STELLA'S TOMB RAIDER 2 REMASTERED WALKTHROUGH

LOOKING FOR DARK MODE?

The TR2 Remastered guide is now complete. For the guides that have not yet been updated, I will continue to link to the ORIGINAL WALKTHROUGHS, which cover all the basics. Please check the introductory notes at the start of the first level for info on my process, modern vs. classic tank controls, etc. This guide covers most but not all possible achievements/trophies. Follow this link for the archived classic guide.

CONSERVING FLARES: This level is DARK. Consequently, I brighten the screenshots in Photoshop and use more flares than you'll probably need. To conserve flares, save before entering dark areas. Then use as many flares as you like during your initial exploration. Once you know where to go, reload and proceed, using only as many flares you need. If you run out of flares, try turning up the brightness on your monitor, or fire your unlimited-ammo pistols to light the way. (This doesn't work underwater, of course.)

LEVEL 4: OPERA HOUSE (Remaster)

Updated: 8/1/26()

Pickups: 37, including 2 keys, relay box, circuit board, and 3 secrets
Kills: 46

NOTES: The number of pickups includes the three dragon statuettes and the bonus items awarded for finding all three secrets. Three of the regular pickups will be the AUTOMATIC PISTOLS, UZIS, and GRENADE LAUNCHER if you didn't get them in earlier levels.

LEVEL MAP by VGCartography (used with permission)

Opera House Video Walkthrough by Eldincy

OBJECTIVES: This level is complicated. First, you must make your way across the rooftops and find a way into the opera house proper. Once inside, you'll need to do a bit of exploring to obtain everything you need. The main items are an Ornate Key, a Relay Box, and a Circuit Board. The Relay Box is needed to repair the elevator on the top floor. With the elevator running, you'll be able to find the Circuit Board. The key is for getting into the lighting booth, in order to actually use the Circuit Board and access a new area, which leads to the end of the level.

ABOVE THE CANAL: You begin on a ledge behind a wooden crate swinging back and forth on a rope. Don't stand too close to it, or Lara will get clobbered. There's an armed goon (1) patrolling the dock directly below. It's hard to target him from here, though. So jump over to the small, flat ledge on the tiled roof to the right and shoot him from there, backing away from the edge if he returns fire. (Or, wait until you get to the other side of the canal. Or, backflip off the ledge into the canal, draw weapons, and shoot him on the way down.) He's carrying automatic pistol clips (1) (or the AUTOMATIC PISTOLS if you don't already have them). (screenshots)

Swim to the ledge on the other side of the canal. There you'll find a poster of Gianni Bartoli—famous magician/occultist and father of our villain, Marco Bartoli. Save the game. Then light a flare to get a better look and unlock the "Like Father, Like Son" achievement/trophy. Reload to get that flare back; you'll need it. (screenshot)

LORE NOTE: For more about the Bartolis, check out the Tomb Raider Wiki.

Face away from the poster, dive into the canal, and swim around the corner to the right. Climb the ladder to the first ledge on the right. Turn around and pull up through the hole in the ceiling onto the ledge above. Throw the switch to open a trapdoor not far away. A brief cutscene shows a golden key sitting on the floor in a dark room. (screenshots)

Jump back to the ladder, climb to the level above, and dismount on the right. (Do not backflip off the ladder. Lara will overshoot the ledge and and fall into the canal. Then you'll have to climb all the way back up.) Carefully jump over the hole in the floor to the other side of this ledge. Then take a running jump to the light-colored ledge across the canal. Turn left and take another running jump to grab the edge of the wooden ledge where you started the level. Traverse to the left corner and pull up, carefully avoiding the swinging box. (screenshots)

Turn left so Lara is facing across the canal, and the swinging crate is on her right. As long as you stay close to the left edge, the crate won't touch her. Hop back once. Then pivot slightly to the right to face the open trapdoor. Press Look check your angle. Now wait for the crate to swing to the right, then take a running jump across the canal into the open trapdoor. (screenshots)

A burly guy with a club (2) attacks as soon as Lara hits the floor. Deal with him. Then pick up the ORNATE KEY (2). When you start up the stairs toward the exit, a second enemy (3) enters through that door. If you run up the stairs, get a lock on him and back away shooting, you can kill him before he does any damage. Steal his small medi pack (3) and continue to the top of the stairs to emerge on the concrete ledge near the trapdoor switch. (screenshots)

