CREATE A CLASSIC 2021 - MYSTERY OF THE OPERA HOUSE

 

Levels by PhryneCroft

 

Walkthrough by Phil Lambeth, assisted by Steven3517's video walk

 

 

Level 1: STREETS OF VENICE

 

After the opening flyby, walk forward into an outdoor café during a steady rain and grab the flares and small medipack under the gazebo. Turn left toward a pier and shoot the dog and a thug who drops a small medipack. Loop around right on the pier to find a ladder, climb up to an alcove with a closed door and shimmy left along the wall crack around three corners until you can drop down onto a ledge connecting two buildings.

 

Take a running jump W to grab either opening across the canal, pull up and make your way down to the S crates where you can shoot two small chests containing shotgun ammo and a small medipack. Continue S into a boathouse and shoot the thug inside. Enter the S passage to draw out another thug and continue up the ramp to an upper area. Head NW, shoot an armed guard and get an onscreen hint that there's something under the shelves in the corner.

 

The shelves are pushables, so pull the N one away from the wall and push it against the crate. Pull the S one and push it W to form a bridge. Pull the upper shelf away from the N wall and move the remaining lower shelves so you can hop into the corner for the GILDED KEY. A screen shot shows you where it's to be used. Before leaving, search the tops of the crates for a small medipack. Go back down and through both N openings to the canal, climb the crates to hop into the nearer opening and take a running jump over the canal to grab the E ledge.

 

Pull up, safety drop from the other side and shoot the chest for shotgun ammo. Jump into the water and swim SW to the nearest jetty. Pull out W and use the Gilded Key to open the door. As you enter, a camera clue tells you to climb the nearby crate for the LASER SIGHT and the CROSSBOW. Pull down the N wall switch to lift a gate near a waiting dog and an armed guard. Exit, jump into the water and swim S and left around the corner. Pull out E onto the jetty to deal with the enemies you saw in the cut scene. Pick up the shotgun ammo dropped by the guard and go past the lifted gate into a foyer.

 

Turn right and go up the stairs to a courtyard where three more dogs are waiting. After dispatching them, go through the E opening and left up the stairs to double doors you can open. Enter the library and loop left around the bookshelves to find a wall switch that opens a door near the SE corner that's hidden by a small bookshelf. Go there to find another wall switch that triggers a flyby of the chandeliers in the library and a revealed wall switch.

 

Climb the large NW bookshelf in the library, ignore the chandeliers and side flip W over the railing to the upper balcony. Take a running jump SE, pull up into the S alcove where the door opened and pull down the wall switch to open a portrait door. Jump back to the bookshelf, climb down and hop into the E alcove. Grab the GOLDEN STAR COIN, and for a secret go across to the W passage and shoot the window at the end. Look right, stoop and shoot another window, save your game and take a running jump NW to land inside the opening. Run forward and tale the JADE DRAGON from the plinth for SECRET #1. There are also crossbow arrows, shotgun ammo and a large medipack

 

Jump back SE to the previous opening, return to the library and exit S down the stairs and right into the courtyard, around the gazebo and through the W passage to the canal. Jump into the water, swim across, pull out onto the jetty between the two parked boats and shoot the waiting armed guard to your left. Pick up the SHOTGUN he dropped and continue S to the stacked crates. Grab the flares and shoot the empty chests if you like, open the W doors and be prepared to shoot the dog lurking just inside.

 

Enter a storage area and shoot two chests on the S side for shotgun ammo and a large medipack. Lara looks at the small box in the SW corner, so shoot it to reveal the CROWBAR. Turn around and find a valve wheel that lifts an underwater gate. Exit to the canal, jump into the water and swim across to find the opened E gate. Swim inside and continue E through three more openings until you reach the end and can pull out onto a ledge encircling an indoor pool.  

 

There are crowbar doors N and S. The S one allows access to a wall switch that lifts a gate in the room you're going to next. The N one reveals a passage to a room with a grated floor. Note the cut scene as you enter and shoot the chests in the SW corner for a small medipack and in the NW corner for a large medipack. The opened gate is between them in the W wall, so go there and jump into the water hole. Swim down and into the room under the grated floor. Continue E past the spinning fans into the opening, surface and pull out into an enclosed room.

 

Turn the E valve wheel to lift a gate in the room with the grated floor. Swim back there, pull out and go to the N passage with the steam blowers. Sprint through the passage, sustaining some unavoidable health loss, and trigger a cut scene of a menacing rat in the next room. Climb one of the N ladders, reverse roll upon reaching the top and take a running jump to the central ledge. Jump S to the far ledge and turn the valve wheel on your left to flood the area below.

