Xbox | The Chronicles of Riddick: Escape from Butcher Bay

*****************************************************************************
The Chronicles Of Riddick: Escape From Butcher Bay Guide
[Xbox and PC Versions]
Version 4.6 [Revision 13] (April 2006)

By Robert Allen Rusk
Copyright 2004-2006 Robert Allen Rusk.

Email: rarusk[gnat]netzero[snot]com
       (Note: The [gnat] replaces the "@" symbol in this guide. It is to 
              thwart spambots looking for email addresses to send spam to. 
              Simply replace [gnat] with "@" when responding. I chose [gnat] 
              because it rhymes with "at" and is easy to remember. Likewise 
              the same for "." - [snot].)

This guide may only be distributed and/or posted in it's original format. If 
you wish to post or use excerpts from this guide, PLEASE ask for my
permission before doing so (especially if you work for a magazine or
website). A lot of time and effort was spent putting this thing together and
that should be taken into consideration. And remember.....

"Respect is everything."

I truly want to thank those who have written to me about this guide even if
you haven't received a response. I tend to read my e-mail late at night and
sometimes I'm too tired to respond right away. Mainly because I'm either a)
updating my GTA related documents, b) hacking up a console or doing more RGB
experiments, or c) I've had a rough night at work (I work retail you
know....).

I've received a lot of nice e-mail about this guide from people around the
world saying how good the guide is and offering suggestions (most of which
made it into the previous revisions). I intend to continue updating and
polishing this document for as long as possible.

One of the earlier versions of this guide can be found in the book "GameFAQs
Presents.....The Ultimate Xbox Strategy Guide" published by Future Network
USA.

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"The Chronicles of Riddick: Escape From Butcher Bay" is copyright 2004 by
Vivendi Universal Games, Inc. Licensed by Universal Studios Licensing LLLP.
All rights reserved.

All other trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.

*****************************************************************************

One of the biggest things for me lately is that I have upgraded my computer.
I now am the proud owner of a 1.5Ghz Single Core Intel Mac Mini. I also
acquired Textwrangler 2.1.2 from BareBones (the same company that made BBEdit
Lite). The nice thing about Textwrangler is that it has a really nice
spellcheck feature which was something that BBEdit Lite didn't have. Really
helpful in cleaning out the document of spelling errors. This is the first
revision done on the new setup.

For this revision I only did very minor work. I tweaked where I described my
setup, added my "Stubbs the Zombie" guide to the list of other documents, and
tweaked the ending to the PC version section. There are no gameplay changes.

If I am able to get Riddick to run on my Mac Mini (there is something called
Boot Camp that will allow you to install Windows XP on a Intel Mac) I may be
able to do a huge update and finally incorporate the PC specific stuff. This
may be the only reason I ever want to run Windows XP on a Mac.

0---------------------------------------------------------------------------0

0====================0
| Additional Sources |
0====================0

--The Chronicles Of Riddick: Escape From Butcher Bay (Game Manual)
--GameFAQs "The Chronicles of Riddick: Escape From Butcher Bay" Message Board
  --AceOfBlades (Elevator Shortcut)
  --StarRain66 (Abbott Strategy)
--DeadmeatX's "The Chronicles Of Riddick: Escape From Butcher Bay" (PC 
  Version) Guide
--GameSpot
  --Enclave Easter Egg

0==========================0
| Additional Contributions |
0==========================0

--Anthony Peregoy                 --I_Like_Pancakez
--The Hero                        --sithicus
--Tony Marshall                   --Alan McKee
--strikt911                       --Luke Adkins
--Caryl Preston                   --joachim buyse
--Chase Turner                    --"Chris ."
--E.T.Webb                        --Barac Wiley
--ali tapal                       --JemyM
--Ashton Green                    --angelos22
--Matt Hemme                      --Manuel Ortun Sobrino
--feralucce                       --Fredrik Persson
--blade2188                       --Srikumar Chari
--Norman Mohrholz                 --no register
--W. David Eldred                 --Steve101
--AJ                              --Casey Stangel
--Michael Spencer                 --Adam Gent
--aiat soltani                    --hayder hayder

0================================0
| Other Documents I Have Written |
0================================0

  X=======================================================================X
  | "Grand Theft Auto: Vice City" Walkthrough (Strategy Guide)            |
  |=======================================================================|
  | "Grand Theft Auto: Vice City" Hidden Text FAQ                         |
  |=======================================================================|
  | Differences Between The Three Versions Of "Grand Theft Auto: Vice     |
  | City" for the PlayStation 2 (FAQ)                                     |
  |=======================================================================|
  | "Grand Theft Auto: Vice City" Suggested Music List FAQ (Xbox and PC)  |
  | (currently hosted by IGN.com)                                         |
  |=======================================================================|
  | "Grand Theft Auto 3" Walkthrough (Strategy Guide)                     |
  |=======================================================================|
  | "Grand Theft Auto: San Andreas" Walkthrough (Strategy Guide)          |
  |=======================================================================|
  | "Grand Theft Auto: San Andreas" Hidden Text FAQ                       |
  |=======================================================================|
  | "Stubbs the Zombie" (Xbox) Walkthrough (Strategy Guide)               |
  X=======================================================================X

*****************************************************************************
 /==XX====XX====XX====XX====XX====X##***##X====XX====XX====XX====XX====XX==\
0===XX====XX====XX====XX====XX====X##***##X====XX====XX====XX====XX====XX===0
| Table of Contents                                                         |
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 \==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 39-year old hardcore gamer with about 
30 years of gaming experience. I am an ex-gametester (Broderbund Software, 
LucasArts Games, Point Of View Computing) and an ex-arcade attendant (Namco 
Cyberstation - Pier 39, San Francisco, CA).

I also own multiple systems such as the Sega Dreamcast, Super Nintendo,
Nintendo 64, Atari Jaguar, PlayStation 1, Xbox, and, of course, the
PlayStation 2.

I currently work at JCPenneys at one of the malls here in San Antonio, TX. 
Retail isn't the best job in the world but JCPenneys is a very stable company
unlike some of the other places I have worked for in the past like internet
service providers or web programming companies.

I started writing guides in 2003 because I felt it was something I could do
utilizing my writing skills gained in college and gametesting along with my
passion for vidgames. Over time I have honed my overall writing and
organization skills plus my creative thinking skills. I have extended the
play value of the games I have written guides and FAQs for many times over
plus I have received many letters from all over the world.

I am also what one may call and RGB enthusiast. I hack my game consoles to
try to get the best possible video from them and that usually involves
tapping into the RGB Analog video signals and using them on the right
monitors to achieve my desires. To this end I became a member of the
GamesX.com mod forum and I post regularly on their "RGB + Video Discussions"
forum area.

In addition, I am a member of the X-Otic Computer Systems of San Antonio
(www.xcssa.org), a group who specializes in Linux, Mac, and other systems.

I am also a regular forum poster at GameFAQs, an occasional poster at
www.Atariage.com, and I am also a member of the MOFAT (a members only message
board set up by GTA: Vice City players who met on the Vice City message
boards at GameFAQs).

Outside of gaming, my interests include Godzilla (I have been a G-Fan since
the age of ten) and Red Dwarf (I am currently awaiting the release of Series
VII and Series VIII on DVD here in the States).

As far as favorite sports teams go my teams are the San Antonio Spurs (NBA)
[the local team], the Denver Broncos (NFL) [although I live in Texas I am
originally from Colorado Springs, Colorado], and the Air Force Falcons (NCAA
Football).

 /=========================================================================\
0===========================================================================0
| I.2. My Setup                                                      [2MYT] |
0===========================================================================0
 \=========================================================================/

This guide was constructed using BBEdit Lite 6.1 and a Power Mac Workgroup
Server 8550/200 (with a G3 card running at 330 MHz). It is now being
maintained using TextWrangler 2.1.2 on a 1.5Ghz Single Core Intel Mac Mini. I
view my work in Safari to help in seeing how it would look on the web and
correct format errors.

I also play Riddick on my NEC MultiSync 3D RGB monitor using a homebrew RGB
box that contains a EL1883 (MacroVision compatible) sync separation chip to
acquire video sync, for RGB use, from Composite Video.

When I do my writing and guide revisions I run my Mac (on a Compaq monitor)
alongside the Xbox or PS2 (on my MultiSync 3D monitor). This way I can
simultaneously play and make changes to the guide at the same time.

The sound is hooked up to an old stereo box I got from Radio Shack when I
acquired my first Amiga 500 in 1990 and it has served me well considering its
age.

I have completed the TCoR:EFBB multiple times to get information for this
guide.

 /=========================================================================\
0===========================================================================0
| I.3. From The Author                                               [3FMU] |
0===========================================================================0
 \=========================================================================/

Welcome to my "The Chronicles of Riddick: Escape From Butcher Bay" guide! 