Once again, jump across the hole in the floor to grab the ladder and climb to the level above. Hop over to the adjacent ledge. Then take a running jump back across the canal to the long, light-colored ledge. From there, take a running jump and grab the wooden ledge with the swinging box near the entrance. This time, traverse to the right and pull up. (screenshots)

BREAKING AND ENTERING: Move to the far end of the ledge between the perpetually swinging crate and the slide where you entered the level. Take a running jump to the small, flat area on the tiled roof ahead. From there, take a standing jump down to the next flat ledge, ahead and a bit to the left. (Or, hang from the edge, traverse along the roof to the left, and drop onto the small ledge.) Hang from the edge and traverse to the left until Lara is dangling in front of the window. Release Action and quickly press it again to let go and grab the windowsill. Pull up. (screenshots)

Shoot out the monogrammed window (1/9). This is the first of 9 windows you must shatter for the "Fight Off the B's" achievement/trophy. ("Break all the windows with your enemy's initial.") Now enter the room, carefully walking through the glass shards to avoid taking damage. There are 2 more windows (2-3/9) just ahead. Shoot both. Then head for the ladder in the far left corner. (Be careful not to step off the edge here and fall into the water. If you do, you'll need to reload your last save or swim to the other end of the canal, retrace your steps to the starting ledge, and try the whole sequence again.) (screenshots)

Climb the ladder and use the ORNATE KEY in the keyhole at the top of the steps to unlock the door. Follow the passage around to the left and climb the next ladder to the roof. (Do not pull up onto the ledge next to this second ladder. There's a steep slope on the other side that will dump you into the canal.) (screenshots)

ROOFTOP WITH BREAKAWAY TILES: At the top of the ladder is a ledge overlooking a large, rectangular room. The remains of the decaying roof are similar to the collapsing tiles you've encountered before. If you want the achievement/trophy "With Respect for Cultural Heritage," you'll need to "cross the broken roof by dropping only three wooden panels." Begin on the left side of the starting ledge. Walk to the edge and hop back once. Save the game, since this may take a few attempts. Take a running jump to clear the first row of wooden slats and land on the middle tile in the second row. Briefly release all controls as Lara lands. Then quickly take a standing jump across the gap onto the next tile (i.e., the right tile in the fourth row). As soon as you regain control, take a running jump, steering slightly to the right, to clear the gap and the next row of tiles, then land on the single tile beyond. Without hesitating, take another running jump, again veering slightly to the right and taking off before Lara touches the last tile. If your timing and angle are good, she'll land on the wooden ledge just beyond the sloping roof, and the achievement/trophy will pop. (screenshots/video)

NOTE: If you don't care about achievements/trophies, there's an easier route in the archived classic guide.

IMPORTANT: Sometimes TR2 enemies die in awkward positions, so their dropped items land in midair or on slopes, making it tricky or impossible to retrieve them. The next area is notorious for this. I describe one solution here, but it doesn't always work. Try to save in a new slot a few times each level, just in case.

OPEN AREA WITH GLASS DOME ROOF: Pull up onto the ledge on the right. Ready weapons and follow the passageway to to an opening overlooking the opera house roof. There's a thug with a gun (4) patrolling the rooftop. It may take a minute, but you can shoot him without dropping down from this ledge. If you then dangle Lara from the ledge and quickly pull up, it will draw out another baddie with a bat and 2 Dobermans (5-7). (Normally they'd appear as soon as Lara touches the ground.) They can't climb onto this high ledge, so you can take your time and use your unlimited-ammo pistols. If they run off, just hang from the ledge again to get their attention. (screenshots)

Drop down—ignore the dramatic music, since the drama is over—and pick up the goodies: a large medi pack and auto pistol clips (4-5). Cross over the domed roof to the far corner. When you near the area with the swinging crate, 2 more men with guns (8-9) appear below. If you shoot from the top of the dome and flip side to side while firing, they won't do too much damage. If you do come down from the dome, be careful not to accidentally fall into the trenches along the side walls, which are lined with broken glass. These two guys drop shotgun shells and a small medi pack (6-7). (screenshots)

Now approach the corner with the swinging crate. To jump from the dome and grab the ledge below the crate without injury, start by positioning Lara on the flat tile farthest to the left when facing the crate. Walk/sidestep to the front left corner of this tile. Then press Look to check your angle. Adjust so Lara is facing just to the left of the crate. Take one hop back, then take a running jump and grab the ledge. Traverse to the left and pull up. Drop into the dark area below and push the button to open the trapdoor out on the roof. A thug with a club (10) comes charging out. Another enemy with a gun (11) appears on top of the dome. Climb back onto the ledge and shoot them from above. Just watch out for the crate. The guy with the gun leaves shotgun shells and flares (8-9). (screenshots)

