![]() |
Ruins of the Abyss is the second level of the Bright Island campaign in Serious Sam Classics: Revolution.
Plot[]
Jumping into the heavily guarded hole he found in the Timeless Caves, Sam falls into a massive cavern filled with water and three temples with skeletal statues mounted on top of them. Investigating the larger temple teases Sam with a XL4-P 'Ghostbuster' Beam Gun, but it is taken away by some mysterious force before Sam can get to it. He blames Mental and gets a P-LAH Chainsaw instead. More importantly the upper floor contains an elevator of Sirian design that seems to lead out of the abyss, though it still needs to be powered up with two elements stored in the smaller temples nearby.
Taking the elevator leads Sam to a Sirian library, whose contents NETRICSA downloads in the hopes of finding a way off the Bright Island. The data makes mentions of an "Astral Engine" that might allow hin to escape the island, but NETRICSA can't make sense of its purpose or what it even is just yet.
Secrets[]
- Behind the largest temple closest to the starting area are three Sniper Rifle Bullets.
- Inside the smaller temple to get the water element, you have to jump across some grate platforms on which Geyser Golems occasionally spawn. There is an Extra Large Health on a side platform early on in the challenge, which counts as a secret.
- After taking the elevator out of the temple there is a small maze you have to go through to get to the library. Keep heading left until you are in a small room with a large crack in the wall. Look through the crack and get a nice view of the previous area, which also registers the secret.
Trivia[]
- The music in this level is reused from the second half of the Serious Sam: Xbox rendition of Courtyards of Gilgamesh, Temple of Gilgamesh.
- During the elevator section, when the door opens and closes, the plasma wall opening/closing sound effect from Serious Sam 3: BFE can be heard.
Glitches/bugs[]
Broken spawners[]
Note: These broken spawners concern single player Serious difficulty.
- The room where the player gets the chainsaw has a spawner which should spawn three Minor Bio-mechanoids based on how many enemies have been killed:
- A spawner in the same room that spawns ten Kleer Skeletons will make a Minor Bio-mechanoid appear when all ten Kleers are killed.
- Still in the same room, there are five Gnaar spawners, four of them spawning four Gnaars each and the fifth one spawning ten of them. The above Minor Bio-mechanoid spawner interacts with these Gnaar spawners by spawning a Bio-mechanoid for every 20 dead Gnaars up to a maximum of 40, but because only 26 Gnaars can actually be spawned, the third Minor Bio-mechanoid never appears.
- A Beheaded Firecracker spawner just outside the entrance to the first underground temple.
- Another Firecracker spawner outside the entrance to the second underground temple.
The maximum possible kill count is 597.