This is also the first non-GTA related guide or FAQ I have done to date. In
this guide you will find a lot of useful information in a highly organized
format that you can use to get the most out of the game.

Quotes taken from readers' e-mail are presented "as is" and may include
spelling and grammatical errors.

When I first started doing guides and FAQs, I did not know how well it would
go over and how many people would respond. I wasn't exactly swamped with
e-mail but I do get letters from time to time. Sometimes people would ask for
advice and others would say how cool the guide is. All it takes is for one
person to say how good and useful your guide is to make it all worthwhile.

I want to thank GameFAQs for creating a place where such documents can be
hosted for the benefit of all gamers. I also want to thank IGN.com,
NeoSeeker.com, TheVGNation.com, GameHelper.com, and many other sites for
their generosity in hosting this guide along with my other work on their
sites.

Finally, I want to thank everybody who has taken the time to download and
read this guide (as well as my other documents).

With that said, let's get down to business shall we?.....

 /=========================================================================\
0===========================================================================0
| I.4. About The Guide                                               [4ATG] |
0===========================================================================0
 \=========================================================================/

The main emphasis of this guide is to provide a straightforward way to
complete the game as well as acquire all of the unlockable bonuses. This
means activating most of the Side-Missions available within the game and
collecting all of the Cigarette Packs.

A general listing of guards can be found at the beginning of each of the
three sections (Single Max, Double Max, and Triple Max) of the main portion
of the guide.

Although the game has three difficulty settings, this guide was written based
on the NORMAL (default) setting. Most users will play the game on this
setting and probably won't touch the other two difficulty levels.

Starbreeze Studios, the makers of this game, stated that there are no cheat
codes for this game.

However, a gentleman by the name of strikt911 was poking around with the
EnviromentXBOX.cfg file within the Riddick disc and was posting his finds on
the GameFAQs TCoR: EFBB message boards. Within he found this interesting
"code".....

white , black , dpad right , dpad left , dpad down , dpad up, Y , X , B , A

He says that he can't get this to work anywhere but who knows what you, the
reader, may find.....

 /=========================================================================\
0===========================================================================0
| I.5. About "The Chronicles of Riddick: Escape From Butcher Bay"    [5COR] |
0===========================================================================0
 \=========================================================================/

Let's face it, most games based on licensed properties tend to really stink.
"E.T." (Atari 2600), "Superman (N64)", just about any Batman game,
"Catwoman", and plenty of others helped make it that way.

Of course, there are a few licensed based titles that are very good like
"Star Wars" (Atari - Arcade (the original one that came out in 1982)),
"Krull" (Arcade), "Indiana Jones and the Temple of Doom" (Arcade), "Firefox"
(Arcade), "Red Storm Rising" (Commodore 64), "The Three Stooges" (Commodore
Amiga), and, of course, "GoldenEye" (N64).

When I heard that they were going to make a game based on the movie "The
Chronicles of Riddick" I thought "Just another licensed game". But when I
first saw some of the screen shots of the game, I was intrigued. When I
finally picked up the Xbox Official Magazine (#32) with the demo of Riddick
on it, I became very impressed.

It was one of the best looking games I have ever seen on a console. It also
has good controls and a cool menu system (the cube). I got the full copy the
first day it came out and it was worth the full price I paid for it.

The game has a brilliant dark atmosphere. The voice acting is the best I have
heard in a long time with lots of quotable lines and a good ending. This game
makes you feel like you are actually inside a futuristic prison. That kind of
immersion is very difficult to pull off.

However, it is not a perfect game. The game is a bit short and a bit easy.
But that means that those who have never played an FPS can cut their teeth on
this one.

Despite whatever flaws it may have, "The Chronicles of Riddick: Escape From
Butcher Bay" definitely belongs on the list of best licensed based games to
date. I can only imagine what the sequel may look like.....

 /=========================================================================\
0===========================================================================0
| I.6. About the PC Version                                          [6PCV] |
0===========================================================================0
 \=========================================================================/

As of this revision the PC version of "The Chronicles of Riddick: Escape From
Butcher Bay" has been released (it is also called the "Director's Cut"). It
also has some new material which was pointed out to me by JemyM:

     "I do not know if you are interested, but there's additional content in 
      the PC version of Chronicles of Riddick."

     "In your FAQ it takes place between:"

      II.29. Power Central (Part Two)
      III.30. Feed Ward (Part Four)

     "Instead of coming out in the Feed Ward when you go through the hatch 
      you will come out in a small area where you can go into a Riot Armor. 
      The upcoming maps are then a blast-fest in which you stomp through 
      guards and some other kind of riotguards (that doesnt look like the 
      normal ones) in an almost invincible killing machine. You also 
      encounter some kind of robots that are just two legs and a large cannon 
      on top of it."

     "In the first area, if you get out of the riot armor and enter a door 
      that say "Briefing Room" and beside it "Computer Room" you find Pack of 
      Cigarettes #60 "Flare" "May Cause a Burning Sensation" that unlocks 
      some extra content, like an image of the team behind the game and a DVD 
      Trailer."

Another reader, Barac Wiley, added some more info regarding the PC version:

     "There are actually 3 new cigarette packs in the PC version. The first 
      pack, #60, you've already covered. There's also pack #61, Diamond, and 
      pack #62, Smog Hog. #61 can be found in a small glassed in room between 
      two small hallways in Security Research 2,  one connecting rooms E12 
      and E13, one connecting E13 and E14. I recommend entering from the 
      former. Blast out the glass with the riot armor, then get out, hop onto 
      some crates, zap/stomp the guard on the other side (he has his back to 
      you, so you could probably also sneak him.), and then the pack's 
      somewhere near one of the walls. #62 is in the final room of Security 
      Research 2, the one with the Flamingos. Once you've annihilated 
      everybody in the room, there are some crates off on one side leading up 
      to a hangrail. Go around the left side of the crates, get onto them, 
      and then crouch and move along the wall to find pack #62. Finding ALL
      packs unlocks an "Animation Showroom", and the new packs unlock a photo 
      of the developers, the DVD trailer for the movie (pack 60), and a
      first person fighting test video. Also one or two other things that I 
      think were unlocked on different packs in the Xbox version."

Although I now own a Single Core Intel Mac Mini it is unknown whether or not
the PC version of Riddick will run on it. Included with OS X 10.4.6 is
something called Boot Camp that will allow you to install and run Windows XP
on a Intel Mac. In the future I may try to get Windows XP on an external hard
drive and try to run Riddick off of that and see if it will work on my Mac. If
it does then I may finally be able to play around with the PC specific stuff
and make this guide a true dual-system document.

There was another writer, Deadmeat X,who was writing a guide specifically for
the PC version. However, he has decided not to finish it. Although it is not
complete, his guide has already provided some interesting information that may
or may not work in the Xbox version.

 /=========================================================================\
0===========================================================================0
| I.7. Submissions                                                   [7SBM] |
0===========================================================================0
 \=========================================================================/

If you have any comments, suggestions, and critiques, you can e-mail me at
the following address.....

rarusk[gnat]netzero[snot]com

Things to submit.....

X==========================================================================X
| Better ideas. If you have some better way to do certain things, I would  |
| be glad to hear it. Once I confirm it, I will include your idea in       |
| future revisions and will credit you for it.                             |
|==========================================================================|
| Anecdotes and observations (especially if they're funny).                |
|==========================================================================|
| Constructive critiques. While I have strived to make this as good a      |
| guide as possible, I know it is not perfect. Whatever criticisms you     |
| make of this guide please make them constructive so I can learn from it  |
| since I may consider doing guides for other games in the future.         |
|==========================================================================|
| Grammatical and formatting errors.                                       |
|==========================================================================|
| Information on the newly released PC version (aka the Director's Cut).   |
|==========================================================================|
| Easter Eggs.                                                             |
X==========================================================================X

 /=========================================================================\
0===========================================================================0
| I.8. Controls                                                      [8CON] |
0===========================================================================0
 \=========================================================================/

0==============0
| Xbox Version |
0==============0

Move Around.................................................Left Analog Stick
Look Around................................................Right Analog Stick
Crouch/Stealth Mode..................................Left Analog Stick Button
EyeShine............................................Right Analog Stick Button
Lean Up..............................................................D-Pad Up
Duck...............................................................D-Pad Down
Lean Right........................................................D-Pad Right
Lean Left..........................................................D-Pad Left
Jump.................................................................A Button
Activate/Talk/Use....................................................X Button
Reload...............................................................B Button
Change Weapon........................................................Y Button
Flashlight.......................................................White Button
Zoom.............................................................Black Button
Shoot/Punch/Loud Neckbreak......................................Right Trigger
Block/Sneak Attack...............................................Left Trigger
Game Menu........................................................Start Button
Journal/Inventory.................................................Back Button

 /=========================================================================\
0===========================================================================0
| I.9. Profiles                                                      [9PRF] |
0===========================================================================0
 \=========================================================================/

When you first start the game you are required to create a Profile. This is
where your inventory, game status, Checkpoints, Cigarette Packs (explained
later), and unlocked bonuses will be saved.

