A Night At The Opera
By Malte Linder

Walkthrough by Robin Burgess [rjb]

 

Abbreviations: CPS = crawlspace; SG = shotgun; pfm = platform; bec = because; psg = passage;
J&C = ‘jump & cling’ (eg ‘J&C lever’); RJ&C = ‘run, jump & cling’; R&J = ‘run & jump’;
SJ = ‘standing jump’; N & W = ‘normal’ & ‘wideshot’ (as in SG shells); WT = wall-torch; AH = air-hole (when underwater); PP = pressure pad/plate; MS = moveable structure; bflp = backflip; smslt = somersault (so: ‘bflp-smslt’ also); SmJ = smoke jet; :. = therefore.



3 flares, 3 SMPs & LMP given to start. Start in large railed ‘box’. Shallow pool below (2 blocks deep?) within whole rectang. Italianate block of bldgs. One of 2 windows has bars broken so can enter. Thunder. Dark. At LH end E wooden jetty goes round far LH corner (& water). E closed wooden door @ LH end of jetty. See long canopies high @ left & rt. Clock shows midnight unless v.dark noon. (nb. Night @ the Opera! Doh!) Cannot break ‘whole’ window. Railings too high to jump over & E nowhere to climb up.

 

2 v.long dining tables & chairs in room thro’ window. Brief ‘wonder’ music. Closed door @ LH end & J&C lever @ far left corner. 2nd dining table blocks poss. opening @ RH end (boarded up fire- place). See E passage from hole above J&C lever running to left above ‘openable’ door (Can see E a room beyond door.) E also passage (running length of room?) From same roof hole - J&C lever too high; would have to jump from 2nd (long) passage. E a hole in ceiling in near RH corner that can reach because of RH table & E 2 passages off, as with 1st hole.

 

See crates in both passages above. Some have symbols - nearest to rt is moveable - and others as supporting crates of low roof. Skylights/windows in roof show some light - cannot climb up any & no wall-ladders. Opposite corner is 1st hole discovered. Only the one moveable crate, it seems. Pull crate back once, go round clockwise & pull again (know now can run across corner gaps in floors safely). Then go back round to 1st (RH) side where E passage & LMP @ end. As pick up LMP then 1st secret area. Cannot see how could use crate anywhere else in ‘warehouse’.

 

[Loading screen has several levels, & reminiscent of TR2 Opera House level, with water in front of stage (no, perhaps not - yes, there is!) and ladders in some places to upper levels. E electric light, curtains at sides, ‘opera boxes’, & a large area in front of stage that goes off to side - at least can see, to LH side. Can also see one crate/box at lowest level.]

 

Have to jump forward to operate J&C lever. Fall to ground, ‘danger’ music, & dog (Alsatian) & guard with ‘pop-gun’ (actually shotgun, causes damage, but ‘pop-gun’ sound) exits door that lever opens. Guard drops 2 uzi clips = 30 rounds. Could run to table to avoid dog & use 2nd hole to get above guard, then descend at J&C lever end, when he might have gone to far end of room, where his gun has v.short range & can shoot him with pistols.

 

As Lara goes into next room she looks pointedly @ LH dark closed door - not moveable, or with guns. Fwd ‘door’ seems just decoration, but E another ‘broken’ window @ rt. Through this is the outside. ‘Wonder & splendour’ music. A ledge first of all, with a wide canopy opposite. Could shimmy all along & backflip off to 2 ledges, one left, one rt? Water below with wooden jetties & E a closed door (x2) off each jetty and 2 places below where can swim through broken windows (like TR2, level3), & other ledges higher up, & a crawlspace @ rt? Below crawlspace E a window with a lit room within? E a series of windows beneath initial ledges. Whole seems v.similar to opening scene through high railing. But why did she look at that LH door? (Ans. E a Secret room.)

 

RH ledge 3 spaces away, so couldn’t R&J to it, & banister stops RJ&C - to grab with a somersault? Leads to passage in same dirn as canopy & rectang. ‘pool’ below, perhaps links with crawlspace. Lower room furnished. LH wooden ledge (others stone ledges) - orange/apple tree obscures it, so secret? (Ans. No) Also backflip off canopy, but this passage goes into bldg just left. @ LH ledge, remote camera after necy somersault to catch edge - go right to end of canopy - short passage to door with keyhole @ left. Block @ rt. Could be way to reach crawlspace rt @ other end of rectang. with v.long shimmy & drop & re-catch. Yes.

 

When do this (nb. can shimmy along either roof), small room - not linked with other passage/ledge with switch lever. When pull this ‘puzzle room adventure’ music starts. Can only drop down to water when leave. ‘Naturally’ go into underwater room @ end of rectang. Hoist up @ left to ladder. Neither door above jetties has been opened. E rooms behind windows below initial ledges (& poss. lower end church-like windows). Other swimming broken window area leads to brick-lined passage & up steps & round to rt & another locked door - keyhole @ rt. Top of ladder is closed door with button switch. Button opens door. Have come into furnished room that saw @ end of rectang., below crawlspace. A study. Silver key on far LH corner bureau. Staircase @ LH side goes all the way up to the RH ledge above the rectang.

