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Shade: Wrath of Angels - Walkthrough
"Shade - wrath of angels" Walkthrough
Olaf Weging 2005 (Olaf.Weging@t-online.de)


Introduction
The game "Shade - Wrath of Angels" was published on the international market in October 2004. This
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product was released by the Czech company CENEGA, who gave us
such wonderful adventures as, for example, ?Mortyr", ?Another War"
and "Fairy Tale about Father Frost, Ivan and Nastya" and will make us
lucky in the nearest future with the game "Creature Conflict: Clan
Wars" The company was cooperating at E3 in Los Angeles and got
some important awards there. I would really like to visit this company
at this year's E3, where there will be shown to the planet one of MY favourite games.
CENEGA was founded in April 2002 and is located in Prague, capitol of Czech Republic. Its satellite-
partners are Great-Britain, Poland and Slovakia for the world-wide release of games. CENEGA-
Publishing is being specialised on PC- and console-games with the main-market Middle-Europe, but also
world-wide. Who would like to take a further look at its web-page, goes to www.cenega.com. The
technical parameters for the game are quite well for the present development of IT-engineering:

Minimal equipment
Operati ng system: Win 98SE, ME
Processor: Int el PIII - 700 MHz
Memory: 128 MB RAM
Vi deo card: 32 MB GeForce2
Sound card: SoundBlast er compat ible sound card
Hard di sc: 2 GB free space on HDD
Other: MS Direct X 9

Best equipment
Operati ng system: Win 2000, XP
Processor: Int el P4 - 2 GHz
Memory: 512 MB RAM
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Vi deo card: 256 MB GeForce4
Sound card: EAX compat ible sound card
Hard di sc: 4 GB free space on HDD
Other: MS Direct X 9

I personally use a WinXP/AMD-Athlon2000+/512MB-RAM/64MB-GeForce-
system, on which I could not notify any serious problems during installation and
training-level. If necessary, it helped me always a lot to take away the stack-
problems from to many performances. This for example can be done by buying a
new computer-equipment or simply re-installing the operating system, after it has
been working for a longer amount of time.
The product holds not only a nice poster fort he room, but also a reference-book
with all the necessary information about game-keys, the system-techniques, the various fighting-styles,
found items and special techniques for saving.

Regarding saving: there are a couple of saving points in the game, not the usual
technique of saving via slots. Only when one has brought his hero to a saving-point
(by solving puzzles, problems and fights) one can save there, which is equal to a
higher degree of difficutly. Once you have frozen your hero to a save-statue there,
one can always return to this place, demolish the statue and do the next saving
point there. The cheats for those, who like cheats, I will explain in the next chapter.






Table of contents
"Shade - wrath of angels" Walkthrough
4/29/2014 Shade: Wrath of Angels - Walkthrough
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Introduction
Table of contents
Tutorial, crack and cheats
Level 1 - Intro
Level 2 - Railway-Station
Level 3 - Hotel
Level 4 - Church
Level 5 - Underground
Level 6 - Deserted Town I
Level 7 - Deserted Town II
Level 8 - Castle-ruins I
Level 9 - Castle-ruins II
Level 10 - Burning town
Level 11 - Necropolis
Level 12 - Necropolis temple
Level 13 - Spiders' nest
Level 14 - The tower
Level 15 - Ancient crypt
Level 16 - Temple of Seth
Level 17 - Temple of Seth II
Level 18 - The host of Serqet
Level 19 - The house of Osiris
Level 20 - Die hypostyle hall
Level 21 - The scales of Maat
Level 22 - The fields of peace
Level 23 - The descent to darkness
Level 24 - The descent to darkness II
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Level 25 - The Portal
Level 26 - The first encounter
Level 27 - The gate
Level 28 - The bridge
Level 29 - The swamp
Level 30 - The machine
Level 31 - Grand Finale
Copyright





Tutorial, crack and cheats
As soon, as one has installed the game and - as soon as necessary - to save the original disc (once the
game is your property smile) a crack (to save high-quality-games' original discs, one can download
cracks at www.astalavista.box.sk and www.gamecopyworld.com, where I found a German crack also,
but he didn't work - so I took the English crack fort he German version of the game - and it worked very
well) one can change the screen-resolution to its own wishes and the sound to its own hardware (some
options are being fixed by the game automatically, but correct adjusting is not bad, once you know your
personal computer), the mouse-options and the key-adjustment to your own standards (for example, I
thought, that it might be unpractical to play with the letter-keys ?W"/?A"/?S"/?Z", and for that reason I
put the direction-keys on the arrows) and immediately after this start the game.
You begin the game with a training-level, in which a friendly and competent girl's voice makes you familiar
with the steering of the game, gives you little tasks, makes you comfortable with taking up of items and
weapons (?E"), the holstering of weapons (?V") and their use for personal defence (right mouse-button)
and offence (left mouse-button) and also the using of objects (?E"). In your inventory (?Q") you can find
information about the degree of ammunition of your active weapon and then you will have to have your
first fight, against a knight, after that with two mutants and in the end, after a larger fight, having solved the
training-level.
The dream-sequences of the hero will introduce you into the story, when you will in the beginning do a
little trip to meet your brother in a small mountains' village (with a train) to find from the station of the
village the way to the both possible secret meet-points.
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Once you can save only on some places in the game (marked by statues of the warrior), return to them,
crash them and do a new save-point, but not save at each and every place in the game variously, for
example in front of very difficult tasks, I recommend you two techniques:
1. the program-update 1.2 for 32 new save-points in the game (to be downloaded at www.cenega.com,
about 17,2MB)
2. either console-cheats or the TGiFDOX-cheat-Enabler for unlimited health.
The cheat-Enabler of TGiFDOX one can get on usual walkthrough- and cheat-servers worldwide. You
start it before the beginning of the game (best of all from the desktop) to can receive infinite health in the
game with F7 or with the F8-keys for redoing that.
The console-cheats do make necessary the use of console in game with the key-combination ?Ctrl-Alt-
F3" and use of the following cheats:
dcheat 1 God-mode for Daemon
dcheat 0 Human-mode for Daemon
Iamtrax All weapons
Iamzozo more ammo
Iamartie armament for magical sword
Iamfido 50 magic tears
Iamjabba Maximum magic energy
more iamander All daemon-spells
Iamgod God-mode (alas kills you!)
Liliput Small enemies
global map Level number

One thing regarding the cheat-Enabler: He is programmed with the wrong adresses and does not
properly work at the given moment (9. Mrz 2005). The cheats-specialists should immediately
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begin to work on this, nevertheless - Black-Element say, that the game should be sold also in other
countries, and fort hat purpose they do not think about the programming of a God-mode-cheat

On the side of the console-cheats the God-mode-cheat at the moment does work as a suicide-
machine, which because of this one can not use. Personally Me, I NEVERTHELESS prefer a God-
Mode in such Ego-shooters, because I am not a suicide-fan smile
Regarding Health:
There are during the game a lot of those small silver-shining cracks in the earth - living-energy-fissures. As
soon as you own the magic light-sword in the game (and this will be very soon), you can push it there with
the button "Use/Action" (standard-key "E") to replace your health.
Take care for these living-energy-fissures. Some of them are hidden under barrels, but most of them you
recognise very well. They do help you, once you were wounded anywhere. But take care of the fact, that
their living energy is limited. It is approximately limited to one full health-amount, after that the living-
energy-fissure disappears - so use them carefully, they are the only shelter with the save-point, as long as
BLACK-ELEMENT/CENEGA did not yet develop a cheat, which is not being honoured by suicide of
the hero, as at the given moment - 10.3.2005)

Regarding Saving:
Your second goodie besides cheating are the saving-points. There is not the free choice of saving in fixed
slots in the game-menu, but saved is on several saving-points. Each level-beginning is such a saving point,
at which, besides that, your health is being restored fully. Also there are these crystal-whirls, which mark
actually saving-points, which one may destroy after one saving to a statue of the warrior and renew then.
This way there is always added a new save-point in your game-menu.
At the given moment it is recommended to install the latest patch to game-version 1.2 (about 17 MB),
because this way you have 32 save-points more.