You can have more than one Profile. As a matter of fact you can have many
Profiles. With me, right now, I currently have four Profiles which I have
used to play around and get info for this guide.

 /=========================================================================\
0===========================================================================0
| I.10. Game Saving                                                  [10GS] |
0===========================================================================0
 \=========================================================================/

"The Chronicles of Riddick: Escape From Butcher Bay" has an auto-save
feature. The first time you enter a new building or area a Checkpoint is
created. There are a total of 36 Checkpoints in the game.

You can backtrack through the game to gain more Cigarette Packs or try new
strategies using these Checkpoints.

However, the spacing between the Main Checkpoints can be a bit long so there
is a regular Checkpoint which is at the top of the Checkpoint list in the
Checkpoints option in the Main Menu. Every couple of rooms or so the game
will auto-save at that point. This will save you a lot of hassle if you wish
to continue from you last left instead of from one of the Main Checkpoints.

 /=========================================================================\
0===========================================================================0
| I.11. Climbing and Using Hangrails                                 [11CH] |
0===========================================================================0
 \=========================================================================/

During the course of the game you may have to climb things to get where you
need to go.

To climb a large crate, for example, go up to it and press X. You will then
switch to a third person perspective as you grab the edge of the crate. Press
Up on the Left Analog Stick to climb up or pull Down on the Left Analog Stick
to climb down.

To climb a ladder go up to it and press X. Push Up on the Left Analog Stick
to go up and pull Down on the Left Analog Stick to slide down.

There are times when you have to go left or right while climbing a crate or
catwalk. While hanging on a ledge go right or left on the Left Analog Stick
to shimmy horizontally so you can find a place to continue going up (or
down).

Occasionally, when looking up, you will see what looks like parallel bars.
These are Hangrails and they can be used to get to certain areas. To use one,
look at it and press X to jump on it. Then press up on the Left Analog Stick
to go forward and pull down on the Left Analog Stick to go back. Press X
again to jump off.

If an enemy happens to be below you while using a hangrail you can do a
drop-kill by pressing X when you are directly above him. This will allow you
to fall down on top of him killing him instantly.

 /=========================================================================\
0===========================================================================0
| I.12. Sneak Attacking                                              [12KT] |
0===========================================================================0
 \=========================================================================/

One of the most important elements of the game is the ability to sneak attack
which I shorthand "sneak" or "sneaking". To pull off a sneak attack, crouch
(using the Left Analog Stick Button) then quietly come up behind a person and
use the Left Trigger.

If you have no weapon in your hand, you will perform a neckbreak. There are
two forms of neckbreaking. To perform a regular neckbreak (while crouching),
hold down the Left Trigger and continuously tap the X button to overcome
their struggling.

You can perform a faster, but louder, neckbreak by pulling the Right Trigger
while standing (sneak up from behind while crouched then uncrouch).

If you have a Shiv in your hand, you can stab them in the neck with it when
crouched and in the side when standing.

If you have a Gun, Shotgun, or Assault Rifle in your hands, you can riflebutt
them when sneaking.

If the victim is near something dangerous, like a large fan, you can push
them into it when sneaking.

Before sneaking you may want to get rid of as much lighting as possible. This
will make it a lot easier to get rid of (or pass by) guards. Use any gun
(like the Gun, Assault Rifle, or Tranq Gun) to take out lights to darken
areas.

Later in the game you will acquire the ability to see in the dark called
EyeShine. Press the Right Analog Stick Button to turn it on or off. This will
make it easy to move around when there is very little or no light.

In addition, you may need to hide the body to keep from being discovered.
While crouching, grab the body with the X button then drag the body along to
a hiding place. Then either uncrouch or press X again to drop the body.

You can also throw the body with the Right Trigger. Some of my readers, like
Chase Turner, and those on some of the message boards like to have fun
throwing the bodies around. I like to throw bodies too but mainly into the
rock crusher or off cliffs.....

 /=========================================================================\
0===========================================================================0
| I.13. Fist Fighting                                                [13IG] |
0===========================================================================0
 \=========================================================================/

This is one of the few games that allow you to fistfight first-person style.
The punches you throw are based on what direction your Left Analog Stick is
at the time the punch is thrown with the Right Trigger.

Pull back and you can get a Uppercut. Left will get you a Left Hook. Right
will get you a Right Hook. Forward will get you a Elbow. You can also do
combos that can knock out an enemy quickly.

You use the Left Trigger to block when your enemy attacks. This can also make
it easier to do a Reversal (explained later).

You can make your fighting more effective when picking up a Knuckleduster, a
crude form of Brass Knuckles, which will make your right fist more damaging.

Recently a gentleman named SayainPrince put up a pretty good Melee FAQ
(found at GameFAQs.com) that I recommend reading if you want to get serious
about doing combos or learning how to fight better in melee combat.

 /=========================================================================\
0===========================================================================0
| I.14. Reversals                                                    [14VS] |
0===========================================================================0
 \=========================================================================/

Another cool thing about fighting up close is the ability to do Reversals. A
Reversal is the ability to take an enemy's weapon and turn it against them.

For example, if the enemy has a Shotgun and you get in close, he will try to
butt you with it. But if you pull the Right Trigger at the right time,
usually while blocking with the Left Trigger, you will grab the Shotgun and
force the enemy to blow his own head off.

If you have a weapon, like a Shiv, you can perform a lethal counter in which
you slash the enemy's throat killing him instantly.

You can even do a Reversal without either you or your enemy having weapons.

Each weapon has a different counter animation, some of them quite brutal.

But the key to performing a Reversal is timing. You need to use the Right
Trigger just as the enemy starts to attack. This gives you the best chance to
succeed.

 /=========================================================================\
0===========================================================================0
| I.15. Weapons and Other Items                                      [15PI] |
0===========================================================================0
 \=========================================================================/

Below is a brief rundown of the weapons and some of the items that can be
found and used in Butcher Bay.

 /XXXXXXXXXXXXX\
0===============0
| Melee Weapons |
0===============0
 \XXXXXXXXXXXXX/

0========================0
| Fist and Knuckleduster |
0========================0

  Explained above.

0======0
| Shiv |
0======0

  A knife-like instrument that can be used to cut up people. Best used with
  sneak attacks. Great if you can do a Reversal with it.

0======0
| Club |
0======0

  A crude instrument that can be used to beat down anyone. This is not a 
  quick using weapon but can do very serious damage when it connects.

 /XXXXXXXXXXXXXX\
0================0
| Ranged Weapons |
0================0
 \XXXXXXXXXXXXXX/

0==========0
| Grenades |
0==========0

  An explosive weapon that is thrown at a given target. Great for clearing a 
  room of enemies.

0==================0
| Tranquilizer Gun |
0==================0

  This is a hand-held electroshock stun weapon. It has unlimited ammo but is 
  slow on the reload.

  You can use the Tranq Gun to help kill enemies. First, zap them. Then go 
  over and use the Left Trigger to stomp them to death while they are 
  stunned.

  In this guide you will see the wording "zap/stomp". This is shorthand for 
  "zap the guy then go over and stomp him".

  You can also zap the large Riot Guards (explained later) with the Tranq 
  Gun. However, they will only stand immobile for a few seconds before moving 
  again. You can't kill him while he is immobile but you can get past him so 
  you can get into a hiding place or better cover. Thanks to Srikumar Chari 
  for pointing that out.

  This is also an handy weapon to shoot out lights so you can sneak around in 
  the dark.

0=====0
| Gun |
0=====0

  Your basic pistol. Not very powerful but is accurate from a distance. Best 
  used in getting headshots from long range plus breaking out lights.

0=========0
| Shotgun |
0=========0

  A standard issue Shotgun. Nasty up close but very poor from a distance. 
  Also has a Flashlight attachment that will brighten up dark areas (and 
  alert nearby guards if you're not careful).

0===============0
| Assault Rifle |
0===============0

  An automatic rifle that the guards carry. A pretty solid weapon that also 
  has a Flashlight attachment. However, the weapons are DNA encoded. This 
  means that anybody, like a prisoner, not entered into the database will 
  receive a nasty shock when you try to pick it up. But there is a way around 
  that.....

0===============0
| Prototype Gun |
0===============0

  Just like the Assault Rifle but is not DNA encoded. It has a very rapid 
  fire rate but only has less than half of normal clip capacity.