 

RJ&C to canopy & shimmying along to left, then hoist & somersault off (nb. hoist etc. anywhere betw. 4th window left & dble pillar = clock.) & cling, to original ledge of rectang. Can see that door that Lara so interested in is now open. As enter it, E Uzi guns (with 2 clips = 30 rounds loaded) on RH bureau in another small, dark study. As pick these up, find this is 2nd secret area.

 

One question is “which of 2 locks does key fit?” If both/either, then which one should we use it in?
Silver key doesn’t fit the ‘gold’ lock in the alcove from the LH ledge. It does fit the long water- tunnel ‘silver’ lock. Large empty room within (‘puzzle’ type music as enter) - one chandelier, domed roof (Opera House connection). Flares (necy by now!) in far RH corner. Button by RH door opens it back to jetty - this is ‘far’ jetty door. 2 other closed doors (left & fwd) w/o keys, switches etc (LH door dark beyond, fwd door a lit room beyond?). J&C lever by doorway reachable & opens other (‘near’) jetty door.
(Nb. Alternative to using water route to Silver key would be to shimmy rt on canopy & somersault off to RH ledge & therefore top of stairs that go down to 1st study. Nb2. Door with button into study is from below, so wouldn’t be able to use ladder to go down to water. Yes, this is correct.)

 

Can R&J from corner of one jetty to other. As go through ‘near’ jetty door, short ‘tension’ music & see E several bookcases (BKs) within dark room; chandeliers above - attached rt against ceiling. A few discarded books on floor. Far RH corner E a crate to climb on so can reach tops of BKs. At top of BK level can see these are windows where could see E room beyond - this room. Cannot see with binocs anything on top of any of BKs or on 2 window- sills, but there could be a gap beyond furthest BK. Yes, E a wide floor area & a passage off to left. As go along passage @ left are windows that thought might be showing something beyond.

 

Passage comes out into lighter room - but still dimmish - with further BKs, & tiled floor. Only 2 v.tall central BKs. E a door at far end with a button switch. As operate button another ‘pop-gun’ guard & dog combination exits - from room that see is same domed room left earlier. Guard drops 2 uzi clips as earlier one. Can run from dog, shooting, then come round back of BK to ambush him? Or keep rolling & firing from close to. Back in domed room, this door is ‘lighter backgnd’ (fwd) door & guard has come though ‘darker backgnd’ ‘LH’ door - so all doors in this room now open. See crates beyond ‘LH’ door.

 

Through door is large warehouse with blocks of crates 2x2x2 (stacked 2 high), & just a few single crates in places. At LH corner of warehouse (WH), top of steps down. Dog and guard with club attack from WH. Can avoid 2 below (then shoot down @ them) by RJ&C to crates ahead, but then a ‘pop-gun’ guard appears @ higher level - he drops LMP. Guard with club drops nothing. (nb. These crates go with orig. ‘Opera House’ theme also.) E a few single crates at uppermost level, but none moveable. In far LH corner E drop down to floor & Golden Key to pick up.

 

If go across to RH side of WH then E another, larger gap down, but as approach, ‘pop-gun’ guard shoots up @ Lara. E many blocks of crates. Can try shooting RH side guard from beyond a crate that is partway across large gap down in crates - use as cover & jump up & down (E flares here). Thought there might be an opening here, but no, it seems not. This guard drops 2 uzi clips. Doesn’t seem to be anything else in WH, so now to return to locked door @ LH ledge above.

 

From WH across domed room to jetty, jump to other jetty’s corner, along & into water, then into end ‘cellar’ with ladder up to furnished room, then up stairs to RH ledge/balcony. RJ&C to canopy, then shimmy left all along or perhaps quicker to somersault back to centre ledge/balcony then RJ&C again to canopy from LH end. Somersault back @ LH end of canopy to LH ledge, so can use key. Door opens to long, 3-stage (fwd, rt, fwd, left, v.short fwd [& out]) stone brick passage that comes out to ‘open’ area (remember dark, thunderous sky) with top of large domed roof (v.similar to ‘Opera House’ level) - plus music of ‘be on guard, querulous’ kind - and at least 2 roaming dogs - they come simultan. from diff. dirns.

 

‘Pop-gun’ guard (PG) at back of domed area (drops 2 uzi clips ) - better to deal with dogs 1st. If go towards one then other has further to travel, so can deal with them both with pistols. As go round notice E a rope suspended @ one point (in middle of one side?) & perhaps an exit in far corner. As PG approaches from round corner, confirm that ord. pistols have greater range. If keep backing off as necy, then can deal with him before his gun can be used.
At far corner is wooden bldg, & can see through windows ladder, fire in grate, some furniture. E a padlock on door. Rope is hung from gantry above dome & appears too high to reach - cannot jump & somersault to catch it off dome roof eg. When look above, to roof oppos. dome, when jumping off dome, then E seems to be stable area betw. gantry & roof edge.

 

Can shoot off padlock by crouching up & down with pistols. Door flies open & E a lever switch beyond table, to rt of fire. Ladder goes up to roof of bldg. Most of surrounding roofs are steep, but can see that domed roof flattens out & E a trapdoor @ top. Way might be to shimmy along to stable area beneath gantry, then be able to RJ&C to rope and thus reach a stable part of domed roof - & switch opens trapdoor. Shown trapdoor opening when operate switch, but rope has not lowered. Yes. Can R&J & then slide down roof going towards gantry, then shimmy to rt along roof to stable part. As hoist up E a short ‘chimes adventure’ music snatch (confirmation). Can then RJ&C to rope and launch onto domed roof - discover that all but lowest 2 levels of dome are stable on roof and that E a ladder down inside the trapdoor shaft.

