proven wrong multiple times. He also talks like a postmodernist critical theory professor who thinks he's Hannibal Lecter/Tywin Lannister; Sam puts him in his place by not taking the bait and also being totally random.
  • Soft-Spoken Sadist: Even when he's committing reprehensible acts of cruelty, he never drops his polite demeanor.
  • Straw Nihilist: Preaches the belief that nothing matters, only the One Infinite.
  • Vile Villain, Saccharine Show: Unlike previous Serious Sam villains, Achriman has absolutely no comedic moments and he is played seriously (no pun intended) in every scene he is in.
  • Villain Has a Point: Claims that humanity has no hope of defeating Mental in this war. Unfortunately, he was right. Good thing humanity has a second chance via the Time-Lock.
  • Wicked Cultured: Has an extensive knowledge of human culture and studied the teachings of various human philosophers, some of which he even commends for recognizing the flaws in the concept of heroism.

    Megalopolyp 
https://static.tvtropes.org/pmwiki/pub/images/ss4_boss_megalopolyp.jpg
A huge monstrosity fought at the end of "Machina Ex Deus", shortly after Sam acquires the Popemobile.
  • Ambiguous Situation: Its NETRICSA entry isn't entirely sure whether it was deliberately created or is simply a result of too many protopolyps being in one place.
  • Car Fu: One of its attacks consists of throwing cars and other debris at Sam.
  • Combat Tentacles: Has lots of them and puts them to good use.
  • Stationary Boss: Doesn't move from its location. As compensation, it has quite the health pool, to the point Sam has to sustain quite a fight aboard his mech.

    Spoiler Boss 1 

Ugh-Zan VI

Gargantuan Guardian / Warlock of the Portal / Tah-Um's Foot

https://static.tvtropes.org/pmwiki/pub/images/ss4_boss_ugh_zan_vi.jpg
Appearances: Serious Sam 4
A towering monstrosity fought at the end of "From Earth With Love". He's summoned by Brand once Sam is defeated in the charge against Mental's forces.
  • Atrocious Alias: One of his titles is "Tah-Um's Foot", which really doesn't sound all that intimidating for a colossal warlock. Justified though, since it is mentioned that his title lost a lot of its threatening tone during translation into English.
  • Attack of the 50-Foot Whatever: Manages to be at least 4x bigger than both the Megalopolyp and Swamp Hive together, both of which tower over the Vatican and the Colosseum respectively.
  • Bait-and-Switch Boss: The last two levels set up General Brand as the final boss, only for Ugh-Zan VI to show up at the last moment and replace him as the game's final villain.
  • Battle Strip: Downplayed. Ugh-Zan VI takes off his metal mask and throws it aside after his Healing Factor is removed, gaining a more powerful version of Ugh-Zan III's Breath Weapon attack.
  • Colossus Climb: Sam has to use his newly acquired grappling hook to climb onto Ugh-Zan VI and plant C4 on the lightning rods that give him his Healing Factor.
  • Didn't Think This Through: Flicks Brand off his hand when he rejects Brand's offer. What he didn't realize was that this would also free Sam, whom Brand was holding in his own hand at the time.
  • Eye Beams: Can shoot deadly lasers from his eyes. Unlike his other attacks, these are pretty fast and need to be avoided by sidestepping them.
  • Feed It a Bomb: After he is defeated and falls on his knees, Professor Kiesel warns that he will simply get back up if they don't find a way to finish him off. Sam decides to break the False Grail and throw it down Ugh-Zan's throat before it explodes. The results are spectacular.
  • Final Boss: Of 4.
  • Healing Factor: Just like his predecessors. Removing this is the goal for the first half of the fight.
  • Mighty Glacier: Has a massive amount of health supported even further by the lightning rods on his body, but his movement is so slow that he borders on Stationary Boss.
  • Multi-Armed and Dangerous: Notably averted. The Ugh-Zan Dynasty is mentioned to have a preference for having four arms, yet Ugh-Zan VI is the only known member to only have two. Ugh-Zan IV even had two additional cybernetic arms so he could have four.
  • Sequential Boss: The first part of his boss fight involves Sam destroying the metal rods that heal him with C4 charges. Then Hellfire summons a mech and Sam has to shoot him until he dies.
  • Your Head A-Splode: How he is finally killed.

    Spoiler Boss 2 

General Howard Brand

War Dog / The Last Human / Beast of the Apocalypse / Lord of Despair

Voiced by: Wally Wingert

https://static.tvtropes.org/pmwiki/pub/images/ss4_generalbrand.jpg
Click here to see his boss form
Appearances: Serious Sam 4, Serious Sam: Siberian Mayhem
"I didn't even need to invent General Brand, you already believed in him. He's that tough old bastard who doesn't play by the rules. But if we trust him, he'll do what needs to be done."

Howard "War Dog" Brand was a member of the Earth Defense Force and the founder of the Alien Artifact Acquisition, ranking as General. He is a major character and the secondary antagonist in Serious Sam 4, as well as the final boss of Serious Sam: Siberian Mayhem.