ENTERING THE OPERA HOUSE: Normally, we'd now drop through the trapdoor into the LIGHTING BOOTH. But in order to get the "Gold Digger" achievement/trophy, we'll take a different route. With the open trapdoor on Lara's right and the glass-lined trench on her left, move forward, around the corner of the dome. Carefully approach the other opening lined with broken glass and look in to spot the Gold Dragon. To get down there without dying, we'll use another tricky move called the "safety-drop maneuver" or "fake grab." (There's more info and a video example in my Useful Bugs section.) (screenshots)

Stand at the left side of the opening (when facing away from it), directly above the Uzi ammo pickup in the room below. Hold Walk and step back to the edge.Then press Action + Back/Down, as though you were going to drop and grab the edge. But before Lara can grab, release the controls, and she'll fall slightly forward, avoiding the glass and landing on top of the Uzi ammo (10). (This pickup will be the UZIS themselves if you don't already have the guns.) Walk through the glass shards, claim SECRET #1, the Gold Dragon (11), and unlock the "Gold Digger" achievement/trophy for obtaining the gold secret before the others. Pull the nearby switch to open the door where you found the Uzi ammo. Carefully return to that door and enter the OPERA HOUSE proper. (screenshots)

NOTE: If you don't care about achievements, you can enter the opera house through the LIGHTING BOOTH, like we used to do in the old days. The Gold Dragon will then be your third secret. See the archived classic guide.

SHORTCUT: You can take a substantial shortcut here, which will bring you nearly to the end of the level. If you use it, you'll miss the remaining secrets and most of the action, though. Details are on a separate page.

MAIN AUDITORIUM - LEVEL 4 (TOP): Don't rush forward; there are hazards and enemies ahead. Notice the large sandbag dangling from the ceiling. You'll encounter a number of these. When Lara passes under them, they fall and squash her, so take care. Draw weapons and move down the low, carpeted ramp. Roll and confront a gunman (12) who emerges from the hallway to the left of the room you just came from. Run past him shooting, then roll again, finish him off, and grab the small medi pack (12) he drops. (screenshots)

NOTE: For now, ignore the hallway the gunman came from. If you do explore there, you'll find 2 Dobermans (34-35, below) and an ELEVATOR that doesn't work because it's missing a part. The two elevated doorways near the sandbag lead to the LIGHTING BOOTH, where you would have come in if you hadn't gone after the Gold Dragon. The open doorway is too high to reach, and we're missing another key item. We'll return later.

Now trip the sandbag by running under it without hesitating. As you approach the end of the balcony railing, ready a more powerful weapon. When you advance, the doors ahead open, and another thug with a gun (13) and his unfriendly dog (14) emerge. Kill them quickly, without getting too close to the edge where there's no railing. When they're dead, carefully approach the edge and look out across the auditorium. You'll see another enemy (15) running around like an idiot on LEVEL 3. With patience, you can shoot him with pistols from here. You'll get the auto pistol ammo he drops shortly (14-15, below). (screenshots)

CLIMBING DOWN TO THE FLOOR: You can draw out the next several enemies by climbing down to the lower levels in a specific spot. Start by moving to the edge of the large, square opening in the floor, near the doors where the last man and dog entered. Hang from the edge of the opening in the spot shown in these screenshots. A door opens below, and a burly guy with a bat and 2 more dogs (16-18) enter. Traverse to the left and drop directly down to LEVEL 2. You can then shoot the man and dogs from here, and they won't be able to reach Lara. If they wander off, hang from the edge to get their attention. Then pull up and continue firing. (screenshots)

LEVEL 1 (GROUND FLOOR): The man drops a large medi pack (13), but depending on where he fell, be careful retrieving it. Notice the decaying brick area in the back wall. This is a boulder trap, which is set off when you pass in front of it. You may want to trip it now to avoid accidents later. Just run straight across the room on the top or second step, and the boulders should roll harmlessly past behind you. When you trip the boulders, or move down toward the flooded orchestra pit, another enemy with a gun (19) appears on the stage. Get a lock on him and flip from side to side while shooting. He drops Uzi ammo (18, below), but I recommend waiting to retrieve it. (You'll return to the stage later anyway, and climbing up there now will spawn several more enemies.) There's also no need to explore the area where the bat man and dogs came from; there's nothing inside but another nasty boulder trap. (screenshots)

