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Aldwych |
Items: 59 |
Kills: 29 |
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| Aldwych has plenty of twists, turns and backtracking and the level is huge to boot. Here are some tips to help you find your way. | |||
Authorized Personnel Only
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First order of business is to gain access to a few places. There is a key that you need inside the ticket booth. In order to get into the booth, you'll have to climb above the rafters and drop into the booth from above. The trick? There is a movable block in the corner of the area above the suspended ceiling of the ticket area. There are two holes that lead back down to the ticket machines, so it's okay if you block one up. In fact, that's precisely what you want to do. | ||
Right Choice
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After getting the maintenance key, you want to find the closet that it opens. You'll save yourself a lot of senseless wandering around if you make the right choice next. Do we need to be more obvious? There are two different pairs of escalators that lead down to train platforms, but only one leads to the place where you get to use that key you just grabbed. | ||
Spare Change
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What's the point of turning on all the lights in the train platform? Well, it makes it a lot easier to spot any spare change that someone might have dropped. In fact, it's the only way to find any spare change that someone might have dropped. | ||
No Playing on the Tracks
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Hasn't your mother ever warned you not to play on the train tracks? Well, mother knows best. There's no winning a game of chicken with a subway train, so don't play. When you see the red lights, then you know a train is coming. | ||
Okay, Maybe Just a Little
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Okay, so maybe it's okay to play a little chicken with the trains, but only if you have a chance to win. After collecting the penny, you should drop down to the train tunnel that appears to have no way out. If you look carefully, there is a way out, but you have to outrun a subway train to get there. | ||
Crate Adventure
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Get familiar with the room illuminated in red light and filled with crates. There is a closed trapdoor that you will need to get to later, but for now, you need to do some jumping, climbing and swinging to get to the drill shaft. | ||
Looking for a Drill
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Surviving the drill can be difficult. If you find Lara sliding down the slope and to her death, then perhaps you should consider sliding backwards down the entry slope. Don't just stand around waiting for the first breakaway tile to drop out from under you. That's no better than missing the tile altogether. Notice the slope beside the tile? More tiles and slopes, but the plan is simple. The drill doesn't move all the way to the bottom of the shaft, so after falling through the second set of broken tiles, you can take your time to figure out where you need to go next. | ||
Circular Reasoning
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Back to where you started? Wondering where to go from here? Head back to the crate room. You may be tempted to make a bee line to the open trapdoor, but don't succumb to temptation. You need to do a little exploring back in the drill shaft because there's a key that you need there. After finding the key, its back around the bend again. | ||
Not So Safety Deposit
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Above the trapdoor in the ceiling of the red crate room, you'll find a large room with two doors and a small room between two ramps in the middle of the larger room. There's a breakaway tile and a trapdoor in that room. The trapdoor is closed, but if you drop through the broken tile, you'll find what's keeping the door closed. From there, there's a little matter of a pair of buttons that control the three vault doors. To spare yourself a lot of idle running around, you should do the vaults in order. Start from the right and work your way to the left. When you're done you should have a second key. | ||
Dive! Dive!
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With both keys in hand, it's time to head back to the ticket machines at the beginning of this level. If you're wondering how to get there, then you haven't explored the pool in the left vault very carefully. Be sure to buy yourself a ticket. From there, you need to go find where these keys belong. Time to check out where that other pair of escalators go. | ||
Take Door Number Two
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This is no game show. As you run down the train tracks, a gang member will run out of the first of three doors and immediately run for door number two. You got to ask yourself why. Well, the reason will be apparent if he makes it into the door and you don't. If the lights on the wall turn green and you're not inside that door, then you're road kill. Alternatively, you can kill the gang member before he ever makes it into the second doorway. A button in the second alcove will open the doors to the first and third alcove. | ||
Concentration
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After you climb out of the pool behind the third door, you'll find yourself faced with a maze. This is no ordinary maze. This maze changes as you push the buttons on the wall. To figure out what you have to do, there are inscriptions next to the buttons to indicate what doors are controlled by the buttons. Even if you haven't a clue, if you just press buttons randomly, you'll find your way through sooner or later. | ||
Members Only
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All that hassle to get into a Masonic Lodge. Well, now you get to use those two Solomon's Keys. There are a few breakaway tiles, so watch your step. When you're done, there are two routes you can take, but either way, you want to find the tall room with the ledges and the pool that will lead to a some turnstiles. Hope you already bought your tickets. No tickets, no admissions. | ||
Train Ride
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Your next objective is to use the Masonic Hammer to gain access to one of the subway trains. Then you're ready to take a ride down on the subway. A few more enemies to deal with and that's it for Aldwych. | ||