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Level 3
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Level 4
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Level 5
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Walkthrough

Opera House
Items: 36
Kills: 46
Lara will slide into this level after sunset, so the sky will be dark. Once Lara has arrived on this level, she can survey her surroundings. The first item of interest is the swinging crate. This object and all subsequent occurrences are hazards. Do not allow Lara to pass within the path the crate.

Directly below Lara is a cultist (1). Have Lara turn right and take a running jump to the platform across the gap and ready weapons. As soon as she lands, reverse direction so that her back is against the slanted roof and take aim at the cultist below by jumping up occasionally. After killing him, dive down into the water below and surface at the wooden deck he was on and pick up some clips for the automatics (1) or the automatic pistols if she is not already carrying them.

Jump back into the water1, and swim to the left and forward until Lara reaches a wall with a ladder. Climb up the ladder and when she reaches the top of this first ladder, have her shift sideways until she is over a stone block. Release from the ladder and reverse. Walk forward until she reaches the edge of the block. Jump straight up and grab the ledge directly above and pull up.

To Lara's left is a switch which will open a doorway in one of the buildings. Afterwards, turn again and face the ladder. Take a standing jump and grab to get back to the ladder and climb the rest of the way up. At the top, shift to the right and release to land on a small ledge. Reverse directions and take a running jump and grab to reach a concrete ledge that protrudes from the orange building across the pool from Lara.

Once there, turn left and take a running jump and grab to return to the platform with the swinging crate. While still grabbing the edge of the platform, shimmy to the left edge of the platform and pull up. Be careful not to step forward into the path of the swinging crate when pulling up.
Ornate Key #1
Walk along the outer left edge of the platform while being careful not to get hit by the crate. When Lara reaches the end, turn left and aim Lara at the roof with the trapdoor that she just opened. Draw weapons and take a standing jump into the opening. Lara will take minor damage when she lands. Once inside, immediately open fire on the thug (2) inside. Once he's down, grab the Ornate Key (2) that he was guarding.

Ready weapons again, and walk toward the stairs. When Lara hits the second step, the door will open and another thug (3) will charge in. Kill him, and take his small Medi Pack (3) then continue out the doorway. Lara will be back on the ledge with the switch.

Walk forward, turning left, forward toward the switch, and then turn left again facing the ladder. Take a standing jump up and grab to get to the ladder and then climb up to the ledge above and to the right. As before, reverse and take a running jump and grab to reach the concrete ledge. Then turn left and take another running jump and grab to return once again to the platform with the swinging crate.

This time cross the platform again, and take a running jump to the small brick ledge on the other side. Turn right and face the brick wall with all the broken off plaster, and drop backward off the little ledge, grabbing on to the ledge before Lara falls. Shimmy left until Lara is above another flat ledge below and release. At this point, if Lara jumped into the opening in the roof, she would land in the field of broken glass below. Instead, turn left so that Lara is facing the lower sloped roof, and again, drop off and grab onto the ledge and shimmy to the left. When she is above the window, release from the roof and before she falls too far, have Lara grab the windowsill. Pull up and ready pistols and shoot out the window, then walk into the room. Lara will carefully avoid the glass shards on the ground. Walk to the ladder on the left and climb up.

At the top of the ladder, pull up and head forward into the dark passage. Use the ornate key to open the door. Head into the doorway, lighting a flare if necessary. Turn left in the tiny room, and exit to find another ladder on the right. Climb up this ladder and pull up.

Ahead will be pieces of roofing that are clearly not safe to traverse. Turn right and walk until Lara reaches the incline. Turn left and have Lara line up with so that she faces the three consecutive tiles that are above the tall room. This is where Lara can manage to get across. Take a running jump onto the first set of roof tiles, and without hesitation, run forward. Take another running jump onto the next set of roof tiles as the ones that Lara has traveled over fall away, and finally, before running off the edge of the last tile, take a running jump and grab to reach the opposite ledge.

Pull up and turn right and run towards the concrete block at the end. Climb onto the concrete block and take a standing jump into the passageway ahead and to the right. Ready weapons as Lara approaches where the passage opens to the roof of the opera house on the right.

