During the journey to the Time-Lock, Sam's car has run out of gas and the sudden appearance of a Sandwhale forces him to abandon the car and run. Sam now has to fight his way against Mental's Horde who appear en masse in order to try to stop him from reaching his destination. After Stone has finally reached the hills leading to the Time-Lock, all he needs to do is wipe out Mental's final defense and activate the Time-Lock to start his mission.
Secrets[]
Near the Beheaded Kamikaze fight, instead of going left following the path, go straight — right, you will arrive at a dead end. Look up, and you will see a box in the rocks, destroy the box with a rocket to drop some A-24 Devastator shells down onto the ground.
In the large area with some ruins, on the left close to the sand border next to an arch, on the side closest to the sand is some electricity.
In the large area with some ruins, enter the central temple in this area, look up at the hole in the ceiling and shoot down the box to get a clip of sniper bullets.
Near the Sirian Werebull fight, at the double-rock archway after the first clearing there are a bunch of boxes and ammo and a rocket crate. Beneath one of the destructible crates is some Devastator shells.
Related achievements[]
Serious Sam 3: BFE[]
The doorman should wear a suit
10
Awake the Guardian of Time.
Queen Hatshepsut
Complete The Guardian of Time in single player on serious difficulty without dying or loading.
Serious Sam 3 VR: BFE[]
The Doorman Should Wear a Suit
Awake the Guardian of Time.
Serious Sam Fusion[]
The Doorman Should Wear a Suit
Awake the Guardian of Time.
Trivia[]
In the original version of Serious Sam 3, if the player stands on top of the car and waits for the Sandwhale to go back into the sand and then gets off the car, the Sandwhale will instantly eat them. This does not work in the Serious Sam Fusion version, as the car will disappear shortly after the Sandwhale leaves.
In another reference to The First Encounter, the music used throughout the level speeds up and becomes more intense the further the player progresses through it, mirroring the music style used in The Great Pyramid.
Unlike the other levels in the campaign, there is no "peace" music. Instead, the music ("FinalBattle) plays continuously, and slowly becomes more dramatic and intense to reflect the player's situation as they progress through the level.
Incident at the Arena·Senator Cicero's Villa·The Senator's Vineyards·Praetorian Camp (lost level) ·Via Aurelia·Opening the Aurelian Gates·The Forum Romanum (lost level) ·Temple of Neptune·The Forum of Trajan (lost level) ·Through the Servian Gates·Temple of Mars·Addressing the Senate (lost level) ·Emperor's Gardens·Caesar's Sanctum (lost level) ·Caesar's Palace·Touts at the Colosseum·Under the Colosseum·Showdown at the Arena·Splashdown in Xifengkou·The Monkeys of Juyongguan·Jiayuguan Fortress·The Silk Road (lost level) ·Dunhuang Oasis·Magao Caves·Cave of the Wickermen·The Gate of Supreme Harmony (lost level) ·The Three Halls of Harmony·Yuhuayuan - Imperial Garden·The Beast Beneath the Palace·A Chilly Reception·The Steam Tower (lost level) ·Temple of Steam·The Deep City·The Geothermal Tunnels (lost level) ·The Guardian Gates·Hall of Translation·The Tower of Confusion·Hall of Transposition·The Corridors of Power (lost level) ·Ascending the Throne·Sirian Mothership·Engine Core Critical·Gallery (lost level)