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RX-Tech Mines |
Items: 31 |
Kills: 24 |
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| Beneath the RX-Tech's research camp, you'll find the RX-Tech Mines. Although everything is set up to look like the research is going on above, the real action is below. | |||
Sights to See |
As you explore the depths of the Antarctic ice cap, keep in mind that
the ice averages over seven thousand feet in depth. Well, this isn't
a regular stop for most tourists. With seven thousand feet of ice,
one ice cavern looks pretty much like every other ice cavern. The mines run deep into the Antarctic ice cap, and to facilitate transportation of materials from one part of the mines to another, RX-Tech has installed a series of three mine cart tracks. The mine carts are sort of the highlight of the mines. Think of this as an "extreme amusement park". Aside from the mine carts, RX-Tech has brought a significant amount of equipment down here. They've attempted to illuminate the mines with sodium-arc lights. They have installed cranes and winches to lift heavy machinery, and they've brought down a diving bell to avoid prolonged contact with the freezing water. |
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Local Fauna |
Within the mines, you'll find some creatures that were formerly RX-Tech researchers. The smaller of the two kinds of creatures are healthier specimens of the creature you encountered in the research camp. The larger creatures are fast and vicious, but at least they don't spit any poison. | ||
Researchers |
RX-Tech has sent in a team to deal with the growing mutant menace. It's amazing how having a common enemy will bring people together. These RX-Tech employees won't shoot at you if you don't shoot at them, however, they're armed with flamethrowers, so ask yourself whether or not you really want them shooting at you. | ||
Souvenirs
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To activate the winch, you'll need a battery and a starter crank. The crank is just lying around, but the battery is kept locked up. There aren't any keys to be found in the mines, so you'll have to find the next best thing, a crowbar. | ||
Hidden Treasures |
There are three secrets in this level. The path to the first two is shared. You'll actually roll right past the second one, so at least you know where it is. The third can be easily missed if you're in a rush to finish the level. | ||
Hazards |
The hazards are many in this level. The most common way to die will be in a mine cart accident. Save your game just before climbing aboard and learn what hazards lie on the tracks. Sometimes you have to be going slow. Other times, you have to be going fast. For the rest of the level, there are some tough new enemies to deal with, but there aren't any deadly traps to worry about. Towards the end, there is a segment where you'll have to deal with spending extended periods of time in the frigid waters. | ||