 

Jump back to the central ledge and look down to see the deeper water at the NE and NW corners. Jump down NW and swim around the corner to the other end and trigger a cut scene of some alerted enemies. Pick up the hard-to-see SMALL BRONZE KEY next to the fence, swim back around, surface and pull to deal with a thug and an armed guard. Pick up the shotgun ammo dropped by one of them and continue S through the room with the grated floor and jump into the pool.

 

Swim down and W through the opening, turn left through the archway and into the W opening in the next room for SECRET #2. Grab the small medipack, the shotgun ammo and the SILVER DRAGON, swim back E, loop around left past the archway and continue W to surface in the canal. Pull out E and use the Small Bronze Key to lift the entrance gates. Enter what appears much like a hotel lobby and go around to your right past a fountain. Turn right into the S passage and go up two flights of stairs to an upper area. Go out W onto a balcony to a fixed camera and jump N over the railing to the NE corner balcony and jump up to grab the wall crack.

 

Shimmy left around two corners and drop down onto a bridge. Use the convenient crate to take a curved running jump NE to land on the balcony. Shoot out the windows, climb in and hop through the red curtain to meet an armed guard in the next room. Take a second GOLDEN STAR COIN from the small chest and return to the balcony. Side flip over the railing into the water and pull out E. Go through the connecting passage to the courtyard, turn left through the N opening and go down the ramp  to return to the canal.

 

Jump in the water and swim across to pull out W. Place the two Golden Star Coins to lift the gates between them. Go inside, combine the crossbow and laser sight if you haven't already done so and look up from the entrance to find and shoot the bell suspended from the ceiling. Run forward, hop into the corner formed by the crates and follow past the opened door to a plinth bearing the GOLDEN DRAGON for SECRET #3, together with a small medipack, shotgun ammo and a spare SHOTGUN. Exit and go up the nearby S stairs for a level change.

 

Level 2: MYSTERY OF THE OPERA HOUSE

 

Run forward to break the fixed camera and shoot the advancing thug. Night has fallen, but it's still raining. Loop around left to meet a dog and an armed guard who drops shotgun ammo and continue along along the pier to trigger a rather unnecessary onscreen hint. Shoot the wooden barriers to find another CROSSBOW and LASER SIGHT inside (apparently these two levels were not originally intended to be combined). One of the chests hides a small medipack. Hop into the water and pull out onto the opposite W walkway as if the railing weren't there.

 

Turn around, look down in the water and shoot the wooden barriers underneath the archway (stand against the railing and aim between the two barriers). Jump back into the water, swim into the E opening for flares and continue S to a small pool. Pull out S and climb the ladder in the wall ahead. Shift left at the top, drop down to a balcony and open the crowbar door.

 

Enter a room filled with crates and shoot two bats. Explore the room for a small medipack and locate the pushblocks that have a different appearance from the others. Move the SE one two times N and the SW one two times E. Pull the upper block out of the E alcove and push it aside so you can enter and slide down a slope. Turn the valve wheel to your right to electrify some nearby water that temporarily frustrates your ability to acquire a submerged fuse. Slide backwards down the next slope, grab the edge, pull up and back flip to a ledge. Up E is the receptacle for the fuse you saw, once you're able to get it.

 

Take a running jump with grab over the railing to glide into the N opening. Hop over the spinning fan into the higher alcove and run off right onto the block below. Stand jump down to the grated platform blocking the ladder and safety drop into a water-filled channel. Swim into either N opening and continue through the next opening into a new room. Don't go far inside, or the current caused by the spinning fan will suck you into its alcove where you'll be sliced to ribbons. Instead, swim straight up and pull out S onto the ledge.

 

Go around to the NE corner to trigger a cut scene of the submerged room below. Pick up the BLUE FUSE and drop carefully back into the water. Return S and pull out onto a wooden ledge. Place the Blue Fuse to drop the platform blocking the ladder and also to turn off the power to those wires dangling in the water. Jump to the ladder, climb up and use the adjacent blocks to jump and grab the S opening. Pull up, hop down S and climb down the ladder to the formerly deadly room. Wade to the harmless dangling wires and pick up the YELLOW FUSE.

 

Get back to the ladder and climb up to the higher ledge. Hop up E and place the Yellow Fuse to lift a gate. Hop back down to the ledge, climb down the S ladder and when Lara's feet get to water level back flip into the N opening. Slide down the slope to a dusty crawl space (nice effect) and follow to a dark room with benches. Open the N crowbar door and go through the connecting passage to a hub room.

