Walkthrough - Tomb Raider: The Dagger of Xian
VENICE - Opera House
This level starts off with a rather challenging
gunfight. You can run around taking random shots at the gunman on the
platform below until he finally dies. Then take his ammo and jump into the
water from where he was standing moments ago. Swim left around the
building and climb the ladder, getting off on the small ledge. Walk to the
edge of the landing and while facing the canal, jump and grab so you can
pull up to the top. Flip the switch to open a door in the roof then
continue climbing the ladder to the ledge above. Run and jump to the ledge
across the canal then turn to the left and do a running jump to the ledge
with the swinging box. Pull up and continue along the canal performing a
running jump to the slanted rooftop. Grab onto the edge and shimmy to the
left until you reach a small ledge.
Do a running jump and a grab in midair so you arc through the opening in
the roof. Draw your guns in midair to take out the guard, then take the
Ornate Key. Start up the stairs and kill the gunman when he comes through
the door. Take his medkit and go to the top of the stairs. Make your way
back to the previous ledge with the swinging box and position yourself so
you are looking at a ledge with a small building to the left. Do NOT try
to jump through the opening in the center of that building. The floor
below the opening in the roof is lined with broken glass and you will die.
Instead, do a running jump to land on the slope next to the right wall.
Grab and shimmy to the left until you are at the flat section in the
corner. Standing with your back to the wall, jump to the slanted roof and
slide down and grab. You should be hanging in front of the window. Drop
and instantly grab again to catch the edge of the sill. Now pull up and
shoot out the glass and carefully enter the room. The glass is just like
the spikes in the original Tomb Raider so simply WALK to pass by unharmed.
Cross the room and climb the ladder and use the Ornate Key to unlock the
door at the end of the hall.
Now we have a very unstable roof to deal with. Position Lara so she is at
the edge of a solid piece of roof and facing the wall on the other side of
the three collapsing pieces. Do a Standing Jump and begin running when you
hit the first panel. When you cross the 3rd panel do a running jump, and
when you finally cross the last set of collapsing panels do a running jump
to grab and pull up onto the ledge. Draw your guns and proceed to the top
of the Opera House.
Shoot the guard patrolling the roof then turn and lower down. While
hanging onto the edge, quickly pull back up and draw your weapons again.
Your short dangle off the edge should have attracted the attention of
another guard and a couple of Dobermans. Kill them all, then do a running
jump to the roof and continue left to kill four more guards below. Take
the medkits, shells and ammo from the dead guards then return to your
previous location to check out the swinging box.
Do a running jump and grab and pull up to a small area to the right of the
swinging box and light a flare. Drop down and flip the switch to the left
of the box. Three rooftop doors open and two gunmen show up looking for
trouble. Climb up and kill these guys then drop through the newly opened
door in the roof.
A pair of switches awaits you below. The right switch is useless for now
so flip the left one to open a grate, then exit through that grate. Run by
the hall to trigger a boulder. Stand by the wall switch to avoid the
deadly rock then flip the switch to close the grate and climb up the
ladder. Continue climbing up the grate until you are across from an
opening which would have been blocked if you hadn't so cleverly lowered
the grate before climbing up.
Drop down to the floor and kill the gunman to the left making a special
effort NOT to go underneath the sandbag. Take his medkit then head towards
the doors to the right. Making extra sure to stay out from underneath that
sandbag, kill the advancing Doberman and henchman. Turn back towards the
first gunman and continue until you reach another pair of Dobermans which
you can feel free to kill. There is a switch here which is missing a Relay
Box so make a note of its position - you will be back later.
Head around the upper walkway towards the open doors. A sandbag will smash
through the floor allowing you to look down into the hole. Take a few
steps back and do a running jump so you reach the small ledge below. Two
Dobermans and a gunman appear on the ground floor, so kill them before
dropping to the floor below. Kill the gunman hiding in the dark on the
second level from the top so he won't snipe you when you reach the floor.
Make your way to the floor and climb onto the box near the wall opposite
the stage. Jump and pull up to the walkway. Get past the broken floor
until you reach the wall with the curtains.
Go to the edge and jump forward and pull up to kill another gunman and
relieve him of his ammo. Return to the ground floor and run along the back
wall to trigger two rolling boulders. Take the medkit from the gunman you
killed from above then go into the water. Another gunman comes out on
stage and his performance is less than acceptable. Kill him and take his
Uzi ammo after you kill the Doberman coming in from the left and another
gunman sneaking in from behind. Off to the side where the Doberman
originated is a small alcove with a switch. Flip the switch to open a
grate at the other end of the stage.
As you approach the grate some more bad guys arrive for target practice.
After you have killed them and taken the medkit, jump and pull up to the
ledge where the grating was. Walk - do not run - through the glass then
turn left and do a running jump and grab onto the crevice in the wall so
you can shimmy to the left until you can pull up and flip the switch which
lowers the plank.
