larasanctuary

Eidos Interactive

Level 4 - The Opera House

This level starts off with a rather challenging gunfight.
You can run around taking random shots at the gunman
on the platform below until he finally dies. Then take his
ammo and jump into the water from where he was
standing moments ago. Swim left around the building
and climb the ladder, getting off on the small ledge. Walk
to the edge of the landing and while facing the canal,
jump and grab so you can pull up to the top. Flip the
switch to open a door in the roof then continue climbing
the ladder to the ledge above. Run and jump to the ledge
across the canal then turn to the left and do a running
jump to the ledge with the swinging box. Pull up and
continue along the canal performing a running jump to
the slanted rooftop. Grab onto the edge and shimmy to
the left until you reach a small ledge.

Do a running jump and a grab in midair so you arc
through the opening in the roof. Draw your guns in
midair to take out the guard, then take the Ornate Key.
Start up the stairs and kill the gunman when he comes
through the door. Take his medkit and go to the top of
the stairs. Make your way back to the previous ledge
with the swinging box and position yourself so you are
looking at a ledge with a small building to the left. Do
NOT try to jump through the opening in the center of
that building. The floor below the opening in the roof is
lined with broken glass and you will die.

Instead, do a running jump to land on the slope next to
the right wall. Grab and shimmy to the left until you are
at the flat section in the corner. Standing with your back
to the wall, jump to the slanted roof and slide down and
grab. You should be hanging in front of the window.
Drop and instantly grab again to catch the edge of the
sill. Now pull up and shoot out the glass and carefully
enter the room. The glass is just like the spikes in the
original Tomb Raider so simply WALK to pass by
unharmed. Cross the room and climb the ladder and use
the Ornate Key to unlock the door at the end of the hall.

Now we have a very unstable roof to deal with. Position
Lara so she is at the edge of a solid piece of roof and
facing the wall on the other side of the three collapsing
pieces. Do a Standing Jump and begin running when
you hit the first panel. When you cross the 3rd panel do
a running jump, and when you finally cross the last set
of collapsing panels do a running jump to grab and pull
up onto the ledge. Draw your guns and proceed to the
top of the Opera House.

Shoot the guard patrolling the roof then turn and lower
down. While hanging onto the edge, quickly pull back
up and draw your weapons again. Your short dangle off
the edge should have attracted the attention of another
guard and a couple of Dobermans. Kill them all, then do
a running jump to the roof and continue left to kill four
more guards below. Take the medkits, shells and ammo
from the dead guards then return to your previous
location to check out the swinging box.

Do a running jump and grab and pull up to a small area
to the right of the swinging box and light a flare. Drop
down and flip the switch to the left of the box. Three
rooftop doors open and two gunmen show up looking
for trouble. Climb up and kill these guys then drop
through the newly opened door in the roof.

A pair of switches awaits you below. The right switch is
useless for now so flip the left one to open a grate, then
exit through that grate. Run by the hall to trigger a
boulder. Stand by the wall switch to avoid the deadly
rock then flip the switch to close the grate and climb up
the ladder. Continue climbing up the grate until you are
across from an opening which would have been blocked
if you hadn't so cleverly lowered the grate before
climbing up.

Drop down to the floor and kill the gunman to the left
making a special effort NOT to go underneath the
sandbag. Take his medkit then head towards the doors
to the right. Making extra sure to stay out from
underneath that sandbag, kill the advancing Doberman
and henchman. Turn back towards the first gunman and
continue until you reach another pair of Dobermans
which you can feel free to kill. There is a switch here
which is missing a Relay Box so make a note of its
position - you will be back later.

Head around the upper walkway towards the open
doors. A sandbag will smash through the floor allowing
you to look down into the hole. Take a few steps back
and do a running jump so you reach the small ledge
below. Two Dobermans and a gunman appear on the
ground floor, so kill them before dropping to the floor
below. Kill the gunman hiding in the dark on the second
level from the top so he won't snipe you when you reach
the floor. Make your way to the floor and climb onto the
box near the wall opposite the stage. Jump and pull up to
the walkway. Get past the broken floor until you reach
the wall with the curtains.

Go to the edge and jump forward and pull up to kill
another gunman and relieve him of his ammo. Return to
the ground floor and run along the back wall to trigger
two rolling boulders. Take the medkit from the gunman
you killed from above then go into the water. Another
gunman comes out on stage and his performance is less
than acceptable. Kill him and take his Uzi ammo after you
kill the Doberman coming in from the left and another
gunman sneaking in from behind. Off to the side where
the Doberman originated is a small alcove with a switch.
Flip the switch to open a grate at the other end of the
stage.

As you approach the grate some more bad guys arrive
for target practice. After you have killed them and taken
the medkit, jump and pull up to the ledge where the
grating was. Walk - do not run - through the glass then
turn left and do a running jump and grab onto the
crevice in the wall so you can shimmy to the left until
you can pull up and flip the switch which lowers the
plank.

