Eternal Mysteries
Levels by Jacques
Niemand (JMN) (December, 2006)
Walkthrough by Harry
Laudie
[Note]
You do not get much with the included tomb.exe file. The small medipacks seem
to be 30% and not 50% health. You have no binoculars. You only have a few
flares and they should be saved for the last level where they are essential.
[End note]
Chambers
of the Past - Visit 1
You start with a short flyby of Lara in a desert
canyon during a rainstorm. Go to the north-east corner and climb up onto a
block. Follow the trench and stop when another short flyby happens. The flyby
shows you your route. Go to the end of the trench and run and jump to the
north-east sloped wall. Slide down and grab the edge. Shimmy to the left as far
as possible. Pull up, back flip, roll, and jump with a right curve to land next
to a tree. Go north and slide down the slope into a small valley.
Go to the west wall and pull out a block from the
wall that is to the left of the tree. There is a closed door to the right of
the tree. Enter the tunnel and use the floor lever. Exit the tunnel and go
north to another tunnel. Before you enter, enter the east wall tunnel for Uzi ammo. Return to the north tunnel and use the
floor lever. You get a cut scene of spikes popping up behind you and the level
changes.
KRT Oil
Rig 13 May 1998
You side down a slope and land in a water pool.
Above you head is a mini submarine. Swim west and use the underwater lever
beside the small fan. Surface and pull up onto the west ledge. Enter the tunnel
and enter the open door in the south wall. Go forward and shoot a thug. At a T-junction, follow the left branch to a
pushbutton on a wall. Press the pushbutton and you hear a door open. Return and
take the right branch tunnel. Go through the open door and enter a generator
room. The generator is missing something. The camera view changes. However, go
to the back right side of the generator and press the pushbutton. Exit this
room and return to the first tunnel from the water pool.
Go west to a T-junction and go to the right and
through the open door. Follow the ramp and get a flyby showing an item at the
bottom of a water pool. Climb the upper boxes to the north for red shotgun shells. Go south and turn to the right to
dive into the pool. Roll and quickly pull back up onto the ledge. Turn around
and shoot the shark in the water. Dive back into
the water and swim to the south-east corner. Pull down the underwater lever on
the east wall and get a cut scene of a door opening. Pull back up and go to the
middle of the room. Shoot the west fence in front of the suspended box over the
water and it will break. Run and jump to grab the suspended box.
Pull up and shoot the grate in the west wall. Jump
and grab the crawl space. Crawl to the end and climb down a ladder. Go east and
pass two columns and a closed door in the south wall. Run up a long ramp and
follow the tunnel to the door that you opened with the underwater lever. Enter
the room and pick up the Generator Fuse. There
is a closed door in the north wall. Exit the room and go down the slope. A thug
appears and runs towards you. Do not shoot him but just follow him back to the
room. The thug steps into a hole at the south wall and the north door opens.
Now you can shoot the thug. Enter the open door
and go to the end of the short tunnel. You get secret
#1 and three small medipacks.
Exit the room and return to the ladder. Go through
the crawl space and drop into the water. Return back through the tunnels to the
generator room. Place the fuse in the generator and get a cut scene of a door
opening and a tunnel. Turn around and exit the room. As you run down the
tunnel, the level changes.
Chambers
of the Past - Visit 2
You start with a flyby of an Egyptian room. A mummy
case opens and Lara is inside. Exit the
case and go to the north wall. Pick up a large
medipack and Uzi ammo from the
pedestals. The vases are empty. But shoot the vases and push the two pedestals
onto the red circles. The gate in the west wall opens. Go to the south-west
corner. Pull the statue back onto the tile with the red circle. You get a cut
scene of a door opening.
Go west and enter the open gate. Lara looks at the
receptacle on the north wall. To the west is a large spike pit. In the south
wall is the opened door. Go down the south tunnel and shoot the vase on your
left for flares. Notice the statue to your
right that needs an item. Turn around and go back to the starting room. The
second mummy case is open. Enter the mummy case and use the floor lever. Exit
the case and go to the south wall. A section of wall has disappeared. Pick up secret #2 and the Uzi's.
