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Pyramid Peril is a level in Inkwell Isle Two, where the fight with Djimmi The Great takes place. It is represented on the map by what looks like to be a pyramid attraction (judging by the fake plants). This is one of the three initially available levels on the isle along with Sugarland Shimmy and Carnival Kerfuffle.

The level is set over a desert with mountains and four pyramids enclosed by a large maze. During the fight, the players circle around the desert.

This fight has five phases, four on Simple Mode.


Djimmi The Great puffs in, goes from smoke to his normal form. He places a chest onto his carpet, which opens up to reveal one of three things:

  • The first possibility is the Egyptian cats. They go to whatever direction you are in when the chest opened, and splits into 2, revealing 3 Egyptian cats that track you, but fortunately move slowly. One of these can be parried.
  • The second possibility is the sword attack. Four swords come out of the chest and either go to the left of the screen, the bottom or the top. One or two are can be parried. They do go after the location you were at once they started launching. Another wave can come if you don't end this first phase fast enough.
  • The last possibility is a bullet hell of treasure. The treasures fly at random directions, so precision and reflexes are key here. Some of the treasures can be parried.
Be warned that Djimmi will also shoot his skull out at one point just after the beginning of the fight, during all of these possibilities. While he does this once, be warned that he does this attack two times on Expert. In Simple Mode, he will not shoot his skull out.

Djimmi does a meditating pose, and disappears. There is now a floor and a ceiling. You come across multiple totems, each having five parts. On each of the totems, one or two are Djimmi's face. The one which is a face is the one you have to shoot down. There is also a saw in between the totems, and it rotates around so you have to watch for that. The saw blades don't appear in Simple, and are faster in Expert. After a while, he will go into his next phase.

Damaging the totems also counts as damaging Djimmi himself, but it's recommended to simply try and make it through.

A sarcophagus will come down, and inside is Djimmi's slug form, and what appears to be a galaxy in the background. Djimmi moves up and down, so you have to focus on his head while its going up and down. Mummies will fly out of the sarcophagus at random, with their hand position determining their speed. Djimmi's head will sometimes shoot out two eyeballs that go up and down at fast speeds and clap into each other, a small window to shrink through and doesn't cover the entire screen.

Once this phase is defeated, the sarcophagus will close and sadly bob away.

Djimmi will be meditating on his carpet again, scanning the player, before his head turns into a light bulb. He will then transform into a hand and show the 4th phase, a puppet that bears resemblance to Cuphead and Mugman.

His turban tracks your location in an attempt to damage you. The puppet will shoot two waves of three to six projectiles from his hand, with some of them can be parried. Every now and then, in Regular or Expert Mode, his turban will stop and fire a cross of bullets. This is the knockout for Simple mode.

This phase can be skipped if the player(s) shrinks while he is scanning the player. This does not happen in Simple Mode.

When the puppet is knocked-out, you will engage Djimmi one last time. He summons 3 Eye Pyramids and has the ability to shoot projectiles from his turban. One pyramid will open its eye and fire a laser that shoots in all four directions. When enough damage is dealt, Djimmi will be coughing on his own pipe, ending the fight.

If one were to access the secret route, Mini-Cuppet will be in the center of the pyramids, and shoot bullets, rotating its head clockwise or counter-clockwise in its cardinal directions. Every other projectile it shoots can be parried. Mini-Cuppet itself can be knocked out.


  • Don't rely on luck during the fight to pave your way. Memorize the treasures and act fast during each phase.
  • Utilize Mini-Plane form often, especially during Phase 2 and Phase 4.
  • There is a trick to beating Djimmi's third phase; simply stay at the very top and constantly fire mini-bombs towards him.


Regular Mode Expert Mode


Version Soundtrack
In-game soundtrack Cuphead_OST_-_Pyramid_Peril_In-Game_Version
Original soundtrack Pyramid_Peril
Death screen sountrack Cuphead_-_"Pyramid_Peril"_Game_Over_Screen_Version



  • This is one of the few boss levels to not have alterations of any kind in the music.
  • The "second" phase is actually hard-coded in to be considered the second boss.
  • This fight has the most phases of any of the bosses, unless you count All Bets Are Off!
  • It is one of the three boss fights which got updated with a secret to a phase when added into version 1.2.0.
    • Of the other bosses, he is the only airplane boss to have a secret phase.
Boss Levels
Inkwell Isle One
Botanic Panic!Ruse Of An OozeThreatenin' ZeppelinFloral FuryClip Joint Calamity
Inkwell Isle Two
Sugarland ShimmyPyramid PerilCarnival KerfuffleAviary Action!Fiery Frolic
Inkwell Isle Three
Honeycomb HeraldShootin N' LootinDramatic FanaticMurine CorpsJunkyard Jive!High Seas Hi-Jinx!Railroad Wrath
Inkwell Hell
All Bets Are Off!One Hell Of A Time
Inkwell Isle Four
Gnome Way OutBootlegger BoogieDoggone DogfightSnow Cult ScuffleHigh-Noon HooplaA Dish To Die ForOne Hell Of A DreamThe King's Leap (The King's Gauntlet)