JARS
OF ETERNITY
Level by TRFAN21
Walkthrough by Phil
Lambeth, using notes provided by Tom after he had graciously translated his
German notes into English.
After the opening flyby,
make a note of the new moves required in this level that may be unfamiliar to
Lara. Here they are, for your
convenience:
Ladder to Crawlspace
Climb: Hold down Shift and press the Down Arrow
Ladder to Monkeyswing:
1. Hold down Shift and
press the Jump key (usually Alt)
2. Press and hold down
Action (usually CTRL) after jumping
Look around in this crypt
area and take the small medipack from
the SW plinth. Go to the NW corner and drop down into the hole for the first TABLET PIECE.
Pull out and shoot a couple of scorpions,
then go to the E floor lever and push it to open the door at the top of the S
ladder. Go there and climb the ladder
for the second TABLET PIECE. Hop back down and reverse roll to take out a
baddy.
Go to the NE receptacle, combine the two Tablet Pieces to form the EGYPTIAN TABLET, and insert it in the receptacle
to open the door to your right.
Enter the large room and
wait for the baddy to show up to your
left. He drops a small medipack when he dies. Get two packs of flares
in the NE corner, then go to the W end to push a floor lever to open a door on
the other end of this large room. Go to
the dark SW corner and climb the ladder.
Pull up into the opening and pick up the SECRET
KEY. Climb back down and go
back to the first room where you began the level. Vault up into the W opening and take the TEMPLE KEY from the plinth.
Go back out through the NE
doorway and turn right. Go up the stairs and hop up to the top of the trapezoid
structure for some shotgun ammo. Slide down and use the Secret Key in the
nearby receptacle. Shoot the vase in
the alcove to your left for SECRET #1. Step inside and pick up a small medipack and two quivers (one regular and
one explosive) of crossbow arrows. Return to the floor lever you used earlier
and use the Temple Key in the NW receptacle.
Enter the next room and shoot the baddy
to your right. Pick up the SMG ammo he drops, then hop down into the hole in
the SE corner for the SHOTGUN. Climb out and shoot the vase in the NE
corner for some flares.
Walk on the dark tile
against the E wall to lower a block in the NW corner. Push the jackal statue into the NW alcove to open a door high up
in the E wall. Climb up onto the short
block with the jug and take two running jumps SE to get to the opened doorway
in the E wall. Slide down into a room
dominated by twin fountains. The N wall
at the NW corner is climbable, so climb up and enter the crawl space for a large medipack and SECRET
#2. Get back down and
activate the jump switch on the SE column.
Pick up the small medipack
between the pillars against the S wall, then go through the opened E doorway. When you slide down the door closes behind
you. Follow the passage and shoot the baddy you encounter when you turn the corner. Pick up the small
medipack he drops, continue past the closed door and keyhole, and
shoot the scorpion when you round the
corner.
When you reach the end and
see the pit to your right and a long slope to your left, you sense an obvious
boulder trap. You'd be right, so save
your game here. Hop backwards up the
slope until you trigger the boulder (you get a warning burst of action music),
than dash back down and to your right as the boulder tumbles into the pit. Go back up the slope and pick up the DIAMOND KEY and the EGYPTIAN
TABLET (the sputtering blue flame is harmless). Return to the keyhole and use the Diamond
Key to open the nearby door. Follow the
winding passage to a closed door that opens upon your approach. In the next room you encounter two demigods that do battle with you one at a
time. When the second one dies, he
drops the ANCIENT SWORD. Use it to pry a GOLDEN
STAR off a column near the N wall.
Pick up the nearby small medipack,
then use an ascending series of blocks to reach the receptacle up in the E
wall. Pick up the small medipack and then insert the Golden Star to
open the door.
Enter the passage and take
the TEMPLE KEY from the plinth. Go back down, shoot another baddy and pick up the other TEMPLE KEY he drops. Use one of the keys to open the large W door, time a run past the
two spike traps and use the second key to open the next door. As you come to a T-intersection at the end
of the passage, the frantic action music mercifully ceases. However, you have a new challenge ahead of
you. The obvious spike traps are now inactive,
but when you pull the timed wall lever at the N end they become quite active,
along with a gauntlet of teeth doors.
Save your game before starting.
When you pull the lever, immediately reverse roll and run without
sprinting past the first set of teeth doors and spike trap. That takes about 8 seconds (out of 30). Save again in a different slot, then
continue forward past the second spike trap and the second set of teeth
doors. I did this by running past the
spike trap and hitting the sprint key once I was past the first teeth door (and
releasing the sprint key just before reaching the last teeth door). Save again once you're safely past all the
teeth doors and standing near the dark area in the corridor. When the timer reaches zero a door slams
shut right behind you.