Quickly jump back to avoid the pedestal blades. Go west and return to the south
tunnel. Run south and a gate closes behind you. Run against the south gate so
that when it opens you can enter the tunnel quickly as a ball rolls behind you.
Go to the end of the tunnel and get a long flyby of
cave and four statues. Go forward and into the cave. Run in a south-west
direction and pick up an Old Notepad from a
skeleton on the floor. The notepad states that the statues have to face each
other and gives directions on how to do it. Go north and climb the block with
the fire in the brazier. Go west to the west wall and pull down a jump switch.
This triggers the four dogs at the statues and
you can shoot them from the ledge. Go south and move the four statues onto the
tiles in front of the fire. Then pull or push the statues around the fire until
the statues face the middle fire. It is tedious but very easy. When the four
face each other, the fire stops. Hop into the middle and pick up the Sands of Time. You get a cut scene showing a hole in
a ceiling and it is raining.
Go to the north-east to find the exit tunnel. Go
north down the tunnel and place the Sands of Time at the statue. You get a cut
scene of sand filling the spike pit. Exit the tunnel and go west over the sand
pit. As you approach you get a short
view of Lara as seen through a receptacle. Pick up the Scarab
Talisman from the pedestal in the north-west corner. Go to the
south-west corner and pull the chain. Then cross the sand pit to the middle and
enter an open gate in the south wall. Follow the tunnel and go down some steps.
You enter a room and Lara looks at the mirror in the south wall. Look in the
mirror to see the spike trap locations. Follow the safe path to the end up the
room and pick up the Golden Serpent that can
only be seen in the mirror. Traverse the safe path again and return up the
tunnel to the sand pit.
Go east back to the receptacle in the north wall.
Place the Golden Serpent and return to the sand pit. Now enter the open gate in
the north wall. Follow the tunnel to a room and hear something banging at the
wooden gates in the walls. Look south and you see that the gate has closed and
you also see two wooden targets. Go north and the wooden gate opens and a bull runs out. Lure the bull south to break the two
wooden targets. Then go north to the room that the bull came from. Lure the
bull into breaking a third wooden target. There is a small
medipack and red shotgun shells in the
corners of the north room if you want to try and get them. Exit the room and
drop into a hole in the east floor near the door. Use the floor lever and you
hear a door open.
Exit the hole and drop into a new hole opposite at
the west wall. Follow the steps and the tunnel and emerge on a ledge over a
deep valley. You cannot get down alive from the ledge. Go south and jump into a
south-east hole. You may need to use some health for the jump. It depends on
how much health was lost to the bull.
Follow the tunnel and drop into another hole. Go to the end and push
forward a block. Go west and you are back where you started. Enter the west
tunnel and use the Scarab Talisman on a south wall receptacle to open the door.
Enter the open door and go west to a room with four
bridges over a shallow water room. To the north is a closed door. To the west
are steps down to the shallow water. Enter the south tunnel and enter a room
with an obelisk in the middle. Go to the pedestal at the south wall and the
door closes begins you. Also two demigods appear
in the north-west and north-east corners. Shoot the two demigods and pick up two Scarab Talisman from the dead bodies. Place the
items in the receptacles in the north wall and the door opens. Go south to the
pedestal again. Shoot the vases for a large medipack.
Pick up a torch from the pedestal. Exit the room back to the bridges.
Enter the west tunnel and go down the ramps to the
shallow water. Wade through the water to the east and light the torch on either
fire in the alcove. Wade back through the water and go back to the bridges.
Jump over the room and light fires in the north wall and south wall alcoves.
The north door will open. Run down the north wall and the level changes as the
door opens. Do not bring the torch with you, as it will mess up the animation
in the next level.
Temple
Sewers 22 April 1999
You get a short flyby of a dark room and a broken
bridge over a room with shallow water. If you look to the east wall you will
see two key locks. Jump south and grab the ledge to pull up. Go to the east
side and see a hole in the fence. There is a closed gate in the east wall.
Safety drop into the pit. Follow the west tunnel and drop into a hole. Swim
west and then up a vertical shaft. Pull up on the east side and follow the
tunnel. Enter a room and hop onto the platform. Go to the north-east corner and
pick up an almost impossible to see Cistern Key.
