***************************************************************************** The Chronicles Of Riddick: Escape From Butcher Bay Guide [Xbox and PC Versions] Version 4.5 [Revision 12] (January 2006) By Robert Allen Rusk Copyright 2004-2006 Robert Allen Rusk. Email: rarusk[gnat]netzero[snot]com (Note: The [gnat] replaces the "@" symbol in this guide. It is to thwart spambots looking for email addresses to send spam to. Simply replace [gnat] with "@" when responding. I chose [gnat] because it rhymes with "at" and is easy to remember. Likewise the same for "." - [snot].) This guide may only be distributed and/or posted in it's original format. If you wish to post or use excerpts from this guide, PLEASE ask for my permission before doing so (especially if you work for a magazine or website). A lot of time and effort was spent putting this thing together and that should be taken into consideration. And remember..... "Respect is everything." I truly want to thank those who have written to me about this guide even if you haven't recieved a response. I tend to read my e-mail late at night and sometimes I'm too tired to respond right away. Mainly because I'm either a) updating my GTA related documents, b) hacking up a console or doing more RGB experiments, or c) I've had a rough night at work (I work retail you know....). I've received a lot of nice e-mail about this guide from people around the world saying how good the guide is and offering suggestions (most of which made it into the previous revisions). I intend to continue updating and polishing this document for as long as possible. One of the earlier versions of this guide can be found in the book "GameFAQs Presents.....The Ultimate Xbox Strategy Guide" published by Future Network USA. ***************************************************************************** "The Chronicles of Riddick: Escape From Butcher Bay" is copyright 2004 by Vivendi Universal Games, Inc. Licensed by Universal Studios Licensing LLLP. All rights reserved. All other trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ***************************************************************************** It has been a long time since I have updated this document. For this revision I have done some cosmetic tweaks, added new information, and rewritten a couple of parts for additional clarification. 0---------------------------------------------------------------------------0 0====================0 | Additional Sources | 0====================0 --The Chronicles Of Riddick: Escape From Butcher Bay (Game Manual) --GameFAQs "The Chronicles of Riddick: Escape From Butcher Bay" Message Board --AceOfBlades (Elevator Shortcut) --StarRain66 (Abbott Strategy) --DeadmeatX's "The Chronicles Of Riddick: Escape From Butcher Bay" (PC Version) Guide --GameSpot --Enclave Easter Egg 0==========================0 | Additional Contributions | 0==========================0 --Anthony Peregoy --I_Like_Pancakez --The Hero --sithicus --Tony Marshall --Alan McKee --strikt911 --Luke Adkins --Caryl Preston --joachim buyse --Chase Turner --"Chris ." --E.T.Webb --Barac Wiley --ali tapal --JemyM --Ashton Green --angelos22 --Matt Hemme --Manuel Ortun Sobrino --feralucce --Fredrik Persson --blade2188 --Srikumar Chari --Norman Mohrholz --no register --W. David Eldred --Steve101 --AJ --Casey Stangel --Michael Spencer --Adam Gent --aiat soltani --hayder hayder 0================================0 | Other Documents I Have Written | 0================================0 X=======================================================================X | "Grand Theft Auto: Vice City" Walkthrough (Strategy Guide) | |=======================================================================| | "Grand Theft Auto: Vice City" Hidden Text FAQ | |=======================================================================| | Differences Between The Three Versions Of "Grand Theft Auto: Vice | | City" for the PlayStation 2 (FAQ) | |=======================================================================| | "Grand Theft Auto: Vice City" Suggested Music List FAQ (Xbox and PC) | | (currently hosted by IGN.com) | |=======================================================================| | "Grand Theft Auto 3" Walkthrough (Strategy Guide) | |=======================================================================| | "Grand Theft Auto: San Andreas" Walkthrough (Strategy Guide) | |=======================================================================| | "Grand Theft Auto: San Andreas" Hidden Text FAQ | X=======================================================================X ***************************************************************************** /==XX====XX====XX====XX====XX====X##***##X====XX====XX====XX====XX====XX==\ 0===XX====XX====XX====XX====XX====X##***##X====XX====XX====XX====XX====XX===0 | Table of Contents | 0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0 \==XX====XX====XX====XX====XX====X##***##X====XX====XX====XX====XX====XX==/ To use the Quick Search Feature do CTRL-F (PC) or Clover-F (Mac) in any web browser. Then type the three or four letter code found on the left side of the Table of Contents in BRACKETS (like this: [xxxx]) then press ENTER. This will ensure that you get to where you want to go in one step instead of two. 0=========================================0 | I. Introduction And General Information | 0=========================================0 1. Who Am I? (2MYT) 2. My Setup (3FMU) 3. From the Author (4ATG) 4. About The Guide (5COR) 5. About "The Chronicles of Riddick: Escape From Butcher Bay" (6PCV) 6. About the PC Version (7SBM) 7. Submissions (8CON) 8. Controls (9PRF) 9. Profiles (10GS) 10. Game Saving (11CH) 11. Climbing and Using Hangrails (12KT) 12. Sneak Attacking (13IG) 13. Fist Fighting (14VS) 14. Reversals (15PI) 15. Weapons and Other Items (16HT) 16. Health (17CK) 17. Cigarette Packs (18EG) 18. Side-Missions and Easter Eggs 0======================0 | II. Single Max (SNM) | 0======================0 (1ITB) 1. In The Beginning (2ESP) 2. Escape (3THA) 3. The Arrival (4PRD) 4. Prison Yard (5AQT) 5. Aquila Territory (6INF) 6. Infirmary (7MFR) 7. Mainframe (8PSR) 8. Prison Yard Riot (9PIT) 9. The Pit (10PJ) 10. Pope Joe's Den (11TU) 11. Dark Tunnels (12SH) 12. Showers (13GQ) 13. Guards Quarters (14AT) 14. Abbott 0=======================0 | III. Double Max (DBM) | 0=======================0 (1TWR) 1. Tower 17 (2TBO) 2. Tower 17 Base (Part One) (3RAA) 3. Recreation Area [Section A] (4RBO) 4. Recreation Area [Section B] (Part One) (5TBT) 5. Tower 17 Base (Part Two) (6FWO) 6. Feed Ward (Part One) (7TBH) 7. Tower 17 Base (Part Three) (8RCO) 8. Recreation Area [Section C] (Part One) (9RDO) 9. Recreation Area [Section D] (Part One) (10TB) 10. Tower 17 Base (Part Four) (11DR) 11. Drug Interrogation Room (12FW) 12. Feed Ward (Part Two) (13TF) 13. Tower 17 Base (Part Five) (14RT) 14. Recreation Area [Section C] (Part Two) (15WP) 15. Work Pass (Part One) (16PC) 16. Power Central (Part One) (17ME) 17. Mine Entrance (Part One) (18SC) 18. Security Checkpoint (19UM) 19. Upper Mines (Part One) (20CT) 20. Cargo Transport (Part One) (21MC) 21. Mining Core (Part One) (22UT) 22. Upper Mines (Part Two) (23CG) 23. Cargo Transport (Part Two) (24MW) 24. Mine Entrance (Part Two) (25WT) 25. Work Pass (Part Two) (26FH) 26. Feed Ward (Part Three) (27RB) 27. Recreation Area [Section B] (Part Two) (28RT) 28. Recreation Area [Section D] (Part Two) (29PT) 29. Power Central (Part Two) (30FR) 30. Feed Ward (Part Four) (31TN) 31. Tower 19 (32CR) 32. Container Router (33MT) 33. Mining Core (Part Two) (34CS) 34. Crash Site (35AE) 35. Abandoned Equipment Center (36CS) 36. Central Storage (37LD) 37. Loading Docks (38FT) 38. Fuel Transport (39HG) 39. Hangar 0======================0 | IV. Triple Max (TPM) | 0======================0 (1EXA) 1. Exercise Area (2CPY) 2. Cryo Pyramids (3FAC) 3. Facility Control (4CPO) 4. Corporate Offices (5TOP) 5. Take Off Platform (6LBT) 6. Last Battle (7FIN) 7. Finale 0=====================0 | V. Summaries (SUMR) | 0=====================0 (1SCP) 1. Summary of Cigarette Packs (2SDI) 2. Summary of Side-Missions (3EGG) 3. Summary of Easter Eggs 0====================0 | VI. Credits (CRDT) | 0====================0 0=================0 | VII. Conclusion | 0=================0 /==XX====XX====XX====XX====XX====X##***##X====XX====XX====XX====XX====XX==\ 0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0 | I. Introduction And General Information | 0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0 \==XX====XX====XX====XX====XX====X##***##X====XX====XX====XX====XX====XX==/ /=========================================================================\ 0===========================================================================0 | I.1. Who Am I? | 0===========================================================================0 \=========================================================================/ My name is Robert Allen Rusk and I am a 38-year old hardcore gamer with about 30 years of gaming experience. I am an ex-gametester (Broderbund Software, LucasArts Games, Point Of View Computing) and an ex-arcade attendant (Namco Cyberstation - Pier 39, San Francisco, CA). I also own multiple systems such as the Sega Dreamcast, Super Nintendo, Nintendo 64, Atari Jaguar, PlayStation 1, Xbox, and, of course, the PlayStation 2. I currently work at JCPenneys at one of the malls here in San Antonio, TX. Retail isn't the best job in the world but JCPenneys is a very stable company unlike some of the other places I have worked for in the past like internet service providers or web programming companies. I started writing guides in 2003 because I felt it was something I could do utilizing my writing skills gained in college and gametesting along with my passion for vidgames. Over time I have honed my overall writing and organization skills plus my creative thinking skills. I have extended the play value of the games I have written guides and FAQs for many times over plus I have received many letters from all over the world. I am also what one may call and RGB enthusiast. I hack my game consoles to try to get the best possible video from them and that usually involves tapping into the RGB Analog video signals and using them on the right monitors to achieve my desires. To this end I became a member of the GamesX.com mod forum and I post regularly on their "RGB + Video Discussions" forum area. In addition, I am a member of the X-Otic Computer Systems of San Antonio (www.xcssa.org), a group who specializes in Linux, Mac, and other systems. I am also a regular forum poster at GameFAQs, an occasional poster at www.Atariage.com, and I am also a member of the MOFAT (a members only message board set up by GTA: Vice City players who met on the Vice City message boards at GameFAQs). Outside of gaming, my interests include Godzilla (I have been a G-Fan since the age of ten) and Red Dwarf (I am currently awaiting the release of Series VII and Series VIII on DVD here in the States). As far as favorite sports teams go my teams are the San Antonio Spurs (NBA) [the local team], the Denver Broncos (NFL) [although I live in Texas I am originally from Colorado Springs, Colorado], and the Air Force Falcons (NCAA Football). /=========================================================================\ 0===========================================================================0 | I.2. My Setup [2MYT] | 0===========================================================================0 \=========================================================================/ This guide was written using BBEdit Lite 6.1 and a Power Mac Workgroup Server 8550/200 (with a G3 card running at 330 MHz). I view my work in Netscape 4.7.9, Netscape 7, and Internet Explorer 5.1.5 to help in seeing how it would look on the web and correcting format errors. I also play GTA3 on my NEC MultiSync 3D RGB monitor using a homebrew RGB box that contains a EL1883 (MacroVision compatible) sync separation chip to acquire video sync, for RGB use, from Composite Video. When I do my writing and guide revisions I run my Mac (on a Compaq monitor) alongside the Xbox or PS2 (on my MultiSync 3D monitor). This way I can simultaneously play and make changes to the guide at the same time. The sound is hooked up to an old stereo box I got from Radio Shack when I acquired my first Amiga 500 in 1990 and it has served me well considering its age. I have completed the TCoR:EFBB multiple times to get information for this guide. /=========================================================================\ 0===========================================================================0 | I.3. From The Author [3FMU] | 0===========================================================================0 \=========================================================================/ Welcome to my "The Chronicles of Riddick: Escape From Butcher Bay" guide! This is also the first non-GTA related guide or FAQ I have done to date. In this guide you will find a lot of useful information in a highly organized format that you can use to get the most out of the game. Quotes taken from readers' e-mail are presented "as is" and may include spelling and grammatical errors. When I first started doing guides and FAQs, I did not know how well it would go over and how many people would respond. I wasn't exactly swamped with e-mail but I do get letters from time to time. Sometimes people would ask for advice and others would say how cool the guide is. All it takes is for one person to say how good and useful your guide is to make it all worthwhile. I want to thank GameFAQs for creating a place where such documents can be hosted for the benefit of all gamers. I also want to thank IGN.com, NeoSeeker.com, TheVGNation.com, GameHelper.com, and many other sites for their generosity in hosting this guide along with my other work on their sites. Finally, I want to thank everybody who has taken the time to download and read this guide (as well as my other documents). With that said, let's get down to business shall we?..... /=========================================================================\ 0===========================================================================0 | I.4. About The Guide [4ATG] | 0===========================================================================0 \=========================================================================/ The main emphasis of this guide is to provide a straightforward way to complete the game as well as acquire all of the unlockable bonuses. This means activating most of the Side-Missions available within the game and collecting all of the Cigarette Packs. A general listing of guards can be found at the beginning of each of the three sections (Single Max, Double Max, and Triple Max) of the main portion of the guide. Although the game has three difficulty settings, this guide was written based on the NORMAL (default) setting. Most users will play the game on this setting and probably won't touch the other two difficulty levels. Starbreeze Studios, the makers of this game, stated that there are no cheat codes for this game. However, a gentleman by the name of strikt911 was poking around with the EnviromentXBOX.cfg file within the Riddick disc and was posting his finds on the GameFAQs TCoR: EFBB message boards. Within he found this interesting "code"..... white , black , dpad right , dpad left , dpad down , dpad up, Y , X , B , A He says that he can't get this to work anywhere but who knows what you, the reader, may find..... /=========================================================================\ 0===========================================================================0 | I.5. About "The Chronicles of Riddick: Escape From Butcher Bay" [5COR] | 0===========================================================================0 \=========================================================================/ Let's face it, most games based on licensed properties tend to really stink. "E.T." (Atari 2600), "Superman (N64)", just about any Batman game, "Catwoman", and plenty of others helped make it that way. Of course, there are a few licensed based titles that are very good like "Star Wars" (Atari - Arcade (the original one that came out in 1982)), "Krull" (Arcade), "Indiana Jones and the Temple of Doom" (Arcade), "Firefox" (Arcade), "Red Storm Rising" (Commodore 64), "The Three Stooges" (Commodore Amiga), and, of course, "GoldenEye" (N64). When I heard that they were going to make a game based on the movie "The Chronicles of Riddick" I thought "Just another licensed game". But when I first saw some of the screen shots of the game, I was intrigued. When I finally picked up the Xbox Official Magazine (#32) with the demo of Riddick on it, I became very impressed. It was one of the best looking games I have ever seen on a console. It also has good controls and a cool menu system (the cube). I got the full copy the first day it came out and it was worth the full price I paid for it. The game has a brilliant dark atmosphere. The voice acting is the best I have heard in a long time with lots of quotable lines and a good ending. This game makes you feel like you are actually inside a futuristic prison. That kind of immersion is very difficult to pull off. However, it is not a perfect game. The game is a bit short and a bit easy. But that means that those who have never played an FPS can cut their teeth on this one. Despite whatever flaws it may have, "The Chronicles of Riddick: Escape From Butcher Bay" definitely belongs on the list of best licensed based games to date. I can only imagine what the sequel may look like..... /=========================================================================\ 0===========================================================================0 | I.6. About the PC Version [6PCV] | 0===========================================================================0 \=========================================================================/ As of this revision the PC version of "The Chronicles of Riddick: Escape From Butcher Bay" has been released (it is also called the "Director's Cut"). It also has some new material which was pointed out to me by JemyM: "I do not know if you are interested, but there's additional content in the PC version of Chronicles of Riddick." "In your FAQ it takes place between:" II.29. Power Central (Part Two) III.30. Feed Ward (Part Four) "Instead of coming out in the Feed Ward when you go through the hatch you will come out in a small area where you can go into a Riot Armor. The upcoming maps are then a blast-fest in which you stomp through guards and some other kind of riotguards (that doesnt look like the normal ones) in an almost invincible killing machine. You also encounter some kind of robots that are just two legs and a large cannon on top of it." "In the first area, if you get out of the riot armor and enter a door that say "Briefing Room" and beside it "Computer Room" you find Pack of Cigarettes #60 "Flare" "May Cause a Burning Sensation" that unlocks some extra content, like an image of the team behind the game and a DVD Trailer." Another reader, Barac Wiley, added some more info regarding the PC version: "There are actually 3 new cigarette packs in the PC version. The first pack, #60, you've already covered. There's also pack #61, Diamond, and pack #62, Smog Hog. #61 can be found in a small glassed in room between two small hallways in Security Research 2, one connecting rooms E12 and E13, one connecting E13 and E14. I recommend entering from the former. Blast out the glass with the riot armor, then get out, hop onto some crates, zap/stomp the guard on the other side (he has his back to you, so you could probably also sneak him.), and then the pack's somewhere near one of the walls. #62 is in the final room of Security Research 2, the one with the Flamingos. Once you've annihilated everybody in the room, there are some crates off on one side leading up to a hangrail. Go around the left side of the crates, get onto them, and then crouch and move along the wall to find pack #62. Finding ALL packs unlocks an "Animation Showroom", and the new packs unlock a photo of the developers, the DVD trailer for the movie (pack 60), and a first person fighting test video. Also one or two other things that I think were unlocked on different packs in the Xbox version." I don't have a PC (I own a Macintosh) and have no plans to get a PC just to play this game. However, outside of this new material, this guide will work for the PC version as well as it does for the Xbox version. At the time of this revision another writer, Deadmeat X, is writing a guide specifically for the PC version. Although it is still not complete, his guide has already provided some interesting information that may or may not work in the Xbox version. /=========================================================================\ 0===========================================================================0 | I.7. Submissions [7SBM] | 0===========================================================================0 \=========================================================================/ If you have any comments, suggestions, and critiques, you can e-mail me at the following address..... rarusk[gnat]netzero[snot]com Things to submit..... X==========================================================================X | Better ideas. If you have some better way to do certain things, I would | | be glad to hear it. Once I confirm it, I will include your idea in | | future revisions and will credit you for it. | |==========================================================================| | Anecdotes and observations (especially if they're funny). | |==========================================================================| | Constructive critiques. While I have strived to make this as good a | | guide as possible, I know it is not perfect. Whatever criticisms you | | make of this guide please make them constructive so I can learn from it | | since I may consider doing guides for other games in the future. | |==========================================================================| | Grammatical and formatting errors. | |==========================================================================| | Information on the newly released PC version (aka the Director's Cut). | |==========================================================================| | Easter Eggs. | X==========================================================================X /=========================================================================\ 0===========================================================================0 | I.8. Controls [8CON] | 0===========================================================================0 \=========================================================================/ 0==============0 | Xbox Version | 0==============0 Move Around.................................................Left Analog Stick Look Around................................................Right Analog Stick Crouch/Stealth Mode..................................Left Analog Stick Button EyeShine............................................Right Analog Stick Button Lean Up..............................................................D-Pad Up Duck...............................................................D-Pad Down Lean Right........................................................D-Pad Right Lean Left..........................................................D-Pad Left Jump.................................................................A Button Activate/Talk/Use....................................................X Button Reload...............................................................B Button Change Weapon........................................................Y Button Flashlight.......................................................White Button Zoom.............................................................Black Button Shoot/Punch/Loud Neckbreak......................................Right Trigger Block/Sneak Attack...............................................Left Trigger Game Menu........................................................Start Button Journal/Inventory.................................................Back Button /=========================================================================\ 0===========================================================================0 | I.9. Profiles [9PRF] | 0===========================================================================0 \=========================================================================/ When you first start the game you are required to create a Profile. This is where your inventory, game status, Checkpoints, Cigarette Packs (explained later), and unlocked bonuses will be saved. You can have more than one Profile. As a matter of fact you can have many Profiles. With me, right now, I currently have four Profiles which I have used to play around and get info for this guide. /=========================================================================\ 0===========================================================================0 | I.10. Game Saving [10GS] | 0===========================================================================0 \=========================================================================/ "The Chronicles of Riddick: Escape From Butcher Bay" has an auto-save feature. The first time you enter a new building or area a Checkpoint is created. There are a total of 36 Checkpoints in the game. You can backtrack through the game to gain more Cigarette Packs or try new strategies using these Checkpoints. However, the spacing between the Main Checkpoints can be a bit long so there is a regular Checkpoint which is at the top of the Checkpoint list in the Checkpoints option in the Main Menu. Every couple of rooms or so the game will auto-save at that point. This will save you a lot of hassle if you wish to continue from you last left instead of from one of the Main Checkpoints. /=========================================================================\ 0===========================================================================0 | I.11. Climbing and Using Hangrails [11CH] | 0===========================================================================0 \=========================================================================/ During the course of the game you may have to climb things to get where you need to go. To climb a large crate, for example, go up to it and press X. You will then switch to a third person perspective as you grab the edge of the crate. Press Up on the Left Analog Stick to climb up or pull Down on the Left Analog Stick to climb down. To climb a ladder go up to it and press X. Push Up on the Left Analog Stick to go up and pull Down on the Left Analog Stick to slide down. There are times when you have to go left or right while climbing a crate or catwalk. While hanging on a ledge go right or left on the Left Analog Stick to shimmy horizontally so you can find a place to continue going up (or down). Occasionally, when looking up, you will see what looks like parallel bars. These are Hangrails and they can be used to get to certain areas. To use one, look at it and press X to jump on it. Then press up on the Left Analog Stick to go forward and pull down on the Left Analog Stick to go back. Press X again to jump off. If an enemy happens to be below you while using a hangrail you can do a drop-kill by pressing X when you are directly above him. This will allow you to fall down on top of him killing him instantly. /=========================================================================\ 0===========================================================================0 | I.12. Sneak Attacking [12KT] | 0===========================================================================0 \=========================================================================/ One of the most important elements of the game is the ability to sneak attack which I shorthand "sneak" or "sneaking". To pull off a sneak attack, crouch (using the Left Analog Stick Button) then quietly come up behind a person and use the Left Trigger. If you have no weapon in your hand, you will perform a neckbreak. There are two forms of neckbreaking. To perform a regular neckbreak (while crouching), hold down the Left Trigger and continuously tap the X button to overcome their struggling. You can perform a faster, but louder, neckbreak by pulling the Right Trigger while standing (sneak up from behind while crouched then uncrouch). If you have a Shiv in your hand, you can stab them in the neck with it when crouched and in the side when standing. If you have a Gun, Shotgun, or Assault Rifle in your hands, you can riflebutt them when sneaking. If the victim is near something dangerous, like a large fan, you can push them into it when sneaking. Before sneaking you may want to get rid of as much lighting as possible. This will make it a lot easier to get rid of (or pass by) guards. Use any gun (like the Gun, Assault Rifle, or Tranq Gun) to take out lights to darken areas. Later in the game you will acquire the ability to see in the dark called EyeShine. Press the Right Analog Stick Button to turn it on or off. This will make it easy to move around when there is very little or no light. In addition, you may need to hide the body to keep from being discovered. While crouching, grab the body with the X button then drag the body along to a hiding place. Then either uncrouch or press X again to drop the body. You can also throw the body with the Right Trigger. Some of my readers, like Chase Turner, and those on some of the message boards like to have fun throwing the bodies around. I like to throw bodies too but mainly into the rock crusher or off cliffs..... /=========================================================================\ 0===========================================================================0 | I.13. Fist Fighting [13IG] | 0===========================================================================0 \=========================================================================/ This is one of the few games that allow you to fistfight first-person style. The punches you throw are based on what direction your Left Analog Stick is at the time the punch is thrown with the Right Trigger. Pull back and you can get a Uppercut. Left will get you a Left Hook. Right will get you a Right Hook. Forward will get you a Elbow. You can also do combos that can knock out an enemy quickly. You use the Left Trigger to block when your enemy attacks. This can also make it easier to do a Reversal (explained later). You can make your fighting more effective when picking up a Knuckleduster, a crude form of Brass Knuckles, which will make your right fist more damaging. Recently a gentleman named SayainPrince put up a pretty good Melee FAQ (found at GameFAQs.com) that I recommend reading if you want to get serious about doing combos or learning how to fight better in melee combat. /=========================================================================\ 0===========================================================================0 | I.14. Reversals [14VS] | 0===========================================================================0 \=========================================================================/ Another cool thing about fighting up close is the ability to do Reversals. A Reversal is the ability to take an enemy's weapon and turn it against them. For example, if the enemy has a Shotgun and you get in close, he will try to butt you with it. But if you pull the Right Trigger at the right time, usually while blocking with the Left Trigger, you will grab the Shotgun and force the enemy to blow his own head off. If you have a weapon, like a Shiv, you can perform a lethal counter in which you slash the enemy's throat killing him instantly. You can even do a Reversal without either you or your enemy having weapons. Each weapon has a different counter animation, some of them quite brutal. But the key to performing a Reversal is timing. You need to use the Right Trigger just as the enemy starts to attack. This gives you the best chance to succeed. /=========================================================================\ 0===========================================================================0 | I.15. Weapons and Other Items [15PI] | 0===========================================================================0 \=========================================================================/ Below is a brief rundown of the weapons and some of the items that can be found and used in Butcher Bay. /XXXXXXXXXXXXX\ 0===============0 | Melee Weapons | 0===============0 \XXXXXXXXXXXXX/ 0========================0 | Fist and Knuckleduster | 0========================0 Explained above. 0======0 | Shiv | 0======0 A knife-like instrument that can be used to cut up people. Best used with sneak attacks. Great if you can do a Reversal with it. 0======0 | Club | 0======0 A crude instrument that can be used to beat down anyone. This is not a quick using weapon but can do very serious damage when it connects. /XXXXXXXXXXXXXX\ 0================0 | Ranged Weapons | 0================0 \XXXXXXXXXXXXXX/ 0==========0 | Grenades | 0==========0 An explosive weapon that is thrown at a given target. Great for clearing a room of enemies. 