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Paris, Section 13 - Tomb of Ancients

(The Angel of Darkness Walkthrough by Nick the Rogue)

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This walkthrough was send in by Nick the Rogue


Run foward down the hall until you come to an edge. Hang and drop down to the large beam, then hang and drop again to the stone below. Follow the stone passage until you reach the entrance to the immense cavity that is the Tomb of Ancients. A nifty cinema will show you just how deep it goes as well as the end goal, the grate at the very bottom of the pit.

Walk to the edge and hang down. It would seem that the face of the cliff here is scalable. Climb down to the stone ledge and walk left to spy another beam. A bat wants to give you a hassle so whip out a pistol (don't waste taser charges on him) and render him into so many tasty morsels. All it takes is one shot a close range so wait until he comes to you.

The beam is just a standard jump away (though often you have to grab onto its ledge so be ready). From the beam, jump into the cavern from whence a few harmless bats have flittered from and follow it to the ledges within. Drop and hang from the three ledges and walk out onto the broken bridge. Walk towards the edge with pistol drawn and take out the bat hanging on the undercarriage of the bridge section on the other side of the gap.

Run back to the door and take a dashing leap to the other side of the bridge. Snag the bandages inside the the door niche and head back out to the edge of the gap looking down and to the right to spy a stone ledge off on the cavern wall. That's the goal, but its a long jump, so save if you have to.

Take a few steps back and line Lara up with the goal ledge, then take a running jump/grab and pull yourself up on top of it. Walk to the left edge (counterclockwise around the cavern) and forward jump/grab onto the gargoyle's ledge. Strangely enough, Lara won't shimmey around this corner, so pull her up and walk to its front edge and hang down. Then shimmey to the left and around THAT corner (picky, isn't she?) and drop down to the stone ledge below.

Going up the hill to the next gargoyle platform is pointless so use the camera to spy the climbable face down the stone ledge. Climb down to the safe cubby and let Lara regain her strength, then scale the wall again, this time climbing left, around the corner, and down.

Once you reach solid stone again, the camera angle should show you the animated skeleton of a Legionnaire down below. Don't waste your bullets yet even if you are lucky enough to get a bead as he's pretty much immortal. You'll get to him soon enough.

Walk around to the left (counterclockwise) edge and spy another spar just waiting to be jumped to. Forward jump over to it (you shouldn't have to grab, but I make no promises) and pull the lever you find there. A good many platforms should sprout out from the stone walls.

Here are the jumps, note that unless I specify otherwise, all jumps are to be take from the edge of the current platform.

Hop to the first, forward jump to the second, forward jump/grab/pull up the third, hop to the fourth, and hang and drop to the fifth. The sixth and final platform should be a running jump (though to be sure not to overshoot, make the leap a step from the edge of the fifth platform.

From the sixth platform, take a look around and spot the crawlspace on the far side of the pit. That is the goal for the moment as a switch inside triggers more pop'n'fresh ledges. Unfortunately, the Undead Legionairre below wants nothing more than to skewer poor Lara upon his blade. It takes quite a few bullets to knock him down for a bit so I recommend the Desert Ranger at point blank distance. Only fire if he's not hiding behind his shield and one or two should knock him flat on his back long enough to get into the crawlspace and back again.

Flip the switch in the cubby and run out clockwise to the new ledge and jump straight up/grab/pull up on top of it since the Skeleton doesn't stay down for long.

Forward jump a step back from the first platform's edge to the second platform, and forward jump/grab to the third. The fourth is a bit tricky. Instead of standing on the edge closest to the next platform, stand on the edge furthest (you know, the one you climbed up from) and forward jump/grab to it. Running jump to number five and forward jump/grab to six. Turn around and forward jump/grab to seven, then walk forward and jump up and grab number eight. Forward jump to nine (sometimes, depending on your angle, you might need to grab) and forward jump to ten. Forward jump again to eleven and turn towards the wall. Jump up and grab the ledge, pulling Lara up into the cubby and yank on the switch.

The switch opens the grate in the middle of the pit. Here are the jumps to get back down. Standing on eleven, hop back down to ten, then take a step back from the edge and forward jump to nine. Forward jump to eight, then hang and drop down to seven. Hop over to six and turn around and look at five. Take a step back from the edge and hop to five, then forward jump to four. Hang from the corner of four that is closest to three (should be furthest from the wall) and drop down then hop to two, then one.

The Legionnaire should be pacing around below you and you don't want him following Lara down the grate so pull out the Desert Ranger and unload a few point blank, then head down the hole in the center of the pit. Run down the dirt hall and kick in the door (strength bonus!), snagging the shotgun and two boxes of slugs (Honestly, if noone's be down here for ages... how did a scattergun end up behind a locked door?).

Head back out the door and peel right (through a short load) and follow the hall to the door. Kick it in and walk inside, being careful not to enter the long hall straight ahead as it is full of traps.

Save, if you care to (I know I do) as the traps in the next room can insta-kill.

As soon as you walk into the hall, the door slams shut behind you and bars itself. A number of dart traps start shooting, but those are the least of Lara's worries.

Pulling the lever just to the right of the entrance does two things. First, it opens the door at the far end of the hall. Second, it sets the spike traps in the columns in motion (insta-kill if caught). The door is on a timer so you must be quick. Run through the dart traps and jump the spike traps if the top two spikes are already out. That is the key strategy. If the top few spikes have fired already it is generally safe to jump them. Repeat the process for the remaining spike traps and HURRY as you're on the clock.

Jump past the final spike trap to saftey and run through that door. If you get caught its a long and treacherous journey back to the lever (I recommend jumping the spikes and crawling underneathe the darts). Once you've made it, follow the hall around to the door and into the Hall of Seasons.

Congratulations, you've just completed the Tomb of Ancients

Next... Paris - Section 14... The Hall of Seasons...

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walkthrough by Nick the Rogue
nicktherogue@tombraidergirl.com

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