LEVELS 2 AND 3: Climb up to LEVEL 2 on the opposite side of the room from where you dropped down. Face the stage, then walk to the edge on the far left, where there's a gap in the ceiling. Take a standing jump to grab the edge of the floor on the level above. Pull up onto LEVEL 3. Turn around, jump across the gap, and take 2 sets of automatic pistol clips (14-15) from the baddie you shot earlier. There's a door with a keyhole at the back of the room, here on LEVEL 3, so add one key to your wish list. For now, go to the opening in the wood-paneled side wall near where you just pulled up (i.e., the left wall when facing the stage). (screenshots)

NOTE: There are several rats coming up. If you're going for the "No Time for the Plague" achievement/trophy (avoid being bitten), you may want to save here just in case.

VERTICAL SHAFT WITH STAGGERED LEDGES AND POOL BELOW: Ignore the ledge on the opposite side of the shaft for now. Drop into the water. Climb out on the first step and kill a rat (20). Turn around and you'll see another rat (21) on the ledge above. You can probably kill it by jumping in place while firing. Then walk to the edge of the pool and take a standing jump to grab the ledge above. Pull up, turn around again, and look up. There's a thug with a gun (22) on the floor above. You may be able to shoot him from below by jumping up and down, but take care not to fall off the ledge. Otherwise jump across the gap and grab the edge of the floor above. Pull up but don't step forward. As long as you stay in the doorway, you can finish off the thug without triggering any other enemies. When you move out into the corridor, 2 more rats (23-24) appear, one on the left, one on the right. Finally, head up the wooden stairs, killing another dog (25) on the way. (screenshots)

DRESSING ROOM AND VENTILATION DUCTS: Follow the hallway to the end, where you'll find 3 more windows (4-6/9) with the 'B' monogram. Shatter all three. Then safety drop into the DRESSING ROOM below. Climb onto the sill and shoot out the last 3 windows (7-9/9) to unlock the "Fight Off the B's" achievement/trophy begun earlier. (screenshots)

NOTE: If you haven't already unlocked the "Emergency Exit" achievement/trophy, you can get it here. Just jump through one of the windows instead of shooting it. This will count toward both achievements.

Ignore the movable crate for now. Throw the switch on one wall of the DRESSING ROOM to open the nearby door. Slide forward down the ventilation duct, facing forward, and jump near the end to grab the ledge ahead and avoid being chopped to bits by the huge fan. Pull up to find a second ORNATE KEY (16), similar to the one you found and used at the beginning of the level. Climb the two brick ledges on the right. Then turn around so the sloping duct is on Lara's left and the ledge where you found the key is directly ahead and below. Position Lara in the middle of the brick ledge. Side flip to the left onto the slope. Slide almost to the end of the duct, then jump forward to land in (or grab the edge of) the opening ahead. If you miss and fall onto the slope below, quickly jump and grab the ledge where you found the key. Then climb back up and try again. Kill another rat (26) just ahead. (screenshots)

Proceed through the duct to an intersection. Walk to the edge. Then take a standing jump forward without pressing Action. Lara's head will bump the ceiling, but she'll land safely on the other side. Be sure to release Forward so she doesn't run on into the moving fan. If you moved forward at all after landing on this ledge, step back to the edge. Then take another standing jump forward without grabbing to land on the ledge above the fan. Again, step back to the edge if necessary, then take another standing jump without grabbing to clear the second fan and land on the ledge above it. Turn around and take a standing jump to grab the edge of the dark alcove above. Pull up, walk carefully toward the next fan, and retrieve SECRET #2, the Jade Dragon (17). Return to the edge where you pulled up and take a standing jump down. This time you do want to press Action so Lara lands safely on the ledge below. (screenshots)

NOTE: If you enable Action Indicators in the Controls menu, you'll see the hand icon as soon as Lara is close enough to pick up the dragon. See the note in the GREAT WALL walkthrough for more info.