Regarding Fight-combos:
During the game the hero receives on some places fight-combos, with the help of which he fights more
efficiently. Keep those combos in mind in combination with the mouse-buttons for offence (as for example
the double-left-click as combo), for you might use them in heavy fights.
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Level 1 - Intro
Nothing to be done for the beginning. We watch a cutscene, like they are typical for 3D-Ego-shooters.
Our hero reads a letter from his brother, which says, that he was busy for 3 years in Europe and did not
send any messages. He would have made THE discovery in the fields of archaeology, of which he had
dreamed always. Their father once said to him, that ?one would have to work for his dreams". Und now
"he would have found it". Once the brother would have to tell us about it personally, we should meet in
Rome, either in the hotel at the station or in the church (as follows)

Level 2 - Railway-Station
Rome? - Well! The train has brought you to a small station and perhaps you may want to observe the
graphically wonderful place without lots of enemies, to get familiar with the CENEGA-programmers`
work.
Closed doors our hero comments like ?Blocked!" and ?Damned!". The toilets of the station are open,
although dirty. If you leave the station to the outside, you can go through the first street to the right (on the
right-hand side only the parked train) to step into the hotel on the next crossroad.

Level 3 - Hotel
After the question ?Hello, anyone here?", which will be asked more often yet, the hero decides to go to
the reception, where he will find the key for the room of his brother ("E" for taking it). The flame-
sequences, shown now soon, DO a little bit frighten and our hero goes on search for the room of his
brother. Over the stairways to the second floor and here on the right side over the back-stairway to the
third floor, we find room number 13, for which our found key is good. In the room, finally, we find a
Desert-Eagle with 50 bullets, which we take with us.
On the way back down, like the way up here, we see another flame-sequence with monsters. Once it is
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over, we can continue our way down, back to the reception, where the receptionist awaits us as bloody
monster. So I gave him immediately one of the bullets of the holstered before Desert-Eagle, which was
enough to send him to the floor.
For leaving the hotel in direction to the church we take NOW at the reception (so right-handed from the
entrance) the back-entrance-key, which is lying here and come to the

Level 4 - Church
The standard-question ?Anybody
here?!" seems to open rooms,
although very soon there will be
two Zombies. So we'll cross the
church in direction to the altar, to
find our two Zombies, for whom
the Desert-Eagle seems to be a
good argument.
To reach the vault under the
church under the altar, you go up
the stairs half-around the altar, to
touch it from it's back (?E"). Now
you can continue your way between the two half round stairs down (did you like the wonderful detailed
church? ... smile!) to step into the labyrinth under the church. First right, where our hero believes to
recognise the archaeological artefact of brother B., then some stairs down (again ?E" or YOUR action-
key) to arrive at another mystery.
The round stone-disc with a hole
on the sides, that does remind our
hero so much of Indiana Jones, is
being moved with three switch-
pedestals in front of you, when
each time, you move a switch, the
corresponding symbol-disc on the
mystery-wall in front of you moves
one quarter further and the other
both symbol-discs half around. A
little bit guessing and you have the
solution for the puzzle, so that all
three faces are directed properly.
You can either search for the right
combination with your own sheet
of paper or use my combination, which I found the best:


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Centre - left - right - Centre - left - left
Then through the stone-slices-entrance, which opened now, it goes ?further along" until you reach a small
hall with candles and hell's laughter from behind and then

Level 5 - Underground
Research the facility. On the side of the candles you find a torch and can - after this - jump from the
balcony, following to the right, with approach to the left onto the ruins' part, standing out, on its ledge to
the right and from here to a further ledge with approach and climb hand-over-hand to the right to the little
bay with the lighted entrance and jump down here. Follow the stairs and slide down here into the hall with
the huge stone-block.
Now one can light a torch here, once you took it on your way here. Then go the stairs left or right up to
another hall (where you could light the torch eventually, too) to take the Heart of the Angel of Believe
from a socket, guarded by knights - the first of your four angels' hearts to find. Leaving the hall again to
the huge stone-block you will see a wonderful cutscene with your first angel.
Cutscene:
The angel of the night, the first of four holy saints, tells you about Nefandus, the anchor of the world, the
time and the space, who consists four angels. The Old Gods devided the world into four parts, each
ruled by one holy with holy objects. After the secede of the angels the Gods devided the world and
locked up the angels. Brother B. wanted to unite everything, but did free only one angel, which will be
on our side in the starting from here action. After this the brother was cursed by the Old Gods. But the
brother is still necessary. Your main task will be now to travel through the world to find the missing
angels-hearts to free the angels. The first heart you receive from the angel, which will help you from
now on and assist you and provide you with a demon (to be called by the "R"-key). The powers of the
other side want to stop you. So use your new servant, the demon, if necessary.
Moreover you receive one new weapon, a lightsword (magical sword), with the help of which you will
can renew your level of health to its starting-level on the corresponding positions, see better in the dark
(also without flares) and fight excellently.
Level 6 - Deserted Town I
The angel explains us here in the Middle-Ages now, that you will have to find now the holy sceptre. For
that purpose he sends us to the town's temple, after what he (she smile) would tell us more.
In the room, where we landed at our first time-travel into the Middle-Ages, we take still three energy-
points for the demon and leave then through the door into the town (over the ledge to the right, sliding
down).
Outside we can explore the town a little bit in a first segment in circles, meanwhile different zombies will
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try to be in our way,
whom we kill of
course. A little crate
we can push with the
help of our demon
(keys ?R" and ?E"
combined with the
direction-arrows)
under the balcony for
jumping up to a room
behind a door, where
we will find a key,
that we will take with us.
Did we pull the big chain on the gate to raise the gate, we can - again with the help of our little demon -
push the great box under the gallery-balcony in front of us to get up here. Along this gallery we come to a
very small yard now (two zombies expecting us - kill them?!), in which we will find not only energy for the
demon, but also at first time a silver-shade-marked place for restoring our health by the magical sword
(our angel does explain this to us helpfully) - ?E"-key with holstered light-sword for health-restoring - and
then still a first save-point, where a statue of our hero keeps existing the game-progress, which we can
additionally still throw to peaces again and then redo the save-statue, this way actualising the savegame-
point, so that we do not have to begin the level each time from its beginning. Now that we can open the
small grating to the yard. Alas it closes behind us, so that immediately we are abandoned to the three
zombies and cannot restore health for this time. So fight for your life! Over the stairs to the right into a
small passage-room (another zombie appears) and then through the other door from here into the next
yard of the deserted town. The both knights following we will kill, soon a third one near the hanged and
so on. After this we move the little box with the demon to the plate in front of the gate, so that it stays
permanently down and the gate that way open. This way we come to the second part of Deserted Town.

Level 7 - Deserted Town II
Our health will also be restored by joining a new level. So we can make our experiences with the next
knights, whom we see yet in a little distance. First now to the next town-entrance, where some of the
war-guys are waiting. Not a very serious problem (if you choose difficulty-level ?easy", there are two
enemies, in other difficulty-levels respectively more of them, although I strongly recommend to use cheats
in this case, or to fight heavily smile). On the left after the passageway we see a key after a grating,
which we cannot get yet.
Now along into the following yard, where a heavier enemy is being "beamed" to us. He gives us a very
good sword. Back in the yard there is a health-fissure (you will probably have to lay down the chosen
sword and change it to the magic one - this is, what we'll have to do always to restore health). First now
(you can still beat barrels for demon-energy-goodies) into the most-right of the doors, in the following
staircase fight all enemies and up on top of the staircase take the key for the middle-floor-door and return
with it again to this middle floor, for we might open that door now.
Through the following staircase down to open another door. Now follows a room with a larger group of
attacking enemies. Most dangerous are the ones with halberd. The easy zombies are easier to kill. Once
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the room is freed, we can not only restore our health in the next corridor, but also find another saving-
point.
If you received any weapons and put them away - no problem. Take them up again, once the magic
sword will always be in our possession. Beat the save-point-statue and place yourself again on the save-
point. The game-save is being stored.
So we can continue our way.

