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FAQ/Walkthrough

by Robert Allen Rusk

*****************************************************************************
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!
*****************************************************************************