Run and jump back to the previous walkway and stop before your momentum
takes you into the deadly glass. Continue down the walkway and do a
running jump to grab and pull up to the ledge on the left. Jump and pull
up once more then turn and run and jump and pull up again to continue your
upward journey. Kill the rat then get the timing down on the swinging
sandbag. Do a standing jump when the first sandbag is at the end of its
swing. Jump past the second one to the ledge and flip the switch to send
another sandbag hurtling through the stage floor.
Walk carefully towards the sloped ledge then turn around and slide down
backwards, grabbing on to the edge when you fall. Pull up and backflip
through the hole in the floor and light one of your flares. Follow the
passage to the left staying along the left wall. You will enter a larger
room with a ledge and a switch to your left.
To your right is a tiny underwater passage. Swim into this passage to find
SECRET#1; the Stone Dragon,
then return to the ledge and flip the switch to open a door back up above
the right side of the stage. No go back so you are once again under the
hole in the stage and take the large passage at the end of the room. Swim
up and keep to the right and you will find the missing Relay Box. Climb
the ladder up through the door you recently opened Return to the top floor
of the Opera House and kill two more Dobermans as you make your way back
to the switch where you needed the Relay Box. Insert the box and flip the
switch to activate the elevator.
This is a tricky secret. Do not get in the elevator. Instead, wait for it
to go down then get ON the elevator and quickly jump to the ladder and
climb up into the hidden opening. WALK through the deadly glass and pick
up SECRET#2; the Gold Dragon,
then flip the switch to your left. Continue through the glass making sure
to grab that Uzi ammo in the second alcove to the left before entering the
door you just opened with the switch. Return to the elevator switch and
flip it so you can take the elevator down.
Two gunman are waiting as the elevator doors open so kill them quickly and
add their shells to your ammo collection. Flip the switch to send the
elevator back up and to also give you access to a hidden pool of water
which the elevator was concealing. Jump in and head for the grating then
turn left and follow
some stairs to an underwater area. Take the Circuit Board which is lying
in the corner of this room then return to the grating you swam past a
minute ago.
Go to the left and around the grate to find and flip a switch which opens
a side of the cage letting Lara surface and catch her breath. Climb out
and kill some rats then turn and jump to grab and pull up to the next
level. Kill the quickly advancing gunman then jump and pull up again to
kill another rat and a Doberman. Continue along the hall until you reach
some windows. Shoot out the glass then drop into the room below and use
the switch to open the door.
Slide down the sloped passage jumping over the deadly fan at the last
possible second. You should land on a ledge with the Ornate Key. After you
take the key, pull up to the tallest block and jump to the slope and head
for the duct. Jump in and kill the rat. Continue along until you reach the
edge of the duct then jump the gap. Turn and jump back to avoid another
deadly fan and repeat once more for the final fan. Look up at the dark
area without any fan. Jump forward from the edge of the duct you are
standing on to grab and pull up to get SECRET#3;
the Jade Dragon. There is a deadly fan behind the dragon so if you
can either light a flare or just carefully WALK forward until you get the
statue. Return and hang and drop to get back to the duct below.
Head down the hall until you reach a moveable box. Pull it to gain access
to a switch which you can flip to open a door. Pull the box once more then
push it all the way into the dressing room under the first windows. Get on
the box and shoot out any windows that still have glass in them then jump
into the first windows. Another box is in here so push it out the windows
so it lands on top of the previous box. Jump and grab the top box and pull
up. Now you can reach the top row of windows so jump in and kill the guard
who has been waiting patiently for your return.
Now begin the long trek back to the Control Room using the shaft next to
the elevator. Jump and pull up until you finally reach the lock. Use the
key to open the doors then continue forward. If you failed to trigger the
boulders your first time through this area, then you need to avoid them
now. Stay along the wall and head towards the switch to open the door at
the top of the ladder. Enter the Control Room and use the Circuit Board
before flipping the switch to raise the backdrop on stage.
Return to the stage and kill the 3 gunmen and the Doberman. Get the medkit
and shells from your fallen enemies then go through the hole in the wall
to find many stacked boxes. One of the smaller ones can be pulled out so
find it and pull it twice to gain access to a hidden passage. Enter and
use the switch to lower the backdrop then exit this area and kill another
guard who should be just arriving.
Start climbing the boxes until you reach the white ledge above the stage.
Kill the henchman down below and try to avoid any sandbags which will kill
you on impact. When he is dead, look around and find the opening above.
Jump forward and pull up into this area to flip another switch that opens
a door by a swinging sandbag.
Now stand at the edge of the opening and do an angled jump to the slope on
the right. Slide down and stay along the right to do a timed dash past the
swinging sandbag. Hang and drop to get past the swinging box and arrive at
the floor. Bartoli should arrive shortly and he seems to be particularly
vulnerable to shotgun blasts. Two Dobermans will also attack your when you
reach the floor but should fall quickly to the power of the shotgun. When
you finally kill Bartoli, take all the grenades and kill off the two
remaining henchmen. Take the medkit and Uzi clips from these two fellows
then go to the other side of the room and climb on the box to make your
way back to the room with the stacked boxes next to the entrance. There
should be a button next to the entry which will open the exit. Get onboard
the airplane and take off for the next level...
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