As soon as we pass the door, some fighters appear in a cutscene. Very soon we get rid of them. In the
following next church-yard, the door on the right side of the church-entrance (left from the just now still
closed grating) is still closed behind the grating, walk left through the gate (little fight and in the back part
still another saving-point) to walk up some illuminated by the sun stairs into the second back-yard, where
we will not only fight a moderate zombie, but then find still upstairs a key, that we could not reach yet,
when stepping into the town earlier. If we take the key, fighter(s) follow from behind.
With the key, we received, we can return to the church-yard with the grating, to open the door from left
behind the grating.
The coffins behind the gate are not destroyable. So we pass the next door, to be met by some ugly guys
again. Once we got rid of them, we have another saving-point, and then we can push away the fireplace
in the room most behind. Simply both switches on its right and left sides pushed and the fireplace goes
away. Again a health-slot (if you want so, destroy the save-point-statue of the hero after this and do
another save there again) and some energy-goodies for the demon. Then through the only door here
along.

So now that we are inside the
church, in the yard of which we
earlier came behind the grating.
Some fighters wait for us (at the
easiest degree simply two) - but
this time knights with coats of
chain mails, who beat even harder.
But after them we will can take a
nice look at a wonderful textured
altar of holy Maria (see the
picture). Now again to the right
and on the left side of the altar
pushed the switch, so that we find
the first of our necessary for the
angel holy objects - the Holy
Sceptre.
In the following cutscene our angel will explain us, that he is not only heavily impressed, but would
bring us immediately to another place, the ruins of the Gnostics' castle, where we will have to get
the first part of the following angel's heart with our sceptre. For that purpose we will have to find
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the way to the temple and defend the holy sceptre.
Level 8 - Castle-ruins I
Following this we meet a couple of fighters - various dressed skeletons. We fight them in the yard here,
before the gates to another yard open up. After this, in the second yard (first still put up energy-goodies
for the demon) after the enemies do a fire from the torch, lying around, so that the way to the ladder, you
could see earlier, becomes free. Up this ladder (by ?E"/Action) and balancing over the boards to the edge
of the building across (still some energy for the demon on the right). Up the next edge to the left, around
the corner and along into a room with a few enemies. From here on we continue the way along the place
of ruins, run up from the outer balcony upon to the side, into the next ruins-room, where we can do a
save again (enemies kill before!). This time outside there is lurking an archer-skeleton on the side, as
soon, as we use the back-exit, for whom the Desert-Eagle is a good weapon. Then over the three plates
of the columns jumped to the right, where we approach into a small room across the position of the level's
aim with two statues, which we saw in the cut before.
Until now we cannot go to the right, but the door to the left can be opened with two switches on both
sides. To the left it is free, to the right the demon pulls the stone away for us. Once we open the gateway
to the left now, it appears a couple of enemies, which we "fight-a-bit". We can also restore our health in
the entrance and save in the opened now hall with partly broken columns.
Over the front-left columns the hero can get till the first front left for demon-energy. Once you have
saved, there will be a long-distance-jump. From the window front right at the entrance of the hall (the only
one open) you run up with ONE jump to grab the ledge of the wooden destroyed bridge across. (half-
left).
Over it and in the following tower jump to the right onto the socket of the stairs and there you will find a
save-point. Left to it you get a floor lower, jump with run-up onto the projection of the side across and
get down to the floor with the rest of the bridge in the middle. From it you can get to the balcony with the
door and the candles, left one burning, right one not yet, by jumping.

Don't miss to step through the
light-crack on the right of the
broken bridge. This is a secret,
because here you can receive a
couple of partly very mighty
charms and spells for the collected
magic tears (energy for the
demon). I found eight different
ones. With the corresponding
console-cheat (Alt-Ctrl-F3 for
console) ?iamfido" you receive
each time 50 magic tears, so that,
if 20 times push ?iamfido", one
receives the maximum-amount of
1000 magic tears to trade with.
Best of all you take all spells, because - once the god-mode in the game doesn't work, we get at least A
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BIT of respect from very heavy Boss-Fighters.
After this you step back through the light-crack and jump once more to the gate with the burning one and
the not burning one torches, put up the torch lying around there torch, light it from the burning one and
light the not yet burning one with it (the right), so that our hero can get now into the second part of the
castle of the Gnostics.

Level 9 - Castle-ruins II
Here one can read the inscription
on the flame-point across and take
the desired Gold Gnostics'-
Skull, because of which our angel
had send us into the adventure
(amongst other things). To the
right, then to the left some enemies
and the lattice-doors at the end is
still closed. So once again back
and this time straight on - pay
attention, the floor is crashing in
front of the chain-switch across.
To the left there stays a little
socket on the wall and across a
balcony in front of the switch. With
a short break at the socket jump to the left to the balcony of the chain and drag it for opening of the lattice
from the beginning. Now the same way back, up the stairs from the beginning and along through the door,
which is now open.
A couple of enemies behind us, but once we are through the lattice, they turn back
Along the new way, get down into a hall with a save-point, where one can see flashing a health-point
under one of the barrels, which we can use still until doing the save-game. The inscription on the wall tells
us, that we will have to fight still more dangerous enemies. So push the chain-switch across and then
through the opening lattice. Here follows a little fight against various enemies, for which we use the
acquired fight-techniques (I still use the direction-button ?forward" with left-clicking all the time for very
effective attacking smile). At the end opens the great lattice in front of us and it opens up a stairway up
to the right, where we come to a stairs upwards. If necessary, once more back to the health-crack and
do a save-game again, up the stairs and the next dangerous enemies wait for us, dressed in different-
coloured monks-habits followers of the knights of the Gnostics, against whom I used to fight with the
demon partly with its immortality and greater hit-points. Unfortunately he loses energy very fast and after
this changes back to the mortal hero. Once you have changed tears'-spells at the first secrets-goodies-
crack, you will certainly want to try to test the spells here. I am still suffering from the fact, that there is no
god-mode. (I do not want to cheat, but superior forces of building-stack-problems invincible enemies do
not give me any feel of satisfaction from adventure-games).
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Along the way away from this horror-ground and continuing the path till the surrounding inner yard, where
the hero will see the next skull of the order in front of him.