0==================0 | Tranquilizer Gun | 0==================0 This is a hand-held electroshock stun weapon. It has unlimited ammo but is slow on the reload. You can use the Tranq Gun to help kill enemies. First, zap them. Then go over and use the Left Trigger to stomp them to death while they are stunned. In this guide you will see the wording "zap/stomp". This is shorthand for "zap the guy then go over and stomp him". You can also zap the large Riot Guards (explained later) with the Tranq Gun. However, they will only stand immobile for a few seconds before moving again. You can't kill him while he is immobile but you can get past him so you can get into a hiding place or better cover. Thanks to Srikumar Chari for pointing that out. This is also an handy weapon to shoot out lights so you can sneak around in the dark. 0=====0 | Gun | 0=====0 Your basic pistol. Not very powerful but is accurate from a distance. Best used in getting headshots from long range plus breaking out lights. 0=========0 | Shotgun | 0=========0 A standard issue Shotgun. Nasty up close but very poor from a distance. Also has a Flashlight attachment that will brighten up dark areas (and alert nearby guards if you're not careful). 0===============0 | Assault Rifle | 0===============0 An automatic rifle that the guards carry. A pretty solid weapon that also has a Flashlight attachment. However, the weapons are DNA encoded. This means that anybody, like a prisoner, not entered into the database will recieve a nasty shock when you try to pick it up. But there is a way around that..... 0===============0 | Prototype Gun | 0===============0 Just like the Assault Rifle but is not DNA encoded. It has a very rapid fire rate but only has less than half of normal clip capacity. 0=========0 | MiniGun | 0=========0 A weapon that can be had from certain Riot Guards. The most powerful weapon in the game. Not a whole lot can stand up to it. However, you move very slowly while carrying it plus, when you switch to another weapon, you drop the MiniGun. For a more detailed list of weapons and their attributes I highly recommend the Weapons FAQ written by "LiMpBiZkitFan" (found at GameFAQs.com). /XXXXX\ 0=======0 | Items | 0=======0 \XXXXX/ 0==========0 | UD Money | 0==========0 Universal Denomination. The currency used in Riddick. Can be used to buy all sorts of items and privileges. There are many ways to earn UD within the game. 0===========0 | Vent Tool | 0===========0 A useful tool that can open Ventilation Hatches. This will help you get around many areas of the prison. /=========================================================================\ 0===========================================================================0 | I.16. Health [16HT] | 0===========================================================================0 \=========================================================================/ When you start the game you have four health blocks which are displayed in the upper left corner of the screen. When you are hit a small part of one of the blocks is reduced. If you stay put for a bit, your health will replenish on it's own. If you are hit enough to have one of the blocks disappear the only way to get it back is by using NanoMED Health Units placed around the prison. These wall mounted units will replenish up to four of your health blocks. Just press X when near one to activate it. If you encounter an empty unit you can refill it with a NanoMED Cartridge. Of course, you have to find one first before you can refill a NanoMED Health Unit. Within the game there are four NanoMED Health Stations. These sit down units will not only refresh your health, they will increase your maximum health by one block. With these NanoMED Health Stations you can increase your max health from four to eight health blocks. /=========================================================================\ 0===========================================================================0 | I.17. Cigarette Packs [17CK] | 0===========================================================================0 \=========================================================================/ Strewn throughout the game are 59 Cigarette Packs. These packs will unlock bonuses that can be viewed in the Extra Content part of the Main Menu. Each pack found in the guide will look like this..... 0******************0 | Pack of Smokes #X \ |***************************************************************************0 | (Pack name) (Warning label) | |***************************************************************************| | Unlockable content | 0***************************************************************************0 This guide will help you get all 59 packs of cigarettes within the game. Once you have acquired a Cigarette Pack, it is permanently saved to your current Profile. This means that you can go back to prior Checkpoints and do different things to get more Packs without worrying about having to get Packs you have already acquired. You can even start a brand new game under the same Profile and still have all of the packs you gained in the previous game. /=========================================================================\ 0===========================================================================0 | I.18. Side-Missions and Easter Eggs [18EG] | 0===========================================================================0 \=========================================================================/ Within the game you will encounter many prisoners. Some of them don't want anything to do with you. Some of them want to kill you. But others want your help with certain activities. By helping prisoners you are activating Side-Missions. Most Side-Missions are easy and won't take long to complete. You are usually well rewarded by completing Side-Missions mostly with Cigarette Packs. Let's say, for example, a prisoner named Hicks wants you to get a box for him from another room. When you activate the Side-Mission you will see this..... 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Activate Side-Mission (Hicks) \ |AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Get box for Hicks \ 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 When you find the box you will see this..... 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Side-Mission Information (Hicks) \ |IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Found box \ 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 When you give Hicks his box you will see this..... 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Completed Side-Mission (Hicks) \ |CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Gave Hicks back his box \ 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 Later on in the game you may want to challenge somebody to a fight, let's say Hicks for example, so you will see this..... 0FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0 | Activated Fight Challenge (Hicks) \ 0FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0 These highlights will make it easier to find Side-Missions, and their results, within this guide. On a related note, you can hear some rather amusing conversations amongst prisoners if you walk up to a group without speaking to them (such as the Surenos' "Sigmen Floyd" conversation (Double Max)). Turn on the subtitles in the Subtitles menu to help catch all of what the people are saying. At the time of this revision there are three confirmed Easter Eggs. Anything that leads to an Easter Egg will look like this..... 0EEEEEEEEEEEEEEEEEE0 | Easter Egg (Name) \ |EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | What needs to be done or what the Easter Egg is | 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 I hope that there are more Easter Eggs to be discovered and that these are just the first. With that done let's move onto the main portion of the guide starting with..... /==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==\ 0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0 | II. Single Max [SNM] | 0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0 \==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==/ Single Max is the first level of Maximum Security. On the walls are Security Turret Guns that keep an eye on the prisoners. If you misbehave, the Turret Guns will stun you and you will be dragged off to your cell. Most of the guards here are of the Light Guard variety. The Light Guard are lightly armored and relatively easy to deal with. But they will quickly call for backup if the need arises. You may also encounter the Double Max guards here as well. They are helmeted and more heavily armored. They are tougher to deal with than their Light Guard counterparts. There are also a few Squad Leaders here too. They wear a cap instead of a helmet. But they are faster and more accurate than the other guards. You could also run into a Riot Guard while in Single Max. A Riot Guard is a large mechanoid suit that some of the guards use to guard the prison. They carry machine guns and will kill you with one swipe of it's massive arms if they get close enough. The only weak spot is a panel on the back which has to be shot at to kill the Riot Guard. The only problem is getting an appropriate weapon..... In addition, prisoners have limited outdoor access through the Courtyard. I should note that because the Turret Guns are in stun mode for the early part of this level, you can go and practice both fast and slow neckbreaking techniques on the various prisoners here. The guns will zap you and you will end up back in your cell. When you are finished practicing your neckbreak techniques do Checkpoint Restart and talk to the prisoners instead of killing them (so you can progress through the game). /=========================================================================\ 0===========================================================================0 | II.1. In The Beginning [1ITB] | 0===========================================================================0 \=========================================================================/ As the game begins, we see Riddick fighting off a vicious creature on some sort of ice planet. After the battle, a mysterious voice talks to Riddick. The voice talks about Riddick's "gift" - his eyes. The eyes that allow Riddick to see in the dark. All this talking about his eyes leads Riddick to reminence about his past and his short stay at a triple-max prison called Butcher Bay..... /=========================================================================\ 0===========================================================================0 | II.2. Escape [2ESP] | 0===========================================================================0 \=========================================================================/ As the story begins, Riddick is being transported to Butcher Bay by a mercenary named Johns. Riddick has been captured by Johns and he intends to collect on Riddick by transporting him to the most notorious prison in the galaxy. After the cutscene, you are on the landing pad with Johns and couple of other prisoners, Lambert and Pixie. When talking to Lambert he will encourage you to break Johns' neck and Pixie will simply say "You aren't very nice, are you?" Talk to Johns and he will respond by confronting you. You will have two responses to choose from but you can use either one. Afterward, Johns will walk over to talk to Pixie who has wandered off. Go behind Johns and break his neck. When Johns dies, the Turret Guns near the main door will open fire. Pixie will attempt to pick up the Assault Rifle that Johns dropped but is electrocuted by it. Lambert will open a hatch in the middle of the landing pad and you should run and drop down into the hatch. Follow the path and go down the ladder. Turn right 90 degrees and look down. You will then see..... 0*******************0 | Pack of Smokes #35 \ |***************************************************************************0 | Bloss (Do not feed to children) | |***************************************************************************| | Game Concept Art 32 | 0***************************************************************************0 Pick up the smokes and charge toward the technician near the door. You can't sneak up on him so beat him senseless and pick up the Class D Security Card he drops. Open the door and crouch down. Go near the corner and wait for the guard to come by. Sneak up behind him and break his neck but go ahead and leave the body where it is. You will also need to pick up the Vent Tool the guard dropped. Turn around and you will enter a larger room with some crates to your left. Riddick will then say "Air? Maybe a vent overhead." Turn toward the crates and you will see a gap between the crates and the wall. Go through the gap and look left. The crates have some glowing sections to them and it looks like that there is a path through them. Crouch down and enter this hidden path. At the end is a small lighted room with a rectangular hole that you drop down through. When you drop down to the lower level, follow the path into the larger room and about halfway through, look right. You will see a long alcove. At the end of the alcove is 10 UDs and..... 0******************0 | Pack of Smokes #1 \ |***************************************************************************0 | Hogdahl's Finest (May reduce ability to listen to questions) | |***************************************************************************| | TCoR Combo Trailer | 0***************************************************************************0 Pick up everything and make your way back to the opening. Press X to get back up and go back through the hidden path into the crate room. Climb the crates using the X button and when you get to the top, turn around and look up. Press X again to grab onto the hangrail and proceed until you are at the box like object that should be to Riddick's left. Wait for the guard, that has just entered the room, to get just underneath you and press X to drop down on him. After killing him, climb the crates again to get back to the hangrail. Go along the hangrail and to the Ventilation Hatch. Open the hatch and enter the shaft. Follow the shaft and kick out the grating to enter the next room. It has a NanoMED Health Unit and a NanoMED Cartridge. To activate the station, press X and Riddick will insert the cartridge into the station. Of course, you may not need to use the station but the option is there if you want it. To the left of the NanoMED Health Unit is a hall that will lead into a larger room. When you go left you will see a guard with a Shotgun near a metal table. He will see your shadow and charge at you but won't fire the Shotgun. You can beat up on the guard if you want but it is better if you can get him in a Reversal and use his weapon against him. Once you kill the guard you can pick up the Shotgun but it is empty. Go back to the metal table and you will see..... 0******************0 | Pack of Smokes #6 \ |***************************************************************************0 | Desert Air (Not for weak throats) | |***************************************************************************| | Movie Still 01 | 0***************************************************************************0 Pick up the smokes and climb the crates and then onto the railing. Shimmy right until you can get to the opening in the fence and then climb over. Go into the next room and use the elevator at the end. After riding the elevator, go through the door and you will be outside. You will see a guard going from left to right so crouch down and sneak up on him. Dispose of him by either breaking his neck or rifle butting him. Grab his Shotgun to get ammo. Turn around and on the left side of the path not far from your position is a ladder leading down. Go down the ladder and turn right and you will see an overhead light ahead of you. Go to this light and look right. You will see a hatch and Riddick will say that he will blow off the lock. Conserve your ammo by rifle butting it off. Enter the door but be warned, once you enter there's no going back. Ahead of you are guards looking for you. You may be tempted to use the Shotgun's flashlight but that will give you away. Fortunately, the guards have dropped flares so you are not totally blind. There are explosive barrels which you can use to get rid of the guards but will also do you considerable harm if you happen to be too close. The first long section of the tunnel you get to has three guards, two with Shotguns and one with a Assault Rifle. If you can kill them, you will also get 5 UD from one of the dead guards. As you near the flare at the far end of the section, a guard will come around. Kill him and proceed to the next corner. Just as you get to the corner, you will see a barrel ahead of you. Shoot it to kill the guard around the corner before he can confront you. After killing him, proceed to the light at the end of the tunnel..... Johns: "Rise and shine, jackass." /=========================================================================\ 0===========================================================================0 | II.3. The Arrival [3THA] | 0===========================================================================0 \=========================================================================/ As it turns out, the previous level was nothing more than a dream sequence and Riddick awakes back in Johns' ship. After the ship lands, Johns introduces Riddick to Hoxie, the warden of Butcher Bay. Hoxie and Riddick then exchange some "pleasantries"..... Riddick: "Johns said you were ugly up close. For the first time, I gotta agree with him." Hoxie: "Hmmm....Nice try." Riddick: "I do what I can." Hoxie: "Already trying to get under my skin, Riddick?" Riddick: "It'd be easier...If I had something sharp." Afterwards, Riddick is taken by Hoxie's second-in-command, Abbott, to be processed. This leads through the entrance of the prison and into the main credits. After the main credits have run, Riddick is put into his new home and deloused. /=========================================================================\ 0===========================================================================0 | II.4. Prison Yard [4PRD] | 0===========================================================================0 \=========================================================================/ After delousing, if you look in your inventory you will see that, even though the previous chapter (Escape) was a dream, you get to keep the 15 UD you collected. Look at the toilet in your cell. You will notice that you can flush it. It is also one of the keys to unlocking one of the Easter Eggs within the game. In order to unlock this egg you must flush every toilet you encounter in your cell block five times. So let's start with yours..... 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | Easter Egg (Toilet - Part 1) \ |EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | Flush your toilet five times | 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 You don't have to unlock the Easter Egg but it adds a little more fun to the game. Exit your cell and talk to Barber who is waiting outside. He will tell you of a guy named Mattsson who seems to know Riddick. Mattsson is in the Courtyard near the Pit. Turn left, head toward cell A32, turn right, head toward the gate, and you'll meet Shabby. Shabby has been beat up very badly by someone named Molina. He will reward you if you kill Molina for him..... 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Activate Side-Mission (Shabby) \ |AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Agree to kill Molina \ 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 Go up to the gate and talk to Bulder, the guard. He will inform you that you won't walk into the Infirmary but can be dragged in after Rust, the big fish in this cellblock, finishes with you. Turn around and follow the hall. As you move past Barber and turn left, you will see an open cell door. As you enter, you will see one prisoner doing sit-ups (Girish) and another sitting in his bunk (Waman). Girish has very little useful information so talk to Waman. Listen to what Waman has to say. He, like Shabby, wants Molina dead when his lockdown expires..... 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Activate Side-Mission (Waman) \ |AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Agree to kill Molina \ 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 You'll note that Shabby and Waman both want the same thing but both will give different rewards upon completion of the Side-Mission. There is also a toilet in their cell. So go ahead and flush it to help unlock the Easter Egg. You will also have to activate Waman's (or Shabby's) Side-Mission to help in activating the Easter Egg but I have already done that..... 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | Easter Egg (Toilet - Part 2) \ |EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | Flush Waman and Girish's toilet five times | 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 Exit the cell and go left. Follow the hall and you will encounter two prisoners, Jack and Coyne. Both of them tell you to talk to Haley who is in the Courtyard. Continue onward and you will enter the Courtyard. In the center is a large hatch which leads to The Pit. Mattsson is to the left, the entry to Aquila Territory (at the end) is closed off, Haley is ahead, Booger is behind the gate to the right, Red is sitting one of the benches, and Charlie Green is wandering around the Courtyard. Talk to Red and he will tell you to help get rid of Rust. Haley will tell you the same thing if you want his help. Booger won't talk to you. Charlie Green mumbles something about a bird. Mattsson will tell you that he knew you were coming and wants you to take his Shiv which is in his bunk. Go back out of the Courtyard, past Jack and Coyne, and hang a right at the junction. One of the two cell doors, A40, is open. Once you enter, the door closes and you will have to deal with two prisoners who want to do you some harm. You have walked into an ambush. These guys are not hard to deal with. Beat them up and the door will reopen. However, there is also a toilet in this cell. If you want the Easter Egg you have to flush this toilet now because you won't be able to go back to this room later..... 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | Easter Egg (Toilet - Part 3) \ |EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | Flush Mattsson's toilet five times | 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 Exit the cell and head back to the Courtyard to confront Mattsson. Mattsson explains that Rust set him up to it. He will give you the Shiv to set things right. Head back to your cell and wait. In the cutscene, Mattsson will give you the Shiv but Rust interferes. Riddick doesn't take too kindly to Rust and comes close to killing him. But Abbott rescues Rust and he takes the Shiv from Riddick. Abbott shoves Mattsson toward Rust and Rust attacks Mattsson. Both Abbott and Rust exit the cell leaving you with a wounded Mattsson. Exit your cell to talk to Barber and he will tell you that Rust is waiting for you in the Aquila block. He recommends that you get a weapon and to talk to Waman. As you get near Waman's cell, you will notice that the cell door across from his, A38, is now open. This is Molina's cell. Molina seems to be a nice enough person but you have a job to do so beat up and kill Molina. 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Side-Mission Information (Shabby and Waman) \ |IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Killed Molina \ 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 Molina's cell also has a toilet. By flushing his toilet you will finish unlocking the Toilet Easter Egg..... 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | Easter Egg (Toilet - Part 4) \ |EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | Flush Molina's toilet five times | 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 So what is this Easter Egg? It will be revealed in the Courtyard. But I will proceed with other things before going back there. Pick up the Knuckleduster Molina drops and head to Waman's cell. Talk to Waman to complete his Side-Mission. 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Completed Side-Mission (Waman) \ |CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Killed Molina for Waman \ 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 In return, Waman will reward you with..... 0*******************0 | Pack of Smokes #25 \ |***************************************************************************0 | Voodoo Cigarettes (Will make your life a living HELL) | |***************************************************************************| | Game Concept Art 24 | 0***************************************************************************0 Now head back to Shabby and reap your reward which is a secret code for a locked door (which is inside the Infirmary). 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Completed Side-Mission (Shabby) \ |CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Killed Molina for Shabby \ 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 Make your way back to the Courtyard. You will see that the gate at the end is now open. If you went and flushed all four toilets five times you will reveal the Toilet Easter Egg..... 0EEEEEEEEEEEEEEEEEEEEEEEEEE0 | Easter Egg (Toilet - End) \ |EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | There will be a picture on one of the walls. It will be of three of the | | developers with the words "Los Tres Amigos" (The Three Friends) at the | | bottom. | 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 Continue moving forward and into...... /=========================================================================\ 0===========================================================================0 | II.5. Aquila Territory [5AQT] | 0===========================================================================0 \=========================================================================/ Follow the hall and when you turn the corner you will see two prisoners beating up on another. One of them will recognize you and run away and the other prisoner will go toward you. Deal with him using your Knuckleduster. But there is another large goon hanging behind not far from where you just beat up your opponent. After beating this guy up you can get a Knuckleduster and 5 UD from him. Near where you kill the second goon, you will notice that one of the cell doors to your left is open. Enter and you will see on one of the bunks..... 0*******************0 | Pack of Smokes #58 \ |***************************************************************************0 | Habibs (Could cause hallucinations) | |***************************************************************************| | Game Concept Art 35 | 0***************************************************************************0 You will also see a NanoMED Health Unit on one of the walls. You can go ahead and use it if you're running low on health but it may be best to save it for later. Exit the cell, follow the hall, and turn the corner. You will see two more prisoners at the next corner and one of them will kick a Fire Extinguisher at you. Get out of the way and when the extinguisher expires turn the corner again. The goon that kicked the extingusher has left the scene but the other remains. Now, this guy has a Shiv so you will need to be a little more careful in fighting him. Once you kill him, you can get his Shiv plus 10 UD. When you get to the next section, you will see two more prisoners. One of them will set off a crude bomb so hang back. Both prisoners will be waiting at the end of the section. One of them will carry a Knuckleduster, the other will be carrying a Shiv. Both will attack at once so you will have to make sure that they don't both hit you at the same time. Keep both in front of you and you should make quick work of them with your Shiv. The one with the Knuckleduster will also drop 15 UD. Follow the hall and when you turn right you will enter a larger room with Rust waiting inside. He will be armed with a Shiv and can do some serious damage if you let him. The best method for dealing with Rust is the "stab and retreat" method. Stab at him a couple of times, regardless of whether he blocks or not, then retreat before he can get off a counterattack. If he manages to hit you then retreat and let your health recover before attacking again. Repeat this pattern until Rust is dead. In the cutscene, Riddick looks over Rust's body. Abbott needs a new rooster now that Rust is dead and asks Riddick to take his place. But Riddick declines the offer much to Abbott's displeasure. After the cutscene, turn around back towards Rust's body and turn left. You will see a open cell door with another prisoner inside (Moondog). Enter the cell and Moondog will cower near one of the bunks. Talk to him and he wants you to stay away from him. But he will also give you..... 0*******************0 | Pack of Smokes #59 \ |***************************************************************************0 | Just Regular Grass (Will not replace regular "grass") | |***************************************************************************| | Movie Concept Art 04 | 0***************************************************************************0 Exit the cell and head back down the hall retracing your path back to the Courtyard. You will also see a guard chasing and shooting a prisoner. Stay out of the way and let them pass. As you turn the corner, you will see another prisoner with half has face tattooed blue (Blueboy). Talk to Blueboy and he will say "That was something, man." He will also give you..... 0*******************0 | Pack of Smokes #57 \ |***************************************************************************0 | MBryo (Don't smoke while being pregnant) | |***************************************************************************| | Game Concept Art 36 | 0***************************************************************************0 After talking to Blueboy and turning the corner to the long hall leading out, you will encounter a guard. If you can kill this guard you can get 5 UD from him. If Rust has hurt you a lot you can use the NanoMED Health Unit that you found when you entered the Aquila cellblock. Before you get into the Courtyard again disengage your Shiv otherwise the Turret Guns will stun you and you will lose your weapon. Once back in the Courtyard, talk to Red. He will give you 30 UD as a reward. Talk to Booger again. He is more impressed with you this time and offers you a pack of smokes. Pay 20 UD for the smokes and get..... 0*******************0 | Pack of Smokes #26 \ |***************************************************************************0 | The Count's Forest (Makes you less immortal!) | |***************************************************************************| | Game Concept Art 25, Riddick Prototype 1 | 0***************************************************************************0 Talk to Haley and he will give you a wealth of information on the facility. He will tell you of The Pit, the Infirmary, and the Mainframe. He will finish by telling you to go to Bulder, near the Infirmary, and tell him that he owes Haley 150 UD (This info will allow you to enter the Infirmary). Go back through the cellblock and talk to Bulder. Bulder is unhappy that Riddick screwed up his bet on Rust but he will still let Riddick into the..... /=========================================================================\ 0===========================================================================0 | II.6. Infirmary [6INF] | 0===========================================================================0 \=========================================================================/ When you enter the Infirmary you will see two guards. One of them will have a Assault Rifle and the other is unarmed. You will also see a NanoMED Health Unit at the far end of the room. Go close to the armed guard so you can get him to riflebutt you. This is a good way to learn how to do a Reversal. Hold down the Left Trigger (block) and pull the Right Trigger when he starts his attack. Most times you can get him, sometimes you can't. Don't throw a punch at him or he will use his Rifle. Just back away if you fail to get him in a Reversal and let your health replenish. You'll see that the guard will just stand there. When you are ready to try a Reversal, approach the guard again. After killing the armed guard, the unarmed guard (a Squad Leader) will come after you. Pull out your Shiv and try to do a Reversal with it. After killing both guards, you might want to consider redoing the checkpoint over and over practicing Reversals on the two guards here. This may be very useful in the later stages of the game. When you want to continue forward in the game pick up the One-Day Security Card that the armed guard drops after killing him (and the second guard too). Look around the Infirmary. You will see two doors on side of the room. The one with