***************************************************************************** The Chronicles Of Riddick: Escape From Butcher Bay Guide [Xbox and PC Versions] Version 4.0 [Revision 10] (February 2005) By Robert Allen Rusk Copyright 2004-2005 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 recently released book "GameFAQs Presents.....The Ultimate Xbox Strategy Guide" published by Future Network USA. 0---------------------------------------------------------------------------0 This is the largest update I've made to the guide yet. I've added a Summaries and Credits section as well as implemented a Quick Search Feature that is becoming popular amongst guide writers. Recently I wrote to another guide writer, DeadmeatX, who is writing a guide for the PC version of Riddick. In his latest version he reveals an Easter Egg that was given to him by one of the developers at Starbreeze Studios. I have confirmed that it also works in the Xbox version and that information is being incorporated in this revision (as well as another Easter Egg that is posted on GameSpot). He was also kind enough to let me use the map he created for the Upper Mines section of his guide. 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 --The Hero --Tony Marshall --strikt911 --Caryl Preston --Chase Turner --E.T.Webb --ali tapal --Ashton Green --Matt Hemme --feralucce --blade2188 --Norman Mohrholz --W. David Eldred --AJ --Michael Spencer --Casey Stangel --Steve101 --no register --Srikumar Chari --Fredrik Persson --Manuel Ortun Sobrino --angelos22 --JemyM --Barac Wiley --"Chris ." --joachim buyse 0================================0 | Other Documents I Have Written | 0================================0 X=======================================================================X | "Grand Theft Auto: Vice City" Walkthrough (Strategy Guide) | |=======================================================================| | 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) | X=======================================================================X All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ***************************************************************************** /==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 37-year old hardcore gamer with about 29 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, the PS2, and, of course, the Xbox. 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 am also a member of the X-Otic Computer Systems of San Antonio (www.xcssa.org), a group who specializes in Linux, Mac, and other systems. It is here that you can see some of my RGB hack work in the photos section. /=========================================================================\ 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 played TCoR: EFBB on my NEC MultiSync 3D RGB monitor using a homebrew RGB box that contains a EL1883 sync separation chip which is MacroVision compatible. This allows me to watch my movies, like "The Matrix", in RGB Analog without the MacroVision copy protection signal getting in the way. MacroVision screws up the sync signal and the EL1883 is the only sync chip that can ignore it. Recently I removed my Sony CXA-1145 RGB amplification chip from my RGB box because it would oversaturate the red and blues when I put on the Thermal Goggles in "Grand Theft Auto: San Andreas". You know, as many revisions as that box has gone through I'm surprised it still works. When I do my writing and guide revisions I run my Mac (on one monitor) alongside the Xbox (on my MultiSync 3D monitor). This way I can simultaneously play and make changes to the guide at the same time. When I want to watch my movies in RGB Analog, I use my PlayStation 2 with GameShark 4.0 (to disable the Component Video Forceback) and my MultiSync 3D monitor. Watching my movies (and TV shows) in pristine RGB Analog is great. "The Lord of the Rings: The Two Towers" (Extended Version) looks fantastic in RGB. So does my Godzilla movies, "Red vs. Blue", "The Matrix", "Red Dwarf", etc..... The sound is hooked up to an old stereo box I got from Radio Shack when I acquired my first Amiga 500 about 13 years ago and it has served me well despite it's age. I have completed the game 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, at the time of this revision, it is still under construction, 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..... 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Activate Side-Mission (Hicks) | |AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Get box for Hicks | 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 When you find the box you will see this..... 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Side-Mission Information (Hicks) | |IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Found box | 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 When you give Hicks his box you will see this..... 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Completed Side-Mission (Hicks) | |CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | 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..... 0FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0 | 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 is two confirmed Easter Eggs. Anything that leads to an Easter Egg will look like this..... 0EEEEEEEEEEEEEEEEEEE0 | 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..... "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. After some "pleasantries" are exchanged between Hoxie and Riddick, 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..... 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | 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..... 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Activate Side-Mission (Shabby) | |AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | 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..... 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Activate Side-Mission (Waman) | |AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | 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..... 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | 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..... 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | 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. 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Side-Mission Information (Shabby and Waman) | |IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 | Killed Molina | 0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0 Molina's cell also has a toilet. By flushing his toilet you will finish unlocking the Toilet Easter Egg..... 0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0 | 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. 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Completed Side-Mission (Waman) | |CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | 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). 0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | Completed Side-Mission (Shabby) | |CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0 | 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..... 0EEEEEEEEEEEEEEEEEEEEEEEEEEE0 | 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. 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. 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 another Easter Egg..... 0EEEEEEEEEEEEEEEEEEEEEE0 | 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 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 engages in some rather painful negotiations (for Johns anyway). After dealing with Johns, Hoxie sends Riddick to The Mines. /==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. 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Activate Side-Mission (Jamal-Udeen) | |AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | 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..... 0FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0 | 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. 0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | Activate Side-Mission (Cuellas) | |AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0 | 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..... 0FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0 | 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 \=================================