Let's get down into the surrounding yard with


the wooden grating around. The exit-gate is still
closed and the switch for it is on the left upon it
at the end of that grating. So from the beginning
over the ladder upwards and with run-up do the
greater jumps till the chain-switch and open the
lattice, then immediately get down to it and kill
the hurrying-up Gnostic. After this down into the
room with the seen earlier second skull. With
the chain-switch pull it down and take that Iron
Skull (?I want you, too" smile). The demon
will push the big box for us below the entrance
from the beginning and we go back until we reach the entrance into a nave of the church, where we can
once more restore our health and do a save-point.
Then run up to the bay onto the upper part of the nave and then balance along the middle beam and
jump two times normally and two times with run-up. At the end to the left into a passage with crouch (?C"
crouch). Here you'll have to pull the chain for opening the lattice in front of us for a further passage.
Another skeleton-enemy. Once more a save-point, and then open the door and step out to take a look at
the way in front of us in small cut.
From the right corner we jump onto the middle bridge-path. Immediately sprint to the crossbow-warrior
(the only one at least at the easiest level of difficulty, but nothing against playing berserk smile!) and kill
him and also another one hurrying up (or others). From the centre of the bridge-path jump to the left and
drag down with the chain-switch and take the last, the Silver Skull. Jump back with run-up. Continue
the way along the bridge, at the end turn right, get down from the ledge and climb to the right (about 15
times). From here to the footbridge left on the wall, over the ledge of the wall, get down from it and jump
over the fire to the plank, and from it to a small stone-socket, from this socket to the one with fire on it,
get on its ledge and climb to the right (to avoid the fire) and, if you get up here, run up to the smallest
socket and from itself with run-up to the ledge of the final part of the ruins outside. Did you fight the
enemies? Then up the ladder - enemies, all tears` energy taken? Then through the stone-hole into the
stairways and until the very lower end, where we will have the opportunity to save once more and (fight
the enemies first) to place the three skulls. The final hall of the ruins of the Gnostics' castle opens up.
Once we go in, we have a middle-ranged group of enemies against us, best of all to fight in demon-mode.
The following level-boss is more attractive. I used the tactics to storm against him and continuously
attacking him. So he soon becomes history, although he has a really fascinating flame-power-illumination.
Once you killed the last enemy in the Gnostics' castle's ruins, you can go to the altar, place the holy
sceptre and receive then the First Part of Heart of the Angel of Blood in Middle-Ages, after what
our angel will congratulate us to the first part of freeing from the spell.
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Level 10 - Burning town
Our angel will explain us that we will have to pass the town to Necropolis and first to find the first of four
essences - the alchemical. We begin to explore the suburb-yard, and immediately appear the first enemies
and a gate closes in front of us. Fight them! After this to the right and a little bit fighting against various
enemies (crossbow-enemies are very dangerous and best of all to impress with the Desert-Eagle). To the
right up the stairs, in a small yard with a further save-point there is the workshop of the alchemist, but we
still need the key for it. So back down the stairs, at the passage we can restore health and with the help of
our demon move the two boxes forward. Through the now free passage (enemy?!) into that part of the
suburb-yard, the access to which had been denied to us at the beginning with the appearing of the first
enemies. Handling with some more and more awful enemies our hero calls our attention to a key, which
was on the other side. From here we can open the gate, which closed in front of us at the beginning; and
head back to the workshop of the alchemist. Now we can get in and take from the table the alchemical
essence[1]. After fighting the hurrying in enemies we leave the alchemist's workshop, down the stairs, and
through the back-office, to the part behind.
Here expects us a middle-ranged fighting group and a crossbow-enemy on a secure balcony, whom we
all kill, to collect still some goodies in the back-yard, until we move further forward through the now
opened (cutscene) gate further long into the town. A good idea is to do another save-game, because at
the beginning there will be another save-point, until more heavy enemies appear, who we should kill from
a secure distance, because in close combat they give to much hit-points and have very good combat-
tactics in their AI.
The passage forward leads to a yard with a place of execution and a health-crack. Accessing the place of
execution or the health-crack lets appear even more enemies (on all levels of difficulty smile!). But
after passing the bridge, we have to go to the left into a back-yard with a lattice-door-exit. We find the
key for it on the wooden grating to the right; after having killed the last enemies here, we pass the door,
which closes behind us for a new fight. With the torch at the end of the yard we light the boxes on the left
to fire and get this way the transition to the
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Level 11 - Necropolis
Once we did not only find the alchemical essence, but also got until the Necropolis, our guardian angel
will explain us now, that we are "Welcome in the fields of Dead"! We will have to meet the Prince of the
"undead" Knights, who guards the second part of the second angel's heart. Else we will have to find the ?
Book of Sin" for the gates to the tower.
?What kind of tower?!" - smile - ?Well, I did only ask!"
So, go ahead (as always, of course smile!). Over the bridge (a jumpable gap) and on the cemetery kill
all simple enemies and do another save-game in the hall under the horseman. We will need still the "book
of sin", for which we will have to climb on the other side of the grate near the horseman.
Ahead to the left we can get down from a small gap to a small column, on which we cannot hang-on this
time (else we would fall into the deep abysmally), but crouching (crouch ?C") through the column, to
arrive on a wooden scaffold. To get to the deepest part of the scaffold, we lose with one simple jump to
much health, so we get down from one part of the scaffold to the second and then the third, to do two
good jumps onto the back-side of the horseman's cemetery from the beginning.
Here we can change once more at another light-crack magic for our demon for the collected magic tears.
After this we get up in the great crack on its ledges until the very top, short jump across and we land on
the other side of the cemetery's horseman .
After s middle-ranged fighting with
the "undeads", the collecting of
magic tears pushed around and -
absolutely necessary - restoring of
health (because now the way back
will be cut off from us) at a gates,
we open the gates and immediately
fight one (or more?... smile)
enemies, who then leaves us the ?
Book of Sin", after which our
guardian angel gives us an
acknowledging ?
Overwhelming!". We would
need it for ringing the bells at the
tower for opening the access-gate,
explains our angel still - everything else we will have to find out ourselves.
Once we take the book of sin, off it goes deep into the water below us, where our hero can demonstrate
his swimming-abilities (smile), until the next Task is being shown in a short Cut.
So we begin to the right on a rock's ledge with a small jump from the third of the rocks-sockets, ahead,
from there with run-up to the wooden scaffold and the next socket (but not TOO far) and from there
again with an also long-distance-jump to the yellow (sandy?-)stone-socket in the corner. When we let us
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down the ledge, the further way is shown. So let yourself down again and then climb to the left. By
crouching through the stone-passage we find another place for a save-game-point, before we get to the
precision-jumping along the round sockets until the final aim below us.

With good timing we jump from
socket to socket until we get to the
angel's statue and the second part
of the key for freeing from the
curse. (You can also get down
immediately from the second
socket to the angel himself, but
loose too much health for the
following ?Action"). Now from the
angel a simple run-up-jump to the
round socket in front of you, a
second one to the illuminated one
and from it to a same one to the
third socket into the direction away
from the angel. And from here on
now onto the bay with the new save-point. Save-game!
Now we can climb up - satisfied about the second part of the angel's heart in Middle-Ages - and turn
right around the corner, until the ruined bridge in the middle, which we saw in the beginning, when
climbing around from the first to the side behind the lattice of the cemetery below the horseman. With a
run-up the hero makes us understand, that this was a great ?performance" - that jump. Now still back on
the way, we came here in the beginning, to the second side of the cemetery (along the light-crack for
demon-goodies), to climb up the horseman itself finally now (save before?!) and to use the cable as a
kind of ?cable railway" (Action), with one stop-point. On the other side of the ?cable railway" we will find
another save-point, until we will have to fight for access to the temple.
Well, mighty enemies call for mighty weapons - so we should perhaps try out the forces of the demon
here, because - as a human nature/character we only get rid of the skeleton-enemy or the Sledge-
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Hammer-enemy, the new type of flaming fellow (look at the picture) is a bit heavier. After this we access
the church/temple.

Level 12 - Necropolis temple
Our
angel will send us under the temple on search for the missing part of the heart of Middle-Ages' angel, for
which we will have to find still three essences in addition to our found first alchemical one. The payment
for this will be a new weapon.

Back from the altar of the angel's
encounter to the right leads a passage (a
few enemies) to a hole, as our hero says,
into water, so we let us dive into it.
Swimming is, what our human hero can
very good - so we climb out at the shore
and kill the complete enemies-couple, so
that they do not bother us anymore, when
we collect the second essence near the
alcove of an attractive woman - the
Essence of Magic. After this we leave
the hall through the door and turn to the
left, where we will find the third essence at
another alcove of e beautiful woman -
Moon-Essence. Upstairs for demon-goodies and another save-point.
In front of the turn to the left for the third essence we begin to jump through a "T"-hall with high-rising
ruins' sockets. From socket to socket first to the left ?T"-end, where we receive the last Essence. Now
that we can jump back over the sockets, so to say, into the rightmost ?T"-corner, to the door, which had
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opened in front of us, to receive the payment - the new weapon, the crossbow.
Put the weapon into the stock of weapons and head down into the hall, to fight a middle-ranged group of
various fighters.
Once we are rid of the ?annoying friends", we find another health-crack above (attention, when getting
near appear the next enemies) and a save-point. Renewed saving lets us enjoy the inserting of the four
found essences at the four pedestals, marked by the corresponding alcove of the ladies of the essences.
Did you look at the doors before, where Roman numbers appear above? It seemed to exist another way
to open that door - and we seem to have found it after inserting the four essences, for finding finally the
last part of the angel's heart in Middle-Ages and to free our second angel.
A clock is on the ground of that door and we can step on the outer plates
of the clock at the corresponding numbers and the plates will put down.
We step onto the plates in the order given above the door.
The door opens and we get comfortable with another kind of enemies -
spiders.
You can put yourself on the slanting beam on the way, which they do not
climb and kill the beasts with the new crossbow. Now follow the passage
through a couple of new corridors and doors through the

