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The Ultimate Tomb Raider II Walkthru |
Jump over to the graphical version of the walkthru... Ultimate Tomb Raider II Other Levels:
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Level 4 - Opera House Text Version This walkthru is text only and presented in its entirety. If you don't want to spoil later events in this level, don't scroll down any further than what you want to read. Click on a step number to go the graphical page for that step.
1 - Get ready for one of the biggest levels of the game. You start out high above the water near a swinging crate, but you're not even near the Opera House yet. The crates do Lara a significant amount of damage, so stay clear. 2 - Turn to the left and walk to the far corner, hugging the edge to avoid the crate. Face the long walkway to the left, and after the crate swings toward Lara, move backwards and… 3 - Do a running jump across to the walkway and pull yourself up. 4 - Turn around and shoot the bad guy on the dock below. 5 - Dive or jump off the long walkway into the water. 6 - Climb out of the water onto the dock and grab the dead guy's ammo. 7 - Dip back into the water and swim to the far, left corner, where you'll find a ladder running up the wall. 8 - Climb the ladder up to the first ledge you come to on Lara's right.. 9 - Shimmy over to the right and drop off the ladder. Turn around and walk to the edge. Jump up and grab the ledge above. 10 - Pull yourself up and throw the switch that opens a section of roof nearby. 11 - Turn to the left and jump back onto the ladder, then continue climbing up. 12 - Do a diagonal jump onto the ledge to the right, then line yourself up with the long walkway across the canal… 13 - …and jump across. 14 - Walk down to the left end of the walkway and do a running jump across to the platform where you started, with the swinging crate. 15 - Position Lara so that she's facing the hole in the roof you opened up a minute ago, and do a running jump through the roof. It's a good idea to make sure Lara's health is at full first as she'll take some damage from the long fall. Alternatively, you can face away from the roof and do a bakcflip down into the room. 16 - As soon as you land, draw your guns and start blasting away at the thug wandering around. 17 - Take the key on the floor. 18 - Run up the stairs and take out another guard that appears to, uh, greet you. 19 - At the top of the stairs, turn to the left and walk through a newly-opened doorway, out onto one of the ledges you've been to before. 20 - Turn to the left and then jump back onto the ladder near the switch and climb up again. 21 - Repeat your earlier performance, jumping once again to the long walkway. This is the last time you'll have to do this… 22 - Jump back to the starting platform with the swinging crate. 23 - Follow the edge of the platform past the doorway you slid out of when you first started the level, and right up to the edge. See that little square platform straight ahead? That's your next stop. 24 - Ahead and to the left and down a bit is another small platform you need to get to. Either aim Lara right at it and make the jump, or jump straight ahead onto the slanted roof so that you slide down onto the platform. 25 - Once on the second small platform, do a backwards-grab-jump so that Lara is hanging from the ledge. Shimmy over to the left. 26 - When you're hanging down in front of the stained glass window, let go of the Action button, then press it right away again so that Lara will grab the next ledge. 27 - Draw your weapons and shoot the window out. Normally, you'd get to decide whether to shoot or do a roll through the window, but the shredding steel inside the room pretty much makes the decision for you. 28 - Hold down the Walk button and make your way through the steel to the ladder that's at the back of the room on the left side. 29 - Climb the ladder up to a dark hallway. 30 - You can light a flare if you want to, but there's really no reason. At the end of the hallway, on the left, is a keyhole. 31 - Use the key you picked up earlier. 32 - Turn to the left and mosey on up the stairs. 33 - You'll come to another ladder at the end of the hallway you're following. You could also climb the wall at the end instead of climbing the ladder, but you'd just slide back down to the water or the shredding steel room below, so don't bother. 34 - Here's another one of those wonderful timing puzzles. The rickety planks you see before you will shake and fall out once you set foot on them, so you'll have to do some coordinated running and jumping here. 35 - Line yourself up as in this picture. You're going to do a standing forward jump onto the planks, but make sure you're pressing down on the forward button while in the air so that Lara starts running as soon as she hits the ground. Turn to the left a bit when you start running, then make a running jump when you get to the edge of the first set of planks. 36 - At the edge of the second set of planks, do a running grab jump across to the safety of the building ledge. 37 - Pull yourself up, save your game and give yourself a pat on the back and a hearty handshake. 38 - Turn to the right and head toward the hallway you see. 39 - Pull yourself up and into the hallway. Just think…you're almost close enough to actually see the Opera House from here! 40 - Towards the end of the hall is a small passage that leads onto the roof of the Opera House. Get into that passage and shoot the bad guy you see. 41 - Turn around so you're facing back into the little hallway. 42 - Do a backwards grab jump - doing this triggers more bad guys to come out, but you get to shoot at them from the safety of the high vantage point. 