the "1" above it can be opened by the code Shabby gave you. The room is a crude operating facility but it has a Scalpel and..... 0*******************0 | Pack of Smokes #12 \ |***************************************************************************0 | Dr. Filur (Not endorsed by real doctors!) | |***************************************************************************| | Movie Set 06 | 0***************************************************************************0 Grab both the Scalpel and the Smokes, exit the operating room, get your Scalpel ready, and open door "2". Behind the door is an unarmed guard. Kill him using the Scalpel and proceed forward. When you turn the corner, you will see a NanoMED Health Station. Use it to increase your health maximum to five blocks. Climb the ladder nearby and proceed through the door. Go to the crate and crouch. A guard will enter from the far door and will pass by your position. Sneak him and you can get 5 UD from the dead guard. Go through the door at the far end and enter the Service Hatch to your right. Follow along the hall and you will enter a larger room. The room has an upper level and a lower level. You are on the lower level and two guards will be on the upper level. You can't kill them so sneak your way to the other end of the room. Follow the hatchway and climb the ladder. Go along the short hallway and crouch through the Service Hatch. You will then enter a larger room similar to the last one except that you are on the upper level. There is also a guard here. Sneak him then make your way to the other end of the room and go through the door. You will then be on the upper platform above the Courtyard. There is also a guard here. Sneak him and get the One-Day Security Card he drops and go through the door. You will enter another split level room. You will also see another guard. Sneak him and proceed through the door near the end of the room. You will then enter a smaller room that will lead you to the..... /=========================================================================\ 0===========================================================================0 | II.7. Mainframe [7MFR] | 0===========================================================================0 \=========================================================================/ Go through the door ahead and you will be on a catwalk on the upper level of the large mainframe room. If you look down, you will see the DNA Sampler machine and it's maintainer. If you look around the room, you will see a ledge beyond the railing that you can go on and get around on the upper part of this room. If you can position yourself correctly you can jump down and drop-kill the maintainer. Or you can just jump down behind him and sneak him with your blade. You will also see an Assault Rifle on the ground near one of the room's corners but you can't pick it up yet. On one side of the room is a litter can. To the right of it is a door, that will lead out, and to the left of it is a nook and a set of computers. To the right of the door is a light and a red crate. Go over to the DNA Sampler machine and use it. The machine will state that there is an unscheduled addition to the database and notifies security. Go and quickly pick up the Assault Rifle. There are two ways you can go about dealing with the two guards that are about to enter the room. The first method is to sneak around. Use the Assault Rifle to blow out the lights at the end of the room. Then go to the nook between the litter can and computers and crouch. Then switch to your Shiv. Two guards will enter the room and go around. Sneak up and kill both guards. The second method is shooting them up. Go behind the red crate and aim at the door. When they enter, shoot them up to drop them. The crate will provide some cover while killing the guards. After dealing with the two guards, arm your Assault Rifle (if you're doing the sneak method) and get close enough to the door to open it. On the other side are three nasty guards. Shoot up all three to get rid of them. On the back wall is a Valve you can shoot to create an explosion to kill at least one of the guards. The guards will drop two Assault Rifles, a Gun, and 10 UD. As you turn the right corner, you will see a open door. But as you approach, a guard will appear at the door to throw a Grenade towards you. Back away and let the Grenade explode. The door ahead of you will close but the Grenade will blow a hole in the wall. As you near the hole, you will also see a NanoMED Health Unit to restore your health if you need to. There are two pieces of Debris that need to be removed. Remove them by "using" them and enter the next room. In the next room is a guard with a Shotgun. Kill him and go near the door at the end of the room. Turn left and you will see a Service Panel. Use it to turn off a large fan above you. Climb the crates and jump the gap to get to the stopped fan. Crouch and go through the fan into the next room. You will see some grating which will allow you to see down into the hallway. There are two guards down in the hall. Use your Assault Rifle to kill the two guards below. After killing the guards, jump down to the floor, go the far end of the hall and shoot up the guard that will enter the room. He will also drop 5 UD. In the next room you will see a NanoMED Health Unit. This room opens up to a larger room with a catwalk that has two guards. Switch to your Gun. Use the left side of the entryway as cover, zoom in, and pop the guards in the head from your position. Afterwards, climb up the crates and onto the catwalk. When you get on the catwalk, another guard will come into the room from where you entered. Kill him from above, using the Gun, then collect the Assault Rifles and 5 UD that the two catwalk guards dropped. Explore the catwalk and you will see..... 0*******************0 | Pack of Smokes #13 \ |***************************************************************************0 | Alunda Classics (Might make you strange) | |***************************************************************************| | Game Concept Art 22 | 0***************************************************************************0 Pick that up and jump down. You will see an entrance to another hall, which is in complete darkness, not far from where you initially entered the room. As you enter the hall, you will see a Service Hatch. However, as you near the Hatch, a guard will emerge from behind the crate near the Hatch. Kill him and crouch through the Hatch. You will enter a dark dank serviceway. You will also encounter a gas cloud coming from a broken pipe. There is also a Valve nearby which you turn to shut off the gas. Once you shut off the gas, switch to your Scalpel and proceed forward. Then, a guard will throw a Grenade toward you. Back away and let the Grenade explode. Next, creep through the darkness and sneak the two guards near the end of the serviceway. The darkness will make it easy to sneak them. After killing the guards, find the hole in the wall created by the Grenade and proceed inward. You will enter another dark room but you can see some crates and light at the end of the room. As you get past the crates, a guard will enter. Crouch behind the crates and wait for a few seconds. Turn past the crates and you will see the guard just standing there. Sneak him then go along the right wall and toward the end of the room. As you proceed another guard will enter the room. Sneak him also. Grab the dropped weapons from the dead guards and proceed to the next room. (It should be noted that you can set up a trap to kill guards using the Valve near the Service Hatch. If any of these four guards start shooting at you, go back past the Valve and turn it back on. Then use the flashlight attachment on one of your guns to lure them (duck into the Service Hatch to keep from them hitting you when they shoot at you). When they run into the gas cloud they will drop dead. Turn the Valve again to turn off the gas.) When you enter the next room, you will see a NanoMED Health Unit and a doorway on the left. Use the Health Unit if needed and switch back to your Assault Rifle. Enter the doorway. You will then enter a large room with a bunch of crates. The door will close behind you and you will hear a guard say "Here he comes". You are about to walk into an ambush. Turn right past the first set of crates and confront one of the four guards in the room. Kill him quickly to get his Shotgun (plus 10 UD) and get into the alcove. As you peek around the corner, you will see a Light Guard Squad Leader. Kill him and you will also see two additional guards behind the crates. One will have a Gun and the other has a Assault Rifle. Kill the one with the Assault Rifle and climb the nearby crates to climb onto the top of the alcove. The guard with the Gun is not a good shot so it will be easier to climb to the top. Once on the top, switch to your Gun and kill the remaining guard. After that, a Riot Guard will appear. It will come down the elevator at the far end of the room. It will try to kill you but you are safe from where you are at. Switch to your Assault Rifle. It may take awhile but wait for him to wander to the other alcove in the opposite corner. This will expose his back and you can shoot it up to kill him. And in doing so you will gain..... 0*******************0 | Pack of Smokes #27 \ |***************************************************************************0 | The Beetle Blend (May contain a small amount of poison) | |***************************************************************************| | Game Concept Art 01, Riddick Prototype 2 | 0***************************************************************************0 Jump down, get the weapons from the dead guards, and use the elevator. From there, enter the door ahead of you and into the..... /=========================================================================\ 0===========================================================================0 | II.8. Prison Yard Riot [8PSR] | 0===========================================================================0 \=========================================================================/ When you enter this room, turn left and go through another door back to Cellblock A. Ahead of you, at the end of the room, you will see a litter can. Look right and you will see a stairway down. You will also hear a warning over the loudspeakers. Go down the stairway and you will encounter a locked gate. This gate is near where your cell is. Behind the gate are two guards and use your Gun, using the closed gate as a shield, to get rid of them. After that, you will hear a message over the loudspeakers that states that the turret gun cameras are switching from stun mode to lethal mode. Use the zoom feature and find the Turret Gun near the end of the hall behind the locked gate. Then blast it with the Gun. Go back up the stairway and turn right then turn right at the litter can. You will see a Valve. This Valve opens the gate. When you reach the Valve and turn around, you will see a NanoMED Health Unit. Turn the Valve and head back down the stairway. Go into the Cellblock and pick up the weapons and 5 UD that the dead guards dropped. Now you need to head toward the Courtyard but you have to take out the Turret Guns along the way. Use the Gun since it is more accurate from long range. From your vantage point, near cell A32 and looking towards A34 (your cell), you will see a Turret Gun along the left wall and one at the end of the hall section. Use your zoom feature to destroy both guns then move forward. As you get to A33/A34, a guard will run around the corner and confront you. Quickly switch to a Shotgun or Assault Rifle to kill him then proceed carefully along the left wall. Switch back to your Gun. As you slowly approach the corner, gently turn right. Near A36, and by a wall abuttment that hid it from view from your previous vantage point, is another Turret Gun. After destroying it gently move forward. Two guards (plus a prisoner) will come from around the corner. They will kill the prisoner and then head toward your position. Kill them both and proceed to the corner. One of the guards will drop a NanoMED Cartridge. Carefully peek around the corner and you will see another Turret Gun. Destroy it and move forward. As you turn right at the next corner, you will find another guard. Deal with him and proceed to the Courtyard entrance. But before you get right up to the entrance, look up. There is another Turret Gun. Destroy it and go the the Courtyard entrance. However, you will find it locked. You need to trick the guards into opening it. You have to make your way back near the Infirmary. Along the way, you will see a guard chasing and killing a prisoner. Deal with the guard and go forward. When you make your way near the Infirmary, you will see a guard behind the locked gate and he will throw a Grenade. Hang back and let it explode. Then confront and kill the guard. After that guard drops, another guard will emerge from the Infirmary. Kill him and make your way to his position. Pick up the Radio Transmitter that the guard dropped and use it. After that head back to the Courtyard. Along the way, you will encounter another another guard. Drop him and proceed forward. When you enter the Courtyard another cutscene will play. Riddick is ambushed by a guard and both of them fall into..... /=========================================================================\ 0===========================================================================0 | II.9. The Pit [9PIT] | 0===========================================================================0 \=========================================================================/ Riddick survives the fall by using the guard as a cushion..... "It ain't the fall that gets ya'.....It's the sudden stop at the bottom." The only rifle he has to use is the Shotgun from the dead guard and the flashlight attachment has been damaged. You have six minutes before the light fails. And you need to find your way out of The Pit. The Pit is actually the remains of the previous prison and the current structure was built on top of it. However, they also sealed the convicts inside the old prison and they have grown quite insane as you are about to find out..... At the start, go forward through the doorway. Turn right and then turn right again. You will see a larger hallway and a large hole in the floor. This will also be your first encounter with the Dwellers, the insane prisoners from the last prison. They don't do a lot of damage individually but will seriously hurt you in a swarming group. They can actually be blown apart by your Shotgun. Let them get close and you can take out a small group with one shot. Drop down through the hole in the floor and go left. You will see some barrels along the way so be careful when shooting. The explosion will take care of Dwellers but will injure you too if you happen to be too close. There are also barrels that leak a glowing substance but you can't blow them up (thankfully). Follow the hall and turn right at the corner. Partway down the next hall you will see a hall to your right (first hall junction). Keep going straight. A little bit further you will see another hall to your right (second hall junction). Keep going straight again. Almost immediately after the second hall junction you will reach a junction where you can turn either right or left (main junction). Go left and follow the way until you reach a dead end and a Valve. Above you is a stranger (talking religious speak), a flare, and a locked gate. The broken Valve will open the locked gate. Grab the Valve and head back the way you came. When you get back to the main junction, turn right and immediately turn left at the next hallway (the second hall junction) to go back up to the upper level. Go left at the next doorway then left again to go down the large corridor. Partway down the large corridor you will see a hall to your left. Ignore it and continue going forward. Eventually you reach the end of the large corridor and you will have to turn left. You will then see the flare and Broken Gate Control where you use the Valve. Put the Valve on the Broken Gate Control and open the gate. Follow along the path until you see another flare on the ground. At that point you will see another pathway going left. When you look left, you will see a locked gate and..... 0*******************0 | Pack of Smokes #15 \ |***************************************************************************0 | Mont Noir (Do not mix with fire) | |***************************************************************************| | Game Concept Art 17, TCoR Novelization | 0***************************************************************************0 Pick that up, go back to the barrel near the flare and turn left. After going through some narrow hallways you will enter..... /=========================================================================\ 0===========================================================================0 | II.10. Pope Joe's Den [10PJ] | 0===========================================================================0 \=========================================================================/ You will encounter the stranger who was above you when you got the Valve. His name is Pope Joe and he will lead you to his den and safety. Follow him until you reach his kitchen. You will also see a NanoMED Health Unit and some Flares that you can use. Talk to Pope Joe and he will tell you that he needs you to acquire his blessed Voicebox down near where the Dwellers are. This will also prove to him that you are not an imposter. Go back to the elevator and go down. Go left and follow the hallways using the flares for light. Switch back to the Shotgun when you encounter Dwellers. At some point you will enter a large room and ahead of you there will be some barrels and a couple of Dwellers. Blow up the barrels and kill the other Dwellers before entering the room. Just as you enter the large room, turn right. You will see a hole in the wall and a small room. In the corner, near the hole, is a NanoMED Cartridge. If you go to the Cartridge and turn right, you will find..... 0*******************0 | Pack of Smokes #16 \ |***************************************************************************0 | OP (Do not smoke while sleeping) | |***************************************************************************| | Movie Concept Art 02 | 0***************************************************************************0 Pick that up and go back to the large room. At the end of the large room is a smaller room. This is where the Voicebox is located. Get the Voicebox and make your way back to the elevator killing any Dweller that you encounter. Go back up to Pope Joe. The cutscene that follows will explain how Riddick gets his EyeShine (night vision) capability. Afterwards he will begin his journey through..... /=========================================================================\ 0===========================================================================0 | II.11. Dark Tunnels [11TU] | 0===========================================================================0 \=========================================================================/ When you regain control, you will be in a short shaft and your vision will look quite different thanks to your new EyeShine ability. Use the Right Analog Stick Button to switch it on and off. But for now leave it on. Move forward to enter the next room. You will see two entranceways to your right but the one nearest to you is the only open one. Go through that entrance and you will enter a larger subdivided room. You will also encounter more Dwellers here. As you go through, you will see a gate to your left, in which you can see the other side of the room, and a subroom to your right. Go forward until you can turn left. Then turn left again to go into the opposite side of the room. To your right is another subroom that has a ladder. To your left is the gate that divides the room. Go close to the gate then turn left. In the narrow cubicle near the wall is..... 0*******************0 | Pack of Smokes #28 \ |***************************************************************************0 | Karavan (?) | |***************************************************************************| | Game Concept Art 03 | 0***************************************************************************0 Pick that up then go to the ladder that leads up into the..... /=========================================================================\ 0===========================================================================0 | II.12. Showers [12SH] | 0===========================================================================0 \=========================================================================/ When you exit, you will be in the Showers. Turn off your EyeShine and disarm. As you exit the Showers, you will hear some rather disgusting noises as a guard is having some intestinal problems. However, you can just leave him alone. He won't ever come out unless you turn off his light (or start shooting nearby). You can get yourself into a nice little firefight with the three guards in the Showers area if you want. If you let one of the Civil Guards escape you will get a little resistance when you try to get out of the Showers and into the next hall. However, if you kill all three before any of them can escape and sound the alarm you will have no problems leaving the locker room area. But for now I'll go back to the sneak method. Crouch down and make your way toward the locker room. There are two guards in the locker room itself (Civil Guard and a Light Guard). Turn off the light and turn on your EyeShine. One of them, the Civil Guard (armed with a Gun), will come around to turn on the light. Sneak him when he does then turn off the light again. Grab his body (plus his Gun) and drag him to the Showers. Then go back to the light switch and turn it back off (because the other guard has turned it back on). The other guard, however, is armed with a Shotgun and that has a flashlight on it. So try to keep behind him when he gets around the corner. Sneak him and you can get his Shotgun plus 5 UD. Uncrouch, keep the light off, and look around the locker room. Go the set of lockers on the left side of the room and open them. Within the lockers you will find 10 UD, an Assault Rifle, and..... 0*******************0 | Pack of Smokes #29 \ |***************************************************************************0 | Yup's (Tastes like wet dognuts) | |***************************************************************************| | Game Concept Art 12 | 0***************************************************************************0 In one of the earlier versions of the guide, Anthony Peregoy suggested that you riflebutt the doors off of the lockers to help get at the Assault Rifles within. But another reader (and fellow San Antonion) W. David Eldred came up with something better..... "Hey Dude, Old gamer here ( 51 years young ) with another way to get the assault rifles in the lockers next to the guard's showers. You stated that you had to rifle butt the doors off their hinges in order to click on the rifles to get their ammo. This is incorrect. I , too, was frustrated that I could open the locker doors by X-clicking on them only to find that I couldn't get the ammo until I happened to look way down at my (Riddick's) feet and the clickable link for the assault rifle came up at the very top of the screen. I X-clicked and got the ammo! It works on both of the assault rifles on either side of the locker room." I also had another reader, Casey Stangel, make a similar suggestion..... "This is in reference to your Chronicles of Riddick walkthrough. You mention that when you come to the locker room in the showers that a reader had suggested rifle-butting the doors of the lockers or otherwise you would not be able to access the assault rifles. Not true... get right in front of the door after you have opened it then look down until the caption no longer mentions the locker door. Lo and behold, Assault Rifle will now pop up and you can take it. All there is to it, just look down until the sub-caption for Assault Rifle appears. I had the problem at first also." Arm yourself with either a Shotgun or a Gun and open the locker that has the Assault Rifle. Point the laser sight at the bottom of the locker where the wall meets the base. At the top of the screen should be the Focus Frame for the Assault Rifle and you can pick it up by pressing X. Now go to the set of lockers on the other side of the room. Open the doors and within these lockers you will find 15 UD, an Assault Rifle, and Civil Guard Clothes that will disguise Riddick and make him look like a Civil Guard. A recent letter from Adam Gent pointed out another way to open up the lockers: "Just an addition I'd like to make. I've found that in the hacks' locker room, the easiest way to get into the lockers was to use the shotgun and blast the doors off. You can knock off 3 to 4 locker doors depending on how good your aim is. The only disadvantage is that you may attract any nearby guards." Now that you have fully explored the locker room, turn off your EyeShine, and exit into the hallway. If you got into a firefight with the guards in the locker room you will have to fight your way out. Shoot the alarm speakers to quiet them and keep them from alerting more guards. After killing the nearby guards, disarm and turn right toward the NanoMED Health Unit. If you sneaked your way through, disarm and turn right toward the NanoMED Health unit. Since you did things quietly, and you're wearing the disguise, the other guards don't know what is going on. As long as you don't do anything screwy near the patrolling guards they will treat you like one of them. You will encounter a lot of guards in this section. Each guard has a name and a weapon. If you decide to kill a guard you get his weapon to replenish yours. Some guards have other stuff besides weapons. If a guard has something beside his weapon on him I will list it beside his name in case you want what he has. In the corridor outside of the Showers you will find Wikstrom (5 UD) patrolling. Turn left at the Health Unit and you will enter a larger room. This is some of the guard quarters. You can have some fun and ring the doorbells but none of the guards will come out. You will find a guard, Wakefield (NanoMED Cartridge), standing watch. It is here that you can find two Easter Eggs..... 0EEEEEEEEEEEEEEEEEEEEE0 | Easter Egg (Enclave) \ |EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | Find the door with the name "Keenan" and ring the doorbell a couple of | | times. You'll hear mostly gibberish but also a mention of "Vatar." Vatar | | was the main villain of Enclave, another game made by Starbreeze Studios. | | The voice is that of the goblin character, a low-ranking enemy in Vatar's | | forces. | 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 0EEEEEEEEEEEEEEEEEE0 | Easter Egg (Tool) \ |EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | Four of the doors in this room have the names Keenan, Jones, Carey, and | | Chancellor. According to I_Like_Pancakez, who posted his find at the | | GameFAQs Message Boards, he noticed that in the G4 special on the making | | of the game (which is an unlockable on the PC version of the game) that | | one of the designers was wearing a shirt of the rock band Tool. The | | designers then included the names of the band members here in this room | | posted at four of the doors. | 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 Once you're done with the Easter Eggs, go to the far end of the room and look down on the floor near the left corner. You will see that it is open so jump down into the lower level. The lower level is just like the upper one. The only way back up is to grab the Vent Tool on the floor. As you explore the lower level, you will see that there is nothing special here. The reason to go here is to get the Vent Tool which will be of use later. Use the tool to enter the Ventilation Hatch and go back up to the upper level. Once back at the upper level, exit the room and go to the other end of the long hallway. Turn left and you will enter an area with some more guard quarters. There are two floors to this area but there is nothing special on the second floor (although if you ring one of the doorbells you will get someone singing "In the land of the prison guard" (Hanna)). There are three guards (Kim, Kispert, Oconnor (5UD)) here in this room. From where you entered the room go right and to the next hallway. Then you will enter into a room where a couple of guards are having some fun with the elevator (Lowe (5 UD), Brad). Believe it or not, you can snap Brad's neck and Lowe will just stand there like an idiot! But if you break Lowe's neck first Brad will attack you. So if you want to kill both of them break Brad's neck first. From this room continue forward and you will enter a large room with some more guard quarters. The only object of note here is the NanoMED Health Unit on the opposite wall. You will find a guard patrolling (Lucky) and another standing watch (Lysachov (5UD)). Go to the hallway on the other side of this room and you will enter a smaller room with a guard standing next to a door (Adenoid). If you go to the screen near the guard and look through (you'll have to jump), you can see another room that has some Assault Rifles and a suit. This is the Armory and yes, there is a way inside. Continue forward into the next hall. You will find a guard (Hynkel) patrolling the hall and nearby area. Get behind him and sneak him. At the end of the hall you will enter a larger room which is the Hangar Room. To the right you will see a large door with "Hangar A412" painted above. Near the door is a guard that will just sit there (Youngvalley). To the left you will see a dark sub-room that you have to jump over the railing to get into. Go ahead and jump over the railing. Turn on your EyeShine and look around. At one end of the room you will see a locked door. At the other end you will see a Ventilation Hatch. This is the reason you went and got the Vent Tool earlier, so you can open this Hatch. Go through the Hatch and to the Grating. The Grating will open into the Armory. First thing you should do is get the Light Guard Armor. You won't be able to leave the room without it. If you listen, the guard (Adenoid) outside will say that he hasn't heard from the other guard (Hynkel) for some time and will investigate. Open the door and go back into the hallway. Adenoid will be standing there at the next corner leading back to the Hangar Room. Sneak him and go back to the Armory. When you enter the Armory again, look right and down on the floor. There you will see..... 0*******************0 | Pack of Smokes #30 \ |***************************************************************************0 | Q (Will make your skin crawl) | |***************************************************************************| | Game Concept Art 31 | 0***************************************************************************0 Pick that up and then get the four Assault Rifles. Exit the Armory and make your way back to the Hangar Room. If you go forward and to the next hallway, you will find a locked door. The hallway is a dead end. Go back to the Hangar Room. Switch to your Gun, zoom in on Youngvalley, and pop him in the head. Then shoot out all of the lights in the Hangar Room and in the hall leading to the next door. This area should be in complete darkness except for the light in the previous hallway. Leave that one alone and make sure that Adenoid's body can be seen. Switch to your EyeShine. Now use the Retina Scanner by the Hangar door. It won't let you through. You need some better eyes and Riddick decides that Abbott's eyes are the ones he needs. In addition, using the Scanner will alert a guard and he will enter the dead end hallway through the previously locked door. Hug the wall and stop at the litter can. The guard will run past and spot Adenoid's body. He will walk to the body instead of investigating the door. Get up to and sneak the guard. Go back to the dead end hallway and go through the unlocked door. Go up the stairs and to the..... /=========================================================================\ 0===========================================================================0 | II.13. Guards Quarters [13GQ] | 0===========================================================================0 \=========================================================================/ Go through the next door and you will eventually find a large propaganda poster that has the words "Yeah right" scrawled on it. There are two openings on either side of this poster and both take you to the large garden market. You will encounter more guards here but they carry little in the way of bonus objects you get when you kill them. Two of the guards carry NanoMED Cartridges and that's about it. Find the guard named Jenkins and he will give you a bottle of liquor. Find the guard named Bondo near the other side of the market. Talk to him and he will reveal information about Abbott's gun shipment. As you look around the