 

V.long ladder down. Thought it might be down to opera house (O.H) but no: another WH with crates, & also a brazier burning. At RH side, in hole down ‘within’ crates E a LMP. At far side, over to left, E a door with a button switch - seems fairly bright @ other side. At near left E another hole behind higher crates where E more flares. None of crates semms moveable. Button opens door & hear ‘wonder’ music as enter LH end of a v.long hall with attractive ceiling wallpaper, but walls dilapidated & crumbling a bit. Tall closed dble doors half-way along @ LH side, with keyhole @ left. Wide stairway down to right @ end of corridor.

 

At bottom of stairs, music of a more ‘tension’ kind. Quite wide hallway with square ceiling supporting pillars to either side. Pillars all part of long, wide hall. Chairs in both side aisles. Cannot see anything on any part of floor, in centre aisle or side aisles. Near far end, E 2 openings @ LH side: 1st runs along to a rt turn in a passage, and 2nd to a library? At v.end of hall E a keyhole betw. 2 separate high closed ‘metal’ doors in stone brick wall. As approach what is, in fact, a desk blocking the 2nd opening, given a view of a door with a padlock. E such a door to the left inside the desk- bound room. This door is the other side of the closed door @ the end of the rt turn in the 1st passage. How to break padlock w/o a laser sight? Can we clamber over desk? If not, have to angle and shoot from hall side of desk? The latter is the case - cannot sprint towards desk & ‘roll’ over it: roll is @ floor level. Can shoot off padlock from hall.

 

Inside room (reached via 1st passage) is a larger, entirely brick-walled study rather than a library. On bureau is OPERA key !! Now, which of the 2 keyholes? Key doesn’t fit nearer keyhole. As return up staircase, 2 PGs attack. Both drop 2 uzi clips (x2). Key opens dble doors in long corridor. From doorway (!) Can see a brazier, variable ‘water-lighting’, some staging? And a wide expanse across of darkness further ahead, which could be an opera curtain.

 

Forward is indeed O.H main area. And the curtain is down on stage - loading screen shows detail when curtain is up. Can see E IS whole water area in front of stage. No. In fact, loading screen shows seating area, as if from stage. As go fwd, monastery plainchant & 1st of (see 2 others) several boulders falls from ceiling - all reminisc. of TR2 O.H. Curtains @ sides & can see 3 diff. balcony levels - at both sides & at back. ‘Boulders’ actually seem to ‘lights’ suspended from ceiling that are falling. E 2 above stage also. Can reach stage (one ‘light’ falls) by jumping across corner of large ‘pool’. (Brazier is on stage.) Can see E an opening stage rt and a closed door stage left. E also an opening to left of auditorium, and wall ladders seen on loading screen are @ rt of auditrm.

 

Several crates in water. Can see E levels high up above stage (scenery platforms). E some kind of netting? in centre of v.high roof. E only one place to climb out of pool - no apparent openings underwater. Opening stage rt seems to be to another hall/passage. Auditrm openg seems to be to area where can see further water beyond windows. All red side curtains ‘granite’. Central crate in water seems to be a door that cannot be opened unless pool drained? Yes - or a switch somewhere. Only place to hoist out is directly above that, or altern. @ auditrm side of pool, where lower edge.

 

Wall ladders are too high to reach. 2 of boulders land in auditorm, 1 in pool and 2 on stage. Going into openg off auditorm, Lara focuses on object (‘light’ + binocs to see) on floor of huge flooded area - as large as auditorm - looks like circuit board just beyond window.
Can see further side areas, some? With ‘broken’ windows & also E some higher windows oppos. room that come into from auditorm openg. At LH end are stairs up, presum. to 1st balcony. Can see badge with ‘1,2,3’ on nearest LH wall in LH side passage beyond main flooded area. Crouchg & lookg up, it looks as though E an open area of water above flooded area, that may be way into it. E even a table & chair on floor of flooded area (FLA). See ‘1,2,3’ badge on wall in this area. At RH end of this area is grille/grating across passage. Looks as tho’ might be area from stage rt openg seen thro’ grille. Going out to auditorm, then to stage, then thro’ stage rt openg confirms this.

 

All windows seem to be broken on far side of flooded area. Def. looks as tho’ E a water surface above level that can see. Looks as tho’ this area off stage rt is just to show what is ‘out there’. Next step is to go up the stairs @ the LH end of the auditorm openg area. At top of stairs, E a ‘danger’ blast of music & E another dog. Seems as tho’ water surface theory is correct, but that whole surface is enclosed by wire mesh, with a corridor going around that. Cannot immed. see a way in. At near end & @ far end, @ LH side E a window thro’ to this water, wire & surroundg passg area, and @ far end E openg leading to lowest balcony of O.H. E also huge metal dble doors @ LH side, in the centre, presum. giving access to ‘water’ area. And E button on 2nd (of 2) LH wall- pillar. No, not a button, but a control? box of some kind that cannot open, or prob. a keyhole.