Light a flare and locate
the crawl space to your right. Crawl
inside to push a floor lever. A cut
scene shows a door opening to reveal two vases. Crawl back to the previous passage and turn right. You now have to get past two spike traps
situated close together. Wait for the
first one to trigger, then sprint past them both and turn right at the
intersection. Time your run past the
final spike trap and save your game again in front of the wall lever.
Throw the wall lever, and
this time you have 12 seconds to reverse roll, run past two more spike traps at
the opposite end of the passage, turn right and slide down into a familiar room
before the door slams shut. Exit this
room through the S doorway and turn left to find the two vases you saw in the
cut scene. Shoot them both for SECRET #3.
Pick up the RESERVE CROSSBOW KEY,
a large medipack and the CROSSBOW.
Return to the previous room and use the blocks again to jump SE to the
opening leading to the twin fountains room.
Slide down and insert the Egyptian Tablet in the N receptacle to open
the door. Enter the Water Temple as the
door closes behind you.
Shoot the two crocodiles swimming lazily about below and jump
into the water. Swim over to the W
west, pull out onto the block and activate the jump switch to open an
underwater door. Turn around, jump back
into the water, pick up the small medipack
at the NW corner and swim down to the bottom of the pool. Locate the N passage you just opened and
swim inside. When you encounter the crocodile, flip turn and go back to the pool,
where you can pull out and dispose of it.
Go back into the passage and pause along the way for some SMG ammo and flares. Save your game in front of the timed
underwater lever at the far end.
Pull the lever and flip
turn. Swim quickly back to the pool and
turn around as you swim up to the surface.
Pull up onto the N block, climb the ladder and pull up into the next
room with plenty of time to spare on your clock. Take the small medipack
from the plinth and pry another GOLDEN STAR
off the wall. Pull the wall lever twice
to open the exit door and climb back down to the pool area. Go over to the E ledge and insert the Golden
Star in the receptacle to open the nearby doors. Enter the next room to find another large pool. Jump into the water and locate underwater
levers in each of the hexagonal alcoves in the W wall. When you pull them both the protective
spikes around the central plinths are deactivated. Go there and take the SUBMACHINE GUNS
and two stashes of ammo for it. The other plinth has the first EYE PIECE.
Swim to the middle of the
N wall and open the underwater door.
Swim to the other end of the passage, surface and pull out. In the next room, run around until a centaur is awakened, kill it and pick up the DIAMOND KEY it drops. Use it to open the N gate, then go back to alert another centaur inside the opened E gate. Activate the jump switch at the end of the
dark passage, then pick up the SKELETON KEY dropped by the centaur and use it in the
second N keyhole to open the next gate.
Take the second EYE PIECE from the plinth, enter the crawl space for SECRET #4 and a large
medipack, explosive crossbow arrows,
shotgun ammo and two stashes of SMG ammo.
Exit, pull down the wall lever next to the plinth and return to the previous
room. Jump into the W water hole and
swim back to the previous pool. Pull
out onto the E ledge, combine the two Eye Pieces to form the EGYPTIAN EYE and insert it in the receptacle to
open the huge door.
Enter the next room. There's a jump switch on the first column to
your left. Activate it and run up the E
stairs for two JARS OF ETERNITY. As you take each one you hear a door
opening. Go to the NE doorway and stand
in front of the gate to make it open.
Take the crossbow arrows from the
block in the next room, then step into the pool and move the jackal statue
around the fountain clockwise and onto the marked tile. A door opens in the SE corner, so go there
and pull up into the alcove. Turn
around and take a standing jump and grab to the pillar. Pull up and jump to the higher ledge. Turn around and jump to the ledge in the SE
corner. Pull down the wall switch to
lower a rope at the other end of the previous ledge.
Go there, get on the rope
and swing to the NE ledge. Face W and
jump to the balcony, then enter the N passage after noting the star receptacle
at the end of the balcony. Turn left at
the end of the passage (noting the closed door and keyhole) and run up the
ramp. The door ahead opens as you
approach it. Enter the next area and
shoot two baddies. One of them drops the AIMING SCOPE.