market, you will see one shop open. Talk to the Shopkeeper and he will offer you several things: Smokes, Shotgun shells, Assault Rifle ammo, and a Light Armor uniform. Buy the smokes and get..... 0*******************0 | Pack of Smokes #33 \ |***************************************************************************0 | Guards (Only for the guards at Butcher Bay) | |***************************************************************************| | Movie Set 07 | 0***************************************************************************0 Talk to the Shopkeeper again and ask about Abbott. The Shopkeeper has a special package for Abbott and asks Riddick to take it to him. Riddick agrees and acquires the Rifle-Case. Go through the door at the other end of the market and take the elevator upstairs. You will enter a medium sized room with a couple of guards (Freitag, Robinson). Take the door on the right and you will encounter Chancellor. He will give you 50 UDs for some liquor. Give it to him and you will get 50 UD plus..... 0*******************0 | Pack of Smokes #31 \ |***************************************************************************0 | Gronko's Bar (Will only taste OK combined with alcohol) | |***************************************************************************| | Movie Prop 01, Riddick Prototype 3 | 0***************************************************************************0 Killing Chancellor will gain you a NanoMED Cartridge. Go back to the previous room and go through the other door. Go forward and past Conroy, the patrolling guard, and you will end up on the level above the market. Go past John, another guard, through the next door, and you will enter some more guard quarters. When you reach the Valve you will also be at a junction where you can go either left or right. If you go right, you will go through a hallway that has a NanoMED Health Unit then a room that has a Service Panel, and some more guard quarters. You can use the Service Panel to turn off most of the lights in this quadrant of guard quarters. You can also sneak up and kill the two guards patrolling this small area for additional ammo and a NanoMED Cartridge (Soup has the Cartridge). When you get back to the main portion of quarters and get near the door for Elliot (near the Valve and blue vending machine), the door will open and a guard named Hanna will check out the area you just exited from. Once he enters the darkness, sneak him before he finds the bodies you left behind. The small hallway leading to the main entrance to Elliot's quarters also contains an Assault Rifle. I should note that he only comes out if you have turned off the lights regardless of whether you killed anybody or not. Proceed forward and to the other path. There is a long hallway, that has two guards patrolling it (Martinez and Little Mad). At the end, turn right and then, after climbing the short stairs, turn left. You will now enter another set of guard quarters guarded by two more guards (Karmac, Measle). It is here you will find Abbott's quarters. If you did not talk to the Shopkeeper, you will find a Rifle-Case on the floor near Abbott's door. Pick it up. Then go to his door and tell him he has a package. You will then be allowed to enter. /=========================================================================\ 0===========================================================================0 | II.14. Abbott [14AT] | 0===========================================================================0 \=========================================================================/ Once you enter his quarters, you will engage in a shootout with Abbott. There are two options in dealing with him. With the Assault Rifle, charge in, keep behind some cover, and pop out when he reloads to hit him with a few rounds. Duck back behind some cover when he starts firing again. Keep up with this pattern and you will take him down. You can also use the Gun here too. While in the entranceway, hug the right wall before you open the second door. Go forward enough to open the door but stay in the hallway. Back up to the now closed door you just entered from. Zoom in with the Gun and gently go left until you see Abbott. He will usually just stand there (either in the open or behind some cover) so you can just hit him with as many head shots as possible. The Gun is best for head shots which is why you use the weapon here. He will take some chunks of health from you too but if you're good with your aim and trigger speed you can get through this quickly. In the following cutscene, just as Riddick is about to get Abbott's eyes, Johns intervenes. Johns is going to take Riddick to another slam but he too is thwarted by Hoxie. The scene switches to Hoxie's office where he is rather upset with both Riddick and Johns..... Hoxie: "I should just have them put slugs in both of your heads right now." Riddick: "Why ruin a nice carpet?" Hoxie then engages in some rather painful negotiations (for Johns anyway). After dealing with Johns, Hoxie sends Riddick to The Mines..."Down below the surface where the sun never shines..." Hoxie: "I expect things could get ugly." Riddick: "I'll be disappointed if they didn't." /==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==\ 0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0 | III. Double Max [DBM] | 0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0 \==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==/ Double Max is the second level of Maximum Secirity. The Mines are part of the Double Max portion of the facility. Here the prisoners are sent deep underground. Some of them are tapped to help in the mines, most are sent down here because they misbehaved in Single Max. Virtually all of the guards here are of the Double Max kind. There are also more Riot Guards too. There are many more Security Turret Guns on the walls here and if you misbehave, they shoot to kill. You could also encounter a Heavy Guard here in Double Max. A large human piloted machine it is almost indestructible. It has a very powerful chaingun plus rockets that can make short work of anything that gets in it's way. Escape will be much more difficult this time. /=========================================================================\ 0===========================================================================0 | III.1. Tower 17 [1TWR] | 0===========================================================================0 \=========================================================================/ After the lengthly cutscene, you start off in your cell. When you exit your cell, you will notice a guard to your left and a doorway to your right. Before going to the door, enter the cell to the right of yours. Flip the bunk and you will find..... 0******************0 | Pack of Smokes #5 \ |***************************************************************************0 | Charlie's (Smoking parents may give birth to wrinkly children) | |***************************************************************************| | Game Concept Art 19 | 0***************************************************************************0 Pick that up and then go to the door. Follow the hall and you will enter the elevator that leads to..... /=========================================================================\ 0===========================================================================0 | III.2. Tower 17 Base (Part One) [2TBO] | 0===========================================================================0 \=========================================================================/ On the ride down you will notice a prisoner named Rael. You won't be able to talk to him until the ride ends. After the ride ends, talk to him and he will tell you about Jagger Valance and the fights. You need to fight a Blueskin in order to proceed further. You will need to talk to Centurion to arrange a fight. Rael also suggests that you talk to Dogbone for more information. Go through the door and follow the hall until you reach a large open area with several prisoners. One of the things you notice is a large yellow circle with the number 17 on the ground. This is the Ring that you will fight in. To the left you will see a figure against the wall. This is Centurion. You will need to arrange your fights through him. Near the door you exited from is Dogbone. He will tell you he needs proof of how badass you are. You can choose one of two paths. Either defeat Bam, a very tough guard, in the Ring or get caught with drugs. Either way will get you into the Drug Interrogation Room so you can beat up Abbott. You need to set up a confrontation with Abbott to proceed further within the game. The easiest way is to get caught with drugs. But the most profitable way is by fighting. The fighting path is what I will take here. As you go through the area, you will see four more prisoners (Thunder, Silencio, Steele, and Harman). If you talk to Harman, he won't let you through the door so you will have to fight him to proceed into the Recreation Area. You will also notice a guard, Ropes, standing by a door. He will offer you the use of a NanoMED Health Unit for 10 UD. This is a way to regain your health after fighting. Talk to Centurion. He will tell you of the rules. 5 UD to fight but he will let you fight the first time free. You have to find a person to challenge and Centurion suggests Harman, the Blueskin by the Recreation Area door. Go to Harman to challenge him then back to Centurion to get things started. You will notice that the rail defense is deactivated for the fights. The fights down here serve as entertainment for the guards and prisoners. This also weeds out some of the troublesome cons. So some sort of arrangement has been made to let the fights happen without being shot at by the Turret Guns. There are only two rules for fights: 1) stay in the Ring and 2) stay in the Ring until one of the combatants is dead. Simple enough. If you get knocked way out of the Ring you will lose the fight. You will have to fight again to regain respect. The person you were fighting with will stand next to Centurion. Talk to Centurion to start another go-round with the person you challenged. I found this out when fighting Cusa. He hit me so hard with one of his powerful punches he knocked me back about fifteen feet and out of the Ring! If you managed to knock your opponent out of the circle and he doesn't get back in within a few seconds, the Turret Guns will reactivate and kill both fighters including yourself. There are a total of five fights you must enter to get to Abbott. If you've gotten quite good at doing Reversals that skill will come in real handy here (especially against the last two combatants). Another fighting hint is to swerve either right or left if a fighter charges you. This will give you time to prep your weapon (when acquired). This will also allow you to do a quick stab or punch while the other fighter is turning around from his failed attack. You can also hit your charging opponent with a quick uppercut as he approaches then dodge before he can attack. Then there is the stab-and-retreat method. What you do is go up to your opponent, hit him until he starts blocking (he will attack after he starts blocking), then retreat before he starts swinging. Wait a few seconds then repeat the pattern. Continue until you have defeated your opponent. If you can get a handle on your opponent's attack pattern, you may want to try a Reversal and shorten the fight. When you start fighting Harman, he will charge you. He is not hard to deal with. Hit him with a uppercut when he charges then go right or left of him. Circle around him and hit him every so often. He will go down after a few hits. After the fight, the rail defense reactivates and you will gain 20 UD. After killing Harman, talk to Centurion again. He will recommend Bassim who is in the Courtyard (Recreation Area). Next go through the large door and enter the..... /=========================================================================\ 0===========================================================================0 | III.3. Recreation Area [Section A] [3RAA] | 0===========================================================================0 \=========================================================================/ Follow the hallway until you enter a larger room with a very large door to the left and two doors to the right and and front. The door labeled Tower 19 is closed off. There is also a door labeled Feed Ward. For now let's go through the large door and into the Recreation Area. The Recreation Area is divided into several sections. The first section you have entered into is labeled "A" (look at the floor). You will see two prisoners in front of you (Asif and Cricket). To the right is a couple of guards. If you approach these guards, they will search you for drugs. If you had any drugs on you, they will take you to Abbott. Of course, you don't have any so they will just send you away. You will also notice some bugs flying about. These are Moths. These Moths are used to make drugs and Poison. You will need to gather a total of 31 Moths to get the most out of them. To get a Moth, go up near one, wait until it flies low and close to you (while looking up at it with the Right Analog Stick), and press X when it is right up to you. When you go from room to room, always be on the lookout for Moths. After getting the Moths in this section, talk to Cricket. He will offer you a Shiv for 30 UD. Buy it and he will give the money to Asif who will take the money to a safe place. You could follow him but he will stop by the Feed Ward door. Proceed into the next section of the Recreation Area. /=========================================================================\ 0===========================================================================0 | III.4. Recreation Area [Section B] (Part One) [4RBO] | 0===========================================================================0 \=========================================================================/ In Recreation Area [Section B], you will find four more prisoners (Pink, Baasim, Izz-Udeen, and Jamal-Udeen). After grabbing all Moths in this section, talk to Pink. He will offer you some cigarettes. Buy it for 10 UD and get..... 0*******************0 | Pack of Smokes #56 \ |***************************************************************************0 | Yoshimi (Do you realize that everyone you know someday will die?) | |***************************************************************************| | Movie Set 05 | 0***************************************************************************0 Izz-Udeen will just tell you to get lost. Talk to Jamal-Udeen and he will ask you for proof that the Blueskins are gone. Agree to help him. 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Activate Side-Mission (Jamal-Udeen) \ |AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Kill all Blueskins (three of them) \ 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 It should be noted that you can't talk to Jamal-Udeen while he is praying. Next talk to Baasim and challenge him to a fight..... 0FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0 | Activated Fight Challenge (Baasim) \ 0FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0 Now go back to..... /=========================================================================\ 0===========================================================================0 | III.5. Tower 17 Base (Part Two) [5TBT] | 0===========================================================================0 \=========================================================================/ Talk to Centurion to start the fight between you and Baasim. The difference in this fight is that you have a Shiv and he doesn't. He will usually charge and swing often. Dodge to the left or right so you can switch to your Shiv. The stab-and-retreat technique is a little more difficult to do here because he charges often. However, his charging and rapid swinging will also increase your chances of catching him in a Reversal and killing him instantly. After dealing with Baasim you will get 20 UD and..... 0*******************0 | Pack of Smokes #18 \ |***************************************************************************0 | Yoyall (Smoking makes pregnant women look cool) | |***************************************************************************| | Game Concept Art 20 | 0***************************************************************************0 You'll also notice that you automatically disarm when the fight is over which is a good thing considering that they reactivate the Turret Guns after each fight. Heal up if you need to (pay Ropes 10 UD). Now go back and talk to Centurion. He will recommend Sawtooth who is in the Feed Ward (Dining Hall). Go back to the entrance of the Recreation Area and enter the..... /=========================================================================\ 0===========================================================================0 | III.6. Feed Ward (Part One) [6FWO] | 0===========================================================================0 \=========================================================================/ Go through the hall and you will enter a room with four prisoners (Zuni, Trigo, Barrasa, and Cuellas). Talk to Cuellas. He is the leader of the Surenos gang. He talks about a Snitch List that has been taken from him and wants your assistance in getting it back. Agree to do what he asks. 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Activate Side-Mission (Cuellas) \ |AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Obtain Snitch List (two pieces) \ 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 Enter the second Feed Ward door and you will see a wall in front of you. You have entered into a connecting room that joins the actual Dining Hall with the room now behind you. You will also hear some noise to your left. You will encounter Georgie who will show you the room he is looking into. It is a room with no cameras and has some guards beating up on a prisoner. This allows the guards to do whatever they want to anybody without any witnesses. You will also see a NanoMED Health Station in the other room. The connecting room you are in also has no cameras so you can do some mischief here if you want to. As you go near the Dining Hall you will encounter another prisoner, Motor, who is upset that you killed Harman and will charge you. In this connecting room you can fight without being seen. Use your Shiv to kill him and pick up the Poison he drops. I should note that you should not do anything screwy, including fighting, in the doorway to the Dining Hall since the Turret Guns can see you there. After fighting Motor, Asif will usually enter the connecting room. Get up to him (as long as you are not at the entrance to the Dining Hall) and kill him. He will also drop the map to the stash where Cricket and Asif keep their money. The stash is inside the second part of the Dining Hall. Enter the Dining Hall. The Dining Hall is divided into two rooms with a connecting section between them. The connecting section has two doors at both ends that are locked. In the first Dining Hall room you will see several prisoners (Shivers, Sawtooth, Matthies, and Binks). Sawtooth is the guy you wish to challenge but save him for last. The other prisoners have no useful information. In the second Dining Hall room there are two prisoners (Chang, and Monster). Only Monster is of any use. He can offer a Vent Tool, a Club, and a Shiv. But you don't want anything from him. The items he offers, you can get pretty much for free later in the game. On the other side of the room, across from Monster, is a Loose Panel. Move the panel and you will find inside the hiding place a Red Tube, an Injector, and the 30 UD you paid for the Shiv. Go back into the first part of the Dining Hall and challenge Sawtooth to a fight..... 0FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0 | Activated Fight Challenge (Sawtooth) \ 0FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0 When you reenter the connecting room and look left, you will find a prisoner named Gomer. He will offer you cigarettes. As a matter of fact he has five packs so go and buy them now. They'll increase in price the more you buy. For 10 UD..... 0******************0 | Pack of Smokes #7 \ |***************************************************************************0 | Dog Smokes (Not even healthy!) | |***************************************************************************| | Movie Set 01 | 0***************************************************************************0 For 15 UD..... 0******************0 | Pack of Smokes #8 \ |***************************************************************************0 | Black Death (Nicotine may build character) | |***************************************************************************| | Movie Set 02 | 0***************************************************************************0 For 20 UD..... 0******************0 | Pack of Smokes #9 \ |***************************************************************************0 | Charlie's Chocolate Cigarettes (Emits toxic gas if heated) | |***************************************************************************| | Movie Set 03 | 0***************************************************************************0 For 25 UD..... 0*******************0 | Pack of Smokes #10 \ |***************************************************************************0 | Pirate (Danger inside) | |***************************************************************************| | Game Concept Art 11 | 0***************************************************************************0 For 30 UD..... 0*******************0 | Pack of Smokes #11 \ |***************************************************************************0 | Roulette (One of the included cigarettes will cause instant death) | |***************************************************************************| | Game Concept Art 37 | 0***************************************************************************0 Recently I had a reader, Steve101, come up with a cool tip to help you get the above Cigarette Packs for free..... "Firstly, if you collect cigarette packs, they're immediately saved to your profile, so even if you go back to an earlier checkpoint before you picked up the cigarette pack, then it's still there, but it says that you've already found that pack. But in double max, in the feed ward area, where you can buy five packs of smokes from Gomer, if you then reload the checkpoint as you enter the feed ward again, then you actually haven't lost any UD's for buying the smokes, but because when you bought them it was saved, it still counts as having found them! Because the checkpoint is so close to Gomer, you can still reload without having to redo a lot of stuff, and so saving 100 UD's!" After buying the last pack from Gomer, do Checkpoint Restart. You will restart just after you challenged Sawtooth so there is practically no backtracking. When you reenter the connecting room again and see Gomer, just ignore him since you got the packs from him the first time. This trick is what gets you his five packs for free. Now go back through the rest of the Feed Ward area and back to..... /=========================================================================\ 0===========================================================================0 | III.7. Tower 17 Base (Part Three) [7TBH] | 0===========================================================================0 \=========================================================================/ Talk to Centurion to start the fight between you and Sawtooth. Sawtooth has a Shiv of his own so things are more equal. But you are much faster than he is so quickly switch to your Shiv and do the stab-and-retreat method on him. That is very effective on him. Winning your fight with Sawtooth will get you 20 UD and..... 0*******************0 | Pack of Smokes #19 \ |***************************************************************************0 | Starlife (Do not eat contents) | |***************************************************************************| | Game Concept Art 39 | 0***************************************************************************0 Sawtooth will also drop his Shiv but you already have one so you don't need it. Go back and talk to Centurion and he will recommend Cusa. Cusa can be found in Recreation Area [Section D]. /=========================================================================\ 0===========================================================================0 | III.8. Recreation Area [Section C] (Part One) [8RCO] | 0===========================================================================0 \=========================================================================/ Go through Recreation Area [Sections A and B] and into Recreation Area [Section C]. You will encounter four more prisoners (The Nurse, Wilkins, Gulag, and Craps). Don't forget to collect Moths in this section before talking to anyone. Talk to Craps to play dice. You bet 5 UD to play and there are several ways to bet with the payout changing on each one. You can win some good money playing the dice but it not absolutely necessary to play. An interesting option to raise some cash if you need it. Talking to Wilkins will activate a Side-Mission that involves finding Jagger Valance. His reward is 50 UD. But you should already have a lot of money and the last major purchase would be made before you talk to Wilkins again. So I will skip the Side-Mission for Wilkins. Talk to Gulag. He will talk to you about a red tube he needs that was stolen by the PPPs (Cricket and Asif). Agree to help. 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Activate Side-Mission (Gulag) \ |AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Find Red Tube for Gulag \ 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 When you were in the Feed Ward before you found the Red Tube in Cricket's and Asif's stash so talk to Gulag again..... 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Completed Side-Mission (Gulag) \ |CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Gave him his Red Tube back \ 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 For your reward he will give you..... 0******************0 | Pack of Smokes #3 \ |***************************************************************************0 | Carl's Blend (Not worth dying for) | |***************************************************************************| | Game Concept Art 05 | 0***************************************************************************0 Talk to The Nurse. He wants your assistance in collecting some debts. Agree to help him. 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Activate Side-Mission (The Nurse) \ |AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Put Poison in Bink's food (Feed Ward) \ 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 Now move on through the next door and into..... /=========================================================================\ 0===========================================================================0 | III.9. Recreation Area [Section D] (Part One) [9RDO]) | 0===========================================================================0 \=========================================================================/ Three more prisoners await you (Twotongue, Cusa, and Flores). Flores has little useful information. Collect all of the Moths here before talking to anybody else. Find Cusa and challenge him to a fight..... 0FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0 | Activated Fight Challenge (Cusa) \ 0FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0 If you think Cusa is scary when he accepts your challenge, try talking to him after you challenge him. Next talk to Twotongue. He wants a favor from you so agree to help him. After that he will mention that you have his Injector and killed Baasim so all he needs is a Moth so you can do business. In previous versions of this guide there was a two-part Side-Mission involving killing Baasim and retrieving the Injector for Twotongue. But you have already gotten rid of Baasim in the Ring and found the Injector when you were in the Feed Ward so you don't have to activate the Side-Mission since you have already done what was required before you talked to Twotongue. For giving him his Injector back and killing Baasim, Twotongue will give you..... 0*******************0 | Pack of Smokes #55 \ |***************************************************************************0 | Lung Busters (Tracheotomy tickles) | |***************************************************************************| | Game Concept Art 33 | 0***************************************************************************0 He will then ask for a Moth before you can get anything else from him. If you've been good in getting all of the Moths in the Recreation Area sections you should have about 16 Moths. Give him one of the Moths and he offer you some stuff to buy: Poison (10 UD), G-Smack (10 UD), Special Smokes (10 Moths). You'll notice that for the smokes you use the Moths to pay for. Twotongue has two packs for you to get. The first one is 10 Moths and the second one is 20 Moths. Buy the first pack and get..... 0*******************0 | Pack of Smokes #22 \ |***************************************************************************0 | Painful (?) | |***************************************************************************| | Movie Set 09 | 0***************************************************************************0 One of my readers, E.T.Webb, wrote to me telling me what the Japanese writing on Pack of Smokes #22 may mean..... "Pack of smokes 22 is japanese, the top bit is ITAI (Owch!) and the Kanji means Death (maybe)." Another one of my readers, Michael Spencer, gave me a bit more info on the Japanese writing..... "Itai" used as an exclamation says the same thing we mean when we say "ouch", but in grammatical context it's an adjective meaning "painful". Both are correct, and honestly, translations into natural English are far better for most people anyway. Nobody wants to watch a movie where someone burns his hand, jerks back, says "ITAI!" and the subtitle reads "Painful!" :-) For a textbook-basic example: "boku no atama wa itai desu." --> "My head is painful" (or) "My head hurts." (or) "I have a headache." The kanji on the label is indeed 'shi', or death. Open up character map and find Unicode character 6b7b with a font with Japanese support, like MS Mincho. That's the symbol. It's used in words and phrases that deal specifically with death, like "death penalty" and "a death benefit", and oddly enough, in "shikyuu wo ukeru" meaning "to be hit by a pitch" (in baseball)." You should have about 5 Moths left so you need an additional 15 to get the second pack. If you thought about doing the same trick you did with Gomer (buying the packs then restarting the checkpoint to get your money back) here with Twotongue, forget it. You have to buy the first pack before you can get to buy the second. Now go back through the Recreation Area [Sections C-A] and back to..... /=========================================================================\ 0===========================================================================0 | III.10. Tower 17 Base (Part Four) [10TB] | 0===========================================================================0 \=========================================================================/ Talk to Centurion to start the fight between you and Cusa. Cusa is fast and very strong. He will swing often and can do considerable damage if he connects. Plus if he hits you just right he can knock you clear out of the Ring. Use your Shiv and do the stab-and-retreat method. Since he charges often you will also have to block when he approaches because of his punches. Because of his aggressiveness and strength he is more difficult to get into a Reversal. Be patient and you will eventually drop him. For your reward you will get 20 UD and..... 0*******************0 | Pack of Smokes #20 \ |***************************************************************************0 | Clemens (Cigarettes causes smoke!) | |***************************************************************************| | Game Concept Art 06 | 0***************************************************************************0 Now all that's left is Bam. Go heal up near Ropes if necessary and return to Centurion. He will help arrange the fight between you and Bam. Bam will enter the Ring slowly giving you ample time to switch to your Shiv. For the most part he usually won't charge at you but will just hang back waiting for you to attack. Go up to him, stab him once or twice, and quickly pull back before he attacks. He can do some major damage if he connects with one of his powerful punches. If he hits you, just hang back and recover before repeating the stab-and-retreat method. If you are really good at doing Reversals and time Bam's attack pattern correctly you can get him into a Reversal and drop him right then and there. When you do finally kill Bam he will also drop a nasty looking Knuckleduster you may want to pick up later. After the fight, a couple of guards will approach you and escort you to..... /=========================================================================\ 0===========================================================================0 | III.11. Drug Interrogation Room [11DR] | 0===========================================================================0 \=========================================================================/ Here you will meet Abbott again who is still a bit pissed at you from your last encounter. After roughing you up a bit, he lets his guards have a little fun. But the mysterious voice that talked to Riddick earlier encourages him to unleash his inner fury and this results in the deaths of the guards with Abbott flying through the door..... Riddick: "Now look what you made me do." Now it is just you and Abbott. Abbott is armed with a Club and can seriously hurt you with it. He is also pretty well armored making him hard to kill. One of the best ways of dealing with Abbott is the use the stab-and-retreat method. Let him come to you, take a couple of quick jabs with your Shiv, and step away before he can attack. Repeat until Abbott drops dead. However, because of his toughness this method will require some patience since it will take awhile to kill him this way. If you have the Club, start your swing just before he gets to you. You should hit him just as he starts winding up for a swing at you. Using the Club in the stab-and-retreat method will speed up the process of getting rid of Abbott. If he manages to hit you with his Club then go to the opposite side of the room and let your health recover as he heads back toward you. On rare occasions, if you are on the opposite side of the room from Abbott, he will pause and make a rather obscene gesture with his Club. Despite his general toughness it is possible to catch him in a Reversal if you're good enough in doing them. I also have several different ways, from other people, of dealing with Abbott... First, from "The Hero"..... "I was using your FAQ to help me defeat abbott in the prison when he fights you with the club. and it didnt work but I did find a way thats incredibly easy to exicute and it ensures winning it also doesnt take as long. okay here it is. You can defeat Abbott easiest by rotating around (clockwise) him causing the effect that would happen if you tricked a dog into chasing its own tail. And while doing this you can constantly attack him using punches the shiv and Im not sure about the club, but anyways it takes him down pretty quick and he cant hit you at all." Second, from Ashton Green..... "I have an alternative method for killing Abbot. Stand close to him, and wait for him to start a swing at you. Back off, and if he does a double swing, rush behind him, and grab his neck. Takes a bit of practice, but once you get the feel for it, you can kill him without taking any damage." Third, from StarRain66 who posted this on the GameFAQs TCoR: EFBB message boards..... "The fight is way too simple if you go to the energy chair a couple rooms up. Just crouch when leaving the chair room and abbott is standing in the generator room doorway with his BACK turned, can you say "easy as hell"? I did that on Hard mode, on Normal I clubbed him to death with the club." I actually got StarRain66's method to work.....once. The main problem with that strategy is that Abbott is a fast runner and you need to get the door to separate you from him in order to make this work. For the most part he ran way too close to me in order to make it work consistently. But another reader, AJ, came up with a way to make it work more consistently..... "Get close to the door with your back turned to it. Let Abbott come close and he'll raise his stick to hit you. Before he can land his hit, back up through the door. It will take him a few seconds to recover from the missed swing, during which time the door will shut. Then use the medical chair & go back to see him standing with his back turned. FYI, it won't work if you don't actually use the chair before returning to the room with Abbott. I found that out the hard way (club to the forehead...doh!)