BtB2024 - BEYOND THE FALLS OF WADI EL-RAYAN

 

Levels by shabaobab

 

Walkthrough by Phil Lambeth. Click here for LoreRaider's video walk.

 

 

Level 1: BEHIND THE FALLS OF WADI EL-RAYAN

 

After sliding down to an underground area, hop down from the raised slab and deal with three scorpions. The floating skull serves as a device for acquiring hints at strategic spots throughout the game. Pick up flares, a first aid kit and crossbow arrows near the closed N door, go back a few steps into the shallow water for 3 x small medipack and return to the raised slab. There's a vine-obscured triangular opening near the S corner, so enter a small room and ignore the chain for now.

 

Stand against the S wall near the SW corner and jump up to grab a slope. Pull up, back flip to an upper area and go to the far corner to find the REVOLVER and 2 x revolver ammo for SECRET #1. Get back down and pull the chain for a cut scene of a grate lowering in an underwater area. Exit N and go around right to jump E into the deeper water. Look for shotgun normal ammo on the floor and swim down through the W opening and past the lowered grate. Continue into an open area, grab the first aid kit on the short block and turn left to swim S past three circular blade traps. Surface and pull out into a room guarded by a skeleton.

 

Grab the column crack, ledge jump back to grab the ledge and pull up in front of a closed gate. Use the nearby wall switch, jump back into the water and return to the beginning area where two crocodiles are now waiting. The first one greets you on the way out, so you may need to flip turn to give yourself more swimming room before making your escape. When you get back to the raised slab, take a running jump W to grab the block in the water. Pull up, jump W with grab onto the next block and face the S blade traps. Stand left and time a running jump past the blades to grab the S opening.

 

Pull up into the passage and pull up left past a lowered trap door in front of the closed gate. Walk to the edge and take a running jump past the blades to grab the N opening. When you pull up you'll be greeted by two scorpions and a skeleton. Enter the E alcove in the room ahead, back flip onto the slope and jump off to grab the higher opening. Shimmy left just around the corner, ledge jump back to land on the opposite slope, back flip without sliding onto the first slope and jump off with a left curve to land on a flat surface.      

 

Pull down the nearby wall switch to open the N door in the room below, get back down there and go on through as the door closes behind you. Hop down into an ornate room and find 3 x uzi ammo in the SE alcove. Approach the floating skull and press the action key for a hint concerning the upcoming pushpiece puzzle. Hop back down and go to the W pushpiece (the one nearest the wall switch). Press the action key and the right arrow key to turn the pushpiece two times so that the cat statute inside the pyramid faces the wall switch. Go to the N pushpiece and turn it two times as well so that the cat statue faces the animal head in the wall. Turn the E pushpiece only one time and the final S pushpiece three times, go to the wall switch and pull it down to lower the four pushpieces as well as a block in the E opening.

 

The exit door also re-opens, but first go over to the E side, hop up into the opening and into a small room, pull down the wall switch to lower a block overhead and return. Go up the W steps on the right side to an upper ledge, take a running jump S over the gap and grab the ledge on the other side, pull up in front of the lowered block but ignore it for now. Loop around right to the steps and take a running jump from the corner alcove to activate the N wall switch that raises a nearby platform and lowers a rope. Go back around and up the steps again, jump across the gap and turn NE to face the rope. Stand jump to grab it, turn slightly left, swing and jump off onto or past the raised platform to hear the chimes of SECRET #2.

 

Pick up the SHOTGUN and 3 x shotgun normal ammo in the N alcove, use the rope to get back across to the SW ledge and finally jump into the opening where the block lowered. Push the floor lever in the next room to lower a wall that you can see to your left past the bars. Get back down to the pushpiece room, exit via the SW alcove and turn left in the next room into the E alcove. Back flip onto the slope once again and repeat the jumping sequence to reach the higher flat surface.

 

Hop over E to the lowered wall and time a running jump past the swinging chain and the sword-wielding statue to grab the E opening and pull up to face your next hazard. Platforms rise and fall over a spear pit, but getting across is rather easy. Wait for the nearest platforms to rise, then step down and sprint the rest of the way. Go down the steps to a floor lever that moves aside the wall in front of you. Jump down into a water hole and swim W into the next room. Climb the block in front of you, shoot the crocodile and pick up the small medipack at your feet. Swim down S for shotgun normal ammo and flares, flip turn and note the underwater lever on the block you just left. But for a valuable secret, turn left just past the balcony and swim into a vine-obscured W opening. Continue around until you can surface and wade out in front of a spear field.