Go around to the S side of the central structure near the SW corner and
find a golden jump switch. Active it
and then locate the ladder at the SE corner. Climb up, pull into the opening and go around the corner to pick
up the SECRET KEY, then push the floor
lever and climb back down. Continue
around to the outer N wall and climb the ladder there. At the top, use Lara's new move (shift +
alt, while continuing to hold down the action key) to transfer her to the
monkey bars. Monkey swing to the
central structure and drop down onto the pillar. Pull down the wall switch to open a door in the central
structure.
Safety drop to the floor
and go around to the W side of the central structure. Climb the ladder and pull up into the opening. Take the SILVER
HAWK from the plinth and heed the warning about the limited ammo
(don't rely on your crossbow, as it has temporarily vanished from your
inventory). Turn around and go stand at
the edge of the opening. You can see a
blue ball in the ceiling, made accessible by the lowered trap door. Combine the Aiming Scope with the Silver
Hawk and use but a single round to shatter the globe. The E doors below open,
so climb down, enter and take the first CIRCULAR
KEY PIECE from the pedestal as heroic music plays. Pry the GOLDEN STAR off the wall,
then reverse roll and deal with two harpies
and two demigods. When all are dead, pick up the DIAMOND KEY and the SKELETON
KEY dropped by the demigods.
Insert the two keys in the
receptacles to re-open the E door. Run
down the ramp and insert the Reserve Crossbow Key in the keyhole at the
bottom. Turn left and pick up another RESERVE CROSSBOW KEY and recover your CROSSBOW in the alcove. Go S to the balcony and jump E to the
corner ledge. Pull up onto the higher
ledge and pick up the shotgun ammo and SMG ammo. Get down to floor level and insert the Secret Key in the N
receptacle. Vault up into the short
passage and take the SMG ammo, crossbow arrows and large
medipack from the plinth for SECRET #5.
Return to the SE alcove
and get back up to the balcony in the same manner as before. Insert the Golden Star in the receptacle to
open the door to your left. Hop to the
NW ledge and climb the ladder a short distance. Back flip onto the ledge and jump to the higher ledge NE with the
pole. Climb the pole and back flip onto
a balcony. Pull down the wall switch to
lower a couple of ropes in the center of the room. Climb to the top of the adjacent pillar and jump to the first rope. Ignore the second rope, turn to your right
and swing forward to jump to the ledge in front of the ladder. Climb the ladder about halfway up and back
flip to a balcony.
Turn around and note the
closed gate with two keyholes. Turn
left at the gate and pull up into the N opening. Climb the ladder at the other end of the passage and pull up into
the opening. Activate the jump switch
just ahead and enter the N doorway.
Kill the harpy and jump into the
water to lure out three crocodiles. Pull out quickly and kill them, then jump
back in and locate two underwater levers (one near the floor between the two E
pillars, the other behind one of the pillars near the N wall). Pull out onto the E ledge and climb the
ladder to the top. Shift left and
release to drop down onto a sloped surface.
Jump off and grab the S block.
Pull up and take a running jump to the ledge against the S wall. Note the inaccessible jump switch high in
the wall above you. Turn around and
locate the blue globe hanging from the ceiling. Use but a single round from your combined Silver Hawk and Aiming
Scope to shatter it and lower two ropes near the ladder.
Run to the W end of the
ledge and active the jump switch there.
Turn to your right and take a running jump to the sloped ledge against
the W wall. Slide down, grab the edge and
shimmy all the way to the other end.
Pull up at the corner, turn right and jump to the block in the NW corner
for a large medipack. Jump back into the water, pull out onto the
N ledge and climb back up the ladder.
Jump to the S block as you did before and face W. Jump to the rope and grab it. Turn to your left and align Lara with the
high jump switch in the S wall. Swing
forward and jump off to activate it. Turn
around and take a running jump and grab to the block next to the ladder. Jump back to the first rope, and this time
turn Lara to the right and aim slightly to the left of the second rope. Swing forward, jump off and grab the second
rope. From here it's an easy matter to
turn slightly left and jump off the rope to the block in the NE corner. Step forward and pry the GOLDEN STAR off the wall.
Jump from here into the
water below. The trap door in the floor
is now open, so swim down into the shaft and pick up the TEMPLE KEY.
Pull up onto the N ledge and insert the Golden Star and Temple Key in
their respective receptacles to open the door between them. Go inside and take the second CIRCULAR KEY PIECE
from the pedestal. The exit door opens
behind you across the pool, so swim there, pull out and return to the balcony
below. Run past the closed door flanked
by two keyholes and enter the S passage.
Turn left and stand below the hard-to-see jump switch. Save your game before activating it.
As you're hanging from the
jump switch the trap door opens beneath you.