." Although this is more consistent it doesn't work 100% of the time. Most times he will swing once and come after you before the door closes. But there are times when he takes a double swing or, even better, he pauses to taunt. Then you can get the door to close before he recovers. If he gets through before the door closes, just get around him and go back to the previous rooms to try again. Like AJ (and StarRain 66) said, you have to use the NanoMED Health Station in this room to make the trick work successfully. Before using the chair Abbott will wander around in the previous room (you can hear his boots) so if you open the door again you may get the Club in the forehead instead of Abbott just standing there with his back turned. By using the chair, and activating the cutscene, it resets Abbott and will make him stand with his back turned when you reenter the previous room again so you can get a cheap sneak kill. However, according to DeadmeatX, the above trick will NOT work in the PC version. The door that is used to separate you from Abbott will no longer close thus making it impossible to pull off this trick. I also tried playing around with the other two methods but I could not get them to work for me. However, they appear to be pretty solid enough strategies to put it in this guide. Maybe you might be able to make them work for you. Recently, another reader, Alan McKee, gave me a pretty good way to deal with Abbott: "Upon being confronted by Abbot, by moving forward while blocking and punching continously, you force him to back up against the wall or into the corner immediately behind him. He cannot swing the club. Eventually the wall behind him will be splattered with his blood, he'll collapse dead and all without any injury to youself." I found that if you run to him, at the beginning of this section, and start punching you can back him into the corner where the elevator door is. He will block every punch but you are still hurting him as evidenced by the blood splatters. It will take awhile but you can kill him this way and, as Alan noted, without getting hurt. When you finally kill Abbott, regardless of method, grab his Club (which has the writing "Peacemaker" on it which can be seen when in certain rooms like the Cargo Transport (later on)) and Keycard then go through the connecting hall to the next room where the NanoMED Health Station is. Through the window near the NanoMED Health Station you will see Georgie again. He is amazed that you are on the other side and wants to help you by distracting the guards on the walkways for 50 UD. I played around with this some more and found that the guards on the walkways (above the Feed Ward and Dining Hall) will turn their attention to Georgie which will allow you to either sneak by or zap the guards. It is not absolutely necessary to use Georgie but it can be somewhat helpful in dealing with the guards. Use the NanoMED Health Station and increase your maximum health to six health blocks (if you haven't already done so). From there, go left and you will encounter a door that can only be opened by a keycard. Of course, the keycard that used to belong to Abbott is what opens the door (and several others too). Before opening the door make sure you are unarmed for this door will open back into..... /=========================================================================\ 0===========================================================================0 | III.12. Feed Ward (Part Two) [12FW] | 0===========================================================================0 \=========================================================================/ .....and near the Surenos gang (the room prior to the connecting room to the Dining Hall). If you still have your Shiv (or Club) armed you will be killed by the Turret Guns. Go left, back through the connecting room, and into the first Dining Hall. Find Bink's tray and place some Poison into it..... 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Side-Mission Information (The Nurse) \ |IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Placed Poison into Bink's tray \ 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 Now go back through the connecting room, through the first part of the Feed Ward area, and to..... /=========================================================================\ 0===========================================================================0 | III.13. Tower 17 Base (Part Five) [13TF] | 0===========================================================================0 \=========================================================================/ Talk to Centurion. He can't arrange any more Ring fights for you but will give you 20 UD for the last fight plus..... 0*******************0 | Pack of Smokes #21 \ |***************************************************************************0 | Noname (Picture of broken heart) | |***************************************************************************| | Game Concept Art 29, Riddick Prototype 4 | 0***************************************************************************0 Go back to the Ring and pick up the Knuckleduster that Bam dropped (if you want) then go back through Recreation Area [Sections A and B] to..... /=========================================================================\ 0===========================================================================0 | III.14. Recreation Area [Section C] (Part Two) [14RT] | 0===========================================================================0 \=========================================================================/ Go and talk to The Nurse..... 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Completed Side-Mission (The Nurse) \ |CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Got Bink's to pay back debt to The Nurse \ 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 The Nurse will also reward you with..... 0*******************0 | Pack of Smokes #32 \ |***************************************************************************0 | Old Timer (Designed to make you dizzy) | |***************************************************************************| | Game Concept Art 28 | 0***************************************************************************0 If you run low on money you can borrow money from The Nurse and, of course, he expects you to repay him. Unfortunately, once you borrow money from him, there's no way to repay him (there's no option to repay him when you talk to him). As a result, there'll be a little surprise waiting for you later..... But if you follow this guide right you won't need to get money from The Nurse. Go through Recreation Area [Section D] and into the connecting hall leading to..... /=========================================================================\ 0===========================================================================0 | III.15. Work Pass (Part One) [15WP] | 0===========================================================================0 \=========================================================================/ Once you enter the Work Pass area you will see to your left a Riot Guard. He is letting prisoners in and out of the work area. A prisoner will walk from where the Riot Guard is to a point just near a keycoded door at the top of a short ramp. This prisoner is Shurik and if you talk to him he will ask you to get his glasses from the Mines. However, he doesn't give any weapons, money, or Packs as a reward for finding his glasses so I will skip his mission. His reward is to keep an eye on the nearby Riot Guard which I find to be of little use. There is another door on the right side of the room, labeled Power Central, that is also keycoded. Now go inside the keycarded room next to Shurik. Inside is a NanoMED Cartridge and..... 0*******************0 | Pack of Smokes #34 \ |***************************************************************************0 | Red Frog (Contains poison, nuclear waste, hazardous gas, and death) | |***************************************************************************| | Movie Set 04, Riddick First Playable 2 | 0***************************************************************************0 The Riot Guard outside will now be hostile to you so when you exit this small room make a run for..... /=========================================================================\ 0===========================================================================0 | III.16. Power Central (Part One) [16PC] | 0===========================================================================0 \=========================================================================/ When you enter the room you will walk into some crates and you will notice that the lights are out. There is a worker trying the fix the lights and a couple of guards roaming the room. You will also see some raised floors that you can crawl underneath. Stalk and sneak the guards. After awhile, the lights will come on so go underneath one of raised floor. Eventually, the lights will go out again so you can crawl back out and stalk. After killing all three persons in the room, pick up the Vent Tool that the worker dropped. On one side of the room is a NanoMED Health Unit. On the same side of the room is another door labeled Feed Ward Emergency Ventilation. Turn 180 degrees and head for the opposite wall from the door. You will see a Loose Panel. Inside is 15 UD and..... 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Side-Mission Information (Cuellas) \ |IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Found part one (of two) of the Snitch List \ 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 Now go to the other side of the room. You will see a Grating when you get to the top of the stairs. On the other side of the Grating is a short shaft where you can find 20 UD. Along the same wall is another Grating. Go through that and you will end up on top of a elevator. The elevator will take you to..... /=========================================================================\ 0===========================================================================0 | III.17. Mine Entrance (Part One) [17ME] | 0===========================================================================0 \=========================================================================/ Once the elevator stops, you will be at the Mine Entrance. There are two guards in the elevator and two options to deal with them. The first option is to stand up and look down through one of the elevator hatches (usually the one to your right). You will see the two guards walk to the elevator door. Time your drop so you can drop-kill the second guard. Nine times out of ten the first guard is unaware that his buddy has died so crouch and follow him. Sneak him when you catch up to him. Then turn around, go back into the elevator, and climb back up on top where you first started. [If you're feeling adventurous you might want to go past the second guard, past the crates, and into the next hallway to deal with a third guard patrolling there near the Security Checkpoint door then turn around and head back to the elevator (quickly get up close to him and do a Reversal). Why not simply continue forward and through the Security Checkpoint door? Because one of the Cigarette Packs you need to get can be had by taking another path that starts on the top of the elevator.] The second method of dealing with the guards is to simply leave them alone and deal with them later. Regardless of method, starting on the top of the elevator, turn on your EyeShine and proceed forward to the Ventilation Hatch. Once you enter, go straight until you reach the base of the ladder. Make sure you are crouching when you reach the ladder. Press X to go up the ladder and continue forward until you reach another Grating. Turn off your EyeShine and wait for the guard on the other side to pass. Kick out the Grating a couple of seconds after he passes the crates. Sneak out slowly and hug the crates to your left. If you did'nt crouch at the base of the ladder, you would automatically stand up when you exit the shaft and increasing your chances of being seen. After a few seconds of looking around (investigating the noise you made) the guard will proceed away from you. Sneak up behind him and kill him. Hug the right wall and make your way to the Ventilation Hatch. On the other end of the room is a guard standing by a locked door. The crates ahead of you will keep you from being seen. There is no point in confronting the guard so go through the Hatch. As you go through the shaft, you will see a junction and a path going left. This will take you back to the previous room but this path will also have..... 0*******************0 | Pack of Smokes #38 \ |***************************************************************************0 | Rokles (This product of New Poland is extremely strong) | |***************************************************************************| | Game Concept Art 21 | 0***************************************************************************0 Go back to the junction, turn left, and and head toward the Grating at the other end of the shaft. Kick out the Grating and enter the next room. You will be on top of some crates. You will also see a guard standing in a circular room in front of you. You will also see a Control Panel below. Wait for the guard to turn around then go down and sneak him. However, instead of knifing him, you will push him forward and into the fans below. You'll need to turn off the fans before you can proceed further. This is what the Control Panel is for. Also, if you go past the Control Panel and into one of the dark corners of this room, you will find 10 UD on the ground. When you use the Control Panel to turn off the fan this will also turn off the lights so use your EyeShine. Go down to the first fan and crouch down to get to the second fan. Look below. Down below is the Security Checkpoint door and the third guard that is patrolling near it. He will usually stop to look at the body you threw through the fans. Try to position yourself to either jump down on top of him or get behind him (so you can sneak him). If he is not in a good position for you to drop-kill him just stay in the fan and wait for him to go back into the hallway then drop down. [If you killed the two guards from the elevator and then killed the third guard and turned around to go back to the elevator there will be nobody here but the dead guard that you pushed through the fans (and, of course, the body of the third guard).] After killing or avoiding this guard, go through the door and into..... /=========================================================================\ 0===========================================================================0 | III.18. Security Checkpoint [18SC] | 0===========================================================================0 \=========================================================================/ This is probably the hardest part of the game. The point is to try to get through this room with as little damage as possible. In the room are two guards and a Riot Guard. There are two doors into the next area. The first door is behind the Riot Guard. But going through that door will make things a bit harder when you enter the next area. There is a second door but that is on the upper level and a bit harder to get to. Going through this door will make things a bit easier when going into the next room. I've had a couple of readers offer suggestions on how to get through this area and to the second door..... First, from Matt Hemme "Hi, I have a strategy for the Security Checkpoint in Butcher Bay that can get you through without being shot at. When you enter through the door, sneak along the left wall and get behind the boxes on that side of the room. Go around and come to a guard with his back to you. I sneaked him with the shiv and then immediately dragged his body just back to the shadow I was hiding in. The Riot Guard and Guard 2 will come over to the spot, but stay crouched behind the boxes and the Riot Guard will return to the big door with his back to the rest of the room. Wait at the big box next to the corpse and wait for Guard 2 to come back. He will notice the dead body. When he turns back around, sneak him and drag his body back into the shadows as well. From this point, you can climb the wall next to the boxes and the corpses. Use t the hangrail to cross over to the other side and climb up to the catwalk from there. I've tried this method a couple times and it has worked each time. It gets you through without taking any damage at all. You can also wait behind the first guard until his buddy comes over and talks to him. Then wait for guard 2 to walk away and follow the strategy from there. I've done it both ways. Second, from feralucce "I found an easier way to get past the security checkpoint in the mines... run to the crate on the left, then WALK, not sneak behind the shadowed crates... the riot guard will circle to the right of the first crate then go over the shadowed crate and break for it... got hit once... and did not have ot touch the guards." Matt's strategy worked a little better than what I was doing originally and was inspired to tweak things a bit combining elements of his and my old strategy. I then tweaked it some more and it works even better. The first thing you need to do when you go through the door is to run straight at the crates on the left side (hug the left side too). Don't slow down and get behind the crates. If all goes well, the first guard won't see you but will be distracted a bit. This actually helps. If the guards start shooting at you or the Riot Guard gets involved at any point do Checkpoint Restart. It is a lot easier than losing a lot of health or getting killed. When you get to the dark corner, turn right and you should see the other guard. Ahead, past the guard is some crates that are in shadow. If you look at the Riot Guard at the other end of the room, you will see that he is looking in the direction of the door you just came from when you entered the room so he is distracted too. Crouch down, turn on your EyeShine, and sneak up on the guard. Be careful though. You may get caught on the corner behind the guard and get stuck. Sneak the guard then press X to grab the body when you finish him off. Drag him to the dark corner. Stand up and turn left. Press X to climb the wall then crouch again. Go a little toward the light but not too close. Then look down. Now wait for the other guard to come snooping around. He'll head toward the dark corner and eventually find the body of the other guard. Simply drop down behind him while he is examining the body and sneak him. After killing the guard, turn around and uncrouch. Since the Riot Guard is looking away from your direction, just run straight ahead to the shadowed crates. Staying on the ground was faster than using the hangrail so I skipped it. In addition, you don't run the risk of getting the Riot Guard involved. That's a big plus. Climb the crates to the top and then onto the walkway. Turn off your EyeShine. Before you get to the door, look beyond the railing to your right. You will see a ledge that leads to a alcove above the lower door. Jump over the railing onto the ledge and go into the alcove. Turn on your EyeShine again, look around on the floor, and find..... 0*******************0 | Pack of Smokes #39 \ |***************************************************************************0 | Nordvist Nicotine (Will get you in the mood) | |***************************************************************************| | Game Concept Art 30 | 0***************************************************************************0 Go back to the walkway, turn off your EyeShine, and go through the door. You will go down the stairs and into..... /=========================================================================\ 0===========================================================================0 | III.19. Upper Mines (Part One) [19UM] | 0===========================================================================0 \=========================================================================/ When you get through the door, you will be in a hall with some open windows. If you crouch down and look through, you will see a couple of guards on the walkway opposite of you. You will also see a lower level and a door. If you used the lower door in the Security Checkpoint area, it would open to a hall that had a NanoMED Health Unit and would lead to the lower door to the Upper Mines. Of course, taking the lower door means having no cover to hide behind when you enter the Upper Mines area so it is much better to take the high road so to speak. From your position, carefully proceed forward. After getting past the second window, look at the third. You will see a upper balcony on the wall ahead. You will also see a guard come in from time to time. Once he walks away, proceed past the third window to the last bit of cover. Then go around the corner hugging the left side of the wall. You will enter another covered section with two windows. For this part I am including a map to help illustrate things better. This map is actually based on the one DeadmeatX uses in his guide but I tweaked it to better fit my strategy. ________________=== Look through the second window and you will | F | see another guard below. When his back is | ___| turned, drop down to the ground behind the | | crates below the window (A). Keep crouched | | and sidestep a little to your right. You | | will see a gap in the crates in which you | _ | can keep an eye on the guard. When you see | |_| | the guard walk right and past the gap (B), | |_|E| get up behind the guard (he will usually be ____|_ |_| | standing there at the end of his patrol | | | G |_| |___________ area (C)), and sneak him. | |__| D | |_| While still crouched, rotate left until you | B C see some crates at the corner. You will see | _____ _______ a gap between these crates and the wall (D). | | | || | When you look through the gap you will see | |__|__|| | a red crate above the gap angled against the |______ A | | wall (E). |______|_______ _|__ ___|_____ |_______________________________ Go forward into the gap until you get underneath the red crate (E). As you are heading towards point (E), a guard will appear at the end of the main path (F) and head toward where the other guard was patrolling. When you are at point (E), stop and turn left. You will see a gap that goes back to the main path. When this new guard walks past (G), get out, follow him, and sneak him. Next, go to where the second guard came from (F), through the door, and up some stairs. You will end up on the upper walkway. Go through the door at the end and you will enter a room with a door ahead of you and an area to your left. When you look left, you will see a guard talking to another prisoner. Crouch down and sneak up on the guard. Listen closely to the conversation for a moment. The guard asks "where are all of your Blueskin friends?" The prisoner he is talking to is a Blueskin. But first sneak the guard. Then talk to the Blueskin (Mosely). Mosely will talk about being left behind by his partners (Alonzo and Void) and says that you need to get a Security Card from the Sharpshooter Guard in the next room to go through the keycoded door behind him. After finishing the conversation, kill Mosely. 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Side-Mission Information (Jamal-Udeen) \ |IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Killed one (of three) Blueskins \ 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 Head to the other door and listen as you get close. You will hear the sound of another door opening on the other side. Hug the left wall and get close enough to the door to open it. You will see to door to the balcony. Move a little more to the left so all you see of the door to the balcony is a sliver. This will help keep you hidden from the Sharpshooter Guard. You will see the Sharpshooter Guard going on or going off the balcony. When you see the him walk off the balcony, wait a couple of seconds, crouch, and then follow him. By the time you catch up to the Sharpshooter Guard he will stop on the other side of the Upper Mines area. Sneak him and get the keycard. Here on the lower level of this side of the Upper Mines area is a guard and a prisoner. The guard will berate the prisoner. You can go and kill the guard but I found that if I jumped down and killed the guard, the prisoner won't talk to me. Even worse, he will try to kill me with his drill! So I don't bother with them. If you jump down and go left you will find a large elevator door (which you can't open at this point) and some crates to the right of the door. On the top of the crates is Shurik's Glasses. I am skipping Shurik's Side-Mission but this is where the Glasses can be found if you want to do his task. You can also get the glasses a little bit later in the guide. There are also Moths here that you can collect but that can be done later also. Another option of dealing with the Sharpshooter Guard is to wait until he gets off the balcony and through the door on the other end of this hall section. Crouch and go toward the Valve on the left wall. Press X to activate the Valve and go back to where you came from (while still crouched) and hide near the doorway. You will notice a hissing sound and a faint purple cloud when you activate the Valve. Wait for the sound of the other door to open, wait a couple of seconds, then pop out and stand in front of the open doorway. The Sharpshooter Guard will then see you and fire off some shots. But when he does he ignites the cloud coming from the Valve and the explosion will kill him. Then go to his corpse and pick up his keycard. Head toward the balcony near the Valve. Turn right and look at the floor. Near the door is..... 0*******************0 | Pack of Smokes #40 \ |***************************************************************************0 | Space Jockey (Not for use inside space suit) | |***************************************************************************| | Game Concept Art 23 | 0***************************************************************************0 Get off the balcony and back behind the wall before the guards below can do any damage. Now go back to where you killed Mosely and through the door leading to..... /=========================================================================\ 0===========================================================================0 | III.20. Cargo Transport (Part One) [20CT] | 0===========================================================================0 \=========================================================================/ Keep going forward and you will enter a room with two crate elevators and a NanoMED Health Unit. If you look around you'll see a sign labeled "Floor 02" and underneath it is..... 0*******************0 | Pack of Smokes #42 \ |***************************************************************************0 | Addictive M (Might make you give up smoking) | |***************************************************************************| | Movie Set 10 | 0***************************************************************************0 Get that and look at the crate elevator. Look for a platform going down and hitch a ride. When you get down, you will see a dead guard and a prisoner (Armadaro). When you talk to Armadaro, he will say that the guard had a Tranquilizer Gun and offers it to you for 50 UD. Buy it. It will be one of the best purchases in the game. It will also be the last major purchase, using UD, in the game. If you kill him in an effort to get a free Tranq Gun you won't get it because he won't drop it if he dies. Now go through the door and into the connecting room between Cargo Transport and..... /=========================================================================\ 0===========================================================================0 | III.21. Mining Core (Part One) [21MC] | 0===========================================================================0 \=========================================================================/ When you enter this connecting room the game will pause to load. You will see a door with a Keypad ahead of you. When it stops loading, stand still. Riddick will then utter the following line: "The air is thick...Smells of oil, machines, crushed rock. And something else. Fear." When he completes that line you will then hear the sound of a Riot Guard who is in the next area. Wait until you can no longer hear the Riot Guard before proceeding. When you go through the door ahead of you, you will see a NanoMED Health Unit to your left, a small set of stairs ahead of you, and a set of stairs to your right leading down. There is a guard standing in the balcony at the top of the stairs ahead of you who, at this point, you can't see. Blow out the first light near the NanoMED Health Unit. Then angle a little to your left so you can see the light in the balcony ahead. Blow it out then switch to your EyeShine. The blown lights should get the attention of the nearby guard who will creep your way