There is an Italian cultist (4) guarding the roof, so take him out from within the passageway. When he's dead, grab and hang from the edge of the passageway and immediately pull back up and ready pistols. A thug (5) and two dobermans (6, 7) will appear. After they are dead, keep weapons ready and take a running jump onto the domed roof of the opera house.

Run across the dome where two more cultists (8, 9) will appear. Kill them both from the top of the dome. After they are dead, go back and collect clips for the automatics (4) from the first cultist, a large Medi Pack (5) from the first thug, a small Medi Pack (6) from the second cultist, and shotgun shells (7) from the last cultist.

After Lara's collected everything, she can survey the surroundings of the opera house roof. There are two trenches lined with shards of glass. To the right of the wall that Lara originally dropped down from lies an opening in the corner wall, which leads to a trap of broken glass. Ignore that opening, and have Lara run to the corner of the roof with the swinging crate. Stand facing the dome directly under the crate and take a standing jump onto the dome of the roof if she's not already on the dome. Turn Lara such that she's standing as far to the left on the dome as possible, while facing the swinging crate. The proper position is such that the steep incline of the dome is adjacent to her on the left. Angle slightly so that she can perform a running jump and grab onto the concrete ledge below and to the left of the swinging crate.

Pull up, avoiding the crate, and light a flare. Drop down into the pit below the crate and press the button which will open the panel in the roof of the opera house. A cultist (10) and a thug (11) will emerge from the hole in the roof. If the cultist runs straight to the top of the dome, as he tends to do, stand on the wooden crate in the pit and ready weapons and jump up and down in place popping the cultist at the tops of every jump until he's dead. Then climb up onto the ledge, being careful not to get hit by the crate, and kill the thug. When both are dead, drop back down to the roof of the opera house and, collect shotgun shells (8) and a box of flares (9) from the cultist.

Drop into the hole in the roof Lara just opened. There are two switches, but ignore the switch on the right because for now it does nothing. Throw the switch on the left, which opens a gate on the left. Safety drop down through the gate that Lara just opened, and turn right. Run diagonally across the hallway all the way to the back wall where there is a button. Push the button to close the gate.

Turn left and face the bottom of the sloped floor and notice a doorway slightly above Lara. Step towards that ledge, and Lara will hear a rumbling. Immediately jump back to allow some debris to roll down the stairs past Lara. Return to the ladder that is below the gate, and jump up to grab the ladder, and then climb up the ladder and continue climbing up onto the gate, and then shift to the left and release so that Lara can now access the opera house.

From this vantage point Lara can see into the Opera House. Take it all in, paying particular attention to the locations of all the sandbags hanging from the ceiling. Then ready weapons and drop down to the balcony below. Turn left and take out a cultist (12) that will emerge from behind a corner being very careful not pass underneath the sandbag, which will crash down if Lara passes underneath it. Also avoid backing up towards the right side of the balcony, which will release more enemies. Pick up a small Medi Pack (10) from the dead cultist, set off the sandbag trap by running underneath it so that it won't be a problem later, and the continue forward on the left side of the balcony.

Continue forward to explore the side of the balcony form which the cultist appeared. Follow the dark passageway on the left which opens up to a larger room, and then head towards the dark passage on the right with guns still readied and two dobermans will attack (13, 14). After the two dogs are dead, step forward and take note to the elevator on the right, the open electrical panel which appears to be missing something and the switch which does nothing.

Run back down the dark hallway, past the slightly wider room, back to the balcony. This time run across the balcony towards the opposite side of the opera house and double doors will open releasing one more dobermans (15) and a cultist (16). Kill them all, hopping backward when necessary. The dark room they emerged from is a dead end.

Walk toward the handrails on the right side of the balcony where the double doors just opened and turn and face the left side of the opera house. Have Lara look downward and notice besides the ground floor, there are three balcony levels in the opera house interior. Lara is currently standing on the third and highest balcony and should be able to see and target a cultist (17) on the balcony below. Shoot at him from this upper vantage point. To the right of the handrail there should be a large hole where Lara can drop down to the level below. Drop again to the next lower ledge, and if enemies have not already appeared on the ground level, hang off the ledge and pull back up to alert them. A thug (18) and two dobermans (19, 20) should appear on the opera house floor. Kill them from this ledge, then safety drop down and pick up the large Medi Pack (11) from the dead thug.