So cannot go to this ‘water’ area, nor can we reach place where have seen grnd floor windows all broken to give access to flooded area. So have to go out to O.H balcony. Missed lever switch on grnd floor @ end of stage rt area. When pull it, ‘danger’ music & guard/thug with club opens stage left door & comes towards Lara. When go through door, go first over a grille over brick passage with water beneath (wld be too far to jump back up if grille ‘goes’), then come out into large room where E opng to rt and arches over to left.

 

RH passage comes to room with switch @ far RH side that opens gates to what seems to be a lift shaft, but E great drop to what could be top of lift. When hang see E a floor level below, but it is too far for a ‘drop-cling’ (prhps reachable by lift?) - fall all way to bottom of shaft (where spy a crowbar before being deceased). Looking more carefully as fall! can see that both passages below go off to a lft turn. Oppos. switch is what looks like electrical circuit box, that phaps summons lift? Switch can be operated again to close gates. Don’t think E a level above cct box level. Large room where thought E archways thro’ to another room is in fact a mirror betw. archways - perhaps meant to be a dressing room, with the 3 cupboards @ LH side. Cannot see anything in mirrors, in walls, floor, ceiling @ no items to pickup. A puzzle. Decide to do this whole part of game later, incl. the lever in area off stage rt, & thug with club (TC) - who may have a sort of body protection jacket on - and the 2 rooms, with the left, the cct box and the mirror room.

 

So going back to balcony: (Can see ‘1,2,3’ badge quite freq. Now, especially on 1st floor near watery central area, suggstg it may have something to do with lift/3 floors etc.) As go out to 1st floor balcony, (with music with hint of ‘watch out’) given slow fly-by of whole auditorium. Red curtain on balcony ‘granite’. Cannot reach balcony above bec. of balustrade all round balconies. E nothing to pick up on 1st balcony section. Where E gap, seems intended to jump to wall-ladders & then either back somersault to 2nd floor balcony or climb to left around ladders to remaining part of 1st floor balcy. Cannot climb round to left for either 1st or 2nd floor balconies, but if drop & re-cling, while hanging (not in climb posn) then can just catch hold of v.bottom of ladder & then shimmy to left & then hoist up @ 1st floor balc. (Seems v.diff, tho’ managed 1st time on trial run.)

‘Granite’ curtains in this section & a closed door that seems to have a brightly lit passage behind it. Can use same method to reach 2nd floor balcony, if start in climb posn a little higher than level where want to shimmy, then ‘drop-cling’ & quickly shimmy left. E a LMP only + ‘granite’ curtains on this balcy. Doesn’t seem poss. to back somersault from ladders to 2nd floor balcy (will try again - Yes, can do it - climb so virt. exactly halfway up ladder - lower & miss edge; higher & hit roof & miss edge). Cannot reach any of 3rd floor balconies bec. of low roofs & balust. in strategic posns.

 

Can, despite low roof here, RJ&C from side 2nd floor balcy to catch hold of back 2nd floor balcy. Also 1) 1st fl.side R&J to 1st fl.back if ‘cling’ as land (poss not necy) - nb. cannot shimmy rt from hanging @ 1st fl.side balcy back to ladder, not that need to; (2) RH side of 1st fl.back R&J diag. Straight to 1st fl.side! (Not from LH side - hit roof, so arc less); (3) Can RJ&C back from 2nd fl.back to 2nd fl.side. 2nd floor @ LH side of auditrm E a switch on end wall. (All ‘granite’ curts.)
Switch opens door on 1st floor RH side balcy - doesn’t seem light behind door now. Door opens into v.large carpeted room, with ‘marble’-like walls & v.attractive ceiling pattern. ‘Danger’/‘tension’ music & E 2 dogs & TC that run across from far diag. corner, where a passage runs off rt. E time to run back out of room & R&J across to 1st fl.back balcy but adversaries don’t often appear @ door, so may take ‘too long’ to deal with them this way. Alternatively can use up 110+ uzi rounds on all 3. Room is completely empty bar decoration once advers. dealt with. Can perhaps go into room to ‘activate’ 3 ‘baddies’, then come out & R&J to 1st fl.back & shoot @ whatever emerges from door, then R&J back, aiming to repeat, or can go along 1st fl.side balcy if already several shots have ‘counted’ on the various ‘baddies’.

 

When go across vast room to passg, E ‘wonder & achievement’-type music if go onto 1st window- sill to see large (black in distance) courtyard? somewhat below window, with high bldgs to either side (white @ left, yellow @ rt). E a passage opng @ left, past 1st w-sill, before 2nd. When go to window-sill @ end of passg, see a slightly smaller paved courtyard, with brick-walled bldgs & closed door @ left, & a broken window that suggests entry point & to rt a high railing with another paved courtyd surrounded by bldgs beyond that.

