The Angel Of Darkness Walkthrough and Game Guide
Featuring All Secrets and Hidden Rewards and packed with Screenshots

Level 13: The Hall Of Seasons

* You can force the knights fall off the balconies, but since Lara cannot actually kill them, we do not count them as kills.
** Including the Health Bandages from the brief visit at the Tomb of Ancients.

Open the door to enter a hallway. There are two receptacles on each side. Above each one there is a symbol, which represents one physical element: Water, Air, Earth and Fire. The deal here is to get four Crystals and use them in these receptacles to unlock a door in the basement. Then you can get on to the next part of the level.

Getting Oriented - Enter the Main Hall. There is a knight here but do not bother with him, as he is too slow. There are four buttons in the middle of the Hall. Each one has a symbol same like the one of the symbols you saw earlier in the hallway. There are twelve doors around the room divided in four trines. Stepping on one button, you open one trine of doors. Each door leads to a lever and a trapdoor on the floor. The middle door also leads to a closed big gate that you have to open, using one of the three levers, and get an access to one of the next levels (and get a Crystal).

If you pull the "wrong" lever, the trapdoor beneath you opens and you fall into the basement. Although it is necessary to go to the basement in order to complete the level, avoid it for now, as it is full of traps, but moreover you are missing the Crystals. The "correct" lever is the one by following the hallway that has the same inner symbol with the one you step onto. To get a Crystal you have to complete a separate level. Although these four levels are linked to this one, we have included a different walkthrough for each level. Check below:

The order is by stepping on the buttons clockwise, starting from the bottom left as you enter the Hall. This screenshot may help you. Every time you get a Crystal, you come back to this level and step on a button in order to get access for the next Crystal. You can complete each of the four levels in any order.

Neptune's Hall (Water Crystal) - Step on the bottom left button to open the three doors next to the entrance on the left. Pull the lever following the left door to open the gate.

Wrath Of The Beast (Earth Crystal) - Step on the upper left button to open the three doors at the far left side of the Hall. Pull the lever following the middle door to open the gate.

The Sanctuary Of Flame (Fire Crystal) - Step on the upper right button to open the three doors at the far right side of the Hall. Pull the lever following the right door to open the gate.

The Breath Of Hades (Air Crystal) - Step on the bottom right button to open the three doors next to the entrance on the right. Pull the lever following the right door to open the gate.

[ Neptune's Hall ]

[ Wrath Of The Beast ]

[ The Sanctuary Of Flame ]

[ The Breath Of Hades ]

After collecting all four Crystals - Return to the hallway where you started the level and place the four Crystals in the receptacles to unlock a door at the Basement. Every time you place a Crystal, the camera shows you the door, removing a lock off the door. To enter the basement, you have to step on any button in the middle of the Hall.

The basement is full of traps. The main reason for going down there is to enter the door you unlocked using the four crystals and activate a huge machine which will help you to exit the Hall. After stepping on a button, follow one of the three doors and pull a "wrong" lever to open the trapdoor beneath you. Each trapdoor leads you to a hallway which ends to a slide. After sliding down, you can return back using an elevator down there.

The basement is a circular hallway. Regardless of the button you have used, you can find the door following the either right or left way of the hallway. If you are interested in all pick-ups, you have to step on the Earth button, which is the upper left as you enter the Hall (otherwise step on the Fire button which gives you a direct access to the door). You get a Viper SMG Clip after dropping though the Earth trapdoor. Other than that, there are five more pick-ups that you can get by stepping on any of the three buttons and following the circular hallway anti or clockwise. If you want the extra pickup, you can use the elevator to return to the Hall and step on the Earth button.

The quickest way for all the pick-ups, avoiding some of the traps - Step on the Earth button and pull the lever following the either left or right door. The trapdoor opens and you fall into a hallway. Pick up the Viper SMG Clip from the hallway and slide down the slope. Pick up the V-Packer Cartridges and head to the circular hallway.

The next pick-ups are beyond on the right. The long spiked rim is triggered when you come from the other side, so do not be afraid to step out. Jump over\ crawl under it from the right hand side and then jump over the lava pit to grab the ledge. Pull up and continue ahead, watching out for the next trap. Run when the blades are in a horizontal position. Enter the elevator on the right and pull the chain once. Turn around and pick up the Health Bandages and the V-Packer Cartridges from the alcove. Pull the chain again and follow the hallway to return to the Hall.