 

Walk slowly through the spears until you hear the chimes of SECRET #3 and pull the dead soldier away from the UZIS and 5 x uzi ammo. Walk back through the spears and swim to the previous area. Surface for air and save your game in front of the timed underwater lever you noted earlier. Pull it, turn to your right through the opening and surface, pull up into the lower part of the S alcove, reverse roll and take a running jump to grab the wall crack. Shimmy left, ledge jump back with a right curve onto the steps, run up to the top, hop up left past the timed door and onto the block below. Go down to your right for the SAPPHIRE KEY and safety drop to the balcony below.

 

The receptacle for your key is in the S wall, so use it to lower a grate behind you and to your right. Go there past the opening and jump the gap to awaken a skeleton. Stay to your right along the narrow ledge and find a triangular opening to your right that leads to a wall switch. Pull it down to open the door down below the ledge (the one you saw at the beginning of the level), return and safety drop into the shallow water. Shoot another skeleton that may be wandering about and go through the doorway to some broken steps. Jump up NE toward the floating skull for a hint and push the floor lever.

 

After the brief flyby, hop down to the steps, walk to the opened door and save your game. Stand jump forward to grab the ceiling, monkey swing across the gap and over the spikes, drop onto the first of two slopes and roll when you hit the second one so that you'll slide down backwards. Grab at the bottom so you can pause and take a breath, pull up and take a rolling back flip onto the first of several sloped columns in a lava room. Jump off each one, curving left in mid air as necessary, until you reach a swingpole. Grab it, swing around to jump onto a final sloped column, jump off and land on a flat ledge in front of a closed gate. You might want to save again here in a different slot.

 

Turn right, jump to the W column and to the N broken steps. Walk to the top, stand jump to grab the sloped column, ledge jump back to grab a crack in the column, shimmy right around the corner, ledge jump back to grab a swingpole that lowers with your weight (and at the same time opens the gate), swing around and jump off onto a sloped column, slide and jump with a right curve onto the next sloped column, jump to grab the first swingpole and continue as before to the ledge with the lowered gate. Time a run past the spears and spinning blades, pull up and get past the teeth doors.

 

Pull down the wall switch to lower a block to your right, draw your pistols, step forward and jump up to shoot the scarab symbol above the E slope. Access is provided to an overhead chain, so reverse roll, loop around left and pull down a second wall switch (timed) to move aside the wall to your left for a second or so. Face the N wall, back flip onto the slope and jump to grab a spike-trapped ledge. Don't pull up but ledge jump up to grab the ceiling. Monkey swing over the spikes and drop into the alcove with the chain. Pull it to lower a gate near the second wall switch below, hop back and slide to the lower floor.

 

Exit S past the lowered gate and around to the back side of the block. Pull down the wall switch to open the overhead trap door, get up onto the block and climb up N to an upper room with a first aid kit. The nearby ladder leads back up to the pushpiece puzzle room, but ignore it for now and go through the S opening and up the steps to a ledge overlooking an underground pool. Hop down into the water, search the floor grate for revolver ammo and swim E to the beginning area. Wade out and prepare for some backtracking through previously explored territory.

 

Go around the central slab to the E opening, jump into the water and swim around past the SW opening with the closed door and into the E opening. Surface, wade out and jump W across the gap. Follow the ledge around right, go through the triangular opening into the small room and push the wall switch back up (closing the door down below). Exit and drop down, go to the opening W of the central slab, jump into the water and pull out N, go down to the room with the floor trap door and drop to the room below. Exit to the corridor and use the wall switch to move the wall aside, use the slope in the next room to reach the monkey bars as before, but this time turn around and monkey swing S to drop into a familiar passage.

 

Go up the broken steps, jump up to the floor lever and push it back to its original position. After the flyby, hop down to the steps and loop around left to a spear-trapped corridor. To get past them, save your game and wait for the closest ones to spring up before beginning your run. I found it helpful to take a running jump near the end of the corridor. Continue up the steps to a wall switch that lowers a block beside you and triggers a flyby through a vast new room.

 

Jump into the water below and quickly find a place to pull out so you can deal with the waiting crocodile. Go to the N side of the room, climb onto one of the column supports and stand jump to grab the swingpole. Your weight will cause it to lower and bring out another swingpole. Swim down into the floor hole for a first aid kit, pull out of the water and use the block in the W alcove to reach the second swingpole with a running jump. Swing around and jump off onto a raised platform. Face S, hop back to grab the edge and shimmy left along the crack over a jump switch that activates a nearby spear trap.

 

Pull out next to the closed S gate, time a jump onto the spear-trapped ledge and curve right to jump and grab the N column. Pull up and jump over to the central platform, but don't approach the spear-trapped plinth. Go around it, jump to grab the sloped column, pull up, slide down the other side and jump to grab the top of the column ahead. Pull up, turn left, stand at the left corner and save your game for a tricky standing jump and grab to land inside the N opening that's hidden by the hanging vines. Once inside, run forward to be rewarded with the CROSSBOW for SECRET #4 as a skeleton awakens. Grab 2 x explosive arrows before leaving and stand jump from the opening to land in the deeper water below.

