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This article contains spoilers. Read at your own risk!

The Sunken Pyramid is the third level of the Bright Island campaign in Serious Sam Classics: Revolution.

Plot[]

After downloading some valuable data from the ancient library in the abyss, Sam continues further upwards to find an exit back to the surface. He discovers a massive underground temple once used as a research complex by the First Ones, dedicated to molding and experimenting with elemental energy. After the great catastrophe that created the Bright Island the pyramid sunk deep below ground, until it was eventually discovered by a second Sirian expedition. Now repurposed as a sort of test for potential interdimensional travelers, Sam has to enter the pyramid and brave its many challenges to get out of the caves and closer to the Astral Engine.

Secrets[]

  1. Scattered throughout the level are five small health pills which, when collected, grant access to the secret Valley of Plenty level. The first is next to the door behind you in the starting room. The second and third pills are each in the first and second element rooms respectively; the second pill in the first element room will be found on top the torch to the left of the exit door; the third pill in the second elemental room will be found upon taking an immediate left turn when entering; again, on top of a torch. The fourth pill is hidden on the torch in the far left corner of the light path room and the fifth and final pill is located in the next room with the last element in a similar location as the third pill. The popup "Secret End Boss Supplies Found." This will make an XM214-A Minigun appear on the top floor.
    Once all pills have been collected and the boss defeated, go to the hallway with the platform leading you to the next level. Looking at the wall, you will see a second cave below the one the platform will take you to. Step on the platform, and fall off it right before the platform finishes its ascent. This second, lower cave will lead you to the secret level.
  2. At the very back behind the bottom of the pyramid is a heart, a Serious Speed power-up and a papyrus that clues you in to the existence of the secret level. Picking these up will spawn various Aludran Reptiloids at the front of the pyramid; the Reptiloid types spawned are dependent on the difficulty selected.
  3. Early on in the pyramid is a room with large golden masks on the walls. In the middle of the right side-room is a single pillar. At the top behind it is a target, which will drop a backpack full of ammo for the CDF-ST-005 Plasmathrower when shot.
  4. Later in the level is a large room with spinning platforms on top of some lava, which also contains the XPML21 Rocket Launcher. Inside the corridor to the left with the small fenced-off rooms, head to the last small room with the Large Armor. In the corner behind the left brazier is a small dark button. It will open up a wall on the way back that reveals a MK III Grenade Launcher, a grenade Ammo Pack, an Invulnerability power-up, and a long line of pills and armor shards. The invulnerability can be of great use in skipping the lava challenge.

Trivia[]

  • Sunken Pyramid is the only Bright Island level to have completely unique ambient and combat tracks, rather than using ones from other Serious Sam levels.
  • The shadow path room is an ideal place to earn the Sam I am achievement. Every time the player steps off the track, 10 Marsh Hoppers are spawned in each of the six pipes in the room. The Marsh Hoppers in the front two pipes will always become aggressive and hop out to attack, but as long as you stay near the entrance wall, the others will stay idle in their pipes until you walk forward. You can fill the room with 40 more Marsh Hoppers each time by repeatedly failing the challenge, as there is no limit to how many can be spawned. Once a comfortable number has been reached (or you are starting to have performance issues), make a quick save and simply detonate the Serious Bomb provided to you earlier in the level, killing all enemies in the room even if they aren't aggressive. Reload the quick save and repeat as often as necessary for the achievement to unlock. Just be careful not to walk forwards, as the massive number of Marsh Hoppers will most likely crash the game if activated.

Glitches/bugs[]

Broken spawner[]

Note: This broken spawner concerns single player Serious difficulty.

  • A spawner after the alternating gravity room without a template.

The maximum kill count according to NETRICSA is 623.


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