0=========0
| MiniGun |
0=========0

  A weapon that can be had from certain Riot Guards. The most powerful weapon 
  in the game. Not a whole lot can stand up to it. However, you move very 
  slowly while carrying it plus, when you switch to another weapon, you drop 
  the MiniGun.

For a more detailed list of weapons and their attributes I highly recommend
the Weapons FAQ written by "LiMpBiZkitFan" (found at GameFAQs.com).

 /XXXXX\
0=======0
| Items |
0=======0
 \XXXXX/

0==========0
| UD Money |
0==========0

  Universal Denomination. The currency used in Riddick. Can be used to buy
  all sorts of items and privileges. There are many ways to earn UD within 
  the game.

0===========0
| Vent Tool |
0===========0

  A useful tool that can open Ventilation Hatches. This will help you get 
  around many areas of the prison.

 /=========================================================================\
0===========================================================================0
| I.16. Health                                                       [16HT] |
0===========================================================================0
 \=========================================================================/

When you start the game you have four health blocks which are displayed in
the upper left corner of the screen. When you are hit a small part of one of
the blocks is reduced. If you stay put for a bit, your health will replenish
on it's own.

If you are hit enough to have one of the blocks disappear the only way to get
it back is by using NanoMED Health Units placed around the prison. These wall
mounted units will replenish up to four of your health blocks. Just press X
when near one to activate it.

If you encounter an empty unit you can refill it with a NanoMED Cartridge. Of
course, you have to find one first before you can refill a NanoMED Health
Unit.

Within the game there are four NanoMED Health Stations. These sit down units
will not only refresh your health, they will increase your maximum health by
one block. With these NanoMED Health Stations you can increase your max
health from four to eight health blocks.

 /=========================================================================\
0===========================================================================0
| I.17. Cigarette Packs                                              [17CK] |
0===========================================================================0
 \=========================================================================/

Strewn throughout the game are 59 Cigarette Packs. These packs will unlock
bonuses that can be viewed in the Extra Content part of the Main Menu. Each
pack found in the guide will look like this.....

0******************0
| Pack of Smokes #X \
|***************************************************************************0
| (Pack name) (Warning label)                                               |
|***************************************************************************|
| Unlockable content                                                        |
0***************************************************************************0

This guide will help you get all 59 packs of cigarettes within the game.

Once you have acquired a Cigarette Pack, it is permanently saved to your
current Profile. This means that you can go back to prior Checkpoints and do
different things to get more Packs without worrying about having to get Packs
you have already acquired.

You can even start a brand new game under the same Profile and still have all
of the packs you gained in the previous game.

 /=========================================================================\
0===========================================================================0
| I.18. Side-Missions and Easter Eggs                                [18EG] |
0===========================================================================0
 \=========================================================================/

Within the game you will encounter many prisoners. Some of them don't want
anything to do with you. Some of them want to kill you. But others want your
help with certain activities.

By helping prisoners you are activating Side-Missions. Most Side-Missions are
easy and won't take long to complete. You are usually well rewarded by
completing Side-Missions mostly with Cigarette Packs.

Let's say, for example, a prisoner named Hicks wants you to get a box for him
from another room. When you activate the Side-Mission you will see this.....

0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0
| Activate Side-Mission (Hicks) \
|AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0
| Get box for Hicks                                                        \
0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0

When you find the box you will see this.....

0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0
| Side-Mission Information (Hicks) \
|IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0
| Found box                                                                \
0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0

When you give Hicks his box you will see this.....

0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0
| Completed Side-Mission (Hicks) \
|CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0
| Gave Hicks back his box                                                  \
0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0

Later on in the game you may want to challenge somebody to a fight, let's say
Hicks for example, so you will see this.....

0FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0
| Activated Fight Challenge (Hicks)                                        \
0FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0

These highlights will make it easier to find Side-Missions, and their
results, within this guide.

On a related note, you can hear some rather amusing conversations amongst
prisoners if you walk up to a group without speaking to them (such as the
Surenos' "Sigmen Floyd" conversation (Double Max)). Turn on the subtitles in
the Subtitles menu to help catch all of what the people are saying.

At the time of this revision there are three confirmed Easter Eggs. Anything
that leads to an Easter Egg will look like this.....

0EEEEEEEEEEEEEEEEEE0
| Easter Egg (Name) \
|EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0
| What needs to be done or what the Easter Egg is                           |
0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0

I hope that there are more Easter Eggs to be discovered and that these are
just the first.

With that done let's move onto the main portion of the guide starting
with.....

 /==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==\
0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0
| II. Single Max                                                      [SNM] |
0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0
 \==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==/

Single Max is the first level of Maximum Security. On the walls are Security
Turret Guns that keep an eye on the prisoners. If you misbehave, the Turret
Guns will stun you and you will be dragged off to your cell.

Most of the guards here are of the Light Guard variety. The Light Guard are
lightly armored and relatively easy to deal with. But they will quickly call
for backup if the need arises.

You may also encounter the Double Max guards here as well. They are helmeted
and more heavily armored. They are tougher to deal with than their Light
Guard counterparts.

There are also a few Squad Leaders here too. They wear a cap instead of a
helmet. But they are faster and more accurate than the other guards.

You could also run into a Riot Guard while in Single Max. A Riot Guard is a
large mechanoid suit that some of the guards use to guard the prison. They
carry machine guns and will kill you with one swipe of it's massive arms if
they get close enough. The only weak spot is a panel on the back which has to
be shot at to kill the Riot Guard. The only problem is getting an appropriate
weapon.....

In addition, prisoners have limited outdoor access through the Courtyard.

I should note that because the Turret Guns are in stun mode for the early
part of this level, you can go and practice both fast and slow neckbreaking
techniques on the various prisoners here. The guns will zap you and you will
end up back in your cell. When you are finished practicing your neckbreak
techniques do Checkpoint Restart and talk to the prisoners instead of killing
them (so you can progress through the game).

 /=========================================================================\
0===========================================================================0
| II.1. In The Beginning                                             [1ITB] |
0===========================================================================0
 \=========================================================================/

As the game begins, we see Riddick fighting off a vicious creature on some
sort of ice planet. After the battle, a mysterious voice talks to Riddick.
The voice talks about Riddick's "gift" - his eyes. The eyes that allow
Riddick to see in the dark.

All this talking about his eyes leads Riddick to reminence about his past and
his short stay at a triple-max prison called Butcher Bay.....

 /=========================================================================\
0===========================================================================0
| II.2. Escape                                                       [2ESP] |
0===========================================================================0
 \=========================================================================/

As the story begins, Riddick is being transported to Butcher Bay by a
mercenary named Johns. Riddick has been captured by Johns and he intends to
collect on Riddick by transporting him to the most notorious prison in the
galaxy.

After the cutscene, you are on the landing pad with Johns and couple of other
prisoners, Lambert and Pixie. When talking to Lambert he will encourage you
to break Johns' neck and Pixie will simply say "You aren't very nice, are
you?"

Talk to Johns and he will respond by confronting you. You will have two
responses to choose from but you can use either one. Afterward, Johns will
walk over to talk to Pixie who has wandered off. Go behind Johns and break
his neck.

When Johns dies, the Turret Guns near the main door will open fire. Pixie
will attempt to pick up the Assault Rifle that Johns dropped but is
electrocuted by it. Lambert will open a hatch in the middle of the landing
pad and you should run and drop down into the hatch.

Follow the path and go down the ladder. Turn right 90 degrees and look down.
You will then see.....

0*******************0
| Pack of Smokes #35 \
|***************************************************************************0
| Bloss (Do not feed to children)                                           |
|***************************************************************************|
| Game Concept Art 32                                                       |
0***************************************************************************0

Pick up the smokes and charge toward the technician near the door. You can't
sneak up on him so beat him senseless and pick up the Class D Security Card
he drops. Open the door and crouch down. Go near the corner and wait for the
guard to come by. Sneak up behind him and break his neck but go ahead and
leave the body where it is. You will also need to pick up the Vent Tool the
guard dropped.

Turn around and you will enter a larger room with some crates to your left.
Riddick will then say "Air? Maybe a vent overhead." Turn toward the crates
and you will see a gap between the crates and the wall. Go through the gap
and look left. The crates have some glowing sections to them and it looks
like that there is a path through them. Crouch down and enter this hidden
path. At the end is a small lighted room with a rectangular hole that you
drop down through.

When you drop down to the lower level, follow the path into the larger room
and about halfway through, look right. You will see a long alcove. At the end
of the alcove is 10 UDs and.....

0******************0
| Pack of Smokes #1 \
|***************************************************************************0
| Hogdahl's Finest (May reduce ability to listen to questions)              |
|***************************************************************************|
| TCoR Combo Trailer                                                        |
0***************************************************************************0

Pick up everything and make your way back to the opening. Press X to get back
up and go back through the hidden path into the crate room.