You'll start sliding down a series of perpendicular slopes. When you reach the second slope, look for an
opening in the ceiling. If you time it
just right you can activate another jump switch there to gain access to the
final secret. When you reach the end of
the line, a door closes behind you and you find yourself in another pool
area. Shoot a couple of crocodiles in the water, then jump in and search
the perimeter for two stashes of SMG ammo, shotgun ammo,
flares and a small
medipack. Pull out to the
right of the fountain at the SE corner.
If you were successful in grabbing that second jump switch on the way
down, the alcove is open so that you can shoot the vase for SECRET #6.
Pick up the small medipack and
two boxes of shotgun ammo and jump back
into the water.
Pull down the underwater
ceiling lever near the S wall and locate the door in the W wall. Pull it open and swim inside the passage and
time your way past the spike traps.
Pull the underwater lever and go back past the spike traps. Pull out onto the NW ledge and use the
ladder to back flip onto an upper balcony.
Turn around and locate the blue globe hanging from the ceiling
ahead. Use your last round of Silver
Hawk ammo to shatter it.
A door opens underneath in
the S wall. You can jump there if you
wish, but one of the plinths is spike-protected, so you might as well save that
task for later. Go to the central
portion of the balcony and stand at the middle of the S ladder. Jump up to grab the ladder and climb up five
additional rungs. Take a rolling back
flip and activate the jump switch on the pillar behind you. The spikes below start popping out. An artifact has also appeared on the beetle
tile beyond the spikes, so time a run E past the spikes and pick up the SKELETON KEY.
Now it's time to jump
across to the open S doorway, so time a running jump over the spike tile and
pull up into the alcove. Time a run
past the spike-protected plinth and use the Skeleton Key in the keyhole to
deactivate those spikes. Turn around
and take the EGYPTIAN TABLET from the
plinth, then grab the SMG ammo from the
other plinth. As you look N you can see
that something has appeared on the other beetle tile, so time a jump over the
spike tile to the central portion of the balcony and pick up the TEMPLE KEY. Kill the demigod
guarding the receptacle in the W wall, then pick up the second EGYPTIAN TABLET
he drops and use the Temple Key to open the door to your left.
Enter the passage and use
your Reserve Crossbow Key in the keyhole.
A nearby door opens, but there's nothing inside. Continue W down the passage, and the gate at
the end opens as you approach. Enter
the next room (your crossbow mysteriously vanishes from your inventory as you
do so) and take the Silver Hawk ammo from the plinth. Again, a message warns you that all three
rounds are needed. Step on the beetle
tile you'll find at the NW corner to open a trap door in the ceiling overhead,
then position yourself so you can draw a bead on the exposed blue globe up near
the NW corner of the ceiling. Then go
stand on the beetle tile against the E wall and face the central structure. A
door has opened, exposing another blue globe, so without stepping off of the
beetle tile shatter the second globe.
Finally, climb the ladder at the SW corner and step on another beetle
tile. Turn around and see that a door
has opened in the S face of the central structure, revealing a portion of
another blue globe. Shoot that one as
well, then climb down and find that the way is now clear in the W face of the
central structure. Pause to pick up two boxes of shotgun
ammo, then proceed into the passage and pick up six or seven (I lost
count) boxes of Silver Hawk ammo, together with the third EGYPTIAN TABLET.
As you go back outside,
you discover that the two inert horses you saw upon entering are now prancing
around with mounted tin men. At least one is, the other may be trying to
ride through the wall of the central structure, but you can make him dismount
by shooting him in the heart. Dance
about so that you hit the tin man in the heart as the horse is passing you on
your right. This causes the tin man to
dismount, whereupon it becomes easier to kill him. Pick up the fourth EGYPTIAN TABLET
he drops, then do the same with the other pair and pick up the DIAMOND KEY dropped by the second tin man. Use the latter to open the exit gate NE and
return to the balcony, pausing along the way to pick up your missing CROSSBOW in the alcove you opened earlier. Climb down the NW ladder to the pool area
and swim over to the S ledge. Pull up
and insert the four Egyptian Tablets in their receptacles to open the gates
between them.
Enter the passage and jump
into the water hole. Swim along the
long passage and pull out at the other end.
Climb the ladder and follow the upper passage to a ramp, then slide down
two slopes until you reach a plinth.
Take the SKELETON KEY and the DIAMOND KEY, then use the nearby jump switch to
open the exit gate. Head out onto a
familiar balcony. Use the two keys to
open the large double gate between the receptacles, then climb the pole and
back flip onto an upper ledge. Pick up
the small medipack, then combine the two
Circular Key Pieces to form the EMERALD KEY. Use it in the device to lift the gate to
your left. Pick up the large medipack and small
medipack in the sun-splashed passage, take the SHOTGUN from the pedestal, then save your game
and slide down into the next room for a battle royal with Seth.