 

Pull out S, use the spear-trapped ledge to get back up to the central platform and face NW. Take a running jump onto the sloped column, slide and jump to grab the swingpole. Swing and jump off onto a corner corner, step down to a lower section and stand jump to a platform with a pole. Climb up, back flip to an upper area and time a simple run past the spears (the left side worked better for me). Activate the wall switch in the W alcove to raise the spears surrounding the plinth on the central platform. To get out I again used the left side and took a running jump near the end to get past the last set of spears. Go to the SE edge and stand jump to grab the first of three swingpoles. From the third one, jump off with a right curve to land on a ledge near an opening with a wall switch.

 

Ignore the switch and enter the E room as the block rises behind you and two skeletons awaken while a scorpion advances toward you. Grab the small medipack and flares at the entrance and note the floating hint skull in the NW alcove. Turn the hawk statue in the S niche three times and the one in the N niche two times so that the beaks face each other. Pull down the E wall switch and watch beams shoot out from mirrors atop the statue heads as a block lowers above the wall switch. Hop up into the revealed alcove, activate the jump switch to bring out a swingpole in the main room while the SW block also lowers. Exit this room, loop around right and save your game in front of the timed wall switch you ignored earlier.

 

You need to use the swingpoles to make a clockwise circuit around the main room, so turn right after pulling down the wall switch and take a running jump precisely from the corner of the ledge to grab the first swingpole. Swing and jump, and upon landing continue with a running jump over the second swingpole. Without stopping take a running jump to grab the third swingpole. Swing and jump and run along the ledge to repeat the same moves described above. When you reach the last swingpole, turn around to face the other way while the swingpole rises with maddening slowness. When it reaches its zenith, swing around and jump off with a right curve to land on an upper ledge. 

 

Savegame provided by LoreRaider (but missing the crossbow secret)

 

Face W and take a running jump to grab the swingpole. Swing and jump to the next ledge, jump to a grated platform and go around to enter the W alcove. Push the floor lever to deactivate the spears protecting the plinth on the central platform, stand jump into the deeper water below and pull out S. Get up to the central platform in the same manner as before, take THE TESSERACT from the plinth and watch the ensuing flyby. If you had to resort to using LoreRaider's savegame, as I did, you can now obtain the last secret of this level by jumping to grab the E sloped column and proceeding as described several paragraphs above before resuming play.

 

The jutting N ledge is still spike-trapped, so take a running jump from either side to land on a raised platform in front of the N opening. Vault inside and step down into the next room.

Place The Tesseract and a transitional flyby will take you to the next level.

 

Level 2: BEFORE THE FALLS OF WADI EL-RAYAN

 

Walk forward through the N opening to find yourself in a bright outdoor setting. Take a running jump E over to a platform with three cat statues and pick up the IBIS STATUETTE for SECRET #5. Jump into the water below and swim past the W opening and the column in the next room to find an underwater lever that opens the W door over your head. Swim back out and up, surface for air before entering the upper N room and swim past the phantom wall ahead into an enclosed room with four seemingly identical underwater levers. If there's a clue as to what follows, I totally missed it.

 

Turn left, pull the S lever, turn left to pull the E lever, turn right to pull the S lever again, turn left to pull the E lever again and an overhead trap door opens. Swim up, surface and pull up onto the middle of the E slope. Back flip and jump off the back wall to grab the ceiling. Monkey swing to the E wall and drop into a passage. Crawl N until you can stand up, follow around to a ledge overlooking the lake and save your game in front of the swingpole. Stand jump to grab the left side and quickly swing around and jump off with a left curve to land in front of the opening ahead as the swingpole lowers to trigger a brief flyby.

 

Enter the S opening for SECRET #6 as a skeleton awakens behind you. Collect 3 x explosive arrows, 3 x small medipack and THE MIRROR OF DREAMS, exit and jump into the lake. Swim N toward the dazzlingly bright waterfall and pull up left onto the ledge just past the waterfall. Enter the NW opening, note the chain for later and hop down into the water hole. Pull the E underwater lever to lower a block, pull out and jump back into the lake. The lowered block is below the ledge in the W wall, so swim past it and time your way past three circular blade traps.

 

Surface, pull out and get past two sword-wielding statues. Grab the crack in the W wall, ledge jump up to grab the higher crack, ledge jump back to grab a higher ledge and pull up. Walk past the column and take a running jump over the floor hole to grab the ledge, ledge jump back to grab a swingpole and swing and jump to the ledge on the other side. Turn around, take a running jump to grab a second swingpole and use it to jump in front of a jump switch that lowers an underwater block.