Climb the crates using the X button and when you get to the top, turn around
and look up. Press X again to grab onto the hangrail and proceed until you
are at the box like object that should be to Riddick's left. Wait for the
guard, that has just entered the room, to get just underneath you and press X
to drop down on him.

After killing him, climb the crates again to get back to the hangrail. Go
along the hangrail and to the Ventilation Hatch. Open the hatch and enter the
shaft.

Follow the shaft and kick out the grating to enter the next room. It has a
NanoMED Health Unit and a NanoMED Cartridge. To activate the station, press X
and Riddick will insert the cartridge into the station. Of course, you may
not need to use the station but the option is there if you want it.

To the left of the NanoMED Health Unit is a hall that will lead into a larger
room. When you go left you will see a guard with a Shotgun near a metal
table. He will see your shadow and charge at you but won't fire the Shotgun.
You can beat up on the guard if you want but it is better if you can get him
in a Reversal and use his weapon against him.

Once you kill the guard you can pick up the Shotgun but it is empty. Go back
to the metal table and you will see.....

0******************0
| Pack of Smokes #6 \
|***************************************************************************0
| Desert Air (Not for weak throats)                                         |
|***************************************************************************|
| Movie Still 01                                                            |
0***************************************************************************0

Pick up the smokes and climb the crates and then onto the railing. Shimmy
right until you can get to the opening in the fence and then climb over. Go
into the next room and use the elevator at the end. After riding the
elevator, go through the door and you will be outside.

You will see a guard going from left to right so crouch down and sneak up on
him. Dispose of him by either breaking his neck or rifle butting him. Grab
his Shotgun to get ammo. Turn around and on the left side of the path not far
from your position is a ladder leading down.

Go down the ladder and turn right and you will see an overhead light ahead of
you. Go to this light and look right. You will see a hatch and Riddick will
say that he will blow off the lock. Conserve your ammo by rifle butting it
off. Enter the door but be warned, once you enter there's no going back.

Ahead of you are guards looking for you. You may be tempted to use the
Shotgun's flashlight but that will give you away. Fortunately, the guards
have dropped flares so you are not totally blind. There are explosive barrels
which you can use to get rid of the guards but will also do you considerable
harm if you happen to be too close.

The first long section of the tunnel you get to has three guards, two with
Shotguns and one with a Assault Rifle. If you can kill them, you will also
get 5 UD from one of the dead guards. As you near the flare at the far end of
the section, a guard will come around. Kill him and proceed to the next
corner. Just as you get to the corner, you will see a barrel ahead of you.
Shoot it to kill the guard around the corner before he can confront you.

After killing him, proceed to the light at the end of the tunnel.....

     Johns: "Rise and shine, jackass."

 /=========================================================================\
0===========================================================================0
| II.3. The Arrival                                                  [3THA] |
0===========================================================================0
 \=========================================================================/

As it turns out, the previous level was nothing more than a dream sequence
and Riddick awakes back in Johns' ship. After the ship lands, Johns
introduces Riddick to Hoxie, the warden of Butcher Bay. Hoxie and Riddick
then exchange some "pleasantries".....

     Riddick: "Johns said you were ugly up close. For the first time, I gotta
               agree with him."
     Hoxie: "Hmmm....Nice try."
     Riddick: "I do what I can."
     Hoxie: "Already trying to get under my skin, Riddick?"
     Riddick: "It'd be easier...If I had something sharp."

Afterwards, Riddick is taken by Hoxie's second-in-command, Abbott, to be
processed.

This leads through the entrance of the prison and into the main credits.
After the main credits have run, Riddick is put into his new home and
deloused.

 /=========================================================================\
0===========================================================================0
| II.4. Prison Yard                                                  [4PRD] |
0===========================================================================0
 \=========================================================================/

After delousing, if you look in your inventory you will see that, even though
the previous chapter (Escape) was a dream, you get to keep the 15 UD you
collected.

Look at the toilet in your cell. You will notice that you can flush it. It is
also one of the keys to unlocking one of the Easter Eggs within the game. In
order to unlock this egg you must flush every toilet you encounter in your
cell block five times. So let's start with yours.....

0EEEEEEEEEEEEEEEEEEEEEEEEEEEEE0
| Easter Egg (Toilet - Part 1) \
|EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0
| Flush your toilet five times                                              |
0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0

You don't have to unlock the Easter Egg but it adds a little more fun to the
game.

Exit your cell and talk to Barber who is waiting outside. He will tell you of
a guy named Mattsson who seems to know Riddick. Mattsson is in the Courtyard
near the Pit.

Turn left, head toward cell A32, turn right, head toward the gate, and you'll
meet Shabby. Shabby has been beat up very badly by someone named Molina. He
will reward you if you kill Molina for him.....

0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0
| Activate Side-Mission (Shabby) \
|AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0
| Agree to kill Molina                                                     \
0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0

Go up to the gate and talk to Bulder, the guard. He will inform you that you
won't walk into the Infirmary but can be dragged in after Rust, the big fish
in this cellblock, finishes with you.

Turn around and follow the hall. As you move past Barber and turn left, you
will see an open cell door. As you enter, you will see one prisoner doing
sit-ups (Girish) and another sitting in his bunk (Waman). Girish has very
little useful information so talk to Waman. Listen to what Waman has to say.
He, like Shabby, wants Molina dead when his lockdown expires.....

0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0
| Activate Side-Mission (Waman) \
|AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0
| Agree to kill Molina                                                     \
0AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA0

You'll note that Shabby and Waman both want the same thing but both will give
different rewards upon completion of the Side-Mission.

There is also a toilet in their cell. So go ahead and flush it to help unlock
the Easter Egg. You will also have to activate Waman's (or Shabby's)
Side-Mission to help in activating the Easter Egg but I have already done
that.....

0EEEEEEEEEEEEEEEEEEEEEEEEEEEEE0
| Easter Egg (Toilet - Part 2) \
|EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0
| Flush Waman and Girish's toilet five times                                |
0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0

Exit the cell and go left. Follow the hall and you will encounter two
prisoners, Jack and Coyne. Both of them tell you to talk to Haley who is in
the Courtyard.

Continue onward and you will enter the Courtyard. In the center is a large
hatch which leads to The Pit. Mattsson is to the left, the entry to Aquila
Territory (at the end) is closed off, Haley is ahead, Booger is behind the
gate to the right, Red is sitting one of the benches, and Charlie Green is
wandering around the Courtyard.

Talk to Red and he will tell you to help get rid of Rust. Haley will tell you
the same thing if you want his help. Booger won't talk to you. Charlie Green
mumbles something about a bird. Mattsson will tell you that he knew you were
coming and wants you to take his Shiv which is in his bunk.

Go back out of the Courtyard, past Jack and Coyne, and hang a right at the
junction. One of the two cell doors, A40, is open. Once you enter, the door
closes and you will have to deal with two prisoners who want to do you some
harm. You have walked into an ambush. These guys are not hard to deal with.
Beat them up and the door will reopen. 

However, there is also a toilet in this cell. If you want the Easter Egg you
have to flush this toilet now because you won't be able to go back to this
room later.....

0EEEEEEEEEEEEEEEEEEEEEEEEEEEEE0
| Easter Egg (Toilet - Part 3) \
|EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0
| Flush Mattsson's toilet five times                                        |
0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0

Exit the cell and head back to the Courtyard to confront Mattsson.

Mattsson explains that Rust set him up to it. He will give you the Shiv to
set things right. Head back to your cell and wait.

In the cutscene, Mattsson will give you the Shiv but Rust interferes. Riddick
doesn't take too kindly to Rust and comes close to killing him. But Abbott
rescues Rust and he takes the Shiv from Riddick. Abbott shoves Mattsson
toward Rust and Rust attacks Mattsson. Both Abbott and Rust exit the cell
leaving you with a wounded Mattsson.

Exit your cell to talk to Barber and he will tell you that Rust is waiting
for you in the Aquila block. He recommends that you get a weapon and to talk
to Waman. As you get near Waman's cell, you will notice that the cell door
across from his, A38, is now open. This is Molina's cell.

Molina seems to be a nice enough person but you have a job to do so beat up
and kill Molina.

0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0
| Side-Mission Information (Shabby and Waman) \
|IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0
| Killed Molina                                                            \
0IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII0

Molina's cell also has a toilet. By flushing his toilet you will finish
unlocking the Toilet Easter Egg.....

0EEEEEEEEEEEEEEEEEEEEEEEEEEEEE0
| Easter Egg (Toilet - Part 4) \
|EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0
| Flush Molina's toilet five times                                          |
0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0

So what is this Easter Egg? It will be revealed in the Courtyard. But I will
proceed with other things before going back there.

Pick up the Knuckleduster Molina drops and head to Waman's cell. Talk to
Waman to complete his Side-Mission.