Drop down the south side of the platform. Shoot a crocodile
and pull down the wall switch on the platform. You will hear water
flushing. Drop into the hole at the east wall and land on the ledge where you
started.
Go north to the broken bridge and see that the area
is flooded. Shoot three crocodiles in the water.
Go west and enter a west tunnel to pick up red shotgun
shells. Dive into the water and swim to the bottom central trench. Swim
to the west wall and pick up Uzi ammo off the
bottom floor. Swim back and pull up onto the ledge with the key locks. Use the
key in the right side key lock. You get a cut scene of a gate opening. Dive
into the water and swim to the east. Pull up into a ceiling opening just behind
the hanging plants.
Go south and enter a room where the camera view
changes annoyingly. You see a dark brown line in the room. That is a chain or
rope. Pull it and exit the room. Swim back to the starting bridge and jump to
the south ledge again. The gate is open in the east wall. Enter the room and go
under the suspended cage. Bend down to pick up the key off the floor and the
level changes. You do not get the key.
Chambers
of the Past - Visit 3
The level starts with Lara waking up in a corridor.
She appears to have a headache. Follow
the tunnel west and around the corner. There is a closed gate to the north.
Enter another west tunnel and a door opens as you approach it. Enter a small
room and use the floor lever. You can shoot the empty vases. Notice a floor
lever behind a closed gate. Exit the room and the door closes behind you.
Return to the first tunnel and the north gate is open. Enter a small room and
go through the crawl space in the north wall. If you get lucky, you can shoot two scorpions before they poison you. Exit the crawl
space and shoot two bats. Climb the blocks at
the west wall and go though the crawl space. Turn around and climb a ladder to
an upper area where the annoying camera view occurs again. You can see two
statues and two water trenches.
Dive into the south water trench and search a small
middle alcove for the Ba Cartouche. You get a
cut scene of a door opening back at the first floor lever. Go back down the
ladder and through the crawl spaces again. Go down the west tunnel and the door
opens. Go through the open door and climb the blocks at the end. Go behind the
column and pick up a Canopic Jar of the
pedestal. Hop back before the pedestal blades get you. A fire wraith also starts to attack. Exit the room and
go north to the next room. A gate is open so you can use the floor lever. An ice wraith appears and the two wraiths chase each
other. Return through the crawl spaces and climb the ladder again.
Dive into the north water trench and search for a
middle tunnel. Follow the tunnel and be careful of the rotating blades. Swim
into a corner and swim up to the top of the room. Pick up a Canopic Jar from the top of the blades and the blades
stop. Swim to the lower north-west corner for rocket
launcher super ammo. Swim back through the tunnel to the room with the
statues. Some blades will nick you as you swim back. Place the Canopic Jars
behind the two statues. Return to the ladder and climb down again. At the
bottom you get a cut scene of an open door. Go through the crawl space and you
can see the open door in the east wall. Enter the east tunnel and the door
closes behind you.
The tunnel splits into three routes. Take the left
route and go up a ramp. Jump through the circular slicer. Go down the tunnel
and hop back when a floor blade appears. Climb down a ladder into a lower
tunnel. Crawl east down the tunnel and a blade safely passes over your head.
Stand by the closed gate and reach into the hole at the east wall. Pick up Cartouche Piece 1 from the hole. Crawl back down the
tunnel again to avoid a blade. Climb the ladder and jump back through the
circular slicer.
Go up the middle tunnel and pick up the crowbar from the skeleton. Use the crowbar on the
broken floor lever. Crouch down and crawl back to avoid a blade ball on a rope
trap. Go up the right tunnel. You have to get through the circular slicer and
not fall down the hole that is behind it.
I stood at the top of the slope and use a back flip. But I did lose a
lot of health. Save the game for the next slide. Jump into the hole and slide
forward down the slope. When you see a dark area ahead of you, jump up to pull
down a jump switch. You can use a flare to help you see the switch. Continue
the slide into a lower room. Be careful of the swinging blades. If you approach
the gate to the north it opens and you can return back up the ladder. The door
in the south wall is open. Pick up a large medipack
in front of the door.