Level 13 - Spiders' nest
Here it is easy to find the way. Follow the passages and doors, turn right
at the hall at the beginning (to the left under a barrel a health-crack), climb
up and on the other side follow a staircase down (of course faster than the
following spiders), follow the combinations of passages and doors with
spiders until we have the chance to save once more and visit a light-crack
for demon-goodies and a health-restore, to step into (be sure to save
before) the hall with the last part of the heart of the angel of Middle-Ages. Some average and a Boss-
spider somehow make our life still a bit complicated, but Desert-Eagle and crossbow, BOTH now in our
stock of inventory, speak a clear language.
After this we receive the last part of the second angel's heart (of blood, in Middle-Ages). Now the
guardian angel will send us in order to challenge the guardian of the second angel to complete the three
parts into the tower.

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Level 14 - The tower
Once our health is being restored with the beginning of a new level, we are prepared the best way for the
Boss-Fight of our second angel. This circumstance we need to keep of course also without God-Mode-
cheats. First a couple of average enemies, which we kill ALL, to get to the socket for the book of sin
finally. A save-point here still and then we place the book here, after which there will open hieroglyph-
switch-altar - ?depends on the right order?"! Did we view the book previously in our inventory, we were
made familiar with that order: IV - II - III - I. After this opens the door, which was closed until then.
Through the following passage we fight still some unfair monsters and get through the following door into a
deeper hall, where the lift to the level-boss is shown us (Cut). Here we find finally a save-point and
around the wall to the left a health-crack. An average couple of enemies needs our courage still, until we
hurry along the staircase to the lift and call it with a lever, which the hero finds (attention, don't step under
the lift-plate, because it has thorns under it). First we should still have taken the arrows from the
crossbow-enemies-skeletons, because they leave them now for us as ammunition for our not-god-mode-
weapons (smile).
At the right moment we jump onto the plate of the lift and drive upwards, where a walk around the
temple-entrance leads us to the place, where we will can put the three parts of the second angel's heart.
To the right you can do another save-game, until there appears a horrifying monster, which is easy to
fight. Hint: in the shrubs our level-end-enemy faster loses control and is to fight the best way.
Once the fight is over, we go to the temple-entrance, access the temple (Action) and place our three parts
of the Heart of Blood's Angel in the right order, after which appears our angel and gives us a new
strength, which we can choose for either the magic sword or the demon. I have chosen the light-sword
fort his upgrade. Until then I had only a few times the pleasure to fight with the demon. It is a good idea
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to do so also in the next places of weapon-upgrades until the end, because - on the one hand the sword is
the most powerful weapon and on the other hand our guardian angel will try to outwit us at the end of the
game with the request, to give the upgrade to the demon. We get the next task from our angel, which will
be not as easy, as at the second angel's heart.


Level 15 - Ancient crypt
Our
angel has brought us into the kingdom of the god of northern sky, Seth. Old acquaintance from various
Ego-Shooters: Seth, the traitor-brother, who is only by his own brother being cornered and punished for
the murdering of the own father, rules over an empire of lower enemies in old Egypt, who will give us a
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bad time. Only through the tombs in this maze we can get near the parts of the angel's heart.
To get to the tombs, our hero leaves the room, where our angel has placed him, through the door
(Action). Now we will get familiar with some mummies, who first only expressionless stare at us, but then
begin to beat bloodily. Their hitpoints are not yet that strong. Hit them!
Through the passage at the following hall to the right, our hero notices after a short distance a first
Artefact. What else could it be in Egypt - an Ankh. This golden Ankh at a save-point we take with us,
jump over the gap in the ground along the passage to the purple/violet Ankh and come through the
passage to the tombs, where the exit from the save-point leads to. In the corner left behind our hero calls
our attention still to the blue Ankh.
So we have the three Ankhs, which we can place at the first Ankhs position on three platforms, in order
to open the gate, where our hero before used to find fault with ?still missing something!".

Level 16 - Temple of Seth
The gate opens and we are in the
next cut. First a little fighting
against the very unfriendly fighters'
souls smile. In front of us to the
right again a crack for demon-
goodies (which we can exchange
for the collected tears-gold). After
this we run back up the stone-
stairs and to the hall with Pink
Nenuphar-key in front of the
entrance to the most distant stone-
plate, which will put down, when
we step on it, so that the gate
opens and we find another save-
point. Of course again some
unfriendly ?fighters". Lets open up now one of the two great gates, so that ?crossbowing enemies" hurry
up, for whom the only help seems to be our demon, which we fed just with secrets smile! To kill the
"crossbow-enemies" effectively, it is a good idea to walk into the demon-secrets-room once more,
because our level of health restores automatically. Now kill the archers, so that our hero says in front of a
next door again: ?That should work otherwise!". Did you mention the golden iguana in the middle of the
yard? Such drolly-funny animals exist really only in the tropics. For me personally he looked like a good
fellow and once he did nothing to me, I did nothing to him - to be honest, as a small child yet I dreamed
rather of such a pet, than of friends, who I don't like. So - collect arrows from the archers and now the
settlement for the great gate: to the right from the both Nenuphar-key-dishes there is a stone-block in the
outer yard-wall, which our demon pulls out quickly. Behind it an energy-crack and to the right behind the
two doors another save-point, where we can find the Yellow Nenuphar-key. Once we place both into
the dishes, the gate opens for Mes Ptah's section.
Level 17 - Temple of Seth II
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Our
guardian angel of wrath of angels will explain us, that we will find a part of the angel's heart - guarded by
an ancient power - near the gates in front of the great Hypostyle-hall in an inner altar. For that purpose
we must pass of course dark shadow-vaults and find the way through the walls down, to meet Mes Ptah.
The second pillar on the way there.
Of course with the twinkling of an eye archers from all sides. Pay attention to the one up the ruins first.
Once we got rid of all enemies, we collect again their thrown arrows, because they are a good weapon
against the archers themselves. At least now we should have developed an own technique for fighting the
archers as soon, as they appear.
Did you kill the archer on the pillar in front of the gate, which still stays closed to us and for which we will
have to find the access through the vaults from below, you can save the progress at his position (along the
ledge to the right upwards).
After collecting energy-tears for the demon we climb the outstanding rock onto the roof of the segment of
the temple across the gate. After a short fight we can get into the inside of the temple.
Still a short fight and we get familiar with the local circumstances.
We use the door to the right, which makes the Action-symbol appear, to explore the inner passages. To
the left (of course from everywhere archers and fighters) we get into a small hall, to the right of which we
find three altars, where we will have to place artefacts.
For the first artefact we go back to the intersection, from where we came into the altar-room here to the
left.
To the right weg et through a tall passage to a separate room, where we see not only a health-crack, but
also the first artefact, the Small Golden Statue of Sobek.
Sobek, Egyptian Lord of waters, was admired in the delta of the Nile on islands'
sanctuaries and always shown as a crocodile in human shape or as a human with a
crocodile's head (on my illustrations about Egypt he wears - what else did you expect - a
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sign of life, the Ankh, in his hand). That's why it is easy to understand, that our first
artefact in Egypt is so similar to a small crocodile.
After its collecting has brought us some more fighters; we can restore health once more, to place this first
artefact yet at the golden one of the three altars.
No we can - this time from the access-intersection not to the right, but straight on, find another save-point
(of course guarded smile!). The stairs behind it lead us only to a closed door.
From the three-altars-room we can climb to the left over the Egyptians' carriage on the balcony above.
To get (enemy eliminated?!) to the left to another save-point and behind it a health-crack.
If you climb the ladder here behind, you come to a strange knifes-trap, which brings the dead for our
hero, if you cross it, in a moment.
To get behind this dead-point, we need still a torch for the fire-altar in front of it (the writing nearby says ?
Prepare a flames-offering, and the almighty god RA will be on your side!").
First I recommend making your way to the small red statue. For that purpose we go back with the hero
to the place, where we came into the temple-district - near the position of the lonely archer above from
the beginning - when we were searching for the way through the vaults under the temple, the gates of
which we could not pass in the beginning.
This time we use the door across (from the entrance to the left), to climb up over a ladder and collect the
Small Red Statue of Sobek (attention, a fighter!).
After this back through the first passage and the hall with three altars and on the way to the left over the
balcony, to (don't forget to take the torch near the three altars first) rouse with this torch, for which we
can catch fire on the way up, our flames-offering. This closes the deadly knifes-trap, which we could not
pass earlier.
Here we receive the Statue of Ureus, the Holy Serpent.
Ureus - the Ureus-snake, an about 2 meters long kind of cobra, most black-brown with
bright stains without glasses'-drawings on the spread neck-shield, fights with a poison, that
is also very dangerous for humans, neuro-toxicly (death happens by quick inability to
breath) - according to ancient Egypt mythology, rises up on the forehead of the god of sun
or on the sun itself against the enemies and destroys them with its breath of blazing heat.
The god Mont and the Gods of the 25. Dynastie wore two Ureus-serpents for Nubia and
Egypt. Egyptian buildings were often surrounded by a frieze of Ureuses, to hold the
enemies away.
With the swith on ist side we can open the short cut for the way back or we use the way, we came.
Where we climbed near the three altars on the balcony, we go this time to the right over the balcony, to
place the statue of Ureus here. This will open the door of the statue.
Behind it we access a shaft, which we cannot cross yet.
But one can climb up on its side along the stone-sockets for another switch and then get on the other side
across at the entrance along two run-ups down, to collect here our Small Black Statue of Sobek.
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This switch of Ureus had opened the way over the shaft yet, but we go back still after the third Sobek-
statue to place the three statues at the three altars (corresponding colours).
Then we can balance over the shaft, we saw behind Ureus-statues-door, to leave this part of the temple,
and to find a small crack, that will lead us down under the gates of the temple-entrance.
Here we meet, before we can use the ladder under the temple, the first scorpion-enemies. Nice fight
against scorpions, isn't it? - smile!
Once we're down the ladder, our guardian angel will - after the doors - remind us of Serqet and the cruel
fry of Serqet, which would lurk in the dark.
So we have fulfilled the first task and can go searching for the first angel's-heart-part of the third angel of
souls in Egypt.