0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0
| Completed Side-Mission (Waman) \
|CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0
| Killed Molina for Waman                                                  \
0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0

In return, Waman will reward you with.....

0*******************0
| Pack of Smokes #25 \
|***************************************************************************0
| Voodoo Cigarettes (Will make your life a living HELL)                     |
|***************************************************************************|
| Game Concept Art 24                                                       |
0***************************************************************************0

Now head back to Shabby and reap your reward which is a secret code for a
locked door (which is inside the Infirmary).

0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0
| Completed Side-Mission (Shabby) \
|CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0
| Killed Molina for Shabby                                                 \
0CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC0

Make your way back to the Courtyard. You will see that the gate at the end is
now open.

If you went and flushed all four toilets five times you will reveal the
Toilet Easter Egg.....

0EEEEEEEEEEEEEEEEEEEEEEEEEE0
| Easter Egg (Toilet - End) \
|EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0
| There will be a picture on one of the walls. It will be of three of the   |
| developers with the words "Los Tres Amigos" (The Three Friends) at the    |
| bottom.                                                                   |
0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0

Continue moving forward and into......

 /=========================================================================\
0===========================================================================0
| II.5. Aquila Territory                                             [5AQT] |
0===========================================================================0
 \=========================================================================/

Follow the hall and when you turn the corner you will see two prisoners
beating up on another. One of them will recognize you and run away and the
other prisoner will go toward you. Deal with him using your Knuckleduster.

But there is another large goon hanging behind not far from where you just
beat up your opponent. After beating this guy up you can get a Knuckleduster
and 5 UD from him.

Near where you kill the second goon, you will notice that one of the cell
doors to your left is open. Enter and you will see on one of the bunks.....

0*******************0
| Pack of Smokes #58 \
|***************************************************************************0
| Habibs (Could cause hallucinations)                                       |
|***************************************************************************|
| Game Concept Art 35                                                       |
0***************************************************************************0

You will also see a NanoMED Health Unit on one of the walls. You can go ahead
and use it if you're running low on health but it may be best to save it for
later.

Exit the cell, follow the hall, and turn the corner. You will see two more
prisoners at the next corner and one of them will kick a Fire Extinguisher at
you. Get out of the way and when the extinguisher expires turn the corner
again. The goon that kicked the extinguisher 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 service-way. You will also encounter a gas cloud
coming from a broken pipe. There is also a Valve nearby which you turn to
shut off the gas. Once you shut off the gas, switch to your Scalpel and
proceed forward.

Then, a guard will throw a Grenade toward you. Back away and let the Grenade
explode. Next, creep through the darkness and sneak the two guards near the
end of the serviceway. The darkness will make it easy to sneak them. After
killing the guards, find the hole in the wall created by the Grenade and
proceed inward.

You will enter another dark room but you can see some crates and light at the
end of the room. As you get past the crates, a guard will enter. Crouch
behind the crates and wait for a few seconds. Turn past the crates and you
will see the guard just standing there. Sneak him then go along the right
wall and toward the end of the room. As you proceed another guard will enter
the room. Sneak him also. Grab the dropped weapons from the dead guards and
proceed to the next room.

(It should be noted that you can set up a trap to kill guards using the Valve
near the Service Hatch. If any of these four guards start shooting at you, go
back past the Valve and turn it back on. Then use the flashlight attachment
on one of your guns to lure them (duck into the Service Hatch to keep from
them hitting you when they shoot at you). When they run into the gas cloud
they will drop dead. Turn the Valve again to turn off the gas.)

When you enter the next room, you will see a NanoMED Health Unit and a
doorway on the left. Use the Health Unit if needed and switch back to your
Assault Rifle. Enter the doorway.

You will then enter a large room with a bunch of crates. The door will close
behind you and you will hear a guard say "Here he comes". You are about to
walk into an ambush.

Turn right past the first set of crates and confront one of the four guards
in the room. Kill him quickly to get his Shotgun (plus 10 UD) and get into
the alcove. As you peek around the corner, you will see a Light Guard Squad
Leader. Kill him and you will also see two additional guards behind the
crates. One will have a Gun and the other has a Assault Rifle. Kill the one
with the Assault Rifle and climb the nearby crates to climb onto the top of
the alcove. The guard with the Gun is not a good shot so it will be easier to
climb to the top. Once on the top, switch to your Gun and kill the remaining
guard.

After that, a Riot Guard will appear. It will come down the elevator at the
far end of the room. It will try to kill you but you are safe from where you
are at. Switch to your Assault Rifle. It may take awhile but wait for him to
wander to the other alcove in the opposite corner. This will expose his back
and you can shoot it up to kill him. And in doing so you will gain.....

0*******************0
| Pack of Smokes #27 \
|***************************************************************************0
| The Beetle Blend (May contain a small amount of poison)                   |
|***************************************************************************|
| Game Concept Art 01, Riddick Prototype 2                                  |
0***************************************************************************0

Jump down, get the weapons from the dead guards, and use the elevator. From
there, enter the door ahead of you and into the.....

 /=========================================================================\
0===========================================================================0
| II.8. Prison Yard Riot                                             [8PSR] |
0===========================================================================0
 \=========================================================================/

When you enter this room, turn left and go through another door back to
Cellblock A.

Ahead of you, at the end of the room, you will see a litter can. Look right
and you will see a stairway down. You will also hear a warning over the
loudspeakers. Go down the stairway and you will encounter a locked gate. This
gate is near where your cell is. Behind the gate are two guards and use your
Gun, using the closed gate as a shield, to get rid of them.

After that, you will hear a message over the loudspeakers that states that
the turret gun cameras are switching from stun mode to lethal mode. Use the
zoom feature and find the Turret Gun near the end of the hall behind the
locked gate. Then blast it with the Gun.

Go back up the stairway and turn right then turn right at the litter can. You
will see a Valve. This Valve opens the gate. When you reach the Valve and
turn around, you will see a NanoMED Health Unit.

Turn the Valve and head back down the stairway. Go into the Cellblock and
pick up the weapons and 5 UD that the dead guards dropped.

Now you need to head toward the Courtyard but you have to take out the Turret
Guns along the way. Use the Gun since it is more accurate from long range.

From your vantage point, near cell A32 and looking towards A34 (your cell),
you will see a Turret Gun along the left wall and one at the end of the hall
section. Use your zoom feature to destroy both guns then move forward.

As you get to A33/A34, a guard will run around the corner and confront you.
Quickly switch to a Shotgun or Assault Rifle to kill him then proceed
carefully along the left wall. Switch back to your Gun.

As you slowly approach the corner, gently turn right. Near A36, and by a wall
abuttment that hid it from view from your previous vantage point, is another
Turret Gun. After destroying it gently move forward.

Two guards (plus a prisoner) will come from around the corner. They will kill
the prisoner and then head toward your position. Kill them both and proceed
to the corner. One of the guards will drop a NanoMED Cartridge. Carefully
peek around the corner and you will see another Turret Gun. Destroy it and
move forward.

As you turn right at the next corner, you will find another guard. Deal with
him and proceed to the Courtyard entrance. But before you get right up to the
entrance, look up. There is another Turret Gun. Destroy it and go the the
Courtyard entrance.

However, you will find it locked. You need to trick the guards into opening
it. You have to make your way back near the Infirmary.

Along the way, you will see a guard chasing and killing a prisoner. Deal with
the guard and go forward.

When you make your way near the Infirmary, you will see a guard behind the
locked gate and he will throw a Grenade. Hang back and let it explode. Then
confront and kill the guard. After that guard drops, another guard will
emerge from the Infirmary. Kill him and make your way to his position. Pick
up the Radio Transmitter that the guard dropped and use it. After that head
back to the Courtyard.

Along the way, you will encounter another another guard. Drop him and proceed
forward.

When you enter the Courtyard another cutscene will play. Riddick is ambushed
by a guard and both of them fall into.....

 /=========================================================================\
0===========================================================================0
| II.9. The Pit                                                      [9PIT] |
0===========================================================================0
 \=========================================================================/

Riddick survives the fall by using the guard as a cushion.....

     "It ain't the fall that gets ya'.....It's the sudden stop at the 
      bottom."

The only rifle he has to use is the Shotgun from the dead guard and the
flashlight attachment has been damaged. You have six minutes before the light
fails. And you need to find your way out of The Pit.

The Pit is actually the remains of the previous prison and the current
structure was built on top of it. However, they also sealed the convicts
inside the old prison and they have grown quite insane as you are about to
find out.....

At the start, go forward through the doorway. Turn right and then turn right
again. You will see a larger hallway and a large hole in the floor. This will
also be your first encounter with the Dwellers, the insane prisoners from the
last prison. They don't do a lot of damage individually but will seriously
hurt you in a swarming group. They can actually be blown apart by your
Shotgun. Let them get close and you can take out a small group with one shot.