 

If go along brick passage come to padlocked door where can shoot off P-Lk. Come out into 2nd courtyd, with closed door a little to left. Longer section of ‘wonder, but with care!’ music. Cannot go into RH courtyd past high railings. Broken window is into a brick-lined room with a brazier @ left and what from window seem several small benches/tressles with paint pots on and beneath. (Can see 7 around room.) When go into room E are even more such ‘tables’. On RHmost, round corner E a Relay to pick up (electrical?) & on ‘table’ 2 to left of that are more flares (now we have plenty). E uzi clips on 2nd ‘table’ from left, & a LMP on 3rd from left (rtmost on back wall) @ back of room. [Tables numbered from left (3 on LH wall, 3 on back wall, 4 on RH wall, & one round RH corner @ end): 2 (uzi clips), 6 (LMP), 9 (flares), 11 (=last) (relay).] Cannot crawl under tables at all. Door in alcove near table 11 has padlock - which will be closed door on other side of courtyard. Yes. If so, then to fit the relay is the next task, which is either box by large closed dble doors, or to go into the box seen near the ‘lift’ through the stage rt door (with its TC).

 

White box by large dble doors looks like a keyhole now, when cf. with others of the kind. As return to the opng for stage rt we see that a PG is just within - so we have him to deal with also. (Not just the TC let out when we operate the switch lever. Phps this suggests we’re on the right track. (nb. As pass the entrance to this O.H see the badge of ‘1,2,3’ on each side wall - missed earlier. Nb2. When we reload, if some of the ‘lights’/bldrs have come down, then they are shown on the loading screen.) As the others, this PG drops 2 uzi clips. When go through to ‘lift’ room, relay does indeed fit into the LH box. Shown picture of the lift v.slowly rising up shaft, & E ‘wonder with tension’ music played as it does so. Could we/should we? use the top of the lift to reach the floor below the present one? The lift rise seems delib. Slow.

 

Can easily open gates then drop down (when lift high enough) & go into opng below. Then notice that lift has stopped so that the top is level with this lower floor - so intended to go this way. In fact, just @ moment E no other avenue to explore. Thought: will something happen to make mirror room v.useful to discover something Lara carrying eg? [Nb. If not used uzis yet, have 270 rnds; also 3 SMPs (none found so far), 6 LMPs (5 picked up) & if sparing with flares, have 47 - means (startg with 3 only, suggests only used 4 so far).] Going round LH corner, come to long drop with ladder down ahead and a dark passage opng @ left at the same point.

 

Passage left goes over another grille that shows a water passage beneath - a brick-lined passage with shallow water that may or may not be near enough to hoist back up again if grille wasn’t there. Can hoist back up to higher - ‘stage’ - level. First grille is much higher than this one above water. Could well be same watercourse passage(s), tho’. E a 2nd grille over what is prob. same water passage, then just before a padlocked door, there is a hole down to it, & can hoist back up. Door opens into a brightly lit passage & a TC (& thought also saw PG) approach from left. If back- track, TC will follow & also jump over hole down to watercourse, but he won’t jump down to it. Lit passage had another padlocked door directly across passage from where exited.

 

There was a PG & he also dropped some uzi clips. ‘Pop-gun’ he fires is definitely not uzi. Going along passage before opng padlocked door, or going into watercourse, find a railing @ rt.
This has a brick passage (psg) behind it with a lever switch on RH wall; psg turns immed. to rt. When(?) get crowbar, are such railings removeable? - they don’t seem to have any ‘door’ qualities, but seem to be just ‘dead’ obstacles. End of psg is caved-in, so ‘blank’, unless can tiunnel thro’ somehow. 2nd padlocked door opens to same brick psg that just seen thro’ railing. This switch drains the water from the O.H pool (‘querulous-wonder’ music - same as ‘lift rising’ music?) - switch is reversable. This suggests will be able to pull moveable crate aside as ‘door’. So @ moment have 3 avenues: (1) drained pool & crate - that’s why other crates are in ‘pool’; (2) watercourse beneath the dark psg ; (3) down long ladder. Nb. water is still in watercourse below dark psg.

 

(1) The ‘door’ in the crate in the pool is not a moveable crate, nor can Lara open it. Perhaps something like a crowbar is needed! (2) Going all the way along (same again ‘wonder with tension’ music as when lift rose?), we go under all of the grilles (straight psg fwd, then rt, fwd, then left & fwd until we come to a vert. grille stopg further progress) and find a silver key underneath the 1st grille we came across (could have used binocs to have seen it? Yes). The water course psg continues past the grille. (3) Down the ladder, we do indeed find a crowbar, & nothing else & no further exits. (Have 300 uzi rounds @ this point if not used any.)

 

If we retrace our steps to the O.H, ready to go to the crate door in the pool again, E a TC and a PG waiting. (Latter doesn’t drop uzi clips, as rest - nb. One time thro’, PG didn’t drop any uzi clips - bec. not using uzi? No, not for this reason - when did so, still not drop of uzi clips - error 1st time through.) Down in the pool, crowbar will open crate door, to find 3rd secret area, with (more!) flares inside, also SMP and 3 sets of uzi clips. Nb. Find that close up, PG much more vulnerable than TC, who uses club to deflect some bullets (like a ninja’s multi-blade sword).

 

If 3rd secret is last of these areas (must be after crowbar found), then return to stage afterwards. Question then is whether to re-fill pool (could put in 2 SAVEs - if go back to switch to re-fill, adds approx. 1½mins to total time.) Next, to use silver key for tall dble doors off 1st floor balcy, to enter ‘corridor around 2nd pool’ section. As go into corridor surroundg water - @ surface level here but E no way to the water, hear ‘querulous tension’ music. Can see level below of flooded area, know item ‘looked at intensely’ by Lara is there + table & chair & all broken windows @ LH side. Can see E a ‘surrounding level’ one floor above & that E at least one exit. As approach stairs @ far side of ‘room’, so a TC attacks.