 

Reverse roll and simply run off the edge into the water below, swim into the NE opening with the underwater lever, surface, pull out W and now pull the chain you ignored earlier. Jump into the water hole, make your way past the three circular blade traps and out into the lake, surface and pull out onto the W ledge again. Go to the NW, grab the raised block and ledge jump up to grab the higher ledge. Pull up, go around and across the bridge, run off SE onto a lower ledge near a floor lever and push it for another flyby.

 

Jump into the lake and swim S toward an underwater block. Wade up onto it, hop to the nearby ledge and take a running jump E to grab the next ledge. Pull up, jump over NE onto the taller block and face W. Hop back to activate the jump switch on the side of the block and watch another block lower. Swim back W to the first block, use it to get back to the S ledge and jump over to the E ledge once again. Pull up and turn right past the lowered block, slide down S and drop into a flooded room.

 

Pull out SW, pull up into the nearby opening and enter a room with four pushpieces (one of which never moves). Push the one on the right two times into an alcove, go around and move the one on the left in a counterclockwise direction until it comes to rest beside the first one. Go around again and pull the one in the NE corner away from a wall switch that lowers a block to your left. Go to the N opening and take a running jump to grab the first of two swingpoles. Use both to access the dark opening on the other side, push the wall button to lower an underwater block and hop back into the water.

 

Swim N past the lowered block, grab the flares and swim up and around into a room with an underwater lever that raises a block on the jump switch block in the lake and lowers the bars behind you. Exit W to the lake, swim to the underwater block and make your way as before to the other block with the jump switch, take a running jump to grab the raised block, pull up and hop to the higher ledge. Go up to the N alcove for SECRET #7 and collect a small medipack, a first aid kit and THE MILLENIUM PUZZLE.

 

Exit, jump over to the upper S ledge and walk to the far end. Jump to grab the swingpole and watch the flyby as your weight causes the swingpole to lower. Drop onto the rock ledge, jump into the water and swim N past the bright waterfall and into the opening where the bars lowered to be carried to the next level.

 

Level 3: THE SACRED LAKE OF WADI EL-RAYAN

 

Allow the current to carry you forward to an outdoor area. After the extended flyby, pick up the CROSSBOW and 3 x crossbow arrows from the underwater slab, surface and wade out onto the central island near either palm tree. Hop over onto the N column base for more crossbow arrows and jump back into the water. Swim to the W wall and down into the floor hole, where you'll find a plinth with four underwater levers. Pull only the S and N ones to lower the gates in the W passage. Swim through for an apparent level change as a gate closes behind you and a crocodile attacks. Swim past it, surface and pull out. Shoot some bats as well as the croc and go to the N wall.

 

Activate the jump switch for a static cut scene, indicating the presence of a second jump switch, which you'll find beyond the plants obscuring an opening in the E wall. Activate it to lower gates in the cut scene, jump into the water and pull the underwater lever in the N wall to open an overhead wall panel. Swim up, go through the opening, surface and pull out. Back flip onto the higher slope and jump without sliding to grab a grated flooring. Pull up to see four wall switches. Pull only the two to your left in the W wall to open more panels below. Get down there and go on through to find the SEAL OF ANUBIS (1 of 2) on a plinth.

 

Exit, jump into the water and swim across to the S wall. Pull the underwater lever there to open a similar overhead wall panel, go there and pull out into a room guarded by three skeletons. I was able to trick all three into jumping into the water after me, so that I didn't have to fire a single shot. To open the S gate, look at the symbols on the E wall and step only onto those five tiles, starting at the NE corner. From there, runjump SW, runjump NW, and finally stand jump S two times. Take a running jump past the opened gate or it will close again. Grab the SEAL OF ANUBIS (2 of 2), jump into the water hole and swim back to the room with the jump switches.

 

Wade into the W passage and pull up right into the N side room. Place the two seals to open double doors between the receptacles and face a spear-trapped passage. Save your game and sprint down the passage as the spears are triggered in sequence behind you. Jump with a midair roll onto the slope, jump off two more slopes and slide to a second spear field, sprint through it and save again when you're safely across. Slide down to an opening, shoot two scorpions and go past a lone dwelling to a ledge overlooking the lake.

 

Jump NE across the gap and pull down the wall switch to lower the gate beside you for a second or so. Hop back and side flip right, then proceed E for another apparent level change. Walk slowly forward (if you run, you'll fall off into the water) to trigger a cut scene of a rising block. Loop around left and activate the W jump switch to turn off some flames behind you. If you like, you can now target and shoot a crocodile in the water below if it didn't make an earlier appearance. Stand jump E to grab the sloped column, pull up and back flip onto the slope behind you, jump without sliding to grab the monkey bars and monkey swing past the doused flame bowl. Drop down and hop over to the jutting ledge.