Ahead is a small room with a movable crate. Pull it once. Press the button that was hidden behind the crate to open a door leading back into the DRESSING ROOM. Now pull the box once away from the wall. Push it three times, through the doorway, into the dressing room. Climb onto the crate, go around behind the other movable crate, and push it through the broken window, so it's siting on top of the first crate. Jump from the windowsill to the top of the stacked crates. Kill the goon with the club (27) who's waiting above. You can get his attention by climbing onto the ledge. Then drop back onto the crates to shoot him from safety. (screenshots)

Follow the corridor the goon came from in order to get back to the VERTICAL SHAFT WITH STAGGERED LEDGES. It's the second doorway on the left—the one not blocked by metal grating. Take a standing jump to grab the ledge above, pull up, and re-enter the auditorium on LEVEL 3. Turn left and hop across the gap in the floor where you climbed up earlier. Take a running jump from that ledge into the flooded orchestra pit below. If you jump from too far back, Lara will land in the shallow water and die. Swim across the pool and use the submerged block to climb onto the stage, but don't rush forward. (screenshots)

THE STAGE: As soon as you pull up, a sandbag lands in front of you. Avoid the area around the trapdoor near the back of the stage for now. Approaching it will trip a second sandbag. A Doberman (28) comes through the door on the left to meet you. Take care of it and the bad guy (29) who starts shooting from the other side of the pool. He isn't carrying any goodies, so there's no need to search him, but if you killed the gunman on the stage earlier, you can now loot his body for Uzi clips (18). (screenshots)

Enter the room on the left, where the dog came from, and flip the switch to open the gate above the doorway on the other side of the stage. Notice the CIRCUIT BOARD sitting in the water below the floor. You'll be able to reach it in a few minutes. (screenshots)

BACKSTAGE IN THE WINGS: Now cross the stage, staying close to the painted scrim at the back and running across the trapdoor to trip the second sandbag, assuming you didn't already do so by accident. (There are two more sandbags high above that won't come down yet.) Head for the doorway at the other end of the stage. When you approach it, 2 goons with clubs (30-31) come out. You can back out onto the stage so you have more room to fight, or run forward, stop at the edge of the doorway, and quickly pull up onto the ledge above. Just take care not to run on into the glass shards. Turn around and shoot the goons from above. Take the large medi pack (19) one of them drops. Then enter the room they came from. (screenshots)

Along the two side walls are dangling sandbags that need to be brought down before you can proceed safely. Run underneath them do this. Then return to the doorway and pull up onto the ledge above. Move carefully around the glass shards to the raised wooden drawbridge at the end of the platform. Take a running jump to grab the low end of the angled crevice in the brick wall. Traverse to the left until you can pull up. Climb into the alcove and flip the switch to lower the drawbridge and cue the ominous music. (screenshots)

Turn around and take a running jump back to the platform with the broken glass. Turn left and cross the bridge you just lowered. Stand with the end wall on Lara's right and take a running jump to grab the wooden ledge in the corner. Pull up. Then climb into the alcove above. Turn around and shoot a rat (32) on the high platform ahead. Then take another running jump to grab the edge of that platform. Pull up and go to the right. (screenshots)

To clear the first swinging sandbag, stand to either side of it, walk to the edge of the gap in the ledge, wait for the sandbag to swing away, and then jump past it. Avoid the second sandbag altogether by jumping onto the flat area to the right of it. Flip the switch on the left wall to drop a sandbag on the stage, busting open the trapdoor. Continue past the switch and slide down the ramp, jumping just before the end to sail through the trapdoor and land in the water below. Or, slide down the ramp facing uphill, grab the end of the slope, pull up, and backflip into the opening. (screenshots)

NOTE: You can't reach the WHITE LEDGE ABOVE THE STAGE yet, so don't tire Lara out trying to jump from the slope to grab it.

FLOODED BASEMENT - BELOW THE STAGE: Tread water below the open trapdoor, with the sandbag in front of you, to get oriented. Go through the doorway on the left. In the next room, turn left again. Continue forward, wading through waist-high water until you come to a short flight of steps leading down. Dive down and follow those steps into another room where you can surface for air. In the far right corner of this room, just below the water's surface, is a small opening. Swim inside and follow the narrow passageway to SECRET #3, the Silver Dragon (20), plus 5 sets of Uzi clips (21-25) if you found the other secrets in this level. Roll and swim back to the surface. (screenshots)

NOTES: If you don't have the UZIS yet, you'll receive the guns plus 400 Uzi rounds here. If you found all secrets in the Venice levels, the "Codex of Italy" achievement/trophy will unlock. If you missed the Gold Dragon earlier, you'll have another opportunity soon.