Level 18 - The host of Serqet
After having handled with some hurrying from all sides scorpions, we access the great gate at the statue of
Egyptian God.
Some Fights (or try to escape smile) and we can ?save-game" once more, to come through one of the
doors to a bridge with a door behind it to two staircases` entrances on both sides, which are although too
far away to jump on them. Through the opening door and moved the stone (?What will happen, if I move
it?!"), so that outside the great sockets place to the staircases on both sides. Here we can "save-game"
once more behind the scorpion-statue, to use the left of the both sockets now (the right one leads us to a
dead end). The stairs up (enemy) and pulled the switch here, so that the sealed entrance across opens up.
Through the spikes-trap (costs only few health) and in the following hall still some scorpions and goodies
on both sides, open the door, to get up through another staircase.
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Through the next door we access a shaft of wooden scaffoldings.
Before we had still once more the great chance to ?save-game".
We jump to the left on the scaffolds and continue along the stone-ledge to the left on the wall, to jump in
front on the wooden scaffolding to the right, from it to a stone-socket and from the stone-socket to the
wooden ledge until the gate, which we could see in the beginning to the right.
Through this door we access now an average hall with some ?warriors", who guard the Sign of
Scorpion, the talisman of the priests of Seth. We capture it from them. Here another energy-crack and
the opportunity to save. Then we run up, to access the dark shaft from before, just one stage higher.
Another save-point. We pass the wooden bridge so, that we can jump onto the right bridge, to land in a
passage behind the third wooden bridge. Here we "switch" once more, to lower the fourth wooden bridge
to the ?switch" of the scorpion. Now we can jump from here back to the third bridge or go simply the
way back to jump to the fourth bridge, to access the scorpion-switch.
The door, which opens now immediately, leads along another save-point to a dark hall, where our actual
Sub-Level-Boss awaits us, a full-grown Scorpion. An average Fight (I could use the Desert-Eagle
excellently) and the exit to the first part of the angel's heart of Egypt opens up in front of us and we meet
our guardian angel again.
He will inform us about the next task - we have to find the vault of the priests of seth. And a spell on an
old stone-board for the entrance to the temple.
Level 19 - The house of Osiris
Our angel places us with full health a bit more far away. First of all we have several fighters and little
scorpions against us, but once the cost is clear, we get at a save-point to a closed and an open door.
Through the open we meet fighters in the hall, who guard a golden Ankh. At the lower exit of the hall we
find behind a switched door still another goodies-crack for our demon. Which will of course restore our
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health fully.
First we access to the left one of the both doors - because the great one to the right is still closed.
Here we find the switch (Attention, Fighter!), which opens us the great door out of the house of Osiris, so
that we see a rendered prism-disc in front of us, which still closes our way. A save-point at the edge and
some enemies. Now we read the inscription to the left, that our hero seems to understand. After this we
get left from the inscription along the stairs to a door, which we can open with the received Golden Ankh.
Some rows of armed fighters come up to us - Desert Eagle?! - smile! After this we let our more powerful
demon move the rocks out of the wall on the plates, which move down, what lets us get the prism opened
and the bridge in front of it get set.
On the way back you can probably save once more, and then you should see our guardian angel again,
who tells you, what to do next.

Level 20 - Die hypostyle hall
Our friendly angel explains us, that the
Gods finished the apocalyptic war
between the angels. In those days.
They took them their hearts and broke
them to parts. Under the seal of Seth
there was built a giant temple around
and over the parts. For getting to its
inside, you will have to cross the
hypostyle-hall to the inner altar-room,
through the door of the cruel divinity
and then to the left - where you receive
your ?reward".
We access this hall, where of course first wait some priest-fighters. After having fighted them, our hero
can take in corner in front, where he came in, a Golden Ankh, that will open us the door at the exit of the
hall.
Now (some fighters) we have the opportunity to save once more, to find a pattern in the ground, which
we will have to remember.
I try to describe the pattern here correctly:
1. Tall-Bearded
2. Three candlesticks
3. Head with hair-pattern
4. Wax-Priest
5. Princess
6. Bird
A bit longer the way (still another save-point) we have to use the described ground-pattern now, to get
about a field of plates, which we cross only one way - the right one smile.
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After this we achieve the first part of the angel's-heart of souls in Egypt.
Our angel explains us, that in front
of the hypostyle-hall still another
strong guard will wait for us. We
return on the way we came (save-
point here) over the ground-
pattern, which is now in order
again, collect on the way to the
hypostyle-hall a Blue Ankh and
can get with it out of the exit in
front of the hypostyle-hall, where
our next guard is waiting. With the
acquired techniques of fight no
more problem for our hero.
In the background of the exit from hypostyle-hall (the guard should be resting on an energy-crack to
restore the health) our demon places a great rock under a gap in the wall, which we climb, to push
(another energy-crack) another rock somewhere higher out of a gap, from which we access the exit of
hypostyle-hall over the ledge, where our guardian angel expects us with proud words ?Excellent!".
The second part of angel's-heart of souls should be now in our stock of inventory (?Q" for inventory)
and our angel send us in search of the Third Part through the antique Seth-houses.