43 - Shoot the thugs and their dogs, then jump out onto the dome of the Opera House and shoot any stragglers that may be wandering around the perimeter. There are lots of goodies to pick up in this aftermath as well. 44 - Make your way towards the corner with the swinging crate in front of the alcove. 45 - Position Lara so that she's directly facing the corner of the alcove, then move her as close to the corner as she can get without turning to one side or the other. Take a normal step backwards and do a running jump up into the alcove. 46 - Drop down onto the crate in the alcove. Light a flare if you want, it's dark in here! 47 - Hit the button on the wall… 48 - …which opens a trap door leading into the Opera House's control room - and which releases a couple more guards. 49 - Climb back up into the alcove and hug the back, left edge to avoid getting hit by the swinging crate. Take out the two guards. 50 - When they're dead and you have their stuff, make way for the trap door you opened at the base of the dome. 51 - There are three objects in the control room you'll need to use at some point: There are two switches, one on the left and one on the right, as well as a control panel (just to Lara's right in this picture) that is currently non-functional. 52 - Right now, only the left-hand switch is useful. Throw it to open the steel gate on the left. 53 - Walk thru the gate and drop down into a dark hallway, then follow it downward. 54 - On the right side, where the hallway is recessed, there's a button. Push it to close that metal gate so that you can enter the Opera House's auditorium. 55 - Run down to the bottom of the hallway, and you'll hear the sound of some boulders rolling towards you. You can either duck back in by the button, or, on the other side of the hallway, climb up onto a ledge to avoid them. 56 - When the boulders pass, run back up to the ladder hanging down from the steel gate. 57 - Shimmy left at the top and drop into a small hallway leading into the auditorium. 58 - Step out of the hallway and fall into the Opera House, where a guard greets you with some unfriendly fire. Return the favor. Be careful not to step too far from the hole you dropped out of or a Lara-sized sandbag will drop on your head. 59 - Run in the direction that the bad guy came from and turn to the left, moving into a series of small rooms and narrow corridors. 60 - As you follow the hallway, you'll find some rabid dogs that Lara needs to put to sleep. This is the Elevator lobby…remember that as you'll need to go back here in a little while. 61 - For now, though, return to the auditorium, running past the hole you entered from, hugging the railing so that you trigger the giant sandbag to fall. 62 - As you near the opposite side of the room, the doors fly open and a guard and his puppy come out to get you. Kill them, then move towards the left. 63 - Jump over the hole in the floor into the little alcove. 64 - From this vantage point, you can see a couple of guards and dogs. Take out the ones you can easily reach with the range of your pistols, but don't spend too much time on it. 65 - Turn around, jump back, grab the ledge and drop to the next level down. From here you may have a better shot at things you missed before. 66 - Drop down to the next level, then drop to the floor of the Opera House, picking up the Med Pack left behind by one of the guards. 67 - Walk across the room until you trigger the boulders to roll out of the wall to the left. And, uh, don't forget to jump out of the way of them! 68 - Turn to the right and wade into the water. From here you can pick off a guy on-stage. 69 - Swim across to the stage, where you'll find a strategically placed block you can stand on high enough to jump up and onto the stage. 70 - Another dog, another clip-full of bullets… 71 - Whip around and shoot the guy out in the auditorium 72 - Then go to the left side of the stage into a room with a grated floor. In the corner there's a switch you need to throw. 73 - Exit the room and run across the stage towards the room on the other side, triggering another sandbag. 74 - When you get to the edge of the stage, two thugs appear to make your life miserable. Take them out and drop into the room. 75 - Run around the room, triggering two big sandbags to fall down. 76 - Make your way back to the entrance of the room… 77 - …then turn around, jump and climb up to the higher level. 78 - Hold down the walk button and move slowly through the steel blades over to the drawbridge that is in the up position. 79 - Turn to the left so that Lara is facing the sloping crevace in the wall… 80 - …and do a running grab jump across. 81 - Shimmy over to the left until you get to the area where Lara can stand up. 82 - Climb up into the alcove, then climb up another block. 83 - Throw the switch that lowers the drawbridge. 84 - Jump back across to the drawbridge platform. 85 - Turn left and run across the drawbridge all the way to the far wall. 86 - Turn left again and do a grab jump across to the platform. 87 - Climb up, then climb up the wall into the small alcove…there's nothing in the alcove, so don't bother with a flare. 88 - Turn around and do a running jump across to the highest platform. 89 - Shoot the vermin scurrying about on the platform. Yuck! 90 - Walk to the right and jump past the first swinging sandbag. 91 - The second sandbag is easier to pass, as there's a ledge extending to the right. 92 - Throw the switch on the wall to the left. This opens a trap door in the stage far below. 93 - Look down…ah, yes…there it is. Walk forward and you'll start to slide down a short ramp. At the end of the ramp, jump forward. 94 - Lara will fall down through the trap door into a water-filled room below. 95 - There's really only one way to go once you're underwater, but in the next room you can go either right or left. Choose the left path first.