During the ensuing flyby a
message gives you warning that your weapons have been rendered useless. When camera control is restored, loop around
to your left and activate the high jump switch as Seth hurls thunderbolts at
you. Reverse roll and run toward the NE
corner. Push the jackal statue onto the
beetle tile in the corner, then run around the room if you wish to pause for a small medipack and some extra shotgun ammo (two boxes). Run to the middle of the N wall and pull up
into the crawl space where you'll find some refuge from Seth's barrage. Crawl forward and push the floor lever at
the end of the passage to turn off the flames protecting the floor lever outside
at the S wall. Exit the crawl space and
run across the room to push the floor lever.
Run around the pillar in front of you and climb up onto the block in the
SW corner. Pick up the small medipack, then take a standing jump onto
the taller pillar.
Take a running jump E to
the ladder and climb to the top. Jump
to the bridge and time your way past the spike traps. Jump the gap on the other side to the ledge in front of the N
ladder. Climb the ladder and shift
right to drop onto the upper ledge. Go
into the NE passage and jump up to grab the monkey bars. Time your way past three flame blowers and
release at the other end when the flames protecting the artifact are also
down. Pick up the FLAME EMITTER DEACTIVATION KEY and monkey swing
back across the flame blower gauntlet.
Drop down at the end and follow the ledge to the other end, hopping over
the gap at the ladder. Insert the Key
in the keyhole to turn off the flames immediately ahead.
Hop back and take a
running jump SE to the next ledge. Jump
up to grab the monkey bars and follow the tracks all the way to the SE corner
of the room. You must time yourself
past two flame emitters along the way, a task made trickier by the fact that
Lara seems to halt in her tracks whenever she pauses to let the flames
subside. When you get safely past the
flame traps, note the jump switch in the E wall as you approach it and release
over it to activate it on your way down.
Climb the ladder in the S
wall and use Lara's new move (continue to hold down the action key while
pressing the walk and jump keys) to transfer her to the monkey bars. Monkey swing past the flame blowers and
release at the end. Jump NW to the long
ledge and follow it to the ladder.
Climb down to the bottom, hop to the spike-trapped bridge and make your
way to the other side. Jump to the tall
pillar in the S wall and climb down the ladder. Back flip to the shorter pillar and hop down to the floor. You now have full use of your weapons, so
draw your Silver Hawk and make use of all that extra ammo you were provided
earlier. When Seth explodes, pick up
the DIAMOND KEY he drops. Use it to open
the E double doors.
When you cross the
threshold a door opens to your left (as a reward for your obtaining all six
secrets in the level; otherwise, it
wouldn't open). Go into the next room
and pick up the AWARD FOR FINDING ALL SECRETS.
You can't eat it, and you can't spend it, but it's a nice honor for all
your hard work in following this walkthrough.
Go back and head up the E ramp.
You'll trigger three boulders near the top. If you're quick enough you can simply continue running forward
and dart to your left between the first and second boulders. Otherwise, the ladder down at the bottom of
the ramp may be intended as a refuge for you.
When you reach the top of
the ramp, hop into the S passage and follow it around to a door that opens upon
your approach. Enter the next room and
take the DIAMOND KEY from the central
trap door, which opens to deposit you in a pool far below. Pull up into a dark underground room and
shoot three large vases to reveal flares,
a small medipack, two stashes of SMG ammo, shotgun
ammo. Shoot the harpy, then shoot the blue globe hanging from the
NW area of the ceiling. A door opens in
the W wall. Pull out the piece and move
it onto the S dark tile. Two more blue
globes are revealed toward the N ceiling.
Shoot them to open a door in the N wall. Pull out that piece and move it onto the dark tile W. Find the final piece in the S wall and move
it onto the NE dark tile.
The flames protecting the
floor lever in the NE corner have been turned off. Go there, push the lever and kill the demigod
who appears. Pick up the EGYPTIAN TABLET he drops and insert it in the
receptacle next to the floor lever.
Enter the passage and climb the ladder.
Back flip near the top to a higher ledge and activate the high jump
switch there. Climb the next ladder and
pull up at the top to a room you earlier visited briefly. Use the Diamond Key in the W keyhole to open
one of the large double doors. Go
inside as Lara's theme music plays and run up the ramp to end the level.