There is a boulder trap inside the room the thug and dobermans emerged from, but since it's a dead end, it's not worth visiting. Instead carefully cross the middle of the opera house floor, which will release two clusters of debris from a hole on the left. Return to the block that is against the back wall of the opera house. Climb onto the block, then jump and climb onto the first balcony floor. Walk forward to the yellow pillar and when Lara reaches the end of the floor, take a diagonal standing jump up and slightly to the right to grab the second balcony floor. Pull up and take two clips for the automatic pistols (12, 13) from the cultist Lara killed earlier. Safety drop back to the ground. Lara will be passing this way later so she can pick up the clips then too.

Ready weapons and walk towards the pool. Another cultist (21) will appear on stage. The easiest way to kill him is to keep lots of distance between him and Lara. After he's dead, jump into the water and swim toward the middle of the stage. Surface and wade toward the underwater crate that is against the stage so that Lara can stand on it. Jump and pull up to get on stage.

Immediately ready pistols to take out a doberman (22) that will emerge from the passageway on the left. Be careful around the right side of the stage because two sandbags will drop on Lara if she is careless. When the dog is dead, immediately turn to face the floor of the opera house. A cultist (23) will be out there trying his best to put some bullets in Lara, so kill him from the stage. After that cultist is dead, look left and up above the stage to locate where the two sandbags are and have Lara set them off now so they won't surprise her later. Return to the first cultist that Lara killed on stage and take the Uzi clips (14) from him.

Then enter the passageway on the left of the stage that the dog emerged from. Turn right upon entering the room with the metal grating floor and throw the switch which will open a gate on the other side of the stage. Ready weapons and head across the stage.

As Lara approaches the open gate, two thugs (24, 25) will emerge from the room within. Kill them by back flipping away and take a large Medi Pack (15) from one of the corpses.

Then enter the room the two thugs emerged from and run around to release at least the sandbag near the left wall above the slanted crevice. There is no real reason to trip the other one. Return to the entrance and vault up onto the upper ledge. Walk past the field of glass to the open part of the platform. Turn and face the crevice on the wall and take a running jump and grab to reach the lowest part of the crevice.

Shimmy left until Lara can pull up. Hop up onto the ledge and throw the switch to lower the platform. Turn around and take a running jump back to the, being careful to either aim slightly to the right of the glass field or to immediately release the forward key to prevent running into the glass. Turn left and head across the platform.

At the end of the platform, turn left and take a running jump and grab to reach the wooden ledge against the wall. Pull up and continue forward and then climb into the tiny alcove in the wall above. Turn around and ready pistols and kill the rat (26) that is running around on the uppermost platform. After it's dead, take a running jump and grab to reach the upper platform.

Walk across the platform, and time a standing jump past the first swinging sandbag. Continue to the end of the platform and take another standing jump to the far right of the second sandbag to complete avoid it. Throw the switch on the left wall, which releases a sandbag above the stage and opens the trapdoor in the stage floor.

Continue forward back toward the stage area of the opera house. Ahead is an inclined slope. Turn around and slide down the slope backwards, grabbing the ledge before Lara slips off. Pull up and immediately press jump to back flip off the ledge and fall perfectly in the trapdoor in the stage.

Surface and light a flare to help see what's going on. Locate a wide underwater passageway at one end of the room and a small passageway that leads off to the left. Take the small passageway first, which will open up to a larger room. Turn left and in the corner is a small underwater passageway. Dive down and swim through it.
SECRET #1
Swim forward, past the first alcove on the right, to a small hole in the wall on the right. Swim down the small underwater tunnel to grab SECRET #1, the Stone Dragon (16), then swim back out the tunnel to the room.
Surface and head toward the shallow area of the room, and boost up onto it. On the wall is a switch that opens a door on one of the upper levels of the opera house. Return to the water and swim back through the passageway on the right to reach the larger room, and continue on through the room to the tunnel on the right to return to the area directly underneath the stage.
Relay Box
This time turn and swim down through the wide underwater passageway on the left, turning right at the bottom and surface in the next room. Exit the water at the base of the ladder and pick up the Relay Box (17), and then climb up the ladder and exit through the door that Lara just opened. She will find herself on the second balcony again.