 

Grab the column crack and ledge jump up to grab the top of the column. Pull up, note the spear-trapped zip line to your left and take a running jump E across the gap to find 2 x crossbow arrows and the LASER SIGHT next to a dead soldier. Since you have arrows to spare, combine the laser sight with the crossbow and face the NW statue. Zoom in on the device on its head and shoot it to open the double doors down below. While you're at it, turn to face the less regal SW statue and shoot a similar device above the cat head to open double doors in the S building.

 

Go to the W end of this ledge, take one step back and stand jump with grab to glide into an alcove with a wall switch that neutralizes the spear trap at the zip line. Turn around, stand right and take a running jump E to grab the jutting ledge. Shimmy left past a lowered platform and around the corner, then release to activate a jump switch that lowers underwater bars on the side of the nearby island. Swim inside the S opening and down to find the EYE OF HORUS for SECRET #8. Collect the poison arrows and 2 x uzi ammo as well, exit and swim around W to a raised block on the other side of the column.

 

Wade out onto it, jump W to grab the ledge, pull up and turn around. Jump to grab the sloped column, pull up and back flip onto the rock ledge. Jump off to grab the monkey bars and make your way over to the zip line that you couldn't use earlier. Ride it down to the N building, enter and slide backwards down the entrance slope. Grab at the bottom, shimmy right, drop to the slope below for another apparent level change and continue sliding down to a room with a central chain. Pull it to open the door ahead and go down the steps to a lava room.

 

Shoot two scorpions scurrying about to your right and left, jump over to the W side side and loop around left. Save your game in front of the timed wall switch, pull it down and reverse roll. Take a running jump over the left corner of the lava pool and stay left to get past the flame-protected N opening (the left flame bar needs to be at its zenith). Turn left, hop into the W opening before the bars rise again and pull down another wall switch at the end of the passage. A hammer drops to smash a device in the N alcove so you can go there for the BOOK OF BLUEPRINTS (LOCKED). In my game a skeleton was enjoying itself in the nearby lava wading pool and posed no threat, but that may not be the case for you.

 

Hop down, go through the E crawl space and use the solid block ahead (not the raised block, which you can't stand on) to get across the lava to the crawl space on the other side. Go through and time your way past the spears to the N plinth for the BLUEPRINT BOOK KEY. Go back the way you came and time your way past the spears and moving flame bar into the S room. Wait for two skeletons to arrive, then face the main lava room and jump to the steps and up N to the bronze statue. Use the key to unlock the blueprints (combine the two) and place the book on the stand beneath the statue. A block rises on the other side of the statue, one that you can actually use.

 

Jump down W to the ledge and loop around right past the flame bar to the crawl space. Go on through, jump to the solid block ahead as before, push the raised block one time S and watch the ensuing flyby. Turn around, jump into the N passage and pull down the generously timed wall switch. Pull it down to extinguish the flames protecting the tile where you pushed the block, reverse roll and get there quickly for the HORUS CANOPIC JAR. Return to the timed wall switch, stand right or left and jump up to grab the slope. Ledge jump back to grab the ladder and climb to an upper room.

 

Jump the S gap and place the Horus Canopic Jar on the plinth to open the door ahead. Turn right and enter the dark opening under the arch. Stoop to pick up the GOLDEN KHOPESH for SECRET #9. Jump the ledges left or right to the opened S door and go on through for another internal level change. Go up the winding steps (the double doors at the entrance open on your way up) and take the NILOMETER KEY 1 from the plinth as the gate opens behind you. Jump the S gap and go past the opened doors to the entrance ledge.

 

Jump into the water below and pull out onto the raised block next to the W column. Get back up to the monkey bars as you've done twice already and continue to the platform with the zip line. This time, take a running jump slightly SE to the right of the platform with the dead soldier and land on a lower ledge. Jump S to the column fragment and down to the grassy ledge next to a palm tree. Make your way up the path and enter the S building. The gate ahead is closed, so slide down the slope backwards, grab and shimmy right, drop onto the slope below and slide the rest of the way to a room with a chain. Pull it to open the door ahead and step out into A Mystic Forest.

 

The alcove jars on either side are empty, but the wall symbols they reveal when shot may or may not be significant. Go across the bridge, jump the gap and note the floating hint skull. Don't pull any of the chains on the central structure, as they're obviously spear-trapped. Jump SW onto the sloped column, slide and jump to grab the rock ledge. Shimmy left before pulling up and run forward to a wall switch that lowers an underwater gate on the S side of the central structure. Jump into the water, swim past the lowered gate and pull the underwater lever to neutralize the spear traps surrounding the chains above you.