  • All for Nothing: Brand manipulated his team into finding the Artifact of Doom for him, betrayed all of humanity for his own survival and became the most despised human on the planet, only for Ugh-Zan VI to outright reject his offerings and flick him away like an insect.
  • Asshole Victim:
    • In 4, he ends up being tied to a rocket and then launched into the portal Mental was using in the end. And considering what a bastard Brand is, it's more than well-deserved.
    • In Siberian Mayhem, his shotgun-to-face treatment is more than deserved.
  • Attack of the 50-Foot Whatever: After being affected by the MacGuffin, he becomes a monstrosity that dwarves Sam and the other characters of the game.
  • Bad Boss: Orders the immediate eruption of Mount Vesuvius when his field team was still in the blast zone. While there was some radio interference that made Sam's message difficult to understand, him later trying to get rid of them by having them thrown to the harvester drones is blatantly cruel.
  • Bait-and-Switch Boss: For a majority of the game we're led to believe that Achriman is going to be the Final Boss. This trope is then pulled on Brand himself once Ugh-Zan VI enters the picture.
  • Bald of Evil: He's bald. And you can't get more evil than being a Quisling.
  • Big Bad Wannabe:
    • He's positioned to become the new Big Bad in Achriman's place after his death at the hands of Sam. However, when presenting a captured Sam as a gift to Ugh-Zan VI in the final level, he's flicked off and rejected by the colossal warlock. The EDF later straps him to a nuke being fired at the portal Mental's army was using.
    • Even in Siberian Mayhem, where you fight him for real, he puts himself as the new villain. Sam proves him wrong.
  • Bitch in Sheep's Clothing: He first appears to be a well-meaning general who wants to save the world, even through pragmatic means. In reality, however, he is a backstabbing Smug Snake with a god complex who wants to become the last surviving human by finding the Holy Grail and selling out humanity to Mental.
  • Card-Carrying Villain: When he tells Sam that it doesn't matter how many villains he kills, since Mental can replace them all, he's clearly referring to himself.
  • Chronic Backstabbing Disorder: He has no qualms against betraying and selling out his own allies and joining the enemy if he think they're the winning side.
  • Cold Sniper: His first scene has him sniping Kleer from a distance.
  • Combat Pragmatist: He even proudly calls himself such.
  • Cool Shades: Arguably the only likable aspect of Brand, which really isn't saying much.
  • Cutscene Boss: You don't actually fight this guy. He only appears in cutscenes. You finally fight him as the final boss of the Siberian Mayhem DLC, which seems to take place in an alternate timeline from the main game.
  • Defiant to the End: When the A.A.A. team straps him to the nuke that's about to be shot into the Tunguska Portal, Brand just rants about how they have no idea what Mental is capable of until he's shut up with duct tape.
  • Dirty Coward: When you're willing to sell out humanity and your own allies to the enemy for your own survival, it's hard to get any more cowardly than that. It's probably no coincidence either that his first name, Howard, rhymes with Coward.
  • Establishing Character Moment: At the beginning of Chapter 3, he's seen sniping out Kleer that were chasing Hellfire's bus.
    "Ezekiel went to the valley of bones... (Shoot) And the Lord said to him... (Shoot) Can these bones live? (Shoot) And Ezekiel said... (Shoot) Oh, Lord, they will obey your commands."
  • Evil All Along: As mentioned above, he appears at first to be one of the good guys, but is eventually revealed to be anything but.
  • Evil Is Petty: Upon witnessing his transformation, Father Mikhail speaks a prayer. Brand responds by impaling him on the artifact and asking him where his God is now.
  • Evil Sounds Deep: Has a deep, commanding voice and is a truly despicable scumbag. It becomes even deeper once he mutates.
  • Fallen Hero: He was one of the most respected men in the EDF and a staunch defender of the Surveyor crew after they accidentally awakened Mental. Now he's no better than any of the monsters he used to defend Earth from.
  • Faux Affably Evil: Although he first appears to be friendly and polite, it's just a facade he puts on to hide his true colors.
  • Final Boss: Of Siberian Mayhem.
  • Hated by All: After his betrayal becomes apparent, every single human left alive hates him with a passion and the EDF even put a "kill on sight" order on him. Even the Horde doesn't want him, though that probably has less to do with him being a traitor and more that he's a human.
  • Hate Sink: Brand is a despicable scumbag who manipulates others for his own personal gain, and then back-stabs them when they are no longer of any use to him.
  • Humans Are Bastards: A backstabber and a traitor with self-serving motivations, Brand represents all the worst aspects a human can possess.
  • I Did What I Had to Do: Subverted. He justifies his more ruthless methods by saying that in war, you have to make tough decisions for the greater good. However, it's later revealed it was all for his own selfish goals.
  • It's All About Me: Brand cares about only himself and no one else, and he sees everyone around him to be used and discarded for his own benefit.
  • Immortality Immorality: His ultimate goal is to become immortal and the last surviving human by obtaining the Holy Grail, and is willing to betray his own team and humanity to Mental is order to achieve that goal.
  • In a Single Bound: One of the powers that the False Grail grants him is the ability to leap impressive distances with no effort.
  • Kick the Dog:
    • He stabs Father Mikhail for no reason, other than to be a dick.
    • In Siberian Mayhem, he kills a Russian partisan for no reason.
  • Les Collaborateurs: He decides to join Mental's army and betray humanity in the hopes of becoming immortal.
  • Lightning Bruiser: When fought in Siberian Mayhem, he's tough, incredibly fast, and has a wide array of powerful attacks, thanks to his use of the False Grail. Especially in the second half of the fight after he absorbs the Grail into his body and goes One-Winged Angel.
  • Manipulative Bastard: He had been using Sam and everyone else for his own agenda by pretending to be on their side.
  • Misanthrope Supreme: As he summarizes when revealing his true intentions, Brand considers the entirety of the human race to be nothing but idiots that will believe anything they are told. He thinks humanity stands no chance against Mental, so Brand willfully tries to aid Mental in wiping out his own species and actively participates in the Tunguska Offensive by killing dozens of EDF troops before noticing Sam.
  • Names to Run Away from Really Fast: He clearly wants this to be the case by giving himself apocalyptic titles like "Lord of Despair" and "Beast of the Apocalypse", but everyone else just thinks they're absurd.
  • Oh, Crap!: His expression when Sam puts a shotgun to his face in Siberian Mayhem says it all.
  • One-Winged Angel: The Artifact of Doom mutates him and gives him supernatural abilities. When transitioning into his second phase in Siberian Mayhem, Brand absorbs the full power of the staff and becomes even more powerful.
  • Playing with Fire: A large part of his moveset when you fight him in Siberian Mayhem is fire based.
  • Pragmatic Hero: Justifies his more morally questionable actions by stating that, as a leader in a losing war, he needs to make tough choices to ensure humanity's survival. He even claims that his betrayal is the pragmatically correct choice, but it's also clear that he just plain doesn't care.
  • Pragmatic Villainy: Doesn't kill Sam when he has the chance and pleads with him to give up peacefully when Sam escapes. It's clear however that he only does this so he can offer up Sam as a bargaining chip.
  • The Quisling: Willing to sell Earth for purely egotistical motivations.
  • Smug Snake: He thought he had a better chance of survival by selling himself out to Mental, but is ultimately proven wrong in the end.
  • "The Reason You Suck" Speech: Gets a simple but effective one from Sam in Siberian Mayhem, right before his mind is blown.
    Brand: This can't be happening. I made all the right choices. I am the Last Human!
    Sam: All the right choices, huh? That's funny. I spent a lot of time thinking about what turned you into a traitor. Was it fear? Delusion? Greed? You know what I realized, Howard? (points shotgun at Brand's face) You're a fucking idiot.
  • Saved by Canon: Since Howard makes it to the Tunguska Offensive to recapture Sam at the end of 4, which Siberian Mayhem is an Interquel to, you'd think he has to escape somehow after his boss fight in the latter, right? Nope. Sam executes Brand with his shotgun, after which Future Sam shows up to reveal that the game takes place in an Alternate Timeline.
  • The Sociopath: He puts his own survival over others, including his own squad, manipulates others until they are no longer of any use to him, and he is more than happy to sell out humanity to Mental's horde for his own survival.
  • Spikes of Villainy: His mutated form has several tiny spikes jut out from his head and shoulders. He also grows several larger ones on his back and shoulders in his final form in Siberian Mayhem.
  • There's No Kill like Overkill: His death at the end of 4. His former subordinates in the AAA Team strap him to a nuke, put a piece of C4 to his leg for good measure and then fire him through a gigantic alien portal that may not even have breathable atmosphere on the other side.
  • This Cannot Be!: Brand is left completely baffled that he's lost after being defeated in Siberian Mayhem, claiming that he "made all the right choices".
  • Turns Red: After depleting his health bar in Siberian Mayhem, he becomes wreathed in flames and becomes a lot more dangerous, forcing you to deplete his health again. Bonus points for literally turning red.
  • Undignified Death:
    • He tries to join Mental's side because he considers them the winning side, only to be rejected, and then tied to a rocket by the people he betrayed. A very humiliating but poetic punishment for a backstabbing weasel like Brand.
    • Taking a shotgun blast to the head in the Siberian Mayhem expansion is still a pathetic death, but at least he went down fighting instead of being The Unfought like in the main game.
  • The Unfought: In 4. Despite being built up as the game's final villain, the actual Final Boss knocks Brand unconscious and Sam destroys the source of his power in the meantime. Brand is then swiftly captured off-screen and sent on his way in a cutscene. Averted in Siberian Mayhem, where you finally get to face him directly.
  • Villain Has a Point: Both he and Achriman are convinced that humanity has no way of defeating Mental and his forces. As the game's canonical sequel shows, they were correct.
  • Volcanic Veins: His second phase in Siberian Mayhem has these. They disappear once he's defeated.
  • Walking Spoiler: His betrayal isn't apparent until after the demise of Lord Achriman.
  • You Have Outlived Your Usefulness:
    • After Brand discovers the Holy Grail, he reveals both his true motives and colors, and betrays Sam and his team.
    • Siberian Mayhem shows he also pulled this on the Russian mining operation that tipped him off to the Artifact of Doom in the first place.

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