to investigate. When he starts getting past the corner, zap/stomp him. Then go into the balcony. When you look out from the balcony you will see a huge room with a large Forklift (I'll call this the Forklift Room for reference), a Worker, some crates, and a Control Panel on the other side of the room. Then another guard will come in from the left and into the Forklift Room. Zap him then turn around and go down the stairs to the door that opens up into the Forklift Room. Zap the Worker then turn off the Control Panel before any of the Sentry Guns find and shoot at you. Stomp both the Guard and Worker before they get up. Go back to the Control Panel and look into the dark area beyond the railing. You will see a large crate and some machinery. Jump down into the lower level and proceed left. Turn on your EyeShine. The path leads to a dead end but on the ground is..... 0******************0 | Pack of Smokes #4 \ |***************************************************************************0 | Swift (Might turn you into a couch-potato) | |***************************************************************************| | Game Concept Art 16 | 0***************************************************************************0 You will also see a bunch of Moths flying around. Take the time to catch them so you can get the last pack from Twotongue. Go back to the crate and climb out of the lower level. Catch the Moths flying around this area and go down the path leading into the core area. When you reach the first corner, you will see three explosive barrels ahead of you. When you turn left, you will see a Valve on the corner. This information will help you later on. When you turn the second corner, you will see the core area and a guard ahead of you. Zap/stomp him, drag him to the nearby darkness, get up, go back to the previous corner, and wait. Eventually the Riot Guard will come back up the path. Let him see you so he can follow you. When that happens, run back toward the explosive barrels at the first corner. Position youself between the barrels and the wall then crouch down. Look out toward the Forklift Room. With the barrels to your right, get up against them as much as possible then wait. The Riot Guard will make his way toward your position. He will then see you sitting there. Then he will charge you while firing. One of his rounds will cause the barrels to explode which in turn will cause the Valve across the corner from you to blow up. This dual set of explosions will kill the Riot Guard. The explosions will take off at least three of your health blocks. But the Riot Guard will always drop a NanoMED Cartridge which will help you to replenish your health. The fact that the Riot Guard drops the NanoMED Cartridge leads me to believe that this was the method you are supposed to use in destroying the Riot Guard instead of the crate-dropping method suggested in the message boards. In one of my past e-mails, from someone named "no register", suggested another method of killing the Riot Guard similar to the above method..... "Do as I do: Given: The first guard is dead. Once the second guard passes, the Riot Guard will be close following. Once you see his eyes, turn on the Shine, stand up, and run through the tunnel from whence you have come. He'll see you and start shooting, but won't likely land a single shot. Go all the way around, past the "Valve" and hide just around the corner--so that you can (using the directional pad) lean out at will to keep an eye on our armored friend. He won't see you--he'll just come in, stop every now and again to look both ways, then advance further. Nudge a little to your right, just enough so that you see the action dialog for the valve. Here're something you should know: If you open the valve and he walks in to the fumes it will ignite. So what you want to do is wait for him to get close to the bottle/valve combo. Once he gets in close, quickly hit X and get as far from the valve as you can (essentially back and to the left). Moments after hitting the valve your screen will be filled with light such as you've seldom seen. If you move quickly enough, you'll lose just over a block of health on the difficult setting -- and he'll fall flat on his face, leaving you with a NanoMed Cartridge." This an effective way of getting rid of the Riot Guard. After playing around with this strategy I've found a way to make it a little better. First off, after killing the guard when entering the core area (and dragging his body into the darkness), I turned around and zapped all of the lights in the hall leading back to the Forklift Room (four lights total). This plunged the hall into complete darkness. The Riot Guard, for all of his toughness, cannot see in the dark. You can. Turn on your EyeShine. Go back into the core area and stand in the light so the Riot Guard can see you. When he starts chasing you, run back toward the Valve. Because he can't see in the dark, you won't really need to use the lean function. Just hang by the corner close to the Valve so you can activate it. Why can't you just activate the Valve, get to a safe distance, and wait for the explosion? Because the Riot Guard has to be in the middle of the explosive cloud you release from the Valve in order for the strategy to work. If you open the Valve and wait for him to walk into it, he will cause the cloud to explode, and causing everything else to explode too, but because he was at the edge of the cloud instead of in the middle, the explosion will cause no damage to the Riot Guard and you will waste some good explosives. Wait for the Riot Guard to get close to you (actually you can get pretty close to him without being seen), active the Valve, and go left as fast as you can. The Riot Guard will detonate the cloud and, since he will be in the middle of the chain of explosions, will drop dead. If you're quick on your feet, you may lose one health block or less (allowing you to regain complete health on your own). I should note that the Riot Guard may investigate then turn around and head back to the core area instead of coming closer to you. Zap him with the Tranq Gun to lure him back. If he insists on going back to the core area, let him go and head back to the corner leading back to the core area. Then stand in the light when he comes back around and try to lure him again. Another reader, joachim buyse, came up with another method of getting rid of the Riot Guard: "don't mean to correct you just to tell you a simpler way that will not have you lose any life when trying to eliminate the riot gaurd in the mining core (part 1) after you have picked up pack of smokes #4 go up and down the tunnel and shoot out all of the lights and open the valve on the pssing by... sneak kill the first gaurd and drag him into the darkness behind you. now wait for the riot gaurd to head back... when he gets near you can shoot him down with the tranq gun to get more time... get him to follow you into the darkness and towards the barrels by shooting at him with the tranq gun every time he is about to fire at you... then hide around the corner far away from the valve and as sson as you can see the riot gaurds head you tranq him and move back in a range so he can see you but you are still away from the valve and as soon as you are ready stop tanqing him and let him shoot at you... his bullets will ignite the gas (your tranq won't) and you are in a safe distance and you don't get hurt at all... i did this 4 times and pulled it off with out loosing any health" And while I was playing around that bit of strategy I came up with another one: Instead of shooting out all of the lights in the hallway I just went and sneaked the guard. Then I let the Riot Guard see me and chase me. Then I went to a point between the second and third lights back in the hallway. I then hugged the wall and got close to the concrete abuttment that had the third light (so I can see the corner). Most of the time when the Riot Guard got to the corner he would see me and therefore would fire at me. One of his rounds would hit the Valve (which would be unopened) detonating it and the nearby barrels killing the Riot Guard. If he got around the corner without detonating the Valve I would go back up the hallway into the Forklift Room. Then I would get him to follow around the Forklift then ran back down the hallway and around the corner before he could get around the Forklift. Then I waited at the corner leading into the main Mining Core. When he turned the first corner he would fire at me again but this time he would hit the Valve and thus seal his doom. One of the other methods of killing the Riot Guard, the crate-dropping method, used the crane inside the core area and the large red container crate that would get moved around. Wait until the crate was removed then get the Riot Guard into the area where the container crate sits then keep stunning him until the container crate was deposited on him thus killing him. I found that this method was inconsistent due to collision issues. One time I put the Riot Guard in the middle of the area but the container crate had no effect. He even charged at me through the crate as though it wasn't even there! I did get it to work once when he was on the very edge. Another reason I don't like this method is because of the other guards on the end of the core area that need to be taken care of. If you have to fight the guards and the Riot Guard at the same time then it gets kind of tricky. I did have some fun using this method on the regular guards themselves. One time I had a guard stunned in the deposit area. The crate was being moved into position when the effect wore off and the guard just started to get up. He knew I was there and he screamed "Diiiiiiie!!!!!!" a split second before the crate came down on top of him and squished him flat! Then he screamed in pain as he died. When the crate was lifted up again, all that was left of the guard was a large red stain (and his Assault Rifle). Getting back on topic..... After getting your health back, by using the NanoMED Health Unit near where you entered this section, head back into the core area and to some machinery (a Bulldozer) on the right side. At this point you will hear a loud grinding noise. Follow the noise and you will find two miners and a guard. Zap the guard first, then the two prisoners. Then stomp all three. The two prisoners you stomped are named Abu Bakr and Haamid. If you talked to Haamid instead of zapping him he will ask you if you want to buy a Vent Tool. But, of course, you can get it free by killing him. A fun thing you can do is put one of the drillers between yourself and the guard. When the guard fires at you he will hit the driller instead. Then the drillers will turn on the guard. Either the guard will kill the drillers or the drillers will kill the guard. Zap/stomp the survivors. If the drillers are left standing they will turn on you and try to kill you. Go and head toward the other side of the core area. Near the end is a guard. Zap him and get near his position near the ramp. Turn and look up the ramp and you will see another guard. Zap him and then stomp the first guard. Then go up the ramp and stomp the second guard. Now go back down the ramp and get behind the set of large crates near the first guard. Tucked in a corner behind the crates is..... 0*******************0 | Pack of Smokes #41 \ |***************************************************************************0 | Jimboro (Time flies like the wind. Fruit flies like bananas) | |***************************************************************************| | Game Concept Art 27, Riddick First Playable 3 | 0***************************************************************************0 Now go up the ramp near the second guard and turn right. Go through the door and stop at the top of the stairs. Zap the first guard you see then go down and around the corner and zap the second guard. Zap/stomp them both. Near where the second guard was is a barricaded door that says "Gas Leak" (I'll call this the Gas Room for reference). Turn around and go back to the core area. Go to the other end of the core area where you encountered the drillers. Go between the Bulldozer (on the left) and the stack of large crates (on the right). Once past the crates, turn right and you should see some light. Follow the light and you will see a figure standing against a red crate. This is Jagger Valance. Talk to him and he will tell you of a package he left behind in a gas filled room. He will also give you a passcode. 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Activate Side-Mission (Jagger Valance) \ |AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Get package from gas-filled room \ 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 Go all the way back to the Gas Room. Use the passcode to open the door. You will have to crouch down to make it through the gap in the door and into the room. You will have to climb some crates to get into the second part of the room and then into the cave itself. When you get into the cave, you will see Jagger's Package, a NanoMED Cartridge, and three Moths. Try to get everything and exit the Gas Room. Don't hang around the room for too long otherwise you will die. If you're trying for the Moths you may want to exit the Gas Room then re-enter and try again. 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Side-Mission Information (Jagger Valance) \ |IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Found Package \ 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 Then make your way back to Jagger Valance. He will tell you that that the Gas Room is above a den of vicious creatures and you can cause havoc if you blew a hole into their den. You will need a bomb and Jagger tells you of a guy named Jupiter in Tower 19 who can get you one. He will also give you two codes: one to get back up to the Work Pass area and the second to open the Feed Ward Emergency Ventilation door so you can make your way to Tower 19. 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Completed Side-Mission (Jagger Valance) \ |CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Gave Jagger back his Package \ 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 If you've been good in collecting all the Moths you see here in the Mining Core and surrounding areas you should have about 20, enough to get the last pack from Twotongue. If not, roam around and even re-enter the Gas Room to get them. If you are close, 18 or so, you can get some more in the Upper Mines. Now make your way back to the Forklift Room and take the large elevator at the end. This will take you back up to..... /=========================================================================\ 0===========================================================================0 | III.22. Upper Mines (Part Two) [22UT] | 0===========================================================================0 \=========================================================================/ When you exit the elevator, you will be where the prisoner and guard was when you were here earlier (when you killed the Sharpshooter Guard if you followed him here). But they are gone now. As noted before, the crates here (which should be to your left) have Shurik's Glasses on top. Go and get them now if you are doing that Side-Mission. Climb the tall ladder back to the upper walkway and go back to where you killed Mosely. His two friends, Alonzo and Void, are here now. Zap/stomp them both. 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Side-Mission Information (Jamal-Udeen) \ |IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Killed 3 of 3 Blueskins \ 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 Void will also drop a list of rats..... 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Side-Mission Information (Cuellas) \ |IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Collected part two (of two) of Snitch List \ 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 Now you need to go back up to the Work Pass area. There are actually two ways. The first and most obvious way is to go back the way you came. This means going back through the Security Checkpoint and reencounter the guards (plus the Riot Guard). The second method is what I am going to use here. This will reduce the number of guards you will have to deal with. Go through the keycoded door and back to..... /=========================================================================\ 0===========================================================================0 | III.23. Cargo Transport (Part Two) [23CG] | 0===========================================================================0 \=========================================================================/ Remember when you had to go down these things? This time you want go up. Look down the crate elevator and find a crate going up and hitch a ride to Level 3. While on the crate turn around so you can get off of it easily when you reach Level 3. When you get off, you will see a door to your right. Go through the door and back to..... /=========================================================================\ 0===========================================================================0 | III.24. Mine Entrance (Part Two) [24MW] | 0===========================================================================0 \=========================================================================/ After going through the second door look up and zap the two lights then turn on your EyeShine. While still at the door, you will notice to your left is a set of crates. You will also see that the shaft above is broken and the broken piece rests on the crates. Turn right and head toward the Ventilation Hatch. But don't enter the Hatch. Instead climb the nearby crates and jump onto the shaft. Now head towards the broken area. Crouch and enter the shaft. Follow the shaft to it's end. You will enter another room. As you turn right at the corner, you will see a small hallway and a larger room. Here you will see a guard and a prisoner. Zap/stomp the guard and talk to the prisoner (Valya). This slightly disturbed guy will give you the pass code to his secret chamber not far from here. 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Activate Side-Mission (Valya) \ |AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Find secret chamber \ 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 Retrace your steps back to the crate room and enter the Ventilation Hatch. Along the way you will encounter a broken area. Carefully go down to the lower part and continue through. Look up as you proceed and you will find a Ventilation Hatch. This leads you back to the top of the elevator where you started everything. Turn off your EyeShine and jump down. Go through the elevator door and you will see a guard standing by some crates near the end of the bridge. Zap him and get to his position to stomp him (and get 5 UD). Find and zap/stomp his partner who is patrolling the path ahead. [Of course, if you killed the two guards when you first entered the Mine Entrance area then you don't have to do anything. Although if you didn't kill the third guard near the Security Checkpoint door when you dropped down (or decided not to go after him after killing the second guard) you may have to go and nail him before he can surprise you.] Near the crates on the left side is what appears to be a lift and a keypad. Using the keypad will take you up to Valya's secret chamber. 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Completed Side-Mission (Valya) \ |CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Found secret chamber \ 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 Inside you will find a NanoMED Health Station and some crates. Climb the crates to get..... 0*******************0 | Pack of Smokes #37 \ |***************************************************************************0 | Sicher (blank) | |***************************************************************************| | Game Concept Art 38 | 0***************************************************************************0 Use the NanoMED Health Station to increase your max health to seven health blocks and return to the elevator to go back up to..... /=========================================================================\ 0===========================================================================0 | III.25. Work Pass (Part Two) [25WT] | 0===========================================================================0 \=========================================================================/ Once you exit the elevator, you will see an electrified fence. If you borrowed money from The Nurse you will get a surprise here. The Nurse's surprise comes in the form of two prisoners (Valve and Idi) who've come to collect for The Nurse. Use the Tranq Gun on both and stomp them. If you never got money from The Nurse then there will be nobody here. Thanks to blade2188 for pointing that out for me. I should also note that if you dealt with Valve and Idi you won't be able to confront The Nurse. He will no longer be in the Recreation Area. Disengage the Tranq Gun. As you look around you will see that the electrified fence goes most of the way around this room. If you go right from the elevator door, you can see the entrance to Tower 19. However, the electrified fence will keep you from going down there. If you turn left from the elevator door you will see an elevated area with a crate and a Grating. Just before the elevated area you will see a door to the left but it does not open. Go on the elevated area, kick open the Grating, and find..... 0*******************0 | Pack of Smokes #36 \ |***************************************************************************0 | Tiny Tim's Blend (Stronger than you might think) | |***************************************************************************| | Game Concept Art 26 | 0***************************************************************************0 After exploring the grating, climb the nearby crate, jump, and hang on the wall. Shimmy left and when you get to where you can't shimmy anymore, climb up. You should be on top of the wall. Below you is a room with a Riot Guard. If you look across you should see another wall like the one you are standing on. Look up. You should now see a railing above you. Jump to climb on the railing and move forward to go across the room. At the end of the railing jump down and you will be standing on the wall across from where you just came from. If you look down you will see the first Work Pass area and Shurik. Jump down next to him. If you are doing his Side-Mission, talk to him. If not, or when you are finished with Shurik, run back through the Recreation Area [Sections D-A] and to..... /=========================================================================\ 0===========================================================================0 | III.26. Feed Ward (Part Three) [26FH] | 0===========================================================================0 \=========================================================================/ We still need to go back to the Power Central area but there is a lot that needs to be done beforehand. So what I am doing is going to the furthest point from the Power Central area and make my way back talking to people and completing Side-Missions as I go. First, go talk to Cuellas here in the Feed Ward area. He will be happy that you found the Snitch List..... 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Completed Side-Mission (Cuellas) \ |CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Returned Snitch List to Cuellas \ 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 He will also reward you with..... 0*******************0 | Pack of Smokes #17 \ |***************************************************************************0 | Sensei (Could actually make you smarter) | |***************************************************************************| | TCoR Movie Teaser | 0***************************************************************************0 Now go back to..... /=========================================================================\ 0===========================================================================0 | III.27. Recreation Area [Section B] (Part Two) [27RB] | 0===========================================================================0 \=========================================================================/ Go to Recreation Area [Section B] and talk to Jamal-Udeen. He is pleased with your performance. 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Completed Side-Mission (Jamal-Udeen) \ |CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Killed all Blueskins \ 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 He also gives you..... 0*******************0 | Pack of Smokes #24 \ |***************************************************************************0 | Five Fingers (You'll die anyway) | |***************************************************************************| | Game Concept Art 10 | 0***************************************************************************0 Now go back through Recreation Area [Section C] and to..... /=========================================================================\ 0===========================================================================0 | III.28. Recreation Area [Section D] (Part Two) [28RT] | 0===========================================================================0 \=========================================================================/ Talk to Twotongue. Give him the 20 Moths for the special pack of smokes and get..... 0*******************0 | Pack of Smokes #23 \ |***************************************************************************0 | Cone Puffs (Might not be worth it) | |***************************************************************************| | Game Concept Art 02, Starbreeze Motion Capture | 0***************************************************************************0 Now you have completed all of the Side-Missions in the game (that would lead to getting smokes or weapons) and got all of the Packs in this area. Time to proceed back through the Work Pass area to..... /=========================================================================\ 0===========================================================================0 | III.29. Power Central (Part Two) [29PT] | 0===========================================================================0 \=========================================================================/ Go back through the Power Central door again. Crouch down and go under the raised floor near the Feed Ward Emergency Ventilation door. You will see a guard here this time. Zap him then crawl out and stomp him. Go through the Feed Ward Emergency Ventilation door then into the Hatch. In the PC version, this shaft will lead you to the Security Research area. This area is specific to PC users and is not available to Xbox players. I do not have the PC version and therefore cannot go into any detail concerning the Security Research area. After completion of the Security Research section you will end up in the next area. In the Xbox version, you just go through the shaft into the next area which is the upper level above the..... /=========================================================================\ 0===========================================================================0 | III.30. Feed Ward (Part Four) [30FR] | 0===========================================================================0 \=========================================================================/ You'll also come out near where the Surenos are. Use the Tranq Gun to shoot out the lights. Look out for the guard. Also be careful of the Turret Guns, they can still see you here. Crouch and creep toward the door. Find and zap/stomp the guard. Then go through the door. [If you paid Georgie when you were still in the Drug Interrogation Room area you will hear him making a racket. The guard up here will be looking at him instead of patrolling. You can either avoid or zap this guard.] Uncrouch and go right at the juction at the bottom of the stairs. On the right side of the hallway is a Control Panel which will take out much of the lights on the top level of the dining area. Turn around and on the other end of the corridor, a guard will come around the corner. Turn on your Eyeshine and zap/stomp him. Turn the corner and zap/stomp the second guard. Close to the floor near where you killed the first guard (just before you turn the corner) is a Grating. Go through the Grating and follow the shaft. You will eventually come up to some grating above you. Hang a right then right again and you will be able to enter the room. To the left is a door. This door belongs to an elevator that will bring you back to the Drug Interrogation Room where you killed Abbott. To the right is a set of stairs leading down to a broken door. At the base of the door is..... 0*******************0 | Pack of Smokes #43 \ |***************************************************************************0 | Iron Lungs (Over 100% chance of getting you killed) | |***************************************************************************| | Game Concept Art 15, Riddick First Playable 1 | 0***************************************************************************0 Retrace your steps back to the first guard you killed. Turn the corner and follow along the wall in the upper part of the first Dining Hall room then turn left. Do this quickly because the Turret Gun above the Dining Hall door will see you and fire at you. You will see a another junction where you can go right or left. Go into the junction and look right. You will hear a guard. Wait for him to show himself then zap/stomp him. At the junction, if you look left, there is a room that has the broken door near where you got Pack #43. To the right is a hall that leads to the upper portion of the second part of the Dining Hall (where Monster is) and another guard. Zap/stomp the guard. On the wall near where you killed the previous guard is a Ventilation Hatch. The shaft you enter will lead to..... /=========================================================================\ 0===========================================================================0 | III.31. Tower 19 [31TN] | 0===========================================================================0 \=========================================================================/ Near the end of the shaft is a long section down. Below is a Grating into the next room. In this room is a guard who is patrolling the area. Stand at the edge of the vertical shaft, turn off your EyeShine, look down, and use maximum zoom. When you see the guard through the Grating, jump down. You will then go through the Grating and drop-kill the guard. Get the White Security Card he drops. Use the Security Terminal to open the cell doors. Find the keycarded door and enter it. You will end up at the cell area for Tower 19. A figure will come out of one of the cells. This is Jupiter. Talk to him and get the bomb..... Jupiter: "You know what I find most uncomfortable about you, Riddick? How comfortable you are...Here. In Butcher Bay, I mean. Caged inside this slam." Riddick: "I play the hand that was dealt. Then I cheat." At that point, two guards will come out of the hall doors to attack you (and kill Jupiter). Go into the nearby cell and look outside. You will see the crane bringing down containers from above. When one comes down, run out from the cell you are hiding in then jump to get on the container and it will take you to..... /=========================================================================\ 0===========================================================================0 | III.32. Container Router [32CR] | 0===========================================================================0 \=========================================================================/ The container will stop in a very large room. The guards have initiated a lockdown because of you. However, one of my readers, Norman Mohrholz, pointed out a nice little bonus when entering the Container Router..... "if you tried to mention all nanokits, but when entering container router you can run backwards to jump (or better fall) off of the container. If you continue to this direction, the big gate is still open. You'll find a little pit under the rail with a nanokit. Also nice, you can zap the guards unnoticed from the distance, when returning." What he means is you can find another NanoMED Cartridge here. But you have to go backwards and off the container as it enters the room. After collecting the Cartridge you have to climb the wall that has a "step" by it to get out of the pit and then walk the beam to reenter the Container Router. Then use the zoom feature and zap both guards. Then go over and kill them. If you choose not to get the NanoMED Cartridge, zap the two guards from the top of the container then jump down to kill them. Just underneath the crate is a ladder down. Use your EyeShine. When you get past the next wall, you will see a guard. Zap/stomp him. Near where he is now laying is a ladder. Go up and when you reach the top, turn around. Go forward and you will find..... 