Drop down through the hole in the floor and go left. You will see some
barrels along the way so be careful when shooting. The explosion will take
care of Dwellers but will injure you too if you happen to be too close. There
are also barrels that leak a glowing substance but you can't blow them up
(thankfully).

Follow the hall and turn right at the corner. Partway down the next hall you
will see a hall to your right (first hall junction). Keep going straight. A
little bit further you will see another hall to your right (second hall
junction). Keep going straight again. Almost immediately after the second
hall junction you will reach a junction where you can turn either right or
left (main junction).

Go left and follow the way until you reach a dead end and a Valve. Above you
is a stranger (talking religious speak), a flare, and a locked gate. The
broken Valve will open the locked gate. Grab the Valve and head back the way
you came.

When you get back to the main junction, turn right and immediately turn left
at the next hallway (the second hall junction) to go back up to the upper
level. Go left at the next doorway then left again to go down the large
corridor. Partway down the large corridor you will see a hall to your left.
Ignore it and continue going forward. Eventually you reach the end of the
large corridor and you will have to turn left.

You will then see the flare and Broken Gate Control where you use the Valve.
Put the Valve on the Broken Gate Control and open the gate.

Follow along the path until you see another flare on the ground. At that
point you will see another pathway going left. When you look left, you will
see a locked gate and.....

0*******************0
| Pack of Smokes #15 \
|***************************************************************************0
| Mont Noir (Do not mix with fire)                                          |
|***************************************************************************|
| Game Concept Art 17, TCoR Novelization                                    |
0***************************************************************************0

Pick that up, go back to the barrel near the flare and turn left. After going
through some narrow hallways you will enter.....

 /=========================================================================\
0===========================================================================0
| II.10. Pope Joe's Den                                              [10PJ] |
0===========================================================================0
 \=========================================================================/

You will encounter the stranger who was above you when you got the Valve. His
name is Pope Joe and he will lead you to his den and safety. Follow him until
you reach his kitchen. You will also see a NanoMED Health Unit and some
Flares that you can use.

Talk to Pope Joe and he will tell you that he needs you to acquire his
blessed Voicebox down near where the Dwellers are. This will also prove to
him that you are not an impostor.

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 sub-room 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 sub-room that has a
ladder. To your left is the gate that divides the room. Go close to the gate
then turn left. In the narrow cubicle near the wall is.....

0*******************0
| Pack of Smokes #28 \
|***************************************************************************0
| Karavan (?)                                                               |
|***************************************************************************|
| Game Concept Art 03                                                       |
0***************************************************************************0

Pick that up then go to the ladder that leads up into the.....

 /=========================================================================\
0===========================================================================0
| II.12. Showers                                                     [12SH] |
0===========================================================================0
 \=========================================================================/

When you exit, you will be in the Showers. Turn off your EyeShine and disarm.

As you exit the Showers, you will hear some rather disgusting noises as a
guard is having some intestinal problems. However, you can just leave him
alone. He won't ever come out unless you turn off his light (or start
shooting nearby).

You can get yourself into a nice little firefight with the three guards in
the Showers area if you want. If you let one of the Civil Guards escape you
will get a little resistance when you try to get out of the Showers and into
the next hall. However, if you kill all three before any of them can escape
and sound the alarm you will have no problems leaving the locker room area.
But for now I'll go back to the sneak method.

Crouch down and make your way toward the locker room. There are two guards
in the locker room itself (Civil Guard and a Light Guard). Turn off the light
and turn on your EyeShine. One of them, the Civil Guard (armed with a Gun),
will come around to turn on the light. Sneak him when he does then turn
off the light again.

Grab his body (plus his Gun) and drag him to the Showers. Then go back to the
light switch and turn it back off (because the other guard has turned it back
on). The other guard, however, is armed with a Shotgun and that has a
flashlight on it. So try to keep behind him when he gets around the corner.
Sneak him and you can get his Shotgun plus 5 UD.

Uncrouch, keep the light off, and look around the locker room. Go the set of
lockers on the left side of the room and open them. Within the lockers you
will find 10 UD, an Assault Rifle, and.....

0*******************0
| Pack of Smokes #29 \
|***************************************************************************0
| Yup's (Tastes like wet dognuts)                                           |
|***************************************************************************|
| Game Concept Art 12                                                       |
0***************************************************************************0

In one of the earlier versions of the guide, Anthony Peregoy suggested that
you riflebutt the doors off of the lockers to help get at the Assault Rifles
within. But another reader (and fellow San Antonion) W. David Eldred came up
with something better.....

     "Hey Dude, Old gamer here ( 51 years young ) with another way to get the
      assault rifles in the lockers next to the guard's showers. You stated 
      that you had to rifle butt the doors off their hinges in order to click 
      on the rifles to get their ammo. This is incorrect. I , too, was 
      frustrated that I could open the locker doors by X-clicking on them 
      only to find that I couldn't get the ammo until I happened to look way 
      down at my (Riddick's) feet and the clickable link for the assault 
      rifle came up at the very top of the screen. I X-clicked and got the 
      ammo! It works on both of the assault rifles on either side of the 
      locker room."

I also had another reader, Casey Stangel, make a similar suggestion.....

     "This is in reference to your Chronicles of Riddick walkthrough. You
      mention that when you come to the locker room in the showers that a
      reader had suggested rifle-butting the doors of the lockers or
      otherwise you would not be able to access the assault rifles. Not 
      true... get right in front of the door after you have opened it then
      look down until the caption no longer mentions the locker door. Lo and
      behold, Assault Rifle will now pop up and you can take it. All there is
      to it, just look down until the sub-caption for Assault Rifle appears.
      I had the problem at first also."

Arm yourself with either a Shotgun or a Gun and open the locker that has the
Assault Rifle. Point the laser sight at the bottom of the locker where the
wall meets the base. At the top of the screen should be the Focus Frame for
the Assault Rifle and you can pick it up by pressing X.

Now go to the set of lockers on the other side of the room. Open the doors
and within these lockers you will find 15 UD, an Assault Rifle, and Civil
Guard Clothes that will disguise Riddick and make him look like a Civil
Guard.

A recent letter from Adam Gent pointed out another way to open up the
lockers:

     "Just an addition I'd like to make. I've found that in the hacks' 
      locker room, the easiest way to get into the lockers was to use the 
      shotgun and blast the doors off. You can knock off 3 to 4 locker doors 
      depending on how good your aim is. The only disadvantage is that you 
      may attract any nearby guards."

Now that you have fully explored the locker room, turn off your EyeShine, and
exit into the hallway.

If you got into a firefight with the guards in the locker room you will have
to fight your way out. Shoot the alarm speakers to quiet them and keep them
from alerting more guards. After killing the nearby guards, disarm and turn
right toward the NanoMED Health Unit.

If you sneaked your way through, disarm and turn right toward the NanoMED
Health unit. Since you did things quietly, and you're wearing the disguise,
the other guards don't know what is going on. As long as you don't do
anything screwy near the patrolling guards they will treat you like one of
them.

You will encounter a lot of guards in this section. Each guard has a name and
a weapon. If you decide to kill a guard you get his weapon to replenish
yours. Some guards have other stuff besides weapons. If a guard has something
beside his weapon on him I will list it beside his name in case you want what
he has.

In the corridor outside of the Showers you will find Wikstrom (5 UD)
patrolling.

Turn left at the Health Unit and you will enter a larger room. This is some
of the guard quarters. You can have some fun and ring the doorbells but none
of the guards will come out. You will find a guard, Wakefield (NanoMED
Cartridge), standing watch.

It is here that you can find two Easter Eggs.....

0EEEEEEEEEEEEEEEEEEEEE0
| Easter Egg (Enclave) \
|EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0
| Find the door with the name "Keenan" and ring the doorbell a couple of    |
| times. You'll hear mostly gibberish but also a mention of "Vatar." Vatar  |
| was the main villain of Enclave, another game made by Starbreeze Studios. |
| The voice is that of the goblin character, a low-ranking enemy in Vatar's |
| forces.                                                                   |
0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0

0EEEEEEEEEEEEEEEEEE0
| Easter Egg (Tool) \
|EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0
| Four of the doors in this room have the names Keenan, Jones, Carey, and   |
| Chancellor. According to I_Like_Pancakez, who posted his find at the      |
| GameFAQs Message Boards, he noticed that in the G4 special on the making  |
| of the game (which is an unlockable on the PC version of the game) that   |
| one of the designers was wearing a shirt of the rock band Tool. The       |
| designers then included the names of the band members here in this room   |
| posted at four of the doors.                                              |
0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0

Once you're done with the Easter Eggs, go to the far end of the room and look
down on the floor near the left corner. You will see that it is open so jump
down into the lower level. The lower level is just like the upper one. The
only way back up is to grab the Vent Tool on the floor.

