When you try to go back to the statue room, you'll be attacked, and you'll be locked in this area by transparent, blurry barriers. Find the 'Statue of Arenshnupis' straight ahead just on the left after the pillars. Leave the statue room and go straight ahead, you'll be attacked by increasingly tougher enemies the more statues you retrieve. The game will show you the next statue being raised up. Return back to where you placed the Statue of Isis, and place this statue on the plinth to the right. Grab the 'Statue of Hathor' and take care of the enemies you've spawned. The next statue is just over to your right inside the building with the shack beside it. Press to place the statue, a short cutscene will show you where the next statue is.Įxit this room the way you came in and turn left, go past the scaffolding and left again, you'll be attacked by various enemies. The Isis plinth is just on your left through the gate. Go into the pillared building straight ahead and kill the Rocketeers. Return to the surface, you'll be waylaid by Rocketeers and Gnaars, go right and immediately right again up the stairs. Head inside and grab the 'Statue of Isis'. It's down on the beach, in the wall and hidden to look like a staircase. You want to find a small gate on the left side of the island, left, as in, from where you started. There is an automatic shotgun in the shack to the right, this should be enough for you on Tourist, but you can go back and grab the Rocket launcher from the shack near the booth if you want. Find the keys in the cabin coming out of the cabin turn right and head for the square buildings, you'll be attacked by some Rocketeers, Kamikazes and Gnaars. Go straight ahead and kill the Rocketeers, Gnaars, Kleers and Werebull that attack you. The whole island is full of locked cabins and gates, the master key is straight ahead on the other side of the island. Go up the stairs and grab the pistol on the side of the booth and kill the Rocketeer. It’s possible to figure out how it all works using the game’s level editor, which Croteam shipped with Serious Sam back in 2001, but no one thought to look under the hood of Sacred Yards.After the cutscene, you'll be dropped into a new area without any weapons. Had people known there was another secret to be found, they might have kept looking. Unfortunately, no one found it, partially because Ribaric didn’t make it a counted secret. “But in any case, it was just the opposite gameplay result from regular Serious Sam.” “If done in right order, would give you a walk in the park gameplay, or one might say gameplay now similar to The Talos Principle or Dishonored,” he said. Ribaric thought some players might want to skip all the contraptions in Sacred Yards, so he built an additional puzzle that would let players bypass everything. “At that time, I didn’t want to force the decision using my lead powers,” he said, “as I already pushed some of my other ideas against team, like originally changing the game name from In the Flesh to Serious Sam, having only crazy action gameplay to speed up the development, so we can actually finally finish the game.” In the end, it stayed in Serious Sam as a secret. Once Ribaric had built all this unique stuff, he wanted Sacred Yards to become one of the game’s main levels, but others pushed back. Both were early champions of Serious Sam. It even has a shout out to Valve writers Erik Wolpaw and Chet Faliszek, who were then writers for the influential PC website Old Man Murray. Sacred Yards has mechanics that aren’t found in the rest of the game, including switch puzzles. But I told them I don’t like throwing things out and I would see what I can do to - at least have it as a secret level.” I did a quick look and, yes, layout was pretty basic, a T-shaped level with no specific areas or landmarks. “They did warn me that with its simplistic layout, they were not 100% confident it was good enough to have it in the final game. “Davor Hunski and Davor Tomicic, who were level designers at that time, handed me that level, so I can figure out what is to be done, where to go and to create gameplay,” said Ribaric. Ribaric also happened to be the design lead on the first Serious Sam. He asked Ribaric if there was something else to be discovered in Sacred Yards. SolaisYosei recently started working at Croteam as a designer, which gave him access to CEO Roman Ribaric. Great, now everyone can open the secret door! But it doesn’t end there.
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