97 - Swim back out of the tunnel and across into a chamber with a floor that you can stand on. Climb up onto that floor. 98 - Here you'll find another switch you need to pull. Somebody needs to tell Lara it's a really stupid idea to be flipping circuit breakers while standing in water!! 99 - Swim back out of the room and swim back towards the entrance to the underwater area. Swim past the way that leads back to the trap door in the stage and continue onto what would have been the pathway to the right. Here you'll find a ladder leading up to a door that you opened with that last switch. 100 - On the floor at the base of the ladder you'll see a Relay Box. Pick it up. 101 - Climb up the ladder back into the auditorium of the Opera House. 102 - Climb up to the level above you - the level where you first entered the Opera House. 103 - Make your way across the balcony, as you need to go back to the Elevator Lobby you visited earlier. 104 - Remember that after crossing the balcony, you go left and down the series of small rooms and hallways… 105 - Until you find the elevator service panel on the right. Use the Relay Box to fix the panel. 106 - Go around the corner to the right and flip the switch that opens the elevator - just don’t get in the elevator when it opens. 107 - Ah…a hidden ladder leading to..what? Jump up and find out! 108 - Climb to the top and see the glimmer of…
110 - Ok, enough darkness…light a flare and look in the first little alcove. Flip the switch, which opens a door in another, nearby alcove. 111 - In the next alcove you'll find lots of goodies…pick them up. 112 - Run through the door you opened and go back around to the Elevator Lobby. Use the switch to call the elevator up, then use it again to open the elevator doors. Get inside and draw your weapons… 113 - A couple of bad guys are waiting here with guns, but Lara's a better shot…hopefully. See all those boards on the floor? If you look up, you'll notice this room is underneath the area where you had to run and jump across the collapsing planks before you got to the Opera House dome. Neat, huh? 114 - Ok, back to business…go pull the switch that activates the elevator. Again, you're not going to get inside. 115 - Instead, look down in the elevator shaft and see the pool of water below. Dive in! 116 - You've got passages to the right, near an underwater cage, or to the left, down a narrow tunnel. Take the path to the left down the tunnel. 117 - The tunnel leads up into the room underneath the left-hand room off of the Opera House stage. 118 - Turn to the right and head back into the corner. There, on the floor, you'll find a Circuit Board. Yeah, yeah, I know…cirucit boards and water don't mix…anyway… 119 - Swim back through the tunnel and go around the underwater cage to find a lever on the wall. Pull it to open the cage. 120 - Swim into the cage and up to the low ramp ledge. 121 - Climb out and blast away the measly critters running around. 122 - Now do a series of grab jumps as you climb your way up the shaft you're in. 123 - After going up a couple of levels, you'll be in a hallway where a couple of nice men are waiting. 124 - Follow the hallway to the right, blasting anything that moves. 125 - At the end of the hall is a little room with three big, fragile, shootable windows. You know what to do… 126 - …yup…shoot away. Then walk up to the edge of the ledge on the other side. 127 - Turn around and do a backwards grab jump to keep yourself from taking on too much damage as you fall into the dressing room. 128 - Walk over and flip the switch that opens the access panel. 129 - From here you can see the shadow and hear the sound of a couple of giant HVAC fans at the bottom of the ramp. This is what we call a "save game spot". 130 - Walk forward and slide down the ramp. At the bottom, jump across to land on a small platform. 131 - Grab the key lying here then turn to the right. 132 - Climb up the next block then turn to the right again. 133 - What you need to do here is jump forward onto the steep ramp, then jump across the the tunnel opening above the second fan. 134 - Feeling a lot like Bruce Willis at this point, you're now committed to getting through the rest of the ventilation system. 135 - Your next trick involves a series of backflips that take you up a few levels. When you come to the first ledge, turn around to face away from the fan, then backflip up a level. 136 - Repeat the backflip maneuver to take you up another couple of levels. Now you can run down the hallway you're in, but first, you should jump across and pull up into the dark hallway you see.
