{"id":1468,"date":"2025-04-26T00:17:25","date_gmt":"2025-04-26T03:17:25","guid":{"rendered":"https:\/\/revolutionarena.com\/english\/?p=1468"},"modified":"2025-04-26T00:17:27","modified_gmt":"2025-04-26T03:17:27","slug":"the-chronicles-of-riddick-escape-from-butcher-bay-complete-walkthrough-step-by-step-strategy-guide","status":"publish","type":"post","link":"https:\/\/revolutionarena.com\/english\/the-chronicles-of-riddick-escape-from-butcher-bay-complete-walkthrough-step-by-step-strategy-guide\/","title":{"rendered":"The Chronicles of Riddick: Escape From Butcher Bay\u