Mines

The bottom of the lift leads you to a set of mines through which you'll need to travel. You should know the drill by now; there's nothing really surprising down here, unless you count more mercenaries. This Krieger must have some exceedingly deep pockets if he's managing to exclusively hire out this many private security forces. Figure mine duty would have to warrant hazard pay, as well. Was he afraid of C.H.U.D.'s or Troggs or something?

Eventually you'll reach another elevator shaft, but you won't be able to enter it just yet; you'll have to circle around it and walk down the ramp nearby. When you reach the next mine tunnel, though, you'll find that you've become adapted to the dark surroundings; your Y button will now let you see in the dark. Time to get your Riddick on. Most of the mines are fairly well lit, though, so don't bother with nightvision unless you absolutely need it, since it does drain your adrenaline fairly quickly.

Keep moving until you reach the next checkpoint marker, where you'll be told to exit the mines. Well, duh. To restore power to the elevator here, you're going to need to open both fuel valves on the upper level of the walkways, flip the fuel pump to restore fuel to the generator, then flip the generator on to get the power flowing yet again. Doing so will let you call the lift, but be careful when you do so, as more enemies will come into the area looking for you. It's best just to hunker down next to the door and wait for the lift to arrive before hopping in and getting on your way.

The Lower Depths

Now that you've reached the lower levels of the mines, your nightvision skill will start to come in a bit more handy, as the corridors here are almost pitch black. Luckily for you, the mercs are unable to see anything beyond a few feet, so if you want to sneak up behind them for some backstabs, feel free to do so. You should be able to counter the adrenaline drain from your nightvision with the stalking bonus you get. The two soldiers you first meet both pack P90s, which you can dual-wield, so feel free to trade in your SMGs if you want to give them a shot.

You shouldn't have many problems navigating the mines with your nightvision; just watch out for guards with flashlights, as they can light you up from a good distance away. You'll eventually reach a long corridor with some railcars overturned in it; the machinegun nest at the end of this area should be used against the numerous foes that will be attempting to follow you.

Keep fighting your way through the mines until you reach a large cavernous area with a steep fall underneath the rail tracks. You'll need to jump across the tracks via the wooden planks on the northeastern side of the area to move on.

You'll eventually start coming across more of the avian mutants if you keep moving along the path, so be ready for them; dual P90s will take them out just as easily as dual SMGs. After fighting through a number of them, you'll eventually come to a cave where you have to lay C4 to blow a passageway for yourself. Instead of actually creating a hole for you to pass through, though, it'll actually drop a rock and let you ascend to the top of the room by walking over it. Beyond that, you'll come to a tightwire room, where you'll need to move across a pair of small suspended boards across a huge drop. Seems safe enough.

If you get past that area, though, you're almost home free. Climb up to the zipwire and ride it across (after letting your health regenerate) to end the level.

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