On the opposite side of this flooded room there's a raised area where the water is very shallow. Flip the switch there to open a door on LEVEL 3 of the main auditorium. Swim back the way you came to the room with the waist-high water. Wade forward and then turn right into the room with the trapdoor and sandbag. Turn left, so the trapdoor and sandbag are behind Lara. Then swim down and forward, right, then upward to surface in the next room. Climb out of the water on the small ledge. Pick up the RELAY BOX (26) and climb the ladder to the door you opened with the last switch. (screenshots)

MAIN AUDITORIUM (again): You emerge on LEVEL 3 of the main auditorium. Climb up to LEVEL 4 and head for the far right corner (i.e., the back left corner if you're facing the stage). Enter the wood-paneled hallway in that corner and kill 2 Dobermans (33-34) that charge at Lara from the far end of the hall. (screenshots)

THE ELEVATOR: Place the RELAY BOX in the exposed circuitry on the wall to repair the ELEVATOR. Pull the switch to open the doors. Quickly run inside and ride down. If you don't make it in before the doors close, just wait a minute, then use the switch again to call the elevator back and try again. (screenshots)

NOTE: The ladder inside the elevator shaft leads up to the room with the glass shards on the floor, where you found the Gold Dragon (above). If you missed the Gold Dragon secret before, you can get it now, after repairing the elevator. The archived classic walkthrough has details.

GROUND FLOOR - LARGE OPEN ROOM: When the elevator doors open, run forward and deal with 2 armed thugs (35-36) waiting to ambush Lara—one on the left, one on the right. This is the big room below the ROOFTOP WITH BREAKAWAY TILES, where you entered the opera house. So there's plenty of room to jump and evade. Or, step out of the elevator, draw the shotgun, hop back, and wait for them to come to you. Two shotgun blasts at close range will bring each of them down. Afterward, you get 2 boxes of shotgun shells (27-28) to cover your losses. (screenshots)

FLOODED BASEMENT - BELOW THE ELEVATOR SHAFT: Pull the switch to send the elevator back up. Drop into the flooded elevator shaft and face the wall with the ladder. Swim down then to the left. Follow the submerged steps upward, around the corner to the left, then left again. Surface in the room at the top of the steps and turn right. Wade forward and pick up the CIRCUIT BOARD (29) that you glimpsed earlier through the floor of the room above. (screenshots)

Swim back down the flooded steps the way you came. When you reach the wooden part of the steps, if Lara's air meter is at least half full, proceed through the doorway in the brick wall ahead. (If you need air, instead turn right here and get air at the open elevator shaft. Then swim back to the doorway in the brick wall.) In the next room, turn right, swim forward, and pull the lever to open the grating nearby. Swim through and up to the surface. (screenshots)

VERTICAL SHAFT WITH STAGGERED LEDGES (again): This is the same area you explored earlier on your way to the DRESSING ROOM. If you didn't already kill them, there will be 2 rats (20-21, above) on the ledges ahead. Shoot them before they can bite Lara. Climb the staggered ledges all the way to the top and re-enter the main auditorium. (The page with screenshots has more detail.)

NOTE: In the unlikely event that you missed the ORNATE KEY, you can backtrack for it now. If you missed the Jade Dragon, it's in the same area. See the first visit to the VERTICAL SHAFT WITH STAGGERED LEDGES, DRESSING ROOM, and VENTILATION DUCTS, above, for details.

MAIN AUDITORIUM - LEVEL 3 (again): Go to the keyhole at the back of the room and use the ORNATE KEY to open the doors just to the left. To get inside, either run across at the corner where the gap is smaller, or take a carefully angled standing jump with Action. If this is your first time exploring here, beware; there's a boulder trap ahead. To avoid it, hop down off the ledge and run straight forward toward the long wall. Then make your way up the slope as the boulders roll past on your right. Press the button in the corner to open a gate a little farther up the slope. Stand on the low step below the ladder and jump straight up to grab it. Then climb into LIGHTING BOOTH. (screenshots)

LIGHTING BOOTH: This is where you would have entered the opera house from the GLASS DOME ROOFTOP if you hadn't gone after the Gold Dragon secret first. Place the CIRCUIT BOARD in its receptacle and use the switch on the right to raise the painted scrim on the stage, exposing several red-and-gold Fiamma Nera banners. (screenshots)

NOTE: If you use the switch and nothing happens, you probably just need to try again. If you entered the lighting booth earlier and tested the switch, it didn't work yet because the CIRCUIT BOARD was missing. It should work now. If you're missing the circuit board, follow the walkthrough above, starting with the section "MAIN AUDITORIUM (again)."