Run and jump back to the previous walkway and stop
before your momentum takes you into the deadly glass.
Continue down the walkway and do a running jump to
grab and pull up to the ledge on the left. Jump and pull
up once more then turn and run and jump and pull up
again to continue your upward journey. Kill the rat then
get the timing down on the swinging sandbag. Do a
standing jump when the first sandbag is at the end of its
swing. Jump past the second one to the ledge and flip
the switch to send another sandbag hurtling through the
stage floor.

Walk carefully towards the sloped ledge then turn
around and slide down backwards, grabbing on to the
edge when you fall. Pull up and back flip through the
hole in the floor and light one of your flares. Follow the
passage to the left staying along the left wall. You will
enter a larger room with a ledge and a switch to your left.


To your right is a tiny underwater passage. Swim into
this passage to find Secret #1; the Stone Dragon, then
return to the ledge and flip the switch to open a door
back up above the right side of the stage. No go back so
you are once again under the hole in the stage and take
the large passage at the end of the room. Swim up and
keep to the right and you will find the missing Relay Box.
Climb the ladder up through the door you recently
opened. Return to the top floor of the Opera House and
kill two more Dobermans as you make your way back to
the switch where you needed the Relay Box. Insert the
box and flip the switch to activate the elevator.

This is a tricky secret. Do not get in the elevator.
Instead, wait for it to go down then get ON the elevator
and quickly jump to the ladder and climb up into the
hidden opening. WALK through the deadly glass and
pick up Secret #2; the Gold Dragon, then flip the switch
to your left. Continue through the glass making sure to
grab that Uzi ammo in the second alcove to the left
before entering the door you just opened with the
switch. Return to the elevator switch and flip it so you
can take the elevator down.

Two gunman are waiting as the elevator doors open so
kill them quickly and add their shells to your ammo
collection. Flip the switch to send the elevator back up
and to also give you access to a hidden pool of water
which the elevator was concealing. Jump in and head for
the grating then turn left and follow some stairs to an
underwater area. Take the Circuit Board which is lying in
the corner of this room then return to the grating you
swam past a minute ago.

Go to the left and around the grate to find and flip a
switch which opens a side of the cage letting Lara
surface and catch her breath. Climb out and kill some
rats then turn and jump to grab and pull up to the next
level. Kill the quickly advancing gunman then jump and
pull up again to kill another rat and a Doberman.
Continue along the hall until you reach some windows.
Shoot out the glass then drop into the room below and
use the switch to open the door.

Slide down the sloped passage jumping over the deadly
fan at the last possible second. You should land on a
ledge with the Ornate Key. After you take the key, pull
up to the tallest block and jump to the slope and head
for the duct. Jump in and kill the rat. Continue along until
you reach the edge of the duct then jump the gap. Turn
and jump back to avoid another deadly fan and repeat
once more for the final fan.

Look up at the dark area without any fan. Jump forward
from the edge of the duct you are standing on to grab
and pull up to get Secret #3; the Jade Dragon. There is a
deadly fan behind the dragon so if you can either light a
flare or just carefully WALK forward until you get the
statue. Return and hang and drop to get back to the duct
below.

Head down the hall until you reach a moveable box. Pull
it to gain access to a switch which you can flip to open a
door. Pull the box once more then push it all the way into
the dressing room under the first windows. Get on the
box and shoot out any windows that still have glass in
them then jump into the first windows. Another box is in
here so push it out the windows so it lands on top of the
previous box. Jump and grab the top box and pull up.
Now you can reach the top row of windows so jump in
and kill the guard who has been waiting patiently for
your return.

Now begin the long trek back to the Control Room using
the shaft next to the elevator. Jump and pull up until you
finally reach the lock. Use the key to open the doors
then continue forward. If you failed to trigger the
boulders your first time through this area, then you need
to avoid them now. Stay along the wall and head
towards the switch to open the door at the top of the
ladder. Enter the Control Room and use the Circuit Board
before flipping the switch to raise the backdrop on
stage.

Return to the stage and kill the 3 gunmen and the
Doberman. Get the medkit and shells from your fallen
enemies then go through the hole in the wall to find
many stacked boxes. One of the smaller ones can be
pulled out so find it and pull it twice to gain access to a
hidden passage. Enter and use the switch to lower the
backdrop then exit this area and kill another guard who
should be just arriving.

Start climbing the boxes until you reach the white ledge
above the stage. Kill the henchman down below and try
to avoid any sandbags which will kill you on impact.
When he is dead, look around and find the opening
above. Jump forward and pull up into this area to flip
another switch that opens a door by a swinging
sandbag.

Now stand at the edge of the opening and do an angled
jump to the slope on the right. Slide down and stay
along the right to do a timed dash past the swinging
sandbag. Hang and drop to get past the swinging box
and arrive at the floor. Bartoli should arrive shortly and
he seems to be particularly vulnerable to shotgun blasts.
Two Dobermans will also attack your when you reach
the floor but should fall quickly to the power of the
shotgun. When you finally kill Bartoli, take all the
grenades and kill off the two remaining henchmen. Take
the medkit and Uzi clips from these two fellows then go
to the other side of the room and climb on the box to
make your way back to the room with the stacked boxes
next to the entrance. There should be a button next to
the entry which will open the exit. Get onboard the
airplane and take off for the next level.

 

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