As you explore the lower level, you will see that there is nothing special
here. The reason to go here is to get the Vent Tool which will be of use
later. Use the tool to enter the Ventilation Hatch and go back up to the
upper level. Once back at the upper level, exit the room and go to the other
end of the long hallway.

Turn left and you will enter an area with some more guard quarters. There are
two floors to this area but there is nothing special on the second floor
(although if you ring one of the doorbells you will get someone singing "In
the land of the prison guard" (Hanna)). There are three guards (Kim, Kispert,
Oconnor (5UD)) here in this room. From where you entered the room go right
and to the next hallway.

Then you will enter into a room where a couple of guards are having some fun
with the elevator (Lowe (5 UD), Brad). Believe it or not, you can snap Brad's
neck and Lowe will just stand there like an idiot! But if you break Lowe's
neck first Brad will attack you. So if you want to kill both of them break
Brad's neck first.

From this room continue forward and you will enter a large room with some
more guard quarters. The only object of note here is the NanoMED Health Unit
on the opposite wall. You will find a guard patrolling (Lucky) and another
standing watch (Lysachov (5UD)).

Go to the hallway on the other side of this room and you will enter a smaller
room with a guard standing next to a door (Adenoid). If you go to the screen
near the guard and look through (you'll have to jump), you can see another
room that has some Assault Rifles and a suit. This is the Armory and yes,
there is a way inside.

Continue forward into the next hall. You will find a guard (Hynkel)
patrolling the hall and nearby area. Get behind him and sneak him. At the end
of the hall you will enter a larger room which is the Hangar Room. To the
right you will see a large door with "Hangar A412" painted above. Near the
door is a guard that will just sit there (Youngvalley). To the left you will
see a dark sub-room that you have to jump over the railing to get into. Go
ahead and jump over the railing.

Turn on your EyeShine and look around. At one end of the room you will see a
locked door. At the other end you will see a Ventilation Hatch. This is the
reason you went and got the Vent Tool earlier, so you can open this Hatch. Go
through the Hatch and to the Grating. The Grating will open into the Armory.

First thing you should do is get the Light Guard Armor. You won't be able to
leave the room without it. If you listen, the guard (Adenoid) outside will
say that he hasn't heard from the other guard (Hynkel) for some time and will
investigate. Open the door and go back into the hallway. Adenoid will be
standing there at the next corner leading back to the Hangar Room. Sneak him
and go back to the Armory. When you enter the Armory again, look right and
down on the floor. There you will see.....

0*******************0
| Pack of Smokes #30 \
|***************************************************************************0
| Q (Will make your skin crawl)                                             |
|***************************************************************************|
| Game Concept Art 31                                                       |
0***************************************************************************0

Pick that up and then get the four Assault Rifles. Exit the Armory and make
your way back to the Hangar Room. If you go forward and to the next hallway,
you will find a locked door. The hallway is a dead end. Go back to the Hangar
Room.

Switch to your Gun, zoom in on Youngvalley, and pop him in the head. Then
shoot out all of the lights in the Hangar Room and in the hall leading to the
next door. This area should be in complete darkness except for the light in
the previous hallway. Leave that one alone and make sure that Adenoid's body
can be seen. Switch to your EyeShine.

Now use the Retina Scanner by the Hangar door. It won't let you through. You
need some better eyes and Riddick decides that Abbott's eyes are the ones he
needs.

In addition, using the Scanner will alert a guard and he will enter the dead
end hallway through the previously locked door. Hug the wall and stop at the
litter can. The guard will run past and spot Adenoid's body. He will walk to
the body instead of investigating the door. Get up to and sneak the guard.

Go back to the dead end hallway and go through the unlocked door. Go up the
stairs and to the.....

 /=========================================================================\
0===========================================================================0
| II.13. Guards Quarters                                             [13GQ] |
0===========================================================================0
 \=========================================================================/

Go through the next door and you will eventually find a large propaganda
poster that has the words "Yeah right" scrawled on it. There are two openings
on either side of this poster and both take you to the large garden market.

You will encounter more guards here but they carry little in the way of bonus
objects you get when you kill them. Two of the guards carry NanoMED
Cartridges and that's about it.

Find the guard named Jenkins and he will give you a bottle of liquor. Find
the guard named Bondo near the other side of the market. Talk to him and he
will reveal information about Abbott's gun shipment. 

As you look around the market, you will see one shop open. Talk to the
Shopkeeper and he will offer you several things: Smokes, Shotgun shells,
Assault Rifle ammo, and a Light Armor uniform. Buy the smokes and get.....

0*******************0
| Pack of Smokes #33 \
|***************************************************************************0
| Guards (Only for the guards at Butcher Bay)                               |
|***************************************************************************|
| Movie Set 07                                                              |
0***************************************************************************0

Talk to the Shopkeeper again and ask about Abbott. The Shopkeeper has a
special package for Abbott and asks Riddick to take it to him. Riddick agrees
and acquires the Rifle-Case.

Go through the door at the other end of the market and take the elevator
upstairs. You will enter a medium sized room with a couple of guards
(Freitag, Robinson). Take the door on the right and you will encounter
Chancellor. He will give you 50 UDs for some liquor. Give it to him and you
will get 50 UD plus.....

0*******************0
| Pack of Smokes #31 \
|***************************************************************************0
| Gronko's Bar (Will only taste OK combined with alcohol)                   |
|***************************************************************************|
| Movie Prop 01, Riddick Prototype 3                                        |
0***************************************************************************0

Killing Chancellor will gain you a NanoMED Cartridge.

Go back to the previous room and go through the other door. Go forward and
past Conroy, the patrolling guard, and you will end up on the level above the
market.

Go past John, another guard, through the next door, and you will enter some
more guard quarters. When you reach the Valve you will also be at a junction
where you can go either left or right. If you go right, you will go through a
hallway that has a NanoMED Health Unit then a room that has a Service Panel,
and some more guard quarters.

You can use the Service Panel to turn off most of the lights in this quadrant
of guard quarters. You can also sneak up and kill the two guards patrolling
this small area for additional ammo and a NanoMED Cartridge (Soup has the
Cartridge).

When you get back to the main portion of quarters and get near the door for
Elliot (near the Valve and blue vending machine), the door will open and a
guard named Hanna will check out the area you just exited from. Once he
enters the darkness, sneak him before he finds the bodies you left behind.
The small hallway leading to the main entrance to Elliot's quarters also
contains an Assault Rifle. I should note that he only comes out if you have
turned off the lights regardless of whether you killed anybody or not.

Proceed forward and to the other path. There is a long hallway, that has two
guards patrolling it (Martinez and Little Mad). At the end, turn right and
then, after climbing the short stairs, turn left. You will now enter another
set of guard quarters guarded by two more guards (Karmac, Measle). It is here
you will find Abbott's quarters.

If you did not talk to the Shopkeeper, you will find a Rifle-Case on the
floor near Abbott's door. Pick it up. Then go to his door and tell him he has
a package. You will then be allowed to enter.

 /=========================================================================\
0===========================================================================0
| II.14. Abbott                                                      [14AT] |
0===========================================================================0
 \=========================================================================/

Once you enter his quarters, you will engage in a shootout with Abbott. There
are two options in dealing with him.

With the Assault Rifle, charge in, keep behind some cover, and pop out when
he reloads to hit him with a few rounds. Duck back behind some cover when he
starts firing again. Keep up with this pattern and you will take him down.

You can also use the Gun here too. While in the entranceway, hug the right
wall before you open the second door. Go forward enough to open the door but
stay in the hallway. Back up to the now closed door you just entered from. 

Zoom in with the Gun and gently go left until you see Abbott. He will usually
just stand there (either in the open or behind some cover) so you can just
hit him with as many head shots as possible.

The Gun is best for head shots which is why you use the weapon here. He will
take some chunks of health from you too but if you're good with your aim and
trigger speed you can get through this quickly.

In the following cutscene, just as Riddick is about to get Abbott's eyes,
Johns intervenes. Johns is going to take Riddick to another slam but he too
is thwarted by Hoxie. The scene switches to Hoxie's office where he is rather
upset with both Riddick and Johns.....

     Hoxie: "I should just have them put slugs in both of your heads right 
             now."
     Riddick: "Why ruin a nice carpet?"

Hoxie then engages in some rather painful negotiations (for Johns anyway).
After dealing with Johns, Hoxie sends Riddick to The Mines..."Down below the
surface where the sun never shines..."

     Hoxie: "I expect things could get ugly."
     Riddick: "I'll be disappointed if they didn't."

 /==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==\
0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0
| III. Double Max                                                     [DBM] |
0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0
 \==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==/

Double Max is the second level of Maximum Security. 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