The left switch opens and closes the metal gate. If you used it, move it back to the up position to re-open the door. Drop back down into the boulder trap room, move down the slope, and climb into the doorway near the boulders. Drop into the main auditorium. (screenshots)

THE STAGE (again): As you approach the flooded orchestra pit, a thug with a gun (37) will come out onto the stage to see what's going on. You can probably take him out from this side of the pool. Next, swim back over to the stage, climb up, and step into the square doorway beneath the Fiamma Nera banners. Watch out for another falling sandbag to the left of the doorway, and take care not to fall through the open trapdoor. (It's not dangerous, but it's a long trek back to this point.) As soon as you cross the threshold, a dog and 2 goons with clubs (38-40) emerge from the room ahead. To conserve health and ammo, you can backflip into the water, swim to the other side, and shoot these enemies from there. Then return to the stage, liberate some shotgun shells and a small medi pack (30-31) from their previous owners, and enter the room they came from. (screenshots)

NOTE: If you've just come to this walkthrough because you're trying to get backstage and the backdrop with painted trees is still blocking the way, then you missed a step. You'll need to climb up to the LIGHTING BOOTH, replace the CIRCUIT BOARD, and use the switch to raise the curtain. See "MAIN AUDITORIUM - LEVEL 3 (again)," above, for details.

BACKSTAGE: Locate the one movable crate among all the others. It's at the base of the pile under the light, on the right side of the room if you're facing the entrance. It's lighter and a bit easier to spot if you toggle to classic graphics (F1 on keyboard, Options button on PS4/5, Menu button on Xbox, Plus [+] on Switch). Pull this crate twice. Then go behind it and flip the switch to lower the painted scrim again. Climb the boxes and go through the opening onto the WHITE LEDGE ABOVE THE STAGE. (screenshots)

WHITE LEDGE ABOVE THE STAGE: Avoid the left end of the white ledge, since there's a sandbag suspended above. Or carefully trip it and get out of the way. Meanwhile, a thug with a club (41) comes out to patrol below. If you move onto the wooden ledge at the right end of the white ledge, you should be able to get a clear shot at him from above. Or, if you don't care about getting all the kills, just ignore him and move on. He doesn't drop any goodies. (screenshots)

NOTE: If you fall down onto the stage before reaching the next switch, which opens the door so you can climb back up, either reload an earlier save or return to the LIGHTING BOOTH and use the switch there to raise the painted scrim again. (Details are in a footnote.)

Move from the wooden ledge onto the carpeted balcony (on the right when facing out into the auditorium). Drop into the small, wood-paneled room below. Take a standing jump across the square hole in the floor to grab the edge of the doorway above. Pull up and flip the switch to open 2 doors: one beyond the swinging sandbag, the other just below where Lara is standing. You can use the lower door to get back up to this ledge if you miss the next jump. (screenshots)

Rather than try to jump past the swinging sandbag, stand in the switch alcove, about one step back from the edge and jump diagonally to the slope on the right. If you aim just to the left of the middle of the slope, Lara should slide down onto the flat ledge out of the bag's way. Turn to face the bag, sidestep to the left or right, run past the bag as it swings away, then stop in the doorway. Don't run off the edge. (screenshots)

STORAGE ROOM WITH PERPETUAL-MOTION CRATES AND LEVEL EXIT: Below is another room full of crates. If you drop down to the floor, a super-tough cultist (42) with 2 big revolvers attacks, along with 2 Dobermans (43-44). You can confront them directly or, if you want to conserve health and ammo, try this:

Hang from the edge of the doorway in front of the swinging crate, without letting go, to draw out the tough guy (42). Then quickly pull up before he starts shooting. Turn around, step back from the edge a bit and shoot him from the doorway. You can use pistols here if you're patient. Just get a lock on him and continue holding Action. He'll run around among the crates, so it may help to sidestep left and right in order to get a clear shot, but as long as you keep him targeted, Lara will fire whenever she gets a chance. If he starts to return fire, step back from the edge (watch out for the swinging sandbag) and wait for him to stop. Then step forward again and keep shooting. If you have Boss HP bars enabled in the Controls menu, you can track the damage you're doing. (screenshots)