138 - The easiest way to get out of the dark hallway is to do a backwards grab jump and drop down to the lower level, then jump back up to the hallway. 139 - Now you find yourself in a small room with a moveable crate. Pull it backwards. 140 - And push the button to open the door. 141 - Now push and pull the crate around until you get it into the dressing room and push it up against the raised step in front of the lower group of windows. 142 - Climb up onto the window ledge and shoot out the middle window. 143 - There's another moveable crate here, so move it out on top of the first crate. 144 - Now, standing on the step in the dressing room, you are just high enough to jump up and grab the top of the higher crate. 145 - Climb up, then shoot the guard roaming around. 146 - Run back down the hallway to the shaft where you were jumping up and climbing before and jump up one more level. 147 - If you didn't pick him off before, there will be one more guy running around on the balcony that you need to take care of. 148 - Run across the balcony towards the right wall, going as far back as you can go. There you'll find a keyhole. They key you found in the ventilation ducts fits perfectly. 149 - And the doors you open lead you back to a familiar place, too. This is the hallway below the Opera House Control Booth. Go over and hit the button to open the metal gate. 150 - Run up the hall and climb the hanging ladder again. 151 - Go into the control booth and head towards the right-hand switch. 152 - Pull the switch, then… 153 - …go around the corner and put the circuit board into the control panel. 154 - Drop back down into the lower hallway and climb back through the doors you opened a minute ago. 155 - Return to the stage, where a guard awaits and the curtain has been lifted. 156 - Head for the stage door, but be ready for the two thugs and their pooch that await inside. 157 - Run around in this room until you find the moveable crate. It has the mark of Xian on it and it's a shade lighter than most of the other crates as well. Pull it out of it's spot. 158 - Climb over the crate you moved and pull the switch on the control panel you find there. 159 - Run over to the crates with the lamp above them, then climb up and through the trap door you just opened. 160 - Go out onto the platform and veer towards the balcony on the right. 161 - Drop down into the little room you see here and walk to the left side of the hole in the floor. 162 - Turn right and jump across and pull yourself up onto the ledge. 163 - On the right-hand wall is a switch you need to pull that opens a door at the other end of this little hallway. You might want to light a flare in this section because there's a tricky move coming up. 164 - You can either time your jump past the swinging sandbag, or jump at an angle onto the ramp to the right so that you slide down and end up standing just in front of the sandbag. 165 - Now you can just turn to the left and run past it without having to time and space a jump properly. 166 - Walk to the edge of the hall you're in and gaze upon the final room of the level. 167 - Jump across onto the high crates and start shooting the several guards and dogs that appear in the room. 168 - You may have to run around a bit on top of the crates to get a good shot, as the guards won't just stand around and let you shoot them. 169 - After everybody (except you) is dead, hop down and run to the other end of the room, where you can climb up to the highest crates in the room. 170 - Walk to the far end of the crates you're on, then turn to the right and do a standing jump to the next set of crates. Then do a diagonal jump to the lone crate a little bit lower. 171 - Turn left and make another diagonal jump to the next set with the swinging crate above them. Finally, head for the crates against the far wall. 172 - Push the button on the wall to open the door out of the crate room. 173 - This also releases a couple more guards who need to be dealt with the only way Lara knows how. 174 - Run to the opposite corner of the room, where the door is now open… 175 - …and run into the cargo hold of a prop plane wading in the water. Whew! Sit back, relax and enjoy the in-game movie you're about to see. |