 

Flip turn, surface and pull out N to the left of the broken bridge. Loop around right, jump to the central structure and pull only the NW and SE chains to raise and lower platforms and blocks. Jump into the water, swim SE toward a flower bed and wade out, jump S to a higher ledge and hop further to the raised blocks. Use them to jump N and grab the raised platform so you can access the roof of the central structure. Go to the raised platform on the other side and take a running jump NW through the leaves to land on a rock ledge. Go around and jump N to find a first aid kit and the NEFERTITI BUST for SECRET #10.

 

Return to the raised platform on the N side of the central structure, hang from the E edge and pull up. Reverse roll to give yourself some extra running room for a running jump and grab to the jutting E ledge. Pull up, hang from the N edge and do the same trick to reach the next ledge with a running jump through the waterfall. Pull up, hop up NE and grab the E wall crack. Ledge jump back and use the swingpole to get over to the W ledge. Enter the alcove to your right and push the floor lever to open a door behind you on the previous ledge. Use the swingpole to get back over there, enter N as the door closes behind you and go up the winding steps.

 

At the top, take the NILOMETER KEY 2 from the plinth and watch the short flyby. As before, the gate behind you has opened, so take a running jump over the gap and step out onto a sandy ledge overlooking the lake. Jump into the water and wade out onto the central island with two palm trees. Go to the NE block with the springing spears, time a running jump onto it and continue with a running jump to grab the jutting N ledge underneath the archway. Pull up, shoot the aroused crocodile and use the combined crossbow and laser sight to shoot the device on the head of the statue in the N alcove.

 

The underwater trap door you saw in the flyby opens, so swim down two floor holes and into the N passage to find an underwater lever that opens a trap door immediately behind you. Surface, pull out N and open the first gate with the Nilometer Key 1. Use Niolmeter Key 2 to open the next gate and slide backwards down the slope.  Grab, shimmy right to the corner and release to trigger another internal level change. Allow Lara to slide to a room with a chain similar to the others that opens the door ahead. Go on through and enter a puzzle room with water falling down from above as the door closes behind you.

 

Go to your right and halfway up the ramp, turn left and jump W to the jutting ledge. Enter the N opening and slide to drop into a lower passage. Push the large pushpiece into the water, watch the flyby and take one step back for the ANKH. Take a running jump SW down to the ramp and go up and around to the E opening. Go on through, slide down into the water and swim across past a sloped column to the E ledge. Pull out and save your game in front of the timed wall switch.

 

Pull it down, reverse roll and jump onto the sloped column. Jump off rather precisely to grab the jutting S ledge, save again as you're pulling up and reverse roll. Take a running jump over the column to grab the N ledge, pull up, turn left and jump to the next ledge W while turning left, continue with a running jump S to the next ledge, turn hard about right and jump NW onto the sloped column, slide and jump W to the ledge in front of the timed door. If you've done everything smoothly after the first jump and grab, you should arrive with plenty of time to spare.

 

Step forward, push the pushpiece into the water and step back to pick up a second ANKH. Take a running jump NW onto the ramp, go up and jump to grab the crack in the W column. Shimmy left around the corner, ledge jump back to grab the first of two swingpoles, wait for it to lower, then swing and jump to grab the second swingpole. Swing and jump off onto a slope and jump without sliding to land near another pushpiece. Push it into the water below, step back to pick up the third ANKH and turn left. Vault up and stand jump W with grab to land in a niche below for the fourth and final ANKH.

 

Safety drop to the ramp below and go down a short distance to the W opening. Pull up onto the grated floor and enter a small room with a pushpiece and four wall receptacles. Place all four Ankhs to open a floor trap door in the W alcove, but first move the pushpiece E along the grated floor and over the edge. Turn around, go to the opened trap door and drop down to a lower passage. Crawl E to another pushpiece, push it over the edge and into the water to plug a final hole and flood the room, swim down and into the S opening near the floor to find an underwater lever that opens a door high above.

 

Flip turn, swim out and to your right past the hanging vnes into the E alcove for a second EYE OF HORUS and SECRET #11. Collect a small medipack and explosive arrows as well, exit, swim up and surface to pull out onto the bridge. Go past the opened S door and trigger another internal level change. Go up the steps after shooting a skeleton and a scorpion to find the expected plinth at the top, grab the third and final SCARAB and turn around. Hop to the ledge and take a running jump S over the gap. Jump into the water hole and swim forward and up to surface at a familiar spot in the outdoor lake.

 

Wade out onto the central island, climb onto the SE block and take a running jump E past the palm tree to grab a block jutting from the stone wall. Pull up, turn left and take a running jump to grab a jutting ledge next to a wall switch that lifts a nearby platform. Turn around, stand left or right and take a running jump to grab the W ledge on the column. Pull up, hop over to the N ledge and jump onto the raised platform on the other side of the column. Pull up E to the top of the column and jump over to the N rock ledge. Vault into the nearby opening and activate the jump switch in the N wall to neutralize a spear trap on the island down below.