When he falls, take a carefully angled standing jump from the right side of the doorway, past the swinging crate, onto the stacked boxes on the right side of the room. (You can also jump over there and then shoot the big guy, but he'll have a clearer shot at Lara too.) Kill the 2 Dobermans (43-44) that appear below. If they wander off, just hang from the edge briefly to get their attention. (screenshots)

Now make your way across the tops of the crates: First, turn so the entrance is on Lara's left. Then take a standing jump to the next stack of crates in the middle of the room. To reach the L-shaped stack of crates ahead without getting hit by the next swinging crate, walk to the edge and hop back. Then, when the crate ahead swings to the left, take a running jump. Lara should pass the crate as it swings back to the right and land on the safe crate beyond it. Turn left and take another running jump onto the crates stacked against the end wall (i.e., just to the right of the entrance). Press the button to open the exit at the opposite end of the room. (screenshots)

If you fall to the floor while exploring, or choose to drop down and fight,there's a low crate near the far end of the room where you can climb up. One of the gunmen mentioned below will spawn as you approach it, though, so stay alert. (screenshots)

When you press the button, a masked gunman (45) appears. You can drop down and confront him or wait here on the ledge and shoot him from above. Then drop down and make your way along the right-hand aisle toward the exit. Just before you reach it, roll and wait for the last enemy, another masked gunman (46), to come to you. If you use the shotgun, two rounds at close range should take care of him. But if you have some health left, pistols will be fine. But if you have some health left, pistols will be fine. The end of the level is moments away, and your health will be restored. (screenshots)

Before leaving, recover a small medi pack and some Uzi clips (32-33) from one thug, more Uzi ammo (34) from the second, and 3 pairs of grenades (35-37) from the big guy. (If you didn't get If you didn't get the GRENADE LAUNCHER in the first level, you'll receive it now in place of one pair of grenades.) (screenshots)

Proceed through the exit and down the steps. Take a moment to admire the view of Venice at night (and a Barbarella movie poster Easter egg) before sneaking aboard the seaplane and ending the level. (screenshots)

Cinematic: Lara overhears Marco Bartoli talking with one of his henchmen in the plane's cockpit. Unfortunately, a big goon with a wrench sneaks up on Lara and knocks her out before she can discover exactly what the bad guys are up to.

NOTE: If you found all 9 secrets in Italy and avoided being bitten by rats, the "Via Caravelli, Venice!" and "No Time for the Plague" achievements/trophies unlock on the end-of-level statistics screen.

Or click here for more ways to help.

[Previous - Bartoli's Hideout]

[TR2 Level Menu]

[Next - Offshore Rig]


UPDATE HISTORY: Updates made prior to the Tomb Raider I-II-III Remastered release, including credit for tips sent in by other players, are tracked in the archived classic guide.
8/1/26 - Remastered guide posted. Better late than never. :D

MAJOR SHORTCUT: The shortcut that lets you skip from the TOP LEVEL of the auditorium to the STORAGE ROOM WITH PERPETUAL-MOTION CRATES, just before the level exit, is covered on a separate page.

BACKTRACKING TO THE LIGHTING BOOTH: If you fall off the WHITE LEDGE onto the stage before reaching the next switch, which opens the door so you can climb back up, either reload an earlier save or return to the back of the auditorium and climb up to the LIGHTING BOOTH again. You can use the ledge just to the right of the open doors to jump and grab the doorsill. (screenshot) Then climb up into the booth and use the switch on the right to raise the curtain. Return to the stage, enter the backstage room with all the crates, and flip the switch there to lower the curtain once more. Now you can climb back up the crates to the WHITE LEDGE and continue to the exit.

‡NOTE ON VIDEO GUIDES: Eldin's videos don't always follow the same strategies I use in my walkthroughs, but if you prefer that format, I think you'll find them very helpful.

DARK MODE: I plan to add optional dark mode for these pages, but my current priority is updating the walkthroughs. Meanwhile, may I suggest a reputable dark mode browser extension, such as Dark Reader? (Download only from trusted sites, like darkreader.org or your browser's official add-on/extension site.)

WAS THIS WALKTHROUGH HELPFUL? If not, I apologize and invite you to contact me with any questions. If you need help right away, I recommend the r/TombRaider subreddit. Other fan-run forums are listed at tombraiders.net/stella/community.html. If this site was useful, please consider supporting it financially or in other ways. For details, visit tombraiders.net/stella/support.html. As always, I welcome your corrections/suggestions. Thank you!

Stella's Tomb Raider Site: tombraiders.net.