Level 21 - The scales of Maat
Maat, Daughter of God of Sun Ra wears an Ostrichs'-feather - according to Egypt
mythology the sign for the symbol Maat - on her head as a signature of admiration of
the sign Maat for ?justice".
We can follow the road, our angel described to us, which abrupt breaks away before us, so that we jump
over the platform to the left, open the door and kill the scorpions, coming near. Once again "save-game",
to fulfill a task of skill - we must light with the torch, which lyes on the floor, two candlesticks on the wall,
which are responsible for placing of virtual platforms for a determined amount of time into a gap, and
we must jump in this time over the gap via the platforms. A little bit tricky, and I needed a whole day, help
- for example from Bernd Adam (avidia@t-online.de) and my beloved Lena, and so I finally came
through my "dead point". Once we arrive on the other side, we turn right (still one save-point before), to
come to a great field of plates of sandstone. Attention, the plates crash and throw you into the deep, if
you don't dross them correctly. For that purpose you must walk always on the joints. That way you arrive
(Dana ?Krmmel" [look for thanks in the Copyright] had her problems here, too, and sent me this
screenshot of the problem).
After this we must sprint, when passing two stone-tunnels, so that we do not get between the smashing
side-walls. After the second we fall into a pit with a couple of fighters, who we have to ?fight-a-bit"
smile first.
After that we see another task of skill on front of us: over loose stone-sockets with swinging blades get on
the other side of a hall. Did we arrive at the door across, the door moves to the entrance and weg et back
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to it.
Through the now open door now
into a hall behind a passage, where
first wait some warriors. Then over
the relic-carriage get up on the
ledge, where our guardian angel
will inform us, that we are in
Sekhet Hetepet, the settlement of
the disciples of Seths, where we
will have to find urgently a spell for
our demon, the Telekinesis-spell,
that we will need still.

Level 22 - The fields of peace
Well, fields of peace rather means the tombs of the old Egyptians. O.K.! The following corridors along
with caves of coffins we will bring us some fights, until we will - after a door - come to a secret-crack for
the demon. On the way there we will can renew combo-techniques at a very heavy enemy. After this we
can still two times "save-game", until we come a small yard with an average number of enemies. Hurrying
after them upstairs, about half the way passed, the wooden bridge to the point over the entrance crashes
away. Arrived upstairs we slide to the front ledge of the stone-cabin under the cable, to climb on its left
edge. From there we get ON the cabin and can swing on the cable across (?E"/Action).
Here our angel will explain us now, that, the deeper we get, the nearer we are to the world of
shadows. The perfect whole of the world was divided in times of the angels into 4 parts, neither
Good nor Bad. And the angels were banned because of their apocalypse-war with 200.000.000
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armies, a war, which lasted centuries - and the world was divided into much smaller parts.
Because it had to be no more war at all, our brother did what he did smile. And once the world
seems to be in front of a new order, we have to fight along. But our brother seems to be still alive.
That's why our angel offers us a ?bargain": If we find the darkest part of the world, our brother
will be there again.
Now we access the door, we arrived at by the cable.
We come to a hall, where we can see yet at a distance in a niche (thanks to Rene Schumann,
vivaldi1970@tiscali.de) our necessary Telekinesis-spell-arrow. But first still some oversized bugs, we first
have to fight. Desert-Eagle or crossbow. I chose the crossbow from nearest distance as the best weapon.
Once we finished this fight, we receive finally our Telekinesis-Spell, for which we travelled through the
fields of peace. And we come now to the next

Level 23 - The descent to darkness
And immediately again bug-alert! Into the passage in front of us and on the first platform (jump!).
Our guardian angel will explain us, that we are in the empire of serpents'-demon Apep, a creature of
chaos. Seems like, this Apep is to have something on common with Ra, which we can only suppose
because of his banning of enemies by the magic of his eyes, by which he likes to swallow his enemies and
ban them to death or the "NOTHING" smile! Now we have to get to the gates of abyss, which we
will have to open for the last part of the angel's heart of souls here in Egypt.
We jump from the first platform to
the second (best way so that
our enemies have been eliminated
earlier) and get from here into a
room with an oversized (dinosaur?
-) skeleton (for the enemies here I
recommend the positions high-
above on the inscriptions on the
walls to the left and the right). On
the left wall an overturned column
in front of a rock in a hole in the
wall. Our hero points at the spells
of the demon and I chose the
position on the middle of the
oversized dinosaur, to try out the
just acquired spell of telekinesis on the rock in the wall, and so the rock "beams" away and falls outside.
The way ahead is free and the coast is cear smile!
Along the overturned column through the gap, which is free now, and outside along the ledge, jump to the
ledge ahead and along behind the bridge, where's a good position to kill the enemies, to run to the left into
the sheltering, protecting ruins, where we get along to
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Level 24 - The descent to darkness II
At that level we get familiar with Khamudi, condemned by Seth to eternal life in the world of shadows.
A tricky kind of traps are rocks moving out of the walls, that chase us from behind and roll over us, if we
are not fast enough. Die Steering-controls of my hero proved to be SO cooperative, that I understood
what the word "spasm" means, when I tried to escape the rocks from behind.
After opening of the door (quake-tremble) first such a rock. We can still position ourselves in the corridor
in direction to the left straight on, to change into the sprint-mode and get enough heat from the rock! To
the right around the corner in the corridor (because straight on the rock will follow us simply crushing) and
skilled sprint through the handful of spikes'-traps, so that at the end at the stairs we can say at least, that
this was a solid peace of cake. Step out on the ledge of vaults, and our angel meets us - before the
fighters meet us - to explain us, that we will meet here the Hykos-King Khamudi, who ad lost his town
Avaris and since then had been condemned by the Gods to the spell and hope on - not life - but death!
The last part of the angel's heart is guarded in these chambers. And we must ?EXECUTE!" Khamudi, so
that the hero notices, that Khamudi ?must have something in common with all the other creatures, that he
met until now " smile!
Now we have still two save-points and an energy-crack, until we start the next task of ?rock-from-
behind". The job is getting worse, as far as we meet not only knifes'-fields on our way, but there are also
columns of fire coming out of the walls and still on top of this we have to identify the way to go ourselves.
But once you excellently solved this task, you climb over the little rock into the new gap in the ceiling and
can "save-game" here once more. After this our angel will recommend you a new kind of weapon,
legendary ?Hand of the Demon" - ?Claw".
Armed with the claw (choose it immediately from the stock of inventory, after you took it), you can begin
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the following fight against our imaginary Khamudi, who leaves you the last angel's-heart's-part of souls
in Egypt.
Our angel, who praises you for your proved courage, strength, fate and destiny, will explain you, that the
angel of souls is guarded by Ank Therep, both mummy and shade. You simply have to follow your way
for the last challenge.

Level 25 - The Portal
To get here, we leave the place of the angel's-heart's-part through the great door to the left and are
expected now by Ank Therep behind a portal, from which he/she sends creatures on us. First a spider,
which shoots fire on us, if we do not press it hardly from the nearest position. Once spider is dead, there
will be much more spiders with the same technique. Recommends to avoid the fire, because it has great
hit-force, stand behind a column and kill all the spiders from the cover of the columns (thanks to ?
Krmmel" Dana - see Copyright). The same tactics we use with Ank Therep himself, who also sends
fire-shocks on us. He/she is soon dead, and after this the way to the portal with the socket for the three
angel's-heart's-parts of the angel of souls from Egypt is free. Once we place all three parts, our angel lets
us choose again, who to use the strength-upgrade for. I chose of course my human character again.
Now our angel makes it our business to solve the next task:
To find the Heart of the Angel of Death in the land of shadows, a desert without hope.
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Level 26 - The first encounter
We
begin with the prospect of the meeting with our brother and much more terrible enemies, who lie ahead, in
a desert, which seems to be inhabited by spiders. Some people recognized scorpions. At least the hand-
of-the-demon, or the ?Demon's claw" is an excellent argument against too aggressive representatives of
the species ?LIVING BEING".
So stay on the right way first. What caused a crash of the game for many Ego-Shooters, are energy-fields
and distortions of the environment, when accessing different sections of the level. But there is no problem
(once the computer has no stack-problems smile), although there will be lurking still some much larger
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?living beings", after we passed the stone-bridge. Moving in circles to the right we come back to our
angel, who still owes us the meeting with our brother.