Walk forward and turn right and jump up to grab the edge of the hole in the floor above. Pull up and run forward and to the right to cross the upper balcony. Head back down the passageway at the far end of the balcony and then continue forward and to the right down the corridor in which Lara dispatched two dobermans earlier. Now run over to the electrical panel and place the Relay into the panel to activate the switch on the wall to the left.
SECRET #2
Throw the switch, but rather than getting into the elevator, wait until it begins to go down, and then get on top of the elevator. Either run to the right and jump and grab the ladder or wait until the elevator has reached the bottom to climb up the ladder. At the top of the ladder, walk forward into the field of glass to pick up SECRET #2, the Gold Dragon (18), and then turn to the left and in first the dark alcove is a switch. Throw the switch, which opens a door in the second alcove, and walk back to the glass and then exit the glass field at the second alcove, stopping to pick up Uzi clips (19) or a pair of Uzis, if Lara is not currently carrying them, before she returns to the balcony.

Turn right upon exiting the secret room and return to the switch that controls the elevator. Raise the switch to bring the elevator back up.
Throw the switch which will activate the elevator. Enter the elevator quickly, because otherwise it will leave without Lara, and ready either shotguns, Uzi's or automatics.

When Lara exits the elevator, she will be back in the tall room that had the collapsing roof. When Lara enters the tall room two cultists (27, 28) will appear, one from each side of the room. The cultist on the right side is closer so take him down first. Therefore, after the elevator doors open on the ground floor, move forward slightly, and turn to the right. Do a side flip to the left and dispose of the first cultist, and reverse and take out the second one. Collect a set of shotgun shells from each of their corpses (20, 21), then throw the switch outside to the left of the elevator and allow the elevator to travel up without getting into it, which reveals a pool of water underneath it.
Circuit Board
Dive in and to the right is an underwater passage way. Light a flare if to improve visibility. Swim into the passageway and turn left at the gate and swim forward up the underwater steps. Turn left at the top of the underwater steps and enter the underwater tunnel. Continue to follow the underwater tunnel, turning left again at the top of the next flight of underwater steps, and surface in the next room, which is underneath the metal grating of a room Lara was previously in. Turn right and wade toward the shallow part of the room, and wade over to pick up the circuit board (22) in the far right corner.

Return to the underwater steps and swim back down the winding underwater tunnel until Lara returns to the underwater chamber with the metal gates. This time swim forward into the underwater tunnel to the left and as soon as the tunnel widens to a larger underwater chamber turn right, before Lara passes the first ornate underwater pillar, and throw the underwater lever, which will open the gate to the right. Don't bother sliming forward into the large chamber, there's nothing of interest, unless running out of air is interesting. Swim through the opened gate and surface.

Pull out of the water and immediately ready pistols and kill the rat (29). If the rat gets too close and Lara won't target the rat, jump back into the water, and Lara will pick it off as she plops back into the water. Once Lara is out of the water, turn around and sidestep all the way over to the right. Take a standing jump and grab to reach the platform behind her, and immediately reverse and ready powerful weapons simultaneously. Jump up and down to take out the cultist (30) in the room above.

Take a standing jump and grab to climb up to the next platform, and as soon as Lara pulls up, ready pistols to kill two rats (31, 32) which will appear, first, one on the left and, the second, on the right. Turn right and walk toward the passageway with the stairs, and a doberman (33) will charge down the stairs, so kill it, hopping backwards if necessary. Finally, return to the ledge that Lara pulled up from and perform a standing jump up to the ledge above. When Lara pulls up onto this ledge, another rat (34) will crawl out on the ledge directly below. After pulling up, immediately reverse and take a standing jump and grab to adjust Lara's trajectory so that she lands back on the ledge she started from. Turn around and draw pistols and shoot the rat from above.

Continue up the steps and down the dark passageway, and follow the left turn in the passageway. Ahead, shot out one of the windows on the right, and step forward into the next room. Safety drop down to the floor of the dressing room. Turn around and throw the switch on the opposite wall to open the metal door.
Ornate Key #2
Now it's time to enter the ventilation system. Step forward and slide down the slope, and take a jump before Lara hits the deadly fan at the bottom of the sloped duct. Either Lara will land on the next ledge, or she will need to grab the ledge to prevent a nasty fall into the fan. If necessary, pull up and then grab another Ornate Key (23). Turn right and climb onto the next ledge, and then continue forward and climb up one ledge higher.