0*******************0 | Pack of Smokes #44 \ |***************************************************************************0 | CA Alderholm (Smoking may encourage drinking) | |***************************************************************************| | Game Concept Art 08 | 0***************************************************************************0 Go back down the ladder and turn left. You will see another ladder, a Tranq Gun on the ground, and a Ventilation Hatch. You don't need the Gun so go for the Hatch. Hang a right at the junction and follow the path until you get to a larger room. At the end of the room is a window where you can reach in and get 15 UD and on the floor you will also find..... 0*******************0 | Pack of Smokes #45 \ |***************************************************************************0 | 20 Musketeers (Do not use all at once) | |***************************************************************************| | Game Concept Art 04 | 0***************************************************************************0 Retrace your path back to the junction. You will also notice that there is a ladder ahead of you. This leads to a higher level but there is a better way up. Go back out through the Hatch and use the other ladder. Turn off your EyeShine and go up the ladder. Hang back near the top and let the guard pass by before emerging. Zap/stomp him. You will see two keycarded doors on this level. However, you don't have anything to open them yet. You will also see a ladder nearby. If you look over the railing and look around you will see some UD laying around on the lower level far away from the ladder. Jump down to get 5 UD. Climb up the ladder and you will find a Grating. Go through the Grating and into the shaft. At the first corner there is a grating that will allow you to look down into the room below. There you will see a guard standing by the door. Zap the guard down there and quickly go to the next Grating. Jump down and stomp the guard. When you go further into the room, you will see another keypad. Next to it is a depression and a ladder. This is a elevator shaft. But this one is special. This contains a very useful shortcut that I will use later. For future reference I will call this room the Elevator Room. But for now, I will climb up the ladder to the upper level (mainly because I don't have the keycard to operate the elevator). At the top is a Grating. Go through the Grating and go to the next one. Don't kick it out yet. There is a guard nearby. Zap him before you come out and stomp him when you do. Explore this portion of the area and you will see another keypad. This is also part of the elevator shaft. Go through the hall and into the next room. You will see a NanoMED Health Unit and a hall leading right. This hall contains a worker and a control terminal. Kill the worker to get his Red Security Card and use the terminal. The container you rode in on will wreck and you need to find another way back. The Red Security Card will also operate the elevator. When you get back to where the NanoMED Healt Unit is climb the single crate near the turret gun, turn around, and look up. You will see another platform here. Climb that and you will find..... 0*******************0 | Pack of Smokes #46 \ |***************************************************************************0 | Robot Smokes (Robots have no lungs) | |***************************************************************************| | Game Concept Art 09, Riddick First Playable 4 | 0***************************************************************************0 The elevator shortcut I just mentioned will help you get back to the Mining Core but I'm not going to use it yet. I need to get all of the smokes in this area before using it. Go the elevator and use the keypad then step into the elevator when it comes up. Use the keypad again and step back into the elevator. After a few seconds, it will take you down. Next, go back to where you killed the first guard and use the keycard. This will open up this door and the door at the other end. When you enter the second door, blow out the light. As you turn the corner, you wil see a guard. Zap him. You will also see a turret gun. Down below it is a light beam that if tripped will cause the gun to fire at you. Zap the sensor on the wall to temporarily disable it then go over to the stunned guard to stomp him. Turn the corner and there will be another guard. Zap/stomp him. If you look up here, you will see a Ventilation Hatch. Enter the Hatch and go through the shaft. About halfway through the shaft you will find..... 0*******************0 | Pack of Smokes #48 \ |***************************************************************************0 | Maestro (Can you spell DOOM?) | |***************************************************************************| | Game Concept Art 07 | 0***************************************************************************0 At the end of the shaft, you will exit on the upper level of a larger room. Down below you can see a couple of sets of stairs and a guard. Zap him then jump down to kill him. Go down the stairs to the lower door. You will see another turret gun. Zap the sensor and proceed. When you turn the corner, look up. You will see two grated platforms. Climb up to get 15 UD on one platform and on the other platform is..... 0*******************0 | Pack of Smokes #47 \ |***************************************************************************0 | 68 (Unbearable suffering guaranteed) | |***************************************************************************| | Movie Set 08 | 0***************************************************************************0 I have now gotten all of the Smokes in this area. Now I will go back to the Elevator Room and use the shortcut. This nifty shortcut comes from AceOfBlades who posted his find on the GameFAQs "The Chronicles of Riddick: Escape From Butcher Bay" message board. When you used the elevator eariler, it took you down. So go through the elevator and climb the ladder then go through the Grating again. Then go back to the elevator. When you get to the elevator shaft and look up you will see a Ventilation Hatch. Look down and you will see the the top of the elevator. Now use the keypad. It will take a few seconds for the elevator to come up again. Jump on top of the rising elevator when it gets close enough. When it stops, look up and enter the Hatch. At the end of the shaft is the way down to..... /=========================================================================\ 0===========================================================================0 | III.33. Mining Core (Part Two) [33MT] | 0===========================================================================0 \=========================================================================/ .....and right in front of the NanoMED Health Unit near the Gas Room door! Nifty shortcut this is. Go through the Gas Room door and back to where you got Jagger Valance's package. Drop the bomb and exit. You will then encounter a Riot Guard who captures you. The guards will put you into a home box and begin transporting you back. But the bomb explodes causing the box to derail and all of you end up in..... /=========================================================================\ 0===========================================================================0 | III.34. Crash Site [34CS] | 0===========================================================================0 \=========================================================================/ Your first priority is to deal with the guard in front of you. You have no weapons so you will have to rely on your fists. He has a Assault Rifle so try to get him into a Reversal. After killing the guard, go out and follow the broken rail. In the cutscene, the second guard is introduced to some of the nasty creatures that lurk down here. After the cutscene, jump into the hole the creature came from and into the..... /=========================================================================\ 0===========================================================================0 | III.35. Abandoned Equipment Center [35AE] | 0===========================================================================0 \=========================================================================/ When you get down, get the two Grenades and the Shotgun the dead guards dropped. When you get out into the larger area, one of the large creatures jumps at you from above. There are two ways to deal with this creature: One way is to retreat back to the cave you came from and switch to the Grenades. Wait for the creature to get into the entrance and throw one of your Grenades. One blast should kill it. The second way is to exit the cave, hang a right (and hugging the wall), and make your way to a passage on the right wall not far from you. You should reach it just as the larger creature lands on the ground. This will allow you to avoid some conflict and conserve your newfound Grenades. Once in the passage, follow it (pick up the Shotgun too) and into another chamber. You will now start to see the smaller creatures. These creatures will come at you a lot from out of nowhere. They lash out with their tails and are a general nuisance. Use the Shotgun to blast them. If you look to your left, there is a wall you can climb. Ahead of you is another passageway. But climb the wall instead. Follow the way and you will end up by some crates (and another Shotgun). Climb the crates and go forward into a hallway. To your left is a Security Door that needs a key to open. To your right is another hallway. Follow it, blasting creatures as you go (as well as collecting another Shotgun), and you will enter another chamber. Near the end is a crate that has a Vent Tool on it (blast the creature on top first). Right by this crate is a Ventilation Hatch. Go into the Hatch and follow the shaft into another room which I will call the Drill Room for future reference. Once there you will see a Control Panel (leave that alone) and a short passage into the next room. On the other side of the wall is a large drill that needs a PowerCell to run plus an empty NanoMED Health Unit. Go through the door and along the hall and you will end up at a broken bridge. On the broken bridge is another Shotgun and nearby is the ToolRoom Key that opens the Security Door. You can't go back through the Ventilation Shaft so you will have to find another way across. Look up and you will see a couple of support wires (hangrail). Jump up onto the small concrete section below the wires then jump up to grab the wires then make your way to the other side. But there is another method to getting to the other side volunteered by Manuel Ortun Sobrino: "I write to you because I've found another way to cross the broken bridge where the ToolRoom key is, instead of using the support wires (hangrail). Well, it's only a curiosity, because the hangrail is the best way of crossing the broken bridge. you have to go to the right edge of the bridge and jump towards the other half, but trying to land in a small piece of bridge that is nearer you. It's not an easy jump, but i've done it that way after a couple of falls." You actually have to walk on top of the concrete railing (where you see the black and yellow striping) so you can put yourself in position to make the jump. This method is a little more dangerous but faster. Regardless of method, once you get to the other side you will find another Shotgun. Follow the hallway and you will end up back in the first chamber with the wall. Climb the wall again and get back to the crates. Climb them and get to the Security Door. Use the ToolRoom Key to open the door and you will see another NanoMED Health Unit (but this one is full and ready for use). To your right (by the door), are two Grenades. To the left of the NanoMED Health Unit is another door but you will have to crouch to enter. Inside this room is a PowerCell charger and another Shotgun. There is also a Service Panel. You can't go into the next room until you turn on the Panel. When you turn on the Panel, the charger turns on and you will be attacked by several of the creatures. Blast them and go into the next area. You are now on a partially covered bridge. You will also see a crate along the way. Once you have blasted the creature that jumps on top of it, climb the crate then to the top of the bridge. Go along the right side of the bridge and into an alcove above the end of the bridge. There you will find..... 0*******************0 | Pack of Smokes #49 \ |***************************************************************************0 | Mummy Lights (Smoking may seriously damage your complexion.) | |***************************************************************************| | Game Concept Art 13 | 0***************************************************************************0 Jump back down and go through the door into a small room with crates. Then go to the second door and into the storeroom. There you will see three Shotguns (one on a crate), a Prototype Rifle, four Grenades (in the corner), and a PowerCell. When you pick up the PowerCell, the vent ahead will open up and you will be attacked by four of the creatures - one at a time. To your left is a small crate. Go to the left side of the crate, look down, and turn on your EyeShine. There you will find..... 0*******************0 | Pack of Smokes #50 \ |***************************************************************************0 | Count Gunther (Maybe you shouldn't smoke these, because it is not so | | good) | |***************************************************************************| | Game Concept Art 14 | 0***************************************************************************0 Retrace your steps back to the Cell Recharger. You will be ambushed by several of the creatures on the way back so keep your eyes open. Use the recharger and go back through the Security Door and back down the hallway. You will also see that the Service Panel has turned on all of the lights here. Go down the hallway and back to the Ventilation Hatch. Go through the shaft and back to the Drill Room. But when you land, you will find a large creature breaking out of the wall below where you just came from. Switch to your Grenades and toss one just as it is about to exit the wall. The blast should kill it. Now go into the chamber behind the now dead creature. In the left corner you should find..... 0*******************0 | Pack of Smokes #51 \ |***************************************************************************0 | Cloud No. 17 (May cloud your mind) | |***************************************************************************| | Movie Concept Art 05 | 0***************************************************************************0 Go back and into the second half of the Drill Room. Place the PowerCell into the drill and operate it. The drill will go forward and into the steel door ahead. Go through the opening and right to another steel door. Crouch to go through and you will go up a hill and into a broken shaft. This leads you to..... /=========================================================================\ 0===========================================================================0 | III.36. Central Storage [36CS] | 0===========================================================================0 \=========================================================================/ Go through the shaft and you will come above a room with a guard fighting some of the creatures. You will also see a NanoMED Health Unit too. Ignore the commotion and proceed forward. You will end up in a huge room. You are near the top of the room and at what appears to be a dead end. Below is a guard and a Riot Guard fighting the creatures. Above you is a hangrail you can use. Stand up and carefully approach the edge of the ledge then look up. Press X to grab the hangrail and proceed to the end. At the end is another doorway and a ladder. Go up the ladder and make your way to the second fan. There you will find..... 0*******************0 | Pack of Smokes #52 \ |***************************************************************************0 | Enfermo (Beware of tobacco-rush) | |***************************************************************************| | Game Concept Art 18 | 0***************************************************************************0 Go back down the ladder and through the doorway. There you will be ambushed by a couple of creatures. After blasting them, go around the corner and you will find a way down. Go down and to the door. You will see a guard fighting some of the creatures. Kill the guard and the creatures will stop. There are two doors here, one ahead of you and one to the right. The door ahead of you has two guards fighting the creatures. That room also has a bunch of crates you can climb. The door on the right leads to a room that has three creatures in it. There is also a stuck elevator with a Service Hatch that leads to the top. There you can activate the Elevator Controls and you will go down to a lower level. Both of these rooms have passages that lead to the same room but in different places. In my previous versions I mentioned that the room ahead of you was the best way but I found that taking the door on the right is a little better. Go through the door on the right and you will see a creature sitting there and a Shotgun on the floor. Kill the creature and take the Shotgun. When you turn the corner, you will see a couple more of the creatures. Kill them and enter the elevator on the right side. Use the Ventilation Hatch to get to the top of the elevator. Then use the Elevator Electronics. The elevator will then go down and grind to a halt. Turn left and you will exit into another hallway. When you turn the corner, you will see another creature. Kill it and proceed forward to another door. This will open up to a larger room with a Riot Guard fighting a large creature. When he kills that he will fight the smaller creatures that come out from other parts of the room. In the previous versions of the guide I used the other door (with the two guards fighting creatures) that led me to the other side of this room making it easier for me to get to the door leading further into Central Storage. But if you listen to the noise the gun being used by the Riot Guard is making, it is different than his regular gun. That is because he is using the MiniGun. So I took the other path this time so I can go behind the Riot Guard. When he fights off enough of the creatures, I use the Prototype Gun and shoot at it's back to kill it then take the MiniGun for myself. After that, enter the door on the other side of the room (fighting off creatures as you go) and you will see a half-full NanoMED Health Unit to your right. Go left and down the hall to the next door. There you see a corridor with a Riot Guard in the middle. This is at the bottom of the very large room (with the hangrail) that you entered near the beginning of Central Storage. Waste the Riot Guard with the MiniGun. When you get near the Riot Guard, kill the other guard and any creatures nearby then pick up the MiniGun from the dead Riot Guard to replenish your MiniGun. Then proceed forward to the..... /=========================================================================\ 0===========================================================================0 | III.37. Loading Docks [37LD] | 0===========================================================================0 \=========================================================================/ When you open the door to the Loading Docks turn left and proceed forward, without stopping, while holding down the Fire Trigger which allows the MiniGun to shred anything in front of you. There are Turret Guns behind you that will take off some of your health. But if you try to destroy them, more will come out so don't bother. Near the end of the room, and the exit door, is another guard. But the MiniGun is no match for him. Get behind the large crates to your left to shield yourself from the Turret Guns. Kill the guard across the room from you through the large vertical window. Then go through the door and kill the guard there. If you do everything right, you can get through this part with minimal damage. Enter the elevator. When the door opens, there is another guard with a Shotgun. Take care of him and continue forward. In the long hallway is another creature. Kill it and go to the next door. Behind the next door is a guard. Kill him and look left. There is a NanoMED Health Unit. Use it if you need to then turn around and use the elevator. When you get to the bottom, go through the door at the end of the hall. There you will see the guard you killed from the other side of the first room. There are also two other guards here so kill them too. One of them will also drop a NanoMED Cartridge. Go forward and enter the huge cargo elevator. To the left is the button. Press it to go up. Look toward the front and get ready. At the top is a Riot Guard and two guards. Even the Riot Guard is no match for the MiniGun so blast all of them from your position within the elevator. Exit the elevator and go through the door on the left. At the junction are two guards waiting in ambush at both sides of the hall. Take them out with the MiniGun and a couple of more creatures will appear. Blast them then proceed. Go left and up the hallway. You will find at least two more creatures. Destroy them and when you reach the top part of the hallway, you will find a room to your right with two windows and a door. There are three guards here. When you kill them, one guard will drop a NanoMED Cartridge and another will drop a Grenade. In this room you will find a NanoMED Health Station. This is the last station you will find in the game. Use it to reach your maximum of eight health blocks. Go back out and continue up the hall. As you near the corner, a guard will be waiting at the next corner and will throw a Grenade. Hang back and let it explode then go up and kill the guard. Go through the next door and into the next elevator room. Here there are four guards, two on ground level and two on upper levels. You can kill all four of them with the MiniGun with little damage. Afterward, switch to another weapon to drop the MiniGun and climb the green crate then onto the red crate. Then jump up to the walkway. There you will find a NanoMED Cartridge that the guard dropped plus..... 0*******************0 | Pack of Smokes #53 \ |***************************************************************************0 | Graes (Think twice before using) | |***************************************************************************| | Game Concept Art 34 | 0***************************************************************************0 Near the door is a hangrail you can use to get to the other side (you have to jump onto the guardrail first) and use the NanoMED Health Unit if you need to (plus find another NanoMED Cartridge). Jump back down and grab the MiniGun. Then enter the elevator and use the button in the far corner. When you reach the top, you will find another Riot Guard. Destroy him and grab his MiniGun to replenish yours. Go along the left side of the room and find the door. Follow the way to another door. You will then enter a large room with a smaller room with two windows. There is a also a guard here. Kill him and go into the smaller room. Turn left and you will see an enpty NanoMED Health Unit. At the end of the window near the Health Unit is a Door Button. Don't press it! Behind the large door you can see through the window is another Riot Guard. Go to the other side of the room and press the Door Button there. This will lead to a corridor and into..... /=========================================================================\ 0===========================================================================0 | III.38. Fuel Transport [38FT] | 0===========================================================================0 \=========================================================================/ Here you will have your first encounter with the Heavy Guard. This thing is impervious to your MiniGun so you have to find another way to destroy it. In one of my latest e-mails, angelos22 suggested a very good way to destroy the Heavy Guard: "You may already know this, but here's what I did: When entering the room with the Heavy Guard, I didn't walk any further when the doors closed, I just stood there ( I may have been in a squat position). The heavy guard just sits there and fires, he wont come closer to you. It looks like he's firing right at you, but he's not hitting you. I still had 3 grenades left, so I immediately launched all 3 right under him. He was dust in a few short seconds. No running around shooting at barrels. Worked like a charm. Thought you'd like to know!" I tried this trick but I couldn't destroy it with Grenades (and I had 10 of them too). But I still used this to my advantage. The Heavy Guard sits there most of the time but will attack on occasion. He will take a couple of steps forward, fire off a short burst, then take those steps back. One reader, "Chris .", points out that this trick works a little differently in the PC version (Director's Cut): "In the PC version (better by the way:) I tried both methods you spoke of but neither were as easy as simply opening the door, not going through and waiting for the guard to come right up to the entrance. He cant fit and as his guns are on his left shoulder his field of fire is limited and he cant hit you if you hug the left wall. Luckily I had 16 gerandes. It took 15 to take him out. But in this position you cant be hit. Only problem is if you dont have 15 grenades youll be stuck with him in the way as he blocks the entrance to the hanger." Above the center of the Fuel Transport room you will see cannisters being transported along rails. These are the fuel cannisters. What you want to do is shoot them above the Heavy Guard and have them drop down onto it (assuming that it stays in the center instead of trying to come toward you if you are trying the above tricks). If you manage to get several cannisters to explode onto the Heavy Guard, it will destroy it. The Shotgun is the best weapon to bring down the fuel cannisters. What I did is that, when I entered the room, I stopped just past the door. Then I hugged the wall to the right of me. This made it harder for the Heavy Guard to hit me. Then I switched to my Shotgun. I waited for a cannister to come over the Heavy Guard then I blasted it to bring it down. The way the Heavy Guard just sits there made this encounter a piece of cake. A few Shotgun blasts later I destroyed the Heavy Guard. Another reader, aiat soltani, uses an exploit in the PC version to beat the Heavy Guard quickly: "i found a new way to kill that gaurd,i think its a bug in pc version, see, when i quick save in the game and reload, the enemys stay where they are, untill i make some noise or make them see me, so wat i did was this, i hid in the dark in the side of room, behind that pillar things, and when the gaurd walked near a rail, i quickly quick saved, when i load that save, the gaurd just stood still, so i took my time and shoot the barrels above it, worked like a charm, and i killed it with only four barrels. the trick is not letting gaurd see you, or else it will walk toward you." After destroying the Heavy Guard, regardless of method, pick up your MiniGun then take the next door and go to the..... /=========================================================================\ 0===========================================================================0 | III.39. Hangar [39HG] | 0===========================================================================0 \=========================================================================/ When you go through the second door, you will find a Riot Guard on the other side of the area. Kill him with the MiniGun and go forward. To your left is another Riot Guard. Destroy him and go left. Ahead is the spaceship and freedom. But there are three more guards to deal with. Walk forward while firing the MiniGun and they will drop quickly. In previous versions of the guide I wrote the following: "As you approach the ship, a door SHOULD open near the rear of the ship and a ramp will come down. I mention "should" because I've had several readers write to me having problems in which the door doesn't open. I think you have to kill everyone, including the Riot Guards, here to get it to open. I've never had any problems personally because I use the MiniGun on everything." Recently I had a gentleman named Fredrik Persson write to me confirming that you do indeed have to kill the Riot Guards near the ship in order to get the ramp to come down. When the door opens and the ramp goes down, enter the ship. This will start another cutscene. In the cutscene, you will see that Jagger Valance is having some trouble opening the cockpit door. Riddick gives it a shot but Johns interferes again. Riddick and Johns fight and Johns drops his gun. Jagger picks up the gun and tries to help but shoots Riddick instead..... Riddick: "Good effort...Bad result." More guards enter the craft and kill Jagger. Both Riddick and Johns are wounded and are in no condition to fight..... Riddick: "You dyin' on me, Johns?" Johns: "No, not yet...They get you good?" Riddick: "I've had worse." Johns: "I thought that this was going to be the day, Riddick...The day one of us kills the other." Riddick: "The day's not over yet." After some patching up, both Johns and Riddick end up in Hoxie's office again. This time Hoxie is putting Riddick into CryoSleep hoping to get him under control once and for all..... /==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==\ 0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0 | IV. Triple Max [TPM] | 0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0 \==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==/ The Cryo Facilty is the third level of Maximum Secirity. The most unruly of prisoners are sent here. Each prisoner is put into CryoSleep and they are awakened for two minutes each day for exercise. Most of the guards are lightly armed with little or no armor at all. There are Screamer Droids that roam about the facility and keep an eye on things. They get their name from the fact that they have a high pitched squeal that alerts nearby guards. There is also Medium Guards here in Triple Max. Medium Guards are fully robotic guards that are one step above a Riot Guard. They have three machine guns plus rockets that can make life difficult for anybody they happen to be targeting. All in all security is actually kind of light considering that it is Triple Max. That is primarily due to the fact that the prisoners spend most of their time sleeping. But imagine what would happen if one of them stayed awake long enough to figure a way out..... /=========================================================================\ 0===========================================================================0 | IV.1. Exercise Area [1EXA] | 0===========================================================================0 \=========================================================================/ You end up in a weird futuristic looking room. You are awakened from your CryoSleep for a two minute exercise period. There doesn't seem to be a way out but look around. The computer says that today is Monday. The computer also mentions that your exercise period is the only right you have as a Guild prisoner. But there is a provision being considered to have that right removed and you would have to spend all of your time in CryoSleep. But no matter how many days you remain here, nothing will come of it (I let the machine sit for a long while trying to see if that right would be removed but nothing happened). After two minutes, you will black out and go back to sleep. When you awake again, it's Tuesday. You will also see another prisoner to your right (Magico). You can't talk to him - he is incoherent. To the left of your CryoTube is the CryoTube for Magico. You can enter his CryoTube by getting up to it and pressing X. Thanks to Luke Adkins for pointing out that you can escape two days earlier than what was written here before. Once inside the CryoTube you will be transported to..... /=========================================================================\ 0===========================================================================0 | IV.2. Cryo Pyramids [2CPY] | 0===========================================================================0 \=========================================================================/ When you exit the CryoTube, pick up the Club. Once you pick it up, start jumping up the pyramid ahead of you. You will black out partway up but that is okay. If you remained on the ground level you would be attacked by Screamer Droids. Here you can still be seen but can't be touched. The droids sound an alert and a Riot Guard plus two Medium Guards emerge from a door on one end of the chamber. Climb the pyramid nearest to the door and crouch at the top. They will shoot at you even though you are at the top but have a difficult time hitting you. When they are far enough away