 

Turn right, open the E double doors and enter a storage room with crates that appears to be empty. However, an onscreen hint urges you to look further, so hop into the window and down to the balcony outside for a fixed camera. Pull up into the S crawl space, hang from the edge and shimmy right until you can pull up in front of open windows and hop down into a room similar to the one you just left. Take the MASK REMNANT from the small chest to attract the attention of a wraith. A cut scene shows a bird statue, which is of little help unless you know where it is, so I'll tell you.

 

Quickly run back to the window, hop out left so that you land on the roof and slide down N into the canal, swim S and into the W opening on your right, continue through several more openings, surface near the wall and pull out. Jump to a central block, climb the pole and back flip E or W onto a ledge, jump into the E opening where you see the bird statue ahead and wait for the wraith to self-destruct. While you're here, go through the phantom N curtain where you can see nothing and blindly stoop to pick up the SILVER DRAGON for SECRET #4, followed by shotgun ammo and a large medipack.

 

Exit to the previous room, hop onto the block and climb the pole there. Back flip to a still higher ledge and open the double doors to the familiar hub room. Turn left, open the N double doors and enter a landing similar to those you've seen in Lara's house. Run straight across, open the next set of N double doors and watch the ensuing flyby through the immense opera house.

 

As you step inside and start looking around, you can hear the grunting of a nearby thug trying vainly to get to you beyond the E window. Another thug is posted down below on a N balcony, and you can take him out from here by using your combined crossbow and laser sight if you don't get too close to the edge and become targeted yourself by an unseen enemy. Do the same with an armed guard down on the floor near the NE corner.

 

Ready your shotgun, open the E double doors to let the thug in so you can deal with him. Note two fuse receptacles and a card receptacle in this room, so you'll undoubtedly be coming back here later. Exit to the upper ledges of the opera house and go around to the N side, where you should be able to target and kill (with your pistols) two more armed guards stationed down below on the S side. Climb down the ladder in the N alcove to reach the next lower level, safety drop to the floor and run W past the wooden floor section (for later burning), note for later the bird statue in the SE side room and continue to the stage. Turn left and open the crowbar door that leads to a control room.

 

Open the floor trap door and climb down the ladder to a storage room with a water hole. First, check the tops of the crates for flares and crossbow arrows, then jump into the water and swim to what looks like a familiar area but isn't. Go through the opening a bit to your left, turn right and follow to a more open area where you'll find the GILDED KEY. When you pick it up another wraith is awakened and you see a cut scene of a bird statue.

 

Return the way you came, pull out of the water hole and run to the N alcove. Reverse roll, stand jump to grab the ladder and climb to the upper room. Loop around left to return to the opera house and then loop around right into the S side room to make use of that bird statue you noted earlier. Having removed that distraction, return down the floor hole and use the Gilded Key in the near-invisible keyhole to lift the S gate. Enter for the YELLOW FUSE, which you'll recall is one of three pickups you need in the room you visited earlier. You're done here, so climb back up to the opera house.

 

From the dirt mound near the bird statue side room you can jump up to grab the S balcony and pull up. Go around to the N side and climb the ladder to back flip to the upper level. Open the nearby E double doors and enter the room you visited earlier. Place the Yellow Fuse in the S receptacle to lower a rope near the stage. Exit this room and follow the balcony E. Jump to the wooden ledge above the stage and go right to face the rope. Jump to grab it, swing forward and jump off to land on the ledge ahead. Save your game and take a curved running jump NE to land in the far alcove. Go through the phantom curtain and find a floor hole with a ladder.

 

Climb down to a backstage room, shoot the thug and take his small medipack. Push the floor lever to open a door somewhere and climb the N ladder to an upper balcony. Loop around left and sprint underneath the falling sand bag ahead. Ready your shotgun and push the floor lever to trigger a flyby. When camera control is restored, hop back, turn right and shoot a thug and an armed guard who drops shotgun ammo. Return to the NE ladder, climb down and go to the E ladder to climb back up to the opera house.

 

Go around to the phantom curtain, safety drop to the lower balcony and go through another phantom curtain into a small room. Go to the NW corner and stoop to pick up the MASK FRAGMENT. Exit, safety drop to the floor and go across to the S dirt mound to jump and grab the higher balcony once again. Pull up to find that the door ahead is now open. Go inside and crawl into the space above one of the crates for a cut scene. Pick up the FUSE and exit this room. Search the balcony nearby for shotgun ammo dropped by an enemy you shot earlier from a distance and safety drop to the floor.

 

Go across and look for more shotgun ammo near the NE corner where another enemy was stationed before being shot. Go through either N phantom curtain and continue down the central ramp to an outdoor courtyard you visited earlier. Go past the gazebo and up the N stairs to a mirror room in a smaller opera house. Shoot the thug and dog, hop up onto the center of the stage and look in the mirror to see that the curtain in the S wall behind you (next to a small crate) is actually a phantom. Go there, enter and blindly pick up the RUSTY KEY as a cut scene shows you where it's to be used.

 

Go to the SE part of the mirror room to find a receptacle for the Fuse. The door to your left opens, so go up the steps, hop up higher and open the W double doors. Step out onto the balcony and go around left to find the keyhole you saw in the cut scene. Insert the Rusty Key to lift the nearby gate and go left once inside through the triangular opening to a two-tiered room with crates and spikes. Hop down through the floor hole, avoid the spikes and find two globe pushpieces. Move the N one onto the the adjacent marked tile and the S one onto a similar tile against the S wall. Most of the spikes disappear, making it possible to move the N globes onto the marked tile in the NE corner.

 

The final set of spikes disappears, so move the other globe onto the marked tile in the SE corner and the lower E gate should open (yes, it does matter which globe goes on which tile). Hop down there and go down the ramp to a lower room. Hop onto a crate for crossbow arrows and beware of the spike traps on the circle tiles having a skull on them (as does the tile upon which the S plinth is placed). To neutralize only the  spikes protecting the plinth, look up NW from the crate and shoot the bell suspended from the ceiling. Go up to the plinth, take the OLD MUSIC SCROLL and exit to the room with the globes.

 

Get on the highest crate and stand jump to grab an edge of the ceiling hole. Pull up and go W past the gate and through the triangular opening. Hop down, but don't continue W down the hallway or you'll awaken a fire wraith prematurely. Instead, turn right through the N opening and go left or right along the balcony. Hop over the railing onto the stage, go to the podium and place the Old Music Scroll. Play a few notes for an absent audience, note the brief flyby of the outdoor courtyard and return there.

 

Shoot the hovering demigoddess and pick up the shimmering BLUE FUSE in the gazebo. Exit S to the main opera house, use the dirt mound to climb higher and go around to use the N ladder to get to the top level. Enter the E control room and place the Blue Fuse to lift the stage curtain and awaken a host of enemies. Get back down to the floor and run to the stage, pull up (watch out for a falling sand bag poised over the harp) and shoot two thugs, an armed guard and a dog. Sweep the area for flares, a small medipack and the GILDED KEY dropped by the slain enemies and climb onto the high NE crate. 

 

Pull up onto a walkway, hop NE over the railing and find a jump switch in the dark corner that lifts a nearby gate. Hop the railings to the NW corner, pull up into the opening and take the JADE DRAGON from the plinth for SECRET #5, followed by shotgun ammo, explosive arrows and a large medipack. Get back down to the floor and go to the W wall to find the receptacle for the Gilded Key. Go past the opened door into a dressing room and pick up a TORCH on the raised slab to your left.

 

Return to the main opera house and go through the N phantom curtain and down the ramp, across the courtyard to the mirror room, turn right into the E passage and go up the steps to the higher balcony. Go around to the S opening into the hallway I warned you about earlier. Drop your torch near the triangular opening so you can easily find it again, walk W down the hallway until you trigger a fire wraith and beat a hasty retreat to the courtyard. Jump into one of the pools W or E to douse the wraith and return to the previous area. Retrieve your torch, light it on the fire source created by the wraith on a crate near the NW corner and locate a chest hidden behind the S crates that you can shoot for shotgun ammo and flares.

 

Bring the torch to the main opera room, toss it onto the wooden floor and watch it burn. Hop onto the stacked crates and down to the floor. Go to the E receptacle stand, combine your two Mask pieces and place the GOLDEN VENICE MASK to lift the gate. Enter an underground room and hop onto the nearby crate for 2 x uzi ammo and the UZIS. Jump into the water below and swim through the N opening. Follow to a pool and pull out NE. Look down into the water and shoot the SW wooden barriers. Swim there for SECRET #6 and pick up a large medipack, uzi ammo and the GOLDEN DRAGON.

 

Swim back, pull out NE and walk toward the N opening to trigger a flyby of the large room ahead. Go inside to attract  three armed guards and collect the small medipack and 2 x shotgun ammo they dropped. Safety drop to the lower level and save your game before taking the RUBY OF LOST VOICES from the central plinth. Shoot the demigoddess who appears. When she dies a second demigoddess is awakened. When all is quiet, get on a SE crate, jump N to grab the block and climb to the upper level. The N gate has lifted, so run toward the ladder to end the level.