Turn and face right and take a standing jump onto the sloped duct across from the ledge that Lara is standing on. Be careful to take this jump either facing the ducting square or slightly to the right, otherwise Lara will slide down the duct backwards, which will make timing the next jump difficult. Once Lara takes the jump, she will hit the duct and begin sliding down. Take a jump, and a grab and pull up if necessary, near the bottom of the sloped duct to reach the next stretch of ventilation. If Lara misses the jump, she will slide down to the lower duct, and she will need to take another jump to avoid the first fan, and then she will need to repeat this part.

Ready pistols and walk forward and kill a rat (35) that is in the tunnel. Continue walking forward and turn left at the bend. Continue walking forward until Lara reaches an intersecting duct. Take a standing jump to cross the sloping intersecting ducts, and once Lara is across, turn all the way around to face away from the fan ahead. Try to walk forward so that Lara is as close to the edge of the ledge as possible and take a back flip to jump over the fan and land on the ledge above. Once again, Lara should walk forward away from the fan on the next level to get as close to the edge of this level as possible and take another standing back flip onto the final level above.
SECRET #3
Directly in front and above of Lara is another dark tunnel. Once again walk carefully forward to make sure Lara is as close to the edge as possible, and take a standing jump and grab to reach the dark tunnel above. At this point, light a flare to assist Lara to see the dangerous fan beyond SECRET #3, the jade dragon (24). Walk very carefully forward until she can pick up the statuette and four sets of Uzi clips (25, 26, 27, 28). If Lara still does not have the Uzis she will get a pair of Uzis here in addition to the Uzi clips. Back away from the fan carefully and safety drop to the ledge below and take a back flip to return to the larger room.
Turn around and then pull the crate in the corner once to the right along the wall, and then run around the crate and press the button that is behind it to open the metal door to Lara's the left. Now return to the crate and pull it once away from the wall, and then get around to the right side of it and push it four times until the crate is in the dressing room. Now turn right and climb up to the windows and shoot a couple of them out. Run inside and pull a second wooden crate once to the left so that it is in front of the middle window. Get around behind it and push the crate twice so that it is on top of the first crate and then drop back down the dressing room floor and run over to the raise platform to the left of the two wooden crates. Jump and grab the upper wooden crate and pull up on top of it and ready pistols.

A thug (36) is running around above. Jump up and down to shoot at him. If he runs away, take a standing jump to get onto the ledge above and when he arrives, step back off the ledge and jump up and down again on the crates to take shots at him. Repeat until he's dead, then climb up. Continue forward, through the window, taking a right in the bend in the tunnel and back down the hall. Return to the ledge Lara first arrived on, and take a standing jump up and grab and pull up to the ledge above, and then boost upward to return to the second balcony that was once guarded. If she didn't retrieve the ammo from the cultist Lara downed earlier, then there should be some clips for the automatics up here.

Run forward and along the right side the balcony, along the back wall of the opera house, until Lara reaches the opposite end of the balcony, where it is broken and abruptly ends. To the right is a lock, which the second ornate key opens. The double doors to the left of the lock will open, so take a diagonal standing jump to reach the landing. There's no real need to light a flare at this point. Drop down to return to the button that controls the gate to the control room. Lara should have already set off the debris, if not, immediately run forward against the opposite wall to the doors to avoid it. Press the button to open the gate again, and then return to the ladder, jump and grab the ladder, and the climb back up to the control room. Put the circuit board in the panel that is to the left and adjacent to the switch on the right. The panel is in the right wall of the central gate. Then throw the switch on the right which lifts the backdrop of the stage.

A cultist (37) will appear on stage. Return to the gate on the left and safety drop back down to the steps below. Return to the double doors and climb up to them back to the second balcony. A good way to deal with this cultist is to run back across the balcony to the far left and then head forward toward the stage and take a standing jump to a small ledge against the left wall near the front of this second balcony. Stand in the front right corner and ready pistols and take a few shots at the cultist every time he steps out onto the stage. When he's dead, safety drop to the floor of the opera house or angle left to swan dive into the pool below.