Go to the south door and time the fire emitter.
Pick up the Mechanical Scarab off the pedestal.
Carefully avoid the scissor traps and go east into the next room. You see two
receptacles. Go to the north-east corner and push open the double doors in the
east wall. Follow the corridor and push open the double doors. You can see the
blades on the stairs. Go to the left and pull down a wall switch. Then cross to
the right and enter the small alcove and pick up the Winding
Key off the pedestal.
Use full health and just run through the blades.
You will lose a lot of health but you should make it to the top after a few
tries. You can shoot the empty vases. Pick up Cartouche
Piece 2 from the pedestal. Then run down the slope and shoot a demigod. Exit the room and place the Ba Cartouche in
the north wall receptacle. Combine the two pieces and place the Ra Cartouche in
the south wall receptacle. Light beams converge on a crystal on the coffin and
a trap door opens in the floor. Get into the hole and crawl through a crawl
space. Pull up into a small room and enter a south tunnel. Get pass the two circular
slicers.
Enter a room and Lara looks at the large circular
door to the south. There are two jump switches on the columns to the east and
west sides of the room. Pull down both jump switches and the circular door
opens. Go up the ramp and approach the south doors. The doors opens and two demigods are on the other side. You can run down
the slope to avoid the demigods fire as you shoot at them. They die rather
quickly. Pry black beetle #1 and black beetle #2
off the wall at the door entrance.
Return down the ramp to the room where you entered.
There is a golden statue at the east wall where you entered the room. Pull it
to the west and move it in front of the two closed doors and the doors opens.
As you face the doors, enter the left door and go to the end of the short
tunnel. Turn around and climb a ladder. At the top, back flip into a room.
Shoot the two vases for flares and a small medipack. Make you way pass the fire emitters
and save the game. Pry black beetle #3 from the
wall and beetles start to attack. The fire
emitters have stopped so run back to the ladder and climb down. Run into the
middle door and dive into the deadly green water. Swim to the bottom and pick
up the Guardian Key. The beetles will follow
you. You have to use many medipacks to survive. I did not find a way to make
the water safe.
Pull back up and jump to the north alcove. Use the
Guardian Key to open the gate. Enter and combine the mechanical scarab and
winding key. Use the combination on the black triangle to trigger fires and
extinguish them. Go to the end and pick up the mechanical beetle again. Pry black beetle #4 off the wall. Return and just run off
the end of the alcove to land back into the room. If you try to jump, you land
in the water.
Run up the south ramp and press the east big yellow
button to open door above it. Enter the tunnel and crawl under the darts. When
you enter the room, the beetles will stop following you. Place the four black
beetles and the device opens. Step inside and pick up the Eye of the Watcher. If you stand in the rotating red
spiral, your health will climb back to 100%. But it will not stop the poison
from the wall darts. Crawl back under the darts and drop back into the
corridor.
Press the big button on the west wall. Hop into the
tunnel and time the fire emitters to get pass them. The doors opens as you
approach. Enter the next room and shoot two bats.
Pick up rocket launcher frag ammo in the
north-west corner. Go up the south ramp and use the Eye of the Watcher to open
the circular door. The door starts to open and the level changes.
Siberia
28 April 2001
You start with a short flyby of a winter scene. If
you go among the trees in the south-east corner, two
wolves attack you from behind. Go east to enter a valley. When the
valley splits, continue east to a dead-end cave. Pick up Uzi ammo and a small
medipack from the floor. Shoot three wolves that appear on the way back to the junction. Follow
the valley junction to the south until you reach a cabin. The door of the cabin
is locked. Go west and follow another valley until you reach a water hole. Save
the game before you enter the cold water. Dive in and swim east and quickly
pull up onto a ledge. Ignore the large medipack
at the bottom of the water. It cost more medipacks to survive in the cold water
so that it is not worth picking up.
Follow the short tunnel to the end and climb down a
snow wall into a cave. Pick up the Hut Key from
the skeleton and climb back up to the tunnel. Swim back through the cold water
and return to the cabin. The door and key lock are on the south side of the
cabin. Use the key to open the door. Run towards the door and the level
changes.
