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RX-Tech Mines |
Items: 31 |
Kills: 24 |
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| RX-Tech Mines is one wild ride. It's pretty straightforward once you figure out what you need to do. Here are the tips that will get you started. | |||
Round and Round
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If you simply climb out of the elevator shaft and start running counterclockwise, you will run around forever. The trick is that two of the doors, when open, blocks the path that leads back into the elevator shaft and out of the surrounding tunnel. There is a method to the madness. If you can't figure it out, then start running counterclockwise but turn around and run clockwise every time you hear a door close but you can't see what door opened. Sooner or later you will find a passage that does not lead back into the elevator shaft. | ||
Amusement Park
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When you get to the main room with the three mine carts, you will be wondering which you should climb into and in what order should you proceed. I find that starting with the middle mine cart and then proceeding to lower cart and then finally the upper cart minimizes backtracking. However, if you want to get a preview of what you need to obtain, then take a ride on the upper cart first. | ||
Middle of the Road
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First we'll give some hints for the middle mine cart. The ride will only require a little fancy braking, and one swing of the wrench to stop the cart. From there, you need to drop into the depths of the mines. Beware of a couple of sneaky dead ends. The one place that you might find tricky is a crevice that doesn't seem to lead anywhere. To continue, you need to know that there's a crevice just below it. There's one more crevice that you need to find and shimmy along. After that, you'll be well on your way to finding the crowbar. | ||
Defy Physics
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In order to get out of the pool room, you will have to take a few tricky jumps from each mound of ice and snow to the next higher one. There's a few things you need to employ to successfully cross the room. First you need to remember that trick in which Lara will only take a running jump if she has a sufficient run up. Although the shortest distance between to points is a straight line, when what you want is a longer distance, then a little curve will add the little extra you need. Finally, recall that Lara can turn a little while in mid-jump. | ||
Dig This
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Along the return trip to the mine cart, there are some digging machines and drills that you'll have to avoid, but they should be fairly simple. Then it's a quick cart ride back to the main room. Watch for a few dead ends and sharp turns. When Lara gets back to the main room, she can use the crowbar to get into the locked storage room. | ||
Low Rider
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Next is the lower mine cart. You'll encounter some new obstacles along the tracks, which are low beams that span the tracks. When the cart comes to a stop, you'll have to do a little exploring to find a control room with a pool. The second of the two needed items is at the bottom of the pool. Then it's back to the cart and on to the upper tracks. | ||
High Road
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The upper cart leads to the diving bell. You should be in possession of the two items needed to operate the big winch. After lowering the diving bell, you need to take a long swim in very cold water. The trick is to not to it all at once, but to take it in short segments. | ||
Pit Stops
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The four places where Lara should stop to warm up are clearly marked. The first has a light beside it. The second is the diving bell. The third has two lights flanking it, and the last leg leads up a shaft to dry land. | ||
Finale
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From there, it's pretty straight forward. Just don't fall off the rope bridge as you cross the chasm, and the end will be within reach. | ||