Return to the stage and approach the doorway that was formerly inaccessible due to the backdrop. As soon as Lara reaches the doorway, begin back flipping away as two thugs (38, 39) and a doberman (40) emerge from the doorway. If Lara can't handle all three enemies, feel free to back flip into the water, and returning the the floor of the opera house to shoot at them from the safety of the other side. After they are dead return to the stage, if Lara left it to avoid the enemies, and pick up a box of shotgun shells (29) from the cultist Lara took out earlier and a small Medi Pack (30) from one of the thugs she just killed.

Now enter the room filled with wooden crates. Walk past the first large pile of crates on the left toward the back of the room, then take a left before Lara walks into the opening in the middle of the stack of crates at the back of the room. At the first intersection, turn left and head back toward the front of the room. In the back corner, Lara will find a crate that is movable. Pull the crate twice, then climb up and over the crate and drop down the other side, where Lara can find a hidden passageway behind the crate. Within the passageway, on the right, is a switch that Lara can throw to lower the backdrop again.

Now turn Lara around and return the the movable crate, and climb on top of it again. Turn left and head up the pile of crates, boosting up onto another crate and head forward toward the overhead light to the doorway beyond it. Climb up into the doorway and walk forward to the high ledge outside, over the stage. Ready pistols and look down to kill a thug (41) that is running around below, being careful to avoid the left end of this catwalk, where a sandbag is waiting to drop. The easiest way to deal with the thug and avoid the sandbag is to head to the right of the balcony and take him out from the balcony box.

After Lara's taken care of the thug, walk to the right along the outer ledge to locate an opened panel with a room inside. Drop down into the room and walk forward, being careful not to fall into the hole in the far right corner of the room. Stand at the edge of the hole opposite the opening above the hole, and take a standing jump and grab to reach it. Pull up and throw the switch on the right to open a door below, which will make life a lot easier if Lara misses the next jump. Walk forward, to the right side of the edge, and turn to face the sloped area on the right. Take a standing jump to the top left corner of the sloped face that is adjacent to the ledge with the swinging sandbag over it. If Lara plants herself in the right place on the slope, she will slide down the slope onto the ledge just short of the sandbag. If Lara's jump was too sharp and she slides down the part of the slope without the ledge, be sure to grab the edge before falling to convert a long fall to a safety drop, and return to the upper passageway by way of the trapdoor Lara opened earlier. If Lara is safely on the ledge, then carefully keep her away from the swinging sandbag, and move her toward the near left corner of the platform. Now face the doorway and carefully time a run past the sandbag as it begins to swing from left to right.

Once Lara is past the sandbag, she will come to a large warehouse full of wooden crates, some of which are dangling and swinging from the ceiling. What works best is not to drop to the floor because enemies will appear and there is little room to maneuver, but what Lara can do is walk forward and to the right until Lara is in the very corner of the little ledge. Then turn to the right until Lara is facing the stack of crates against the right wall such that she will just barely squeeze by the wall on the right without crashing into it. It is better to err on the side of facing too far to the right. Now take a hop back, which should put Lara about half the block away from the edge, but not quite at the left wall, and then take one more step back. Now wait as the crate swings all the way to the right and as it begins to swing back to the left, perform a running jump to the crates against the right wall.
Colt
Turn around, backing Lara against the wall, and ready pistols to take out the two dobermans (42, 43) that are running around below as well as Bartoli's burly henchman, Colt (44), which can be recognized by the pair of Colt .45's he's packing. After all three enemies are dead, walk along the crates until Lara is able to jump to the first stack of crates to the left. Turn to face the crates an take a standing jump that lands her as far to the end of the row of crates as possible to avoid getting clobbered by the swinging crate. Now take another standing jump to the next row of crates, and run forward when Lara lands, being careful not to get hit by this crate. Now turn and face left and take a running jump to the box of crates that were against the front wall, and press the button to open the door to the exit.

A cultist (45) will appear on the ground, so ready pistols and back Lara up against the wall and take him out from the top of these crates. When this cultist is dead, drop to the floor and quickly pick up a pair of Uzi clips (34) from the cultist, and three sets of grenades (31, 32, 33) or two grenades and the launcher, if Lara is not carrying the grenade launcher already, from Colt.

Ready a weapon, and walk toward the back right side of the warehouse where the door to the hanger is and another cultist (46) will appear. Kill him and pick up more Uzi clips (35), and a small Medi Pack (36) from his lifeless body.