Wreck of
the Titanic 14 April 2002
You start in underwater diving gear in a corridor
of a sunken ship. Swim south into a room. Go left around a box and left again
into another corridor. Enter a room and turn left again. Pull down the
underwater lever on the south wall just above the toilet. You will see some angry-looking fish but it
does not attack you. Exit and swim south and across the room into another
corridor. Enter a room and swim to your left and into a crawl space in the
lower east wall. Follow the crawl space and then follow a tunnel into a large
flooded room with machinery columns. Swim into the tunnel in the upper north-east
corner of the room. Pick up secret #3 and three Uzi ammo.
Swim onto the middle machine column and pick up the
Rusty Key. Swim south and into the crawl space
in the middle of the south wall near the ceiling. Enter another flooded room
and swim upwards to surface. Pull up onto a ledge in front of a closed door.
You see a broken ladder to the left of the door. That wall ladder is climbable.
Climb up to a small alcove use the key in the key lock on the west wall. You
hear the door open. Drop back into the water and climb up on the ledge again.
Enter the open door and go down the west tunnel as the door closes behind you.
Enter the next room and a thug appears from the far
left corner. Step back into the tunnel and shoot the thug.
Kill him quickly as the grenades that the thug fires are deadly. Pick up the shotgun from his dead body. Go to the north-west
corner and pick up a large medipack. Look east
and climb the wall ladder that you see to reach the upper ledge. Run and jump
to the south ledge for red shotgun shells. Be
careful of the chains and run and jump to the alcove in the upper west wall.
Grab the edge and shimmy to the right. Pull up into an alcove and pull down the
jump switch. You get a cut scene of the entrance gate opening again and the
gate below you opening. Safety drop to the floor and enter the gate. Run down
the tunnel and the level ends.
Houses of
Eternity
The level starts with a flyby of a desert area with
pyramids. You start in a small room with three cat statues. Go west to exit the
room and follow the tunnel to the outside desert. Go west and go to the area
with three pyramids. Continue west and then turn south and go to the column
that is surrounded by trees. Push the dark rock that is just south of the
column one tile to east. You get a cut scene showing the top of a pyramid
collapsing. That is the pyramid to your west. Go to the west side of that
pyramid and look for places where you can stand jump up to the top of the
pyramid. Jump into the hole at the top. Pick up secret
#4, rocket launcher frag ammo, revolver ammo,
red shotgun shells, and Uzi ammo. Pull up at the
west edge of the hole and slide down back into the desert.
Go to the north-east corner of the
south pyramid and stand jump to the upper corner. Pick up the rocket launcher and slide down to
the desert again. Go to the south-east corner of the south pyramid and stand
jump to the upper corner. Run and jump to the west to another flat area. Stand
jump to the north-west flat area and press the button on the wall. You get a cut
scene of a trap door dropping. Go west again and find the trap door at the west
wall between two columns. Drop to the edge of the hole and climb down the
ladder into a tunnel. Go east down the tunnel and be careful of crushing moving
blocks. At the second block you can see a skeleton and an item. Jump into that
alcove and the wall stops. Pick up the revolver and laser sight and exit the
alcove. Continue east to drop into a wide tunnel. There is a closed gate in
front of you and two side tunnels.
Go down the north tunnel to a T-junction. Go to the
west and shoot a demigod. Continue west and
emerge onto a room with spikes and swinging blades. Stand jump to grab the
platform with the blades. Then safely shimmy around the side to the far end.
Pull up and be careful of the swinging blade as you run and jump into the west
wall opening. Jump to a lower block and then jump to pull up onto the ledge at
the west wall. Save the game in front of the very tight timed wall switch. Pull
down the wall switch and take a side step to the left as the gate opens. Then
side jump to the left and you should land in the tunnel before the gate closes.
Go down the tunnel and the gate opens again.
Shoot the demigod
shooting at you from the far side of a spike trap room. You loose a lot of
health because you have nowhere to run. You have to stay in the tunnel. Time
the spike traps and go to the south wall and pick up Hand
of Orion #1 from the floor. Go back through the spike traps and jump
back to the wall switch. A block has risen in the middle of the room. Jump onto
the block and then to the east opening. Go pass the swinging blades again and
return to the T-junction.