from the door, jump down the pyramid and make a run for it which will lead you to..... /=========================================================================\ 0===========================================================================0 | IV.3. Facility Control [3FAC] | 0===========================================================================0 \=========================================================================/ When you get inside, go right. Then the doors ahead will close and another alarm will sound. Two Screamer Droids will bust through the floor to confront you. Club them then go through the floor. You will see several more Screamer Droids in the maintenance tunnel. Club them as they approach you then go to the other end. There is a guard patrolling above so be careful when you climb up. After climbing up, confront the guard and kill him. He will drop a Gun and a NanoMED Cartridge. There is also a NanoMED Health Unit here. Use it if you need to do so. Go to the end of the room and go down into another maintenance tunnel. There are several more Screamer Droids at the end but will not advance. Plug them from a distance with the Gun then go to the end of the tunnel and climb out. Here you will see a set of stairs leading up. When you get to the top of the stairs, crouch down. When you look left, you will see a guard standing near the far wall. But you will see an entrance to a room near you. When you approach the entrance, you will see a guard standing near a desk. Carefully enter the room and hug the left side to go behind the computers. Then go to the other side of the room, go from behind the computers, and approach the guard from his left side. Sneak him and he will drop a Gun and a NanoMED Cartridge. On one of the desks is..... 0*******************0 | Pack of Smokes #54 \ |***************************************************************************0 | Gawd (There is no smoking-section in heaven) | |***************************************************************************| | Movie Concept Art 01, Game Concept Art 40 | 0***************************************************************************0 While still crouched down, exit the room and go right. Sneak the other guard and pick up his Gun. Then activate the Computer Terminal to your right to open the doors. This will bring out a couple of guards, plus a Screamer Droid, behind you. Shoot the droid. You will also notice that the guards won't fire on you unless you get close enough. So take them out with headshots (from afar - use the zoom feature) and get a Shotgun, a Gun, and a NanoMED Cartridge. Go back down the stairs and into the maintenance tunnel. There are four Screamer Droids at the end. Shoot them with the Shotgun (you can take them all out with one shot) and proceed forward. As you near the end, another droid will come down. Destroy it and climb up. Go past the dead guard and into the other maintenance tunnel. At the end are three more Screamer Droids. Shoot these and climb out the other end. As you exit, you will be attacked by two Medium Guards. Run and hang a left at the corner. Keep running and you will come to another door. This will lead you to more Medium Guards but these are in hibernation. Once the door closes, you are safe. Use the NanoMED Health Unit to get back any health the Medium Droids took off. At one end of the room is a Heavy Guard. But this one has no pilot but you can climb into it and take control. Now this is what I'm talking about! Heavy firepower and near invincibility. The Heavy Guard is a bit of a pain to control but it is very fun to use. You have unlimited ammo for both the Chaingun (Right Trigger) and the Rockets (Left Trigger). The first thing to do is destroy the Medium Guards that are sleeping. Once you have done that head for the large door on the right side of the room. As you approach the door, a Heavy Guard will emerge. You can easily destroy it with your Chaingun. Enter the elevator behind it and it will take you to..... /=========================================================================\ 0===========================================================================0 | IV.4. Corporate Offices [4CPO] | 0===========================================================================0 \=========================================================================/ This part is very easy but a lot of fun because of the Heavy Guard. Just follow the hallway and kill everybody you see. About halfway you will hear of reinforcements being deployed. When you go through the next hallway after that announcement, the reinforcements will appear above you. Back up and blast them with either Rockets or the Chaingun. Near the end of the offices, you will encounter three Medium Guards. But these are pushovers thanks to the Heavy Guard. At the end of the offices is an elevator that will take you to the..... /=========================================================================\ 0===========================================================================0 | IV.5. Take Off Platform [5TOP] | 0===========================================================================0 \=========================================================================/ When you exit the elevator, go left. You will enter a more industrial looking part of the prison. Kill all of the guards you see and continue forward into the next room. There are two more guards in this room. Kill them and turn right. You will see a large door and as you approach a Heavy Guard will emerge. You can destroy it easily but the power components in your Heavy Guard will be compromised and you are forced to exit. After exiting, head for the crates on one side of the room. Climb the crate and onto the upper platform. Look right and along the floor and you will find..... 0******************0 | Pack of Smokes #2 \ |***************************************************************************0 | Candy Candy (Shouldn't be compared to candy) | |***************************************************************************| | Movie Concept Art 03 | 0***************************************************************************0 Go back down and near the Door Button. Look down and you will find..... 0*******************0 | Pack of Smokes #14 \ |***************************************************************************0 | Space Cowboy (For men with strong character only!) | |***************************************************************************| | Cigarette List, Starbreeze Technology Demo | 0***************************************************************************0 Crouch down to get this one so you don't accidentally open the door. If you have been good with your smokes collecting you will have acquired all of the Cigarette Packs in the game. Uncrouch and open the door. Two more Heavy Guards will emerge to confront you from two doors including the one you just entered from. Another door will open to your left and it is this door that you run through to proceed. In the cutscene, it seems that Riddick has run into another dead end. But Johns interferes yet again. This time, however, it is to Riddick's benefit. After climbing in, Riddick overpowers Johns and sends the craft into Hoxie's office window. After some discussion, Hoxie is transported to a hiding place and sends out some more mechs to deal with Riddick. /=========================================================================\ 0===========================================================================0 | IV.6. Last Battle [6LBT] | 0===========================================================================0 \=========================================================================/ Two weird looking mechs come out of their hiding places to confront you. They have rapid firing Chainguns and are pretty tough customers. Even tougher still are the fact they can cloak making them hard to hit. And, if you're far enough away from them, they may fire Rockets at you. However, there are some weapons on the floor you can use. There are two Shotguns and a MiniGun. No question here, pick up the MiniGun and point in their general direction. With the MiniGun in hand this fight is over in less than two minutes. If you manage to blow out the chandelier above the room and use your EyeShine, you can render the cloaking ability of the mechs useless. /=========================================================================\ 0===========================================================================0 | IV.7. Finale [7FIN] | 0===========================================================================0 \=========================================================================/ After the Last Battle, Riddick finally makes his escape. After all, there couldn't be a "Pitch Black" if he was still confined here, right? I'm not going to spoil the particulars of the ending here. Just play and see for yourself. And, oh by the way, wait until after the end credits too. Another cutscene will play bringing the story full circle..... /==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==\ 0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0 | V. Summaries [SUMR] | 0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0 \==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==/ Listed in this section are the summaries of all Cigarette Packs, Side-Missions, and Easter Eggs. /=========================================================================\ 0===========================================================================0 | V.1. Summary of Cigarette Packs [1SCP] | 0===========================================================================0 \=========================================================================/ Listed below are the summaries of the Cigarette Packs within the game. They are listed as they are found within the main body of the guide. 0============0 | Single Max | 0============0 II.2. Escape ************ Pack Number: 35 Name: Bloss Warning Label: Do not feed to children. Unlocks: Game Concept Art 32. Where: At base of first ladder. Pack Number: 1 Name: Hogdahl's Finest Warning Label: May reduce ability to listen to questions. Unlocks: TCoR Combo Trailer. Where: In hidden room. Pack Number: 6 Name: Desert Air Warning Label: Not for weak throats. Unlocks: Movie Still 0. Where: On metal table. II.4. Prison Yard ***************** Pack Number: 25 Name: Voodoo Cigarettes Warning Label: Will make your life a living HELL. Unlocks: Game Concept Art 24. Where: Activate Waman's Side-Mission and kill Molina. Waman will give you this Pack as a reward. II.5. Aquila Territory ********************** Pack Number: 58 Name: Habibs Warning Label: Could cause hallucinations. Unlocks: Game Concept Art 35. Where: In open cell. Pack Number: 59 Name: Just Regular Grass Warning Label: Will not replace regular "grass". Unlocks: Movie Concept Art 04. Where: Talk to Moondog in nearby cell after killing Rust. Pack Number: 57 Name: MBryo Warning Label: Don't smoke while being pregnant. Unlocks: Game Concept Art 36. Where: Talk to Blueboy (in hallway) after killing Rust. Pack Number: 26 Name: The Count's Forest Warning Label: Makes you less immortal!. Unlocks: Game Concept Art 25, Riddick Prototype 1. Where: Buy from Booger (in Courtyard) for 20 UD. II.6. Infirmary *************** Pack Number: 12 Name: Dr. Filur Warning Label: Not endorsed by real doctors! Unlocks: Movie Set 06. Where: Activate Shabby's Side-Mission and Kill Molina. He will give you a code for a locked door as a reward. The locked door is inside the Infirmary (Room 1). II.7. Mainframe *************** Pack Number: 13 Name: Alunda Classics Warning Label: Might make you strange. Unlocks: Game Concept Art 22. Where: On catwalk where two guards were stationed. Pack Number: 27 Name: The Beetle Blend Warning Label: May contain a small amount of poison. Unlocks: Game Concept Art 01, Riddick Prototype 2. Where: Kill Riot Guard. II.9. The Pit ************* Pack Number: 15 Name: Mont Noir Warning Label: Do not mix with fire. Unlocks: Game Concept Art 17, TCoR Novelization. Where: In dead-end alcove. II.10. Pope Joe's Den ********************* Pack Number: 16 Name: OP Warning Label: Do not smoke while sleeping. Unlocks: Movie Concept Art 02 Where: In small room near Voicebox. II.11. Dark Tunnels ******************* Pack Number: 28 Name: Karavan Warning Label: (?). Unlocks: Game Concept Art 03 Where: In narrow cubicle near wall (and near gate). II.12. Showers ************** Pack Number: 29 Name: Yup's Warning Label: Tastes like wet dognuts. Unlocks: Game Concept Art 12. Where: Inside one of the lockers. Pack Number: 30 Name: Q Warning Label: Will make your skin crawl. Unlocks: Game Concept Art 31. Where: Inside Armory (need Vent Tool to access). II.13. Guards Quarters ********************** Pack Number: 33 Name: Guards Warning Label: Only for the guards at Butcher Bay. Unlocks: Movie Set 07. Where: Buy from Shopkeeper. Pack Number: 31 Name: Gronko's Bar Warning Label: Will only taste OK combined with alcohol. Unlocks: Movie Prop 01, Riddick Prototype 3. Where: Talk to Jenkins to get Liquor. Find Chancellor and give Liquor to him. He will give you this Pack as a reward. 0============0 | Double Max | 0============0 III.1. Tower 17 *************** Pack Number: 5 Name: Charlie's Warning Label: Smoking parents may give birth to wrinkly children. Unlocks: Game Concept Art 19. Where: In the cell next to yours (on the right). III.4. Recreation Area [Section B] (Part One) ********************************************* Pack Number: 56 Name: Yoshimi Warning Label: Do you realize that everyone you know someday will die?. Unlocks: Movie Set 05. Where: Buy from Pink for 10 UD. III.5. Tower 17 Base (Part Two) ******************************* Pack Number: 18 Name: Yoyall Warning Label: Smoking makes pregnant women look cool. Unlocks: Game Concept Art 20. Where: Fight and kill Baasim in the Ring. III.6. Feed Ward (Part One) *************************** Pack Number: 7 Name: Dog Smokes Warning Label: Not even healthy! Unlocks: Movie Set 01. Where: Buy from Gomer for 10 UD. Pack Number: 8 Name: Black Death Warning Label: Nicotine may build character. Unlocks: Movie Set 02. Where: Buy from Gomer for 15 UD. Pack Number: 9 Name: Charlie's Chocolate Cigarettes Warning Label: Emits toxic gas if heated. Unlocks: Movie Set 03. Where: Buy from Gomer for 20 UD. Pack Number: 10 Name: Pirate Warning Label: Danger inside. Unlocks: Game Concept Art 11. Where: Buy from Gomer for 25 UD. Pack Number: 11 Name: Roulette Warning Label: One of the included cigarettes will cause instant death. Unlocks: Game Concept Art 37. Where: Buy from Gomer for 30 UD. III.7. Tower 17 Base (Part Three) ********************************* Pack Number: 19 Name: Starlife Warning Label: Do not eat contents. Unlocks: Game Concept Art 39. Where: Fight and kill Sawtooth in the Ring. Pack Number: 3 Name: Carl's Blend Warning Label: Not worth dying for. Unlocks: Game Concept Art 05. Where: Activate Gulag's Side-Mission and retrieve his Red Tube. He will give you this Pack as a reward. III.9. Recreation Area [Section D] (Part One) ********************************************* Pack Number: 55 Name: Lung Busters Warning Label: Tracheotomy tickles. Unlocks: Game Concept Art 33. Where: Talk to Twotongue after killing Baasim in the Ring. He will give you this Pack as a reward. Pack Number: 22 Name: Painful Warning Label: (?). Unlocks: Movie Set 09. Where: Buy from Twotongue for 10 Moths III.10. Tower 17 Base (Part Four) ********************************* Pack Number: 20 Name: Clemens Cigarettes causes smoke! Unlocks: Game Concept Art 06. Where: Fight and kill Cusa in the Ring. III.13. Tower 17 Base (Part Five) ********************************* Pack Number: 21 Name: Noname Warning Label: (Picture of broken heart). Unlocks: Game Concept Art 29, Riddick Prototype 4. Where: Talk to Centurion after killing Bam (and Abbott). III.14. Recreation Area [Section C] (Part Two) ********************************************** Pack Number: 32 Name: Old Timer Warning Label: Designed to make you dizzy. Unlocks: Game Concept Art 28. Where: Activate The Nurse's Side-Mission and poison Bink's food. He will give you this Pack as a reward. III.15. Work Pass (Part One) **************************** Pack Number: 34 Name: Red Frog Warning Label: Contains poison, nuclear waste, hazardous gas, and death. Unlocks: Movie Set 04, Riddick First Playable 2. Where: Access locked room using Abbott's Keycard. III.17. Mine Entrance (Part One) ******************************** Pack Number: 38 Name: Rokles Warning Label: This product of New Poland is extremely strong. Unlocks: Game Concept Art 21. Where: Inside shaft near the second Ventilation Shaft door. III.18. Security Checkpoint *************************** Pack Number: 39 Name: Nordvist Nicotine Warning Label: Will get you in the mood. Unlocks: Game Concept Art 30. Where: In alcove high above the Security Checkpoint room (above Riot Guard). III.19. Upper Mines (Part One) ****************************** Pack Number: 40 Name: Space Jockey Warning Label: Not for use inside space suit. Unlocks: Game Concept Art 23. Where: Balcony where Sharpshooter Guard was patrolling. III.20. Cargo Transport (Part One) ********************************** Pack Number: 42 Name: Addictive M Warning Label: Might make you give up smoking. Unlocks: Movie Set 10. Where: On the floor near sign "Floor 2". III.21. Mining Core (Part One) ****************************** Pack Number: 4 Name: Swift Warning Label: Might turn you into a couch-potato. Unlocks: Game Concept Art 16. Where: In the dead-end area which can be accessed by jumping over the railing next to the Forklift. Pack Number: 41 Name: Jimboro Warning Label: Time flies like the wind. Fruit flies like bananas. Unlocks: Game Concept Art 27, Riddick First Playable 3. Where: Tucked behind a couple of container crates on far side of Mining Core room. III.24. Mine Entrance (Part Two) ******************************** Pack Number: 37 Name: Sicher Warning Label: (blank). Unlocks: Game Concept Art 38. Where: Activate Valya's Side-Mission and find his secret chamber. Pack can be found on top of crates inside secret chamber. III.25. Work Pass (Part Two) **************************** Pack Number: 36 Name: Tiny Tim's Blend Warning Label: Stronger than you might think. Unlocks: Game Concept Art 26. Where: Behind grating. III.26. Feed Ward (Part Three) ****************************** Pack Number: 17 Name: Sensei Warning Label: Could actually make you smarter. Unlocks: TCoR Movie Teaser. Where: Activate Cuellas' Side-Mission and find the Snitch List. He will give you this Pack as a reward. III.27. Recreation Area [Section B] (Part Two) ********************************************** Pack Number: 24 Name: Five Fingers Warning Label: You'll die anyway. Unlocks: Game Concept Art 10. Where: Activate Jamal-Udeen's Side-Mission and kill all (three) Blueskins. He will give you this Pack as a reward. III.28. Recreation Area [Section D] (Part Two) ********************************************** Pack Number: 23 Name: Cone Puffs Warning Label: Might not be worth it. Unlocks: Game Concept Art 02, Starbreeze Motion Capture. Where: Buy from Twotongue for 20 Moths III.30. Feed Ward (Part Four) ***************************** Pack Number: 43 Name: Iron Lungs Warning Label: Over 100% chance of getting you killed. Unlocks: Game Concept Art 15, Riddick First Playable 1. Where: Next to a broken door near the Drug Interrogation Room. Need to access a Grating and go through a shaft to get to Pack. III.32. Container Router ************************ Pack Number: 44 Name: CA Alderholm Warning Label: Smoking may encourage drinking. Unlocks: Game Concept Art 08. Where: On rails on opposite side of room. Need to go down ladder at beginning of room. Then climb a ladder to access opposite side of room and get Pack. Pack Number: 45 Name: 20 Musketeers Warning Label: Do not use all at once. Unlocks: Game Concept Art 04. Where: While in lower room access the Hatch at the end of the room. Hang a right at the junction and enter room to get Pack. Pack Number: 46 Name: Robot Smokes Warning Label: Robots have no lungs. Unlocks: Game Concept Art 09, Riddick First Playable 4. Where: On platform in upper level near where you kill the worker to get the Red Security Card. Pack Number: 48 Name: Maestro Warning Label: Can you spell DOOM? Unlocks: Game Concept Art 07. Where: Halfway through a Ventilation Shaft. Pack Number: 47 Name: 68 Warning Label: Unbearable suffering guaranteed. Unlocks: Movie Set 08. Where: On a grated platform near a Turret Gun. III.35. Abandoned Equipment Center ********************************** Pack Number: 49 Name: Mummy Lights Warning Label: Smoking may seriously damage your complexion. Unlocks: Game Concept Art 13. Where: In an alcove at the end of the partially covered bridge. Pack Number: 50 Name: Count Gunther Warning Label: Maybe you shouldn't smoke these, because it is not so good. Unlocks: Game Concept Art 14. Where: Behind crate in romm where you pick up the Prototype Rifle. Pack Number: 51 Name: Cloud No. 17 Warning Label: May cloud your mind. Unlocks: Movie Concept Art 05. Where: In room where the giant creature emerges from. III.36. Central Storage *********************** Pack Number: 52 Name: Enfermo Warning Label: Beware of tobacco-rush. Unlocks: Game Concept Art 18. Where: When you reach very large room use the Hangrail. At end of Hangrail there is a ladder leading up. Climb ladder and go to large fans. Pack is by second fan. III.37. Loading Docks ********************* Pack Number: 53 Name: Graes Warning Label: Think twice before using. Unlocks: Game Concept Art 34. Where: On catwalk in room where you encounter four guards (climb container crates to reach). 0============0 | Triple Max | 0============0 IV.3. Facility Control ********************** Pack Number: 54 Name: Gawd Warning Label: There is no smoking-section in heaven. Unlocks: Movie Concept Art 01, Game Concept Art 40. Where: On desk in small room near guard. IV.5. Take Off Platform *********************** Pack Number: 2 Name: Candy Candy Warning Label: Shouldn't be compared to candy. Unlocks: Movie Concept Art 03. Where: On upper platform in room where you are forced to exit the Heavy Guard. Pack Number: 14 Name: Space Cowboy Warning Label: For men with strong character only! Unlocks: Cigarette List, Starbreeze Technology Demo. Where: On the floor near the Door Button leading out (in room where you are forced to exit the Heavy Guard). 0=============================0 | Director's Cut (PC Version) | 0=============================0 Note: These three packs can only be found in the PC version of Riddick. The pack information was contributed by sithicus and hayder hayder. Pack Number: 60 Name: Flare Warning Label: May cause burning sensation. Unlocks: DVD trailer for the movie. Where: (Computer Room) On the right side near some monitors. Pack Number: 61 Name: Diamond Smokes Warning Label: Really, really dangerous. Unlocks: Photo of the developers. Where: (Security Research 2) Found after ambush, in corridor between E-12 and E-13. You have to break glass on your right and climb some crates. Eliminate guard and you can find them under some pipes. Pack Number: 62 Name: Smog Hog Warning Label: Smoking makes your lungs black like your soul! Unlocks: First Person Fighting Test. Where: (Security Research 2) Found in the room with "flamingos" - 2 robots with big guns. Search crates before climbing to the other side. /=========================================================================\ 0===========================================================================0 | V.2. Summary of Side-Missions [2SDI] | 0===========================================================================0 \=========================================================================/ Listed below are the summaries of the Side-Missions found within the game. This includes Side-Missions that I chose not to do within the guide. 0============0 | Single Max | 0============0 II.4. Prison Yard ***************** Prisoner: Shabby Mission: Kill Molina when his lockdown expires. How: After Riddick confronts Rust, Molina's door will open. Kill Molina to complete mission. Reward: You get a door code for a room inside the Infirmary (Door 1) where you can find a Scalpel and Cigarette Pack #12. Prisoner: Waman Mission: Kill Molina when his lockdown expires. How: After Riddick confronts Rust, Molina's door will open. Kill Molina to complete mission. Reward: Cigarette Pack #25. 0============0 | Double Max | 0============0 III.4. Recreation Area [Section B] (Part One) ********************************************* Prisoner: Jamal-Udeen Mission: Kill all Blueskins. How: There are three Blueskins you need to kill. All three can be found in the Upper Mines area. The first one is Mosely. After your conversation with him, kill him. The other two, Alonzo and Void, will be found where Mosely is after returning from Mining Core. Void will also drop part of the Snitch List for Cuellas. Reward: Cigarette Pack #24. III.6. Feed Ward (Part One) *************************** Prisoner: Cuellas Mission: Obtain Snitch List for him. How: Snitch List is in two parts. First part is behind a panel in the Power Central room. The second part is dropped by one of the Blueskins (Void) in the Upper Mines area. Return complete list to Cuellas to complete mission. Reward: Cigarette Pack #17. III.8. Recreation Area [Section C] (Part One) ********************************************* Prisoner: Wilkins Mission: Find Jagger Valance. How: Jagger Valance can be found in the Mining Core area. Once you find him you will complete the mission. Return to Wilkins to get reward. Reward: 50 UD. Prisoner: Gulag Mission: Find Red Tube for him. How: Gulag's Red Tube can be found behind a hidden panel in the second part of the Dining Hall in Feed Ward (along with Twotongue's Injector). Return Red Tube to Gulag to complete mission. Reward: Cigarette Pack #3. Prisoner: The Nurse Mission: Put Poison in Bink's food. How: When you kill Motor in the connecting room in the Feed Ward you can get the Poison he drops. Place Poison in Bink's food tray. Go back to The Nurse to collect reward. Reward: Cigarette Pack #32. III.9. Recreation Area [Section D] (Part One) ********************************************* Prisoner: Twotongue Mission: Get Injector back from the PPP's and kill Baasim in the Ring. How: Twotongue's Injector can be found behind a hidden panel in the second part of the Dining Hall in Feed Ward (along with Gulag's Red Tube). Challenge Baasim to a fight in the Ring. Kill Baasim and return Injector to Twotongue to complete mission. Reward: Cigarette Pack #55 plus you can now start trading with him. III.15. Work Pass (Part One) **************************** Prisoner: Shurik Mission: Find Shurik's Glasses for him. How: Shurik's Glasses can be found on top of crates by large cargo elevator door in Upper Mines area. Return Glasses to Shurik to complete mission. Reward: Shurik will keep an eye on nearby Riot Guard for Riddick. III.21. Mining Core (Part One) ****************************** Prisoner: Jagger Valance Mission: Retrieve Package from Gas Room. How: Jagger will give you a code to enter a gas filled room. Go inside Gas Room to get Package. Return Package to Jagger Valance to get reward. Reward: He will give you two door codes: one to get back up to the Work Pass area and the second to open the Feed Ward Emergency Ventilation door so you can make your way to Tower 19. III.24. Mine Entrance (Part Two) ******************************** Prisoner: Valya Mission: Find Valya's Secret Chamber. How: You need to ride up crate elevator to Floor 3. Enter next room and climb large green crates to get on top of ventilation shaft. Go along shaft to where it is broken and enter shaft. Go along shaft and enter room. Kill nearby guard and talk to Valya who will give code to enter room. Return to Mine Entrance and find keypad to enter code. You will be raised to door so you can enter room. Reward: Secret Chamber will contain Cigarette Pack #37 and a NanoMED Health Station. /=========================================================================\ 0===========================================================================0 | V.3. Summary of Easter Eggs [3EGG] | 0===========================================================================0 \=========================================================================/ Listed below are the summaries of all of the Easter Eggs confirmed for the Xbox version of "The Chronicles of Riddick: Escape From Butcher Bay". 0============0 | Single Max | 0============0 Name: The Toilet Easter Egg Where: The Courtyard How: After the main credits you are deloused. Turn around and flush your toilet five times. When you leave your cell, find and enter Waman and Girish's cell. Flush their toilet five times. You will also have to activate Waman's Side-Mission (Kill Molina) (or you can activate Shabby's Side-Mission (Kill Molina) or both). Talk to Mattsson in the Courtyard then go to his cell. When you enter Mattsson's cell you are ambushed by two other prisoners. Kill them and then flush Mattsson's toilet five times before leaving the cell. After first confrontation with Rust, Molina's cell door will open. Kill Molina then flush his toilet five times. After doing that, the Easter Egg will reveal itself within the Courtyard. What: There will be a picture on one of the walls. It will be of three of the developers with the words "Los Tres Amigos" (The Three Friends) at the bottom. Name: The Enclave Easter Egg Where: Showers How: After leaving the Showers, hang a right and go into the doorway at the end of the hall. You will enter a room that contains some of the guards quarters. Find the door for Keenan and ring the doorbell a couple of times. What: You'll hear mostly gibberish but also a mention of "Vatar." Vatar was the main villain of Enclave, another game made by Starbreeze Studios. The voice is that of the goblin character, a low-ranking enemy in Vatar's forces. Name: The Tool Easter Egg Where: Showers How: After leaving the Showers, hang a right and go into the doorway at the end of the hall. You will enter a room that contains some of the guards quarters. This is also where the Enclave Easter Egg is located. What: Four of the doors in this room have the names Keenan, Jones, Carey, and Chancellor. According to I_Like_Pancakez, who posted his find at the GameFAQs Message Boards, he noticed that in the G4 special on the making of the game (which is an unlockable on the PC version of the game) that one of the designers was wearing a shirt of the rock band Tool. The designers then included the names of the band members here in this room posted at four of the doors. /==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==\ 0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0 | VI. Credits [CRDT] | 0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0 \==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==/ Credits and thanks go out to the following: Starbreeze Studios ****************** For demonstrating that licensed games don't have to suck. CoR:EFBB is probably the best licensed game to come along since "Goldeneye" (Nintendo 64) and for being friendly toward guide writers (like DeadmeatX). Vivendi Universal Games and Tigon Games *************************************** For their roles in helping to make TCoR:EFBB the great game it is. GameFAQs, IGN, CheatCC, Cheats.de, GamerHelper, GamersTemple, SuperCheats, TheGenie, and many other guides sites ************************************************************************** For providing a place for writers like myself to publish our work and help other gamers while indulging in one of our favorite pastimes. Apple Computers and Bare Bones Software *************************************** For making, IMHO, the best compters and for making the best text program (BBEdit Lite) for the Macintosh. MicroSoft ********* Despite the fact that I use a Macintosh I have to give props to the "Evil Empire" for putting out a very good console. Ieatdirtoo, LiMpBiZkitFan, SayainPrince, The13thJedi, WasabiX ************************************************************* For being part of the small group of people making guides for this wonderful game. DeadmeatX ********* Special thanks goes to him for his work on the PC version (he is currently the only person so far doing one for the Director's Cut), for helping reveal one of the game's Easter Eggs, and for permission to use his Upper Mines map. And finally, my biggest thanks of all goes to you the reader (and especially those who have made suggestions that made it into the guide as well as those who took the time to say nice things about this document). /==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==\ 0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0 | VII. Conclusion | 0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0 \==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==/ So now I've come to the end of yet another gaming adventure and looking forward to new ones. I hope that my guide helps you in getting the most out of "The Chronicles of Riddick: Escape From Butcher Bay". Remember, if you have any comments and suggestions, you can contact me at rarusk[gnat]netzero[snot]com. Enjoy! *****************************************************************************