Exit the opera house, and pause to enjoy the night time view of the Venice skyline outside the chain link fence. Run into the sea-plane to exit this level. Enjoy the cut-scene, being sure to wince in pain as one of Marco Bartoli's henchmen clubs Lara across the back of the head with a wrench.



Lara sneaks aboard the sea-plane and shuts the hatch behind her. As the plane takes off Lara begins to open some of the crates to investigate their contents. She overhears a conversation taking place in the cockpit, but the voices are muffled and by the engine noise, and she is only able to catch a few words.

"It's not the work alone that is worrying me... perhaps Gianni had never... I don't know..." As Lara moves closer to the cockpit, she grabs onto a cargo hook for balance and is able to better hear the conversation taking place.

"This is great, I surrender nothing, like we say, substantial. It's all very interesting, oh yes I'm sure of it," Fabio, the pilot, states. "Believe me, but it's not quite the same now is it?"

"Someday you will get a speeding ticket for that tongue, Fabio," Marco, the other man, snarls.

"Hey, it's just a gut feeling, but maybe you are wrong to look there," Fabio suggests. Marco punches Fabio in the gut for his insolence.

"Is your belief so fragile?" Marco asks Fabio. Doubling over in pain, Fabio momentarily loses control of the plane. Lara, who at the time was climbing some crates to examine their contents, is thrown from the stack of crates. The uppermost crate comes crashing down on her.

"Relax," Marco continues, "Breathe deep. The gut, Fabio, has no more direction than a simple through and out. Honest perhaps, but not entirely..."

Lara kicks aside the crate that landed on her legs and moves toward the bow of the sea-plane.

Marco explains. "When my father left when I was a boy, he confided to me that he was in life beckoned by something greater than impulse. He possessed the seraph. But he was just a disciple in this design. His death plotting a path to be sought by the one, his son," Marco pronounces with great grandeur "You understand? Have faith Fabio, not gut-rot. We are searching the right place."

"I know it. I believe it Marco," Fabio replies, somewhat sheepishly.

Lara cautiously approaches the ladder that leads up to the cockpit and begins to climb it. At the same time Marco gets up and flings the cockpit door open and yells down into the cargo hold, "Jeros, have you fixed that rail yet?"

Startled, Lara drops down from the ladder. She draws her pistols and points them upward toward the cockpit. Marco's voice trails off as he stares into the business end of Lara's pistols. Perhaps it was the throbbing pain in her legs. Perhaps it was the start because of being discovered on board the plane. Whatever it was that was pulsing through her head was quickly drowned in inky blackness as Jeros rushes forward hanging from the cargo hook and whips a wrench, that he's holding in his free hand, across the back of Lara's head.

"Finished!" Jeros triumphantly declares.

Summary
In order of appearance:
Pickups
1 Automatics Clip
1 Ornate Key
1 Small Medi Pack
1 Automatics Clip
1 Large Medi Pack
1 Small Medi Pack
1 Shotgun Shells
1 Shotgun Shells
1 Flares
1 Small Medi Pack
1 Large Medi Pack
2 Automatics Clips
1 Uzi Clip
1 Large Medi Pack
1 Stone Dragon
1 Relay Box
1 Gold Dragon
1 Uzi Clip
1 Shotgun Shells
1 Shotgun Shells
1 Circuit Board
1 Ornate Key
1 Jade Dragon
4 Uzi Clips
1 Shotgun Shells
1 Small Medi Pack
3 Grenades
1 Uzi Clips
1 Small Medi Pack
1 Uzi Clips

36 Total
Kills
1 cultist
1 thug
1 thug
1 cultist
1 thug
2 dobermans
2 cultists
1 thug
1 cultist
1 cultist
2 dobermans
1 doberman
1 cultist
1 cultist
2 dobermans
1 thug
1 cultist
1 doberman
1 cultist
2 thugs
1 rat
2 cultists
1 rat
1 cultist
2 rats
1 doberman
1 rat
1 rat
1 thug
1 cultist
2 thugs
1 doberman
2 dobermans
1 Colt
1 cultist
1 cultist

46 Total

Footnotes:
  1. At this point Lara can swim across to the wooden platform opposite the cultist to admire a worn and fading poster featuring none other than Marco Bartoli's father, Gianni Bartoli the great magician.