 

Note the floor hole with a ladder and a closed trap door, exit to the rock ledge and hop back to the raised platform. Safety drop to the shallow part of the lake and head over to the W island with the open flame. On the far side of the column is a wall switch that's now safe to pull.for a timed run, so save your game first. Platforms rise on another column, so go around the column to your right and time a running jump over the spear-trapped underwater block to reach the E island quickly. Go around to the left side of the block ahead, the one you climbed not long ago, and repeat the same counterclockwise jumps you made earlier to reach the raised platform on the far side of the E column.

 

When you get there, take a running jump E onto the first timed platform, go around the column to the second timed platform while curving right and take a running jump to activate a jump switch in the N rock wall. A block rises below you as you drop to the water, allowing you to jump up and grab the opening in the wall. Pull inside and step forward for the DJED PILLAR. Jump back into the water and swim over to the central island. Wade out and go to the spear-trapped block at the archway entrance NE. Time a jump across the block to reach the jutting N ledge, jump to the next N ledge and over to the E ledge.

 

Place the Djed Pillar in the receptacle to open the door above you, hop into the opening and pick up a TORCH. The nearest flame is on the island you visited earlier, so retrace your steps along the ledges and across the spear-trapped block to the main island, continue W across the next spear-trapped block to the adjacent island with the open flame and light your torch there. Go to the N corner next to the palm tree and take a running jump onto the submerged block. Take another running jump to the triangular ledge, hop over SE and drop your torch for the moment. Take a running jump to grab the N opening, pull inside and pull down the wall switch to raise a nearby block.

 

Return to the torch, pick it up and jump onto the raised block. Take a running jump E past the hanging vines onto another submerged block, take a final running jump into the N opening and follow to an underground room with two waiting scorpions. Stand facing the W wall, wait for the blades to retract and back flip onto the slope. Jump several times in succession and jump off the final slope with a curve to the right so you'll land on an upper ledge. Go around, jump over E and go up the steps to a ledge overlooking the lake. Time a running jump S past the swinging chain and light the pot to open a nearby ceiling trap door.

 

You're done with the torch, so dive into the water and wade out onto the central island. Climb onto the E block, jump across the water to the block against the wall and jump S to the ledge with the wall switch. Push it back up to alter the position of the raised platforms, turn around and jump to the ledge with the semi-nude figure, hop over to the adjacent ledge and follow around to the lighted pot. Take a running jump to grab the lowered trap door, ledge jump up if necessary and climb up past the hole into a small room you visited earlier.

 

Go to the opening, jump SE down to the top of the column, jump NE onto the raised platform and into the opening past the cascading water. Stand jump to grab the swingpole, swing and jump over the lava pit and place the three Scarabs to lower the bars in the N alcove. Pick up THE TESSERACT to activate the E exit portal and go on through to the next room. Place The Tesseract for an honest-to-goodness level change.

 

Level 4: BEYOND THE FALLS OF WADI EL-RAYAN

 

Search the side alcoves for a first aid kit and 2 x small medipack, exit N and step out into a floating islands-like environment. Take a running jump N across the gap and approach the central plinth (ignore the harmless floating stones) for THE MATI ORB. Watch the series of ensuing flybys, accompanied by some valuable onscreen information.

 

Go to the jutting N ledge and take a running jump, keeping the jump key depressed so that you clear the gap and land safely. Go through the phantom wall ahead to a new area, grab the nearby first aid kit and use your new jumping trick (which I'll refer to hereafter as the "flying leap") to reach the N island ahead. Pick up 2 x small medipack and a first aid kit near the flowers, note the receptacle and take a flying leap NE to the next island.

 

Go around the structure and push the floor lever to neutralize a spear trap on top of the structure. Take a flying leap SW back to the previous island, turn right and save your game. Take another flying leap to grab the crack on the N column.

Shimmy left around the corner, ledge jump back and keep the jump key depressed to land on a slope, jump off with a midair roll so you can jump off the next slope facing forward, keep the jump key depressed and you should land on a stable surface.

 

Take a flying leap to land on top of the E column, face SE and take a normal running jump to land on the slope, slide and take a flying leap with a left curve if necessary to land on top of the structure with the neutralized spear trap. Take the DJED PILLAR from the plinth and a skeleton awakens down below. Safety drop to the ground, approach the skeleton and press the action key to kick it literally into pieces. Grab 3 x small medipack near the floor lever and take a flying leap back to the SW island. Try out your fancy footwork on the waiting skeleton and place the Djed Pillar in the receptacle you noted earlier.