Step on the Air button (the bottom right as you enter the Hall) and pull the lever following the either middle or left door. Slide down and get the Large Health Pack. Head to the circular hallway and turn right. Jump over the lava pit and do not stop running. Depending on the time it took you to get here, a long spiked rim may be coming from behind you. Pass the door on your left (the one you are looking for) and jump over the next two lava pits. Enter the dark opening on your right and pick up the Viper SMG Clip at the end. Return to the circular hallway and make sure the spiked rim has passed. Turn left, jump back the two lava pits and open the door on your right (skip the next paragraph).

Directly to the basement door ignoring the pick-ups - Step on the Fire Button (the upper right as you enter the Hall) and pull the lever following the either middle or left door. Slide down and pick up the Viper SMG Clip. Head to the circular hallway and turn left. Take a running jump for each lava pit and open the door on your right.

The door in the basement\ room with central machine - Head down the stairs. The door opens when you approach. Pull the lever to open the next door and close the one you just went through. Go down the next set of stairs. There is a huge machine ahead which you have to activate by turning four valves. One of the valves is locked in a cage on the machine and you first have to turn the other three.

The Air Valve is just on your left at the end of the wooden ledge. Turn it and return to the entrance. Take a running jump to the circular wooden ledge in the middle of the room. There is a chain on the other side that you can use to traverse across to an upper ledge. Once you do that, turn left, climb up the ladder and turn the Water Valve. Climb down the ladder and use the chain again to return to the circular ledge at the middle of the room. There is a wooden platform on your left with a ladder on the left side of it and a dark opening on the right. Take a running jump to grab the platform and pull up. Climb up the ladder and turn the Earth Valve. Climb down the ladder and head to the dark opening. Jump to grab the ladder ahead and climb all the way down.

Turn around and jump up to grab the chain to traverse across a lower circular ledge. Head to the other side to locate the fourth valve. This valve is locked in the cage until you turn the rest three valves. Before turning it, climb down the ladder and pick up the Viper SMG Clip next to the big black round thing. A knight is lurking around; just ignore him. Return to the circular ledge by climbing up the ladder and turn the Fire Valve. When all physical elements drop into the machine's tank, the latter activates. Are you wondering what just happened? You will find out in a while.

Do not move, because blades are spinning on your left and right side. To avoid them and exit this room (as there is nothing else to do), step backwards, hang from the edge and drop to the ground. Again, there are blades that spinning on your left and right side. Either turn around and walk forward or jump backwards to get away from them. Assuming you jumped backwards, locate the ladder on your right hand side. Climb up the ladder and then the next ladder from the back side. Go up the stairs to exit the room and push the lever to open the gate. Head up the circular stairs to return to the circular hallway.

Back to the circular hallway - You have to return to the main Hall. Turn right and quickly enter the left dark opening as a long spiked rim may be coming towards you. If you did not follow the walkthrough getting all the pick-ups, there is a Large Health Pack at the end. Once the rim has passed, continue through the circular hallway, as you have to get to the elevator. Take a standing jump to grab the ledge with the huge boulder and pull up. When the boulder is down, run against it. You will not get hurt and will make sure that you are as close as you can. When the boulder moves up, run beneath it before it comes down. Taking a standing jump may help your job. Just make sure to take a diagonal jump in order to avoid the traps ahead.

Crawl beneath the "three blade" trap and carefully pass through the next "four opening blades". Keep going, watching out for the vertical blades, and enter the elevator on the left hand side. Pull the chain twice and enter the Hall (if you did not follow the walkthrough getting all the pick-ups, pull the chain once and turn around to get the Health Bandages and the V-Packer Cartridges from the alcove).

On your way to exit (Hall with four pillars) - When you enter the Hall, you can see four pillars moving up and down. This is what happened by activating the machine at the basement. The lowest you can climb on is the right one in front. Stand next to it, wait for it to come to the lowest point and jump up to grab its edge. Pull up and jump to the right one. Go the anti-clockwise way to jump on the next two. Once you are on the tallest pillar, turn to face the center of the room. When the pillar is at the highest point, jump up to grab the circular metal ledge above. Then pull up. There are four rungs but only one of them is flat. Follow it and jump\ vault over the railing.

First floor balcony - There are two dark brown areas on the wall: one on your left and one on your right. When you pass in front of them, a knight breaks this part of the wall and bursts out. You can avoid the left hand side of the balcony (therefore the one knight) as there is nothing interesting and head to the right side. Ignore the knight and follow the balcony to the end. Go up the stairs to the second floor, taking a mental note of the door at the top of the stairs, as you will come back here.