Level 27 - The gate
Passing the ?flying brains" and to the right moving in circles over the bridge, best of all with a self-
developed tactics for the flying brains. For that purpose move near to them, so that they are busy with
your ?claw", and do not have time to start throwing blue missiles on us, which again have high level of
destruction. The Desert-Eagle is again a good weapon of choice for distant missiles, so that they can't get
close and send their blue danger.
After the bridge there will be another section with spider-enemies at an energy-field with a skeleton and
then at a portal we meet our angel, who called my attention in the German edition of the game to the third
part of the last-angel's-heart, across (seems to be a mistake, once we did not find any part of the last
angel's heart yet). The way ahead!

Level 28 - The bridge
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We
start below the both ?arm slinging" statues, get down still a little deeper to the left, to jump with run-up to
the platform in front of the both statues. Here we can collect once more demon's tears to climb over the
single platforms and plates forwards, until we com to a chasm, which we have to jump over. With sprint-
run-up we master this task easily. Now we can ?save-game" to the right once more and walk to the right
around the imaginary forest. Do not pass the forest, because that is deadly.
On the other side of the forest we again run-up-jump to another large platform and have to take the path
to the right up, to make our way over the several larger platforms up. Easily to find, the way up to the
starting statues of ?arm-slinging" heroes. The spiders-enemies in the middle should be eliminated first, so
that they don't disturb the hero, when he will drag the both rocks as demon into the centre of the place.
Over the path, that opened here, we run out to the outside of the place, jump over to the footbridge
across, from here run-up-jump to the right (once more save before?) and with sprint-run-up jump to te
platform with the saving cable/rope. By the rope we pass across to the island, where one can recognize at
a socket the first part of heart yet. Before the armaments around it open, we have still to fight the
transparent spiders-enemies. After this we can take the first heart's-part of the last angel. Our angel,
towards whom our hero is illdisposed yet, will again put off about the meeting with our brother.
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Level 29 - The swamp
Our angel places us in a swamp, in which the souls of the condemned generals rest, which we have to free
now. For that purpose we have to collect the four seals first, which we will place then at another angel's
statue. Let's start at the statue nearby. By smashing the vessel at its feet first, we find the first seal of the
killed in action dark general. (Take it!, ?Action")
We follow now the path of boards and board-construction and try to follow the path avoiding the swamp.
If you only slightly go into the swamp, it won't kill us, but there are also more dangerous parts, where we
do not have to go in, because we lose very much health there and die. That's why we have to keep
near the board-constructions.
This way we come to a new save-
point near a portal, from which
three sealed exits leave. In front of
each exit is a symbol, that we have
to adjust on the portal's lock
corresponding, so that the
corresponding portal opens. Once
the exit to the angel's-statue is to
the left, where we have to place
the four seals, we start to the right.
Following the path, which is lighted
by markings, we get the fourth
weapon at a platform. The way
back and now through the central
portal, there we receive another
seal (Attention - flying brain!). In the very left portal, before we step up to the angel's statue, we receive
the missing seal at the beginning to the right behind the footbridge. After this we climb the steps to the
angel's statue, place the four seals and take the second angel's-heart-part in the land of shadows, to
get into the next level:
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Level 30 - The machine
Once our angel seems to
illdisposed towards us too, he
teleports into a new segment of the
game, in front of the entrance to a
great ?machine". We jump to the
left of the two platforms, from this
to the next to the left and along to
one, that shows us the direction to
the right, where our hero can
recognize the third angel`s-heart's-
part of death. This time we can
simply and without problems walk
to the third part of heart of
angel of death and take it, to
return then to platform, that leads
to the right into the corridor. With sprint-run-up to the continuation into the middle-corridor. From here
half-left on a footbridge near another demon-goodies-crack. If necessary, we can restore demon's-spells
here once more. Demons'-tears you can get here across another footbridge, too. Using the left side at the
demon's-goodies'-crack we come to middle of the central-tunnel, where one will find still another save-
point, and then - by jumping to the ?machine" itself - will hear the voice of hero's brother
Now we have to cross the ?machine" for our fourth angel's three heart's parts. As soon as we jumped
from the save-point to the ?machine" itself, where we find still another health-crack, will be placed the
guards of the ?machine" after the cut with the voice of the brother, cruel creatures, which do not only
block our way and do not let us get along without some scratches the way ahead, but also fire on us from
a distance, so that we have to move a bit to avoid the hits.
The real task is now to get via the sockets near the pressure-plates (just to the left the first one), which let
the ?machine" work, finally up on top and to take us little harm as possible. According to level of difficulty
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the most dangerous task, we ever had during that game, but itself only a preparing ?warm-up" for the
Boss-Fight in front of us against the demon of our angel.
Step on each of the pressure-plates and either wait, until the missing plate is put in or (to avoid the shoots)
jump across these places in sprint-run-up. AFTER each pressure-plate one stage higher and so on until
the very top of the ?machine".
Once we arrived at the socket for fourth angel's heart and the ?weapons'-amplifier", our ?shooting"
persecutors should have got out of our away and we can place three angel's-heart's-parts of death taking
one's time.
Now we put the sword into the ?amplifier-mechanism" and then we see the fourth angel and our unfaithful
angel-friend will try to stimulate us to transmit the force on the demon.
Because - following this, our angel will rob all our weapons except light-sword and let us fight against the
demon. So, amplify your sword once more and start the final Boss-Fight, after which our game will have
its end.
Our angel of faith discloses as the most powerful of all angels, the Alpha and Omega, fire and water, soil
and air, and with the saying ?I am the most powerful!" we learn from the other angels about the treachery
of our angel.

Level 31 - Grand Finale
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The
other rescued angels will inform us about the treachery of the angel of faith and ask us to conquer the
demon of faith's angel, for which purpose we have only our light-sword. But the fair angels cancel the
immortality of the demon of the unfaithful angel.
Once we hit the demon several times sensitively, he will conjure himself away, leaving each time one of
the well-known shooting creatures, which again fight against us. Avoiding accurately is the most powerful
tactics yet in fight against demon and his dirty-little-helpers. And once you put (if you really get stuck, try
for example the mini-enemies-mode) enough hitpoints to the demon, enjoy the end and the solution of the
mystery of our brother, the four angels and ?Shade".
A turned out well adventure, which one can put back into his closet, until - may be one fine day - you
want to play again.
Thank to the folks at CENEGA and Black-Element for programming and to you:



Congratulations, Hero!

Copyright
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This english walkthrough is , and &153; to Olaf Weging 2005.
If you experience any technical problems, feel free to mail me:
Olaf.Weging@t-online.de.









I would like to thank expressively two very intelligent, encouraging women at this place, who gave me
the one or another ideas for this walkthrough:
1. my beloved wife Lena, who gave me the idea of writing walkthroughs years ago,
2. my only daughter Lisa, who I respect and honour as a father all my life long,

Last, but not least thanks to
3. a girl-friend (Dana ?Kruemmel19"), who played the game simultaneously with me and asked me
to write this document.
Also there were lots of hints from the Shade-Forum by Black-Element, where successful members of the
Forum each time gave advice at ?stuck points", explained tactics and gave strength.
THANK YOU!


[1] As a professional psychologist I know Vicodin, Cialis, Meridia, Phentermin, Haldol, Cerebrex and
Sooma, when thinking about alchemical essences, from my daily dose of spam on my mail-account, which
I delete every morning, but of course I know, that there are also Xanax, Valium, Botox and VIAGRA
smile! Abominable!!
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Submitted by Olaf Weging (Peterburger) - Published on 07/7/05See all Shade: Wrath of Angels

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