 

Another spear trap on the top of this column is neutralized, so face N and repeat the moves described two paragraphs above to get on top of that tall column facing E after a series of jumps and flying leaps. This time, however, turn right and take a flying leap S onto the now-safe column, followed by another flying leap SE toward the tall building in the distance. Run forward through the portal into a lava room, take a flying leap to the onto the raised slab with the central plinth and save your game before picking up THE TESSERACT.

 

The spears surrounding the plinth are triggered and the exit gate closes behind you. At this point I turned the music volume all the way down. Turn around and time a simple running jump back to the S ledge, kick three scorpions into oblivion and take a flying leap NE to the next ledge while avoiding the pillars of fire (and don't get too close to the walls lest you bounce off the low ceiling into the lava). Deal with another trio of scorpions, take a flying leap to the NW ledge and repeat. Take a final flying leap to the SW ledge, kick away three scorpions and two mummies that will awake and attack you on this ledge.

 

If you look around you'll see resuscitated mummies everywhere, so continue your counterclockwise circuit around the room with a flying leap to the beginning ledge, dealing with a pair of mummies with each new visit, until the mummies are gone and ahmets start spawning to greet you. Fortunately, there's only one per ledge, and when you've kicked the last one into pieces the S exit gate opens once again.

 

Take a flying leap over there and go through the portal to face your next challenge. A dragon has raised its ugly head on the central structure, so hop back and pick up 2 x first aid kit. Go around to the jutting ledge and take a normal running jump N onto the springpad. You'll bounce off and land on a ledge beneath the dragon. Step forward and push the wall button to put out a flame next to some sort of dragon-specific weapon. Go around to the other side of the structure for 2 x first aid kit, return and use the springpad to get up to the top of the S structure. Go around to the other side and push the round object to send it hurtling toward the dragon and stun it temporarily. Note that the dragon's health bar has gone down about 25%.

 

Hop back from the edge with grab to land on the ledge below, take a flying leap E onto a springpad that brings you up to a ledge with 2 x first aid kit. Save your game and take a normal running jump NW with a midair roll so you'll land on the floating springpad and bounce off in the same direction from which you came. Curve right in midair and grab the jutting ledge. Pull up, go to the floor lever and push it for a remote cut scene that doesn't tell you much (although a spear trap down below has apparently been neutralized). Hop back with grab to glide to the ledge below, face N and take a flying leap to grab the swingpole. Swing around and jump off to land on a jutting ledge when the spears are hopefully retracted.

 

Run forward, go around and push the round object toward the dragon to create further havoc and bring its health bar down another quarter. Stand at the E edge of the central ornate tile, stand jump over the deactivated spear tile to land on a slope and take a flying leap without sliding to land safely on a ledge below the dragon. Save your game, go around to your left and from the jutting ledge take a flying leap SW onto the sloped column, followed immediately by another flying leap to land on a purple-tinted flat surface.

 

Line up for a flying leap onto the next column W, face N and hop back to activate a jump switch on the side of the column. Spears go down on the N structure ahead, so jump straight up to grab the column crack, ledge jump up to the top of the column and turn around. Take a normal running jump S onto the springpad and jump off with a right curve to grab the jutting ledge. Pull up, go around the column for 2 x first aid kit and push the floor lever for another remote cut scene.

 

Sidestep left, run off NW to land on the column below, stand jump NE to the next column and take a flying leap to the N structure where more spears have apparently been neutralized. Push the round object toward the dragon to weaken it even more, pick up another pair of first aid kits and run off the E edge facing the dragon to land on a slope. Slide and take a flying leap to land on the ledge beneath the dragon, then save your game for a long jumping sequence. Turn left and take a running jump onto the nearest N slope, slide and take a flying leap onto the slope ahead, jump with a roll so that you land on the first slope sliding backwards. Grab the edge where you'll be safe from the dragon's fireballs, pull up and take a rolling back flip onto the second slope. Back flip onto the first slope and take a flying leap onto a third ledge that faces in a different direction, jump back and forth between those two slopes until you can take a flying leap and grab the E column.

 

Pull up and see that the nearby dragon-killing device is protected by a flame. Hop N to the jutting ledge and take a flying leap NW onto the taller column. Take another flying leap slightly SW onto a ledge with another pair of first aid kits and a floor lever that turns off that flame you saw. Stand jump NE down to the nearest column, take a running jump SE down to the ledge and push the round object toward the dragon to bring about its demise.

 

Stand jump to the SW column, take a flying leap toward the central structure and you'll probably land on the lower ledge at the cost of some health. Not to worry, you've accumulated more than enough medical supplies. To get up to the top, go to the end of the S ledge, turn around, take one step forward, back flip onto the springpad and jump off to grab the upper ledge. Pull up, walk forward and place The Tesseract to end your adventure.