Second floor balcony - Follow the balcony to the end. Again, ignore the two knights and climb up the wall. Dismount on the small ledge to the right. Pull the lever to open the door you saw earlier at the top of the stairs. The wall next to the lever is climbable, but you need a strength upgrade in order to reach the end. Jump down to the balcony and go to the end to reach the door you just opened. Pick up the V-Packer Cartridges at the end of the hallway and push the movable part of the wall on your right to get a strength upgrade. Pick up the Large Health Pack from the floor and return to the ledge where you pulled the lever.

Climbing to the top - Start climbing up the wall and keep pressing forward. When Lara turns around, traverse forward and then left. There is a small ledge where you can regain your strength. Once you drop down, turn around.

The wall you just climbed up is on your right. Now check out the ceiling. You have to traverse forward and then left (as shown in this screenshot). So, jump up to grab the ceiling and start traversing forwards. Stay on the left and make an open turn. Lara turns around again (to the spot that the ceiling seems to end) and the ledge she has to land on is on the left. So, taking an open turn and keeping her right after turning, she will manage to make it (as she has just enough strength to make it). The door opens as you approach. Follow the hallway and head up the stairs.

The cut scene shows Lara entering a tomb and reading an inscription "Ultra Vigilis Umbram, Ecce Veritas" (Through the Spirit of the Keeper behold the truth).

[ Notebook Reference ]

Brother Obcsura (the Keeper)\ The First Painting - The deal here is to get the First Obscura Painting. Brother Obscura though (the red ghost) will not let you get it so easily. The painting (the blue light) is somehow related to the ghost. If you approach it, it moves to another statue. To make it still, the ghost must be stunned and it needs about 12-15 V-Packer shots. Any weapon can do, but the Shotgun is faster and definitely more accurate. When the ghost is stunned, you have about 3-4 seconds to grab the painting.

A small tip that can help you not to lose a lot of health is to crouch whilst shooting the ghost. So, as soon as the cut scene ends, crouch and start crawling around the room to get some pick-ups. There are two sets of V-Packer Cartridges on the right hand side of the room and a V-Packer (you get ammo if you already have it), two more sets of V-Packer Cartridges and a Large Health Pack on the left hand side.

Locate which statue has the painting (the blue light). Crawl close to it, but not too close or the painting will move to another statue. Crouch just before the grating on the floor (see this screenshot to get oriented). Equip the V-Packer and start shooting the ghost. It needs about 12-15 shots. This is not a definite number, because you may miss a couple when the Ghost passes above you. When it is stunned, holster the V-Packer before going to grab the painting, otherwise Lara will run towards the ghost.

Using other weapons on the Ghost (tips by Lacek) - If you decide to try shooting the ghost with a weapon other than the Shotgun, the number of bullets you have to spend varies. With the M-V9 and Vector: approximately 34 shots, with the Desert Ranger: 14 shots. Forget about the K2 Impactor though, because it does not seem to affect the ghost at all. Do not even think of combatting hand-2-hand with it, because you are a lost cause.

(Bug note - The painting is a circular blue light and it is straightly visible. Sometimes, after the cut scene, the painting may look like a small blinking dot. This made us unable to grab the painting in one of our tries, because the hand icon did not appear next to the blue dot when the ghost was stunned. Make sure you can clearly see the painting. If you see a dot, run towards it and make it to move to another statue. This will bring the blue light back to normal. This screenshot shows the difference.)

Once you get the Painting, crouch and start crawling to the exit (or simply run). Head down the stairs to a flooded hallway and follow it to end the level.

Back to Tomb Of Ancients - Continue to the flooded hallway. After some steps it is getting more flooded, so swim through the opening in the ceiling. Keep swimming to the top of the room where you can surface. Behind the rock there is a ledge with some Health Bandages. Get them, dive in the water and go through the opening where you first entered the level from. Swim forward and then upward.

(Note - Many people cannot find the exit. It is the opening of the cave you first entered when you played the Tomb of Ancients. This opening has a climbable wall exactly beneath. As you come from the Hall of Seasons, check the opposite site and little bit above in order to locate the climbable wall and the opening of the cave. This screenshot shows Lara looking above, as soon as she comes from the Hall of Seasons.)

Archaeological Dig - Turn around, run forward and climb on the box. Jump up to grab the upper side of the fence and press forward to vault over it. Approach the blue metal doors to end the level.

 

     
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