Now go down the east tunnel and see a closed gate.
There are also two side tunnels. Follow the north side tunnel to a small room
with two movable statues. Do not move the statues to the bird picture that is
next to it. Move the statues to the bird picture tile on the opposite side of
the room. As soon as you place the statue either crouch down or side jump out
of the way of a fire emitter. Do both statues and then exit the room. Follow
the south tunnel to a similar room and move the two statues. Exit back to the
main tunnel and the east gate is open. Enter the room and pick up Hand of Orion #2 from the floor. The mummies in the
corners do nothing. Follow the tunnels back to the T-junction and go south.
Return to the main junction and a flock of bats attack. They are locust so you cannot
shoot them. You just have to suffer the health lose. Go down the south corridor
and jump over a floor blade. The gate opens as you approach. Jump onto a ledge
and shoot the two snakes on the floor. You also
see four receptacles.
Go down the west tunnel and be careful of the deep
pit at the end. Jump to the safe platform and get a flyby of the room. Jump
over the floating platforms and enter the north tunnel. Follow it to a room and
pick up binoculars. The block over the skeleton
cannot be moved. Return to the platforms over the pit. Jump back to the
platform at the room entrance. Use the binoculars and you can see five spiders in the pit below. You can also use the
light to see a platform in the dark area south of you. Jump and grab to that
block. Use the binoculars to look at the positions of the platforms to the
south-west of you. I used a flare to jump the platforms. The last platform is
to the north. Then a final jump east to the large platform to pick of Hand of Orion #3. Use a flare and work your way back
to the platform at the entrance. Go east to return to the receptacles.
Go east and follow the east tunnel. You pass two
dark empty alcoves. Safety drop into the pit and pull down the wall switch.
There are some spike traps on the floor but if you go to the wall ladder with a
left-right path you should be fine. Jump the pit and enter the west tunnel.
Look up and you can see a fire burning above and ahead of you. Use the revolver
and laser sight to shoot a large star object next to the fire. Jump back over
the pit and pick up Hand of Orion #4. The two
mummies do nothing. Go west to return to the receptacles.
Place the four Hand of Orion items in the four
receptacles. Then go north to return to the entrance junction. The gate in the
east wall is open. Slide down the slope into a small room. On the side walls are two receptacles. Go to
the doors at the back wall. Above each door is a jump switch.
Stand on the middle of the tile in front of the
north door. Stand jump forward to grab and pull down the jump switch. If you
stand below the switch, Lara does not grab it. The door opens so enter the
room. A gate closes behind you. Push the two mummy statues at the side walls to
the south and onto a tile with two black lines. A block drops at the north
wall. Go there and pick up the Inscripted Sculpter
from the floor and the gate opens. Another flock of
bats attack. Run out of the room and shoot a snake
coming into the room.
Stand on the middle of the tile in front of the
south door. Stand jump forward to grab and pull down the jump switch. If you
stand below the switch, Lara does not grab it. The door opens so enter the
room. Go to the end of the tunnel and pick up the Scarab
Sculpter from the floor. Grab the ceiling and monkey swing back to the
entrance door as the floor drops below you. At the doorway, hop back and grab
the edge of the pit. Climb down the wall to the bottom of the pit. Use a flare
and go south to pick up secret #5 and a small medipack. Climb the wall back up into the room.
Place the items in the receptacles at the side
wall. The east wall will drop. Go east and pick up the Golden
Ankh of Horus from the pedestal and an earthquake occurs. Turn around
and see that a block has risen. Climb the block and pull down the trap door
from the ceiling. Pull up on the east side and into a tunnel. Run up the ramp
and the gate opens for you. Enter a small room and the gate closes. Pick up the
Ancient Key from the skeleton in the corner.
Use the key in the key lock on the north wall to open the east gate. Ignore the
key lock and run towards the ladder to end the level.
At this point, my screen went black but the Lara's
theme music stilled played. I assume that this was the end and that I missed
any closing cut scene or credits.
03-feb-2007