 

Broad stairs that TC descends turn left to narrower stairs, then left again out to higher level. At top, wooden surround of pool such that could jump/dive down to it - swallow dive means go down lower: helpful when trying to reach depth quickly - but far too high to return up. Also E a wide stone-brick opening & a padlocked door as poss. Exits. Padlocked door cannot be opened with crowbar - have to shoot lock off - and opens to 3rd floor balcony (‘tension’ music). [Nb. Perhaps discrepancy in loadg this game is bec. of a lot of music, which adds atmos. but takes memory space.] To rt is wide wire mesh, behind which is large control panel. Phaps item in flooded area (which looks like electronic cct card) fits here & aim is to reach it (now easy) & then find a way up to this spot & then around behind this mesh screen. E an opng oppos. also.

 

As approach far opening, dog & TC exit & attack. Then as go closer, PG also exits (this one does drop 2 uzi clips). Come then to a long empty corridor that turns rt twice before coming out behind the wire mesh screen, into larger room than @ 1st it seemed. Looking up, can see at higher level - notionally another 2 floors - more wire mesh, & above it some a floor with brick walls & another control panel. Can also see an opng @ one side. Going back to 3rd floor balconies, from either side balcy can dive/jump over balcy into pool in front of stage (if we put water back!). Can only see wire mesh screen, in small part, from front of 2nd floor side balcs - also opng @ off side balcy.

 

The brick-walled, wider opng @ the ‘upper surrounds’ for the flooded area, leads on a wooden floor, rt fwd & left to a large set of closed gates. Beyond the gates we can see below another floor/lift that might rise up, a second set of gates, some chains (notionally for the raising?), what might be a 3rd set of bars/gates & then some crates beyond that. E no switches or levers to open the gates. There doesn’t seem to be anything else on the wide, wooden ‘surround’, so we must descend to the water. Apart from the (circuit?) chip to pick up off the floor of the flooded area, there doesn’t seem to be anything else. Exit is found by swimmg into the side area thro’ the broken windows - nothing else on floor here, either, and then up thro’ a gap in the ceiling @ the RH end.
In this area - wooden floor, brick walls again - E are some opened gates @ the left, leading to another brick wall, but above E are 2 sets of closed gates, quite poss. the closed gates we’ve just seen. Looking up, cannot be completely sure. In addition, E a button switch to the rt of the gates. When we press the button (quizzical ‘puzzle’ music) the picture shown is more than a little confusing! The doors that were open, close (notionally, to prevent an accident!) & it looks as tho’ the floor, that was at the same level as Lara, remember, has risen up, as tho’ it is the lift. We see from above, that’s why it is so disorientating. The floor rises up to 2 sets of gates, which would :. be the 2 sets we saw @ the same level as the higher wooden pool surround. The ‘lift’ then finishes above the current level (and we can no longer see the 2 sets of gates bec. the ‘floor’/‘lift’ is in the way), so that we can press the button again to open the gates, and then drop down to the area - a lower floor - that we couldn’t reach earlier bec. the ‘floor’/‘lift’ concealed it.

 

When we drop down (cannot return up) we see a wide, tall ‘ladder’ ahead. (If we’re quick we can see the last part of the floor rising above. It would seem to be just a floor level only.) In fact, looking up the ladder, we can see what might have been the horiz. bars that we orig. saw beyond the 2 sets of gates. When we climb the ladder, up to the horiz. bars, we can backflip off. We can see ahead, through the bars (what we took to be chains are part of the bars system), the same crates we saw before (E also a button switch on the LH wall just beyond the bars) and if we turn, we can see again the 2 sets of gates we looked thro’ earlier. What is new is the grey crawlspace (CSp) up on the present LH wall. (Knowing where to look, in hindsight, & going back to the previous locn, oppos. the 2 sets of gates, we can see both switch and CSp thro’ the gates.)

 

Hoisting up and starting to crawl along the grey-white tunnel (flare), tunnel turns rt twice and climbs a bit. Other end is above one of the crates seen @ the other side of the horiz. bars. The button switch opens both sets of gates, so if we return thro’ the CSp to the ‘ladder’ side, we’ll be able to return to the room with the high wooden ‘surround’ to the flooded area. (Bec. the floor has been raised betw. the 2 sets of gates we can now go this way.) As we reach the 2nd corner on this short journey, so another TC/PG pair approach & attack. (This PG does drop 2 uzi clips.) Could now have 420 uzi rnds, 4 SMPs & 6 LMPs. (Also have 55 flares.)

Next going to padlocked door, thro’ it to 3rd floor balcy (& ‘tension’ music) & when just over halfway to far opng, dog, then TC, then also the PG exit & approach - TCs sometimes run towards Lara, whereas PGs often walk, so despite their weapon, bec. of their short range, if E plenty of space, Lara can often despatch them w/o too much trouble - earlier one in psg, at close quarters, can be more difficult. Going along the next 3 parts of long corridor, when fit chip into the RH side of the control panel, we’re shown, with grand ‘achievement’ music, that curtain on stage has risen a bit, and can see crates etc behind it.

 

Going all the way back along the 3 part corridor, we then have the choice of reaching the stage by (1) retracing our steps: across back of 3rd floor auditorm, through opened door to ‘flooded area surround’, then across this ‘room’, down stairs to 1st floor level (stairs go down 2 floors), to be level with water ‘surface’, then across this area, going round psg that surrounds water, then thro’ large dble doors and to rt, to go down stairs to reach ground floor into side psg at level with bottom of flooded area, then out of opng to rt, to reach grnd floor auditorium, then turn left towards stage, or (2) dive over balcy here into pool (only if re-filled!), and swim towards either main auditrm or to one crate top where can hoist up. (Nb. E no adversaries all way down, so [2] seems an attractive propostn, but only poss. If took time earlier to re-fill pool. Nb2. If water left out of pool, then loading screen shows this.) E many crates, many in stacks, in WH behind curtain, but also a PG on top of a high stack of crates @ both left and rt, and one TC behind floor crates near centre- front, & @ least one dog that starts from back left. There may well be more. Need to use crates for cover, probably, and also phaps time to use those uzis!

 

The PG easily overlooked is the one on top of a pile of crates just inside the front left of the WH - as looking from the front. It is he that is making all the ‘footsteps’ sounds and doing the shooting, not either of those @ the far corners of the WH. If we can despatch the 3 PGs, the TC and the dog - the Pgs seem to have an advantage of range bec. of their height this time, so they take longer & can fire back this time - then we can start to climb. There seem to be only 2 single crates where can climb up. Going up & round back of front LH crates, can RJ&C to a ‘2nd level’ crate by LH wall where E some flares to pick up. Can RJ&C further, to far LH corner, to pick up LMP.
Cannot reach/jump/climb up to any of 3 double stacks of crates @ LH side of WH - 2 of which were used by PGs. Can see E an opng of some kind above LH entrance to WH - & know from first entry to O.H that E a ledge of some kind up there, above the stage - similar to TR2 O.H. Seems likely that will have to make a circuit of the WH via the crates of gradually increasg ht, then uppermost crates. Via one of 2 centre single crates, can reach ‘2nd level’, then 2 R&Js enable Lara to reach crates by RH wall, & hoist up to ‘3rd level’ then uppermost crate here, where RH PG shot from. E a SMP here (dropped by him, notionally, presum.).

 

From this highest crate, can RJ&C to far LH corner highest crate. Then drop down to 3rd & 2nd level crates @ left. (Nothing to pick up here.) From LHmost, furthest fwd ‘2nd level’ crate can then RJ&C to centre back pile, @ ‘2nd level’. Can then go by ‘3rd level’ crate to highest crate here. Nothing on any of these crates. (Can see 2 uzi clips on highest crate in far LH corner of WH, dropped by PG who was located there.) Can RJ&C to this very crate to retrieve them. Then, turning left to face the front of the WH, 2 more RJ&Cs will bring us to front, LH tallest stack of crates, with 2 more uzi clips from the gunman who was here also. A diag. J&C brings us to the double ledge that runs right across the stage @ this high level - with a gap between, where we can see the chains that held the 2 ‘boulder-lights’ that dropped to the stage as we passed. E also a ladder up in the centre of the further ledge, that disappears thro’ a ceiling hole. Can see further brick-lined psg up there, as WH and this upper area are all brick-lined.

(nb. There seems to be a strange ‘water-gurgling sound’ often when PGs are shooting! - espec. In certain locations, such as the WH - near/above water.) Approx. 5 mins to despatch the 3 Pgs (3 mins), collect the goodies and circle the WH. The collecting of the 4 uzi clips suggests we have not yet finished with adversaries! (Have 296 uzi rounds @ moment + 5 SMPs + 7 LMPs + 67 flares.) At the top of the ladder, come to a wide psg fwd, incl. crossg the grille we saw in roof of auditrm from below. As near far end, another TC/PG combination comes from round corner (PG drops 2 uzi clips) and TC drops a SMP - easily missed in the dark. Room that enter is the one we saw above the grille from the lower control room. New control panel @ left.

 

This was confusing, bec. we hadn’t picked up anything else of a cct board nature, but in fact E a lever switch to operate, which drops a section of wooden floor, next to a few crates, showing some water underneath. Remember now that we thought E was a section of floor a difft colour from rest. This floor section/trapdoor is at the centre back of the warehouse. E no opportunity to take a quick dive down into water this time, unfortun., so go back along wide psg, down ladder, across to opng back into WH, jump onto progressively lower crates to ground & then to back of WH.

 

Drop down leads to tunnel underwater to large brick-lined, dank room - ‘grand achievement/wonder with a need to be careful’ kind of music. Numerous supporting pillars in not such a bad light for a subterranean cavern. Can see an opng over to rt. Past 1st LH pillar E a closed dble gate to a wide psg that turns rt the other side, with a roof above. Nothing else in cavern - 4 central pillars & several around walls - nothing on ground. Through opng @ rt, come into a completely water-filled room, with a narrow (CSp size) tunnel high in wall, over to rt. This leads to a 2nd water-filled room with a Csp tunnel low down diag. Oppos. This leads into a narrow water-filled trench across the next room, where can surface, and hoist out. Can then hoist up further, into a small alcove that has a switch lever in it. Switch opens the double gates we passed earlier. (nb. Still have the 2 separate gates either side of lock @ end of large hall, down stairs from O.H [middle of p.3] and the very first door we saw [top of p.1] below from the ‘railinged cage’ where we began.)

 

Returning from alcove switch, can jump into trench, swim thro’ low opng, diag. across to high opng, then fwd & thro’ LH opng to cavern with pillars, wherew the opened gates are at the far side, in the centre. Swim along then, turng rt, fwd & left, then rt again, into area open to dark sky again, where can see several (five in total) canopies high up on LH long bldg. Music is v.much (extended) ‘watch out’ music. Can swim along betw. 2 high bldgs & then around RH corner, to ladder, that is above ground that has shelved up enough to be able to reach & climb ladder, to an opng @ top. Can turn round @ top & see Rhmost of 5 canopies & a broken window diag. to left on adjac. bldg.

Door in alcove won’t open, so have to R&J to window-sill diag. left. Looking thro’ RH window (non-breakable) in small room beyond, can see some of canopies & also that E windows above these canopies that reveal a long room or series of rooms ‘within’. E also a padlocked door fwd.
On the ‘painter’s tressle table’ @ the left E 2 more uzi clips (uzi rnds up to 356 now), confirming that more ‘baddies’ are still to come. Padlocked door leads to a larger room with 3 windows (all non-breakable), rt & fwd, where can confirm canopy & window sitn, and also that on 1st bldg that we swam past - in small ‘chicane’ in water, E a long stone, balustraded balcony - looking upward from the window. There are also some stairs thro’ an opng @ the LH side. (Didn’t look closely enough when 1st came out of water. The window directly above the boken one also has a window-sill, & looks as though we could look out of it - E a window pane in place.)

 

Up the dark stairs, left, then a longer flight, we come to psg and a crate to hoist up to. Just past it is the window just ref. to above @ the rt - can see through to the water - before a turn left on a 2nd crate. This brings us to a small WH with a lot of crates packed in. Clearly E at least one moveable crate @ ‘2nd level’ - can reach it from the front or along a ‘channel’ @ the RH side. Can only push the crate one ‘sq’ from in front, so have to pull it (again only one ‘sq’) from the RH side, when we can go round (clockwise) to discover a gap into another part of the WH from in front.

The 2nd part of the WH is smaller still, and leads to a broken window that looks out on the stone balcy. (This window is v.close to the top of the bldg here.) Bec. it is slightly below, we can R&J over the balustrade onto it. E some more v.large closed dble doors here which cannot open. The next step appears to be to go along the balcony, then jump to the red canopies, also a bit below. These seem to be ‘stable’ platfms, unlike all previous ones. Using binocs, discover that the furthest window is also broken, which hadn’t noticed earlier. One idea is that there might be a switch to open these doors in the room(s) behind the windows by the canopies, then we’d have to repeat the circuit up to them to be able to enter.

 

As R&J to 1st canopy, E ‘gentle’ ‘adventure’ music - again, useful confirmation. We need the end of the 4th canopy. Only by looking thro’ the ‘room @ the bottom of the stairs’ RH window could we have seen the broken window - which we missed. From the top of the ladder, only the 5th canopy was visible. Hoisting up & thro’ the window we come to just a single long room, with some more stairs (one straight flight) up @ the LH end. At the top of the dark stairs, we come to a room with a grille/grating @ the LH side, which has a large study on the other side. We can see what could be a gold key on top of a bureau - to open the 2 doors in the room @ the end of the hall outside the O.H perhaps. We can also see that to the left are a pair of large dble doors. Perhaps the switch lever here in the room, next to the grille will open the latter, so that we can do the circuit again to pick up the key, so that we can return all the way to the O.H - but can we get back up thro’ that water hole @ the back of the O.H WH? - so that we can reach those other doors in the hall off the O.H. Bu there’ll be oppositon en route, presum! Yes, switch opens dble doors here.

 

(Excuse @ not noticing broken window was that we had to look to the rt and use the binocs, to spot it.) Having completed the cct, w/o adversaries so far, when pick up golden key, E a short bit of ‘achievement’ music. Leap over balcony outside into water & swim back to pillared, dank watery room, then rt along brick tunnel to hole in WH. Can hoist up, but met with ‘danger’ music and can see 2 TCs towards the front of the WH, one, phaps both, initially with their backs turned. One of the TCs drops a SMP. Can then go across stage & auditorium and out to the corridor and stairs down @ the left to the main hallway. As we enter, E more danger music - extended! - & 2 dogs, 2 PGs and a TC are all inhabiting this hall, & attack simultaneously. Then a 2nd TC. Both TCs tend to follow Lara if/as she retreats back up the staircase, but not the dogs or the Pgs. None of the ‘baddies’ drop anything (even the dogs), suggestg we might be near the end?!

 

Using the golden key on the lock @ the end of the hall, both doors open and we leave the house, mansion, O.H, whatever, for the ground of the wide paved area betw. 2 long bldgs (the RH one yellow, the LH one white) that we saw below an earlier window (see top of p.5). ‘Grand achievemt’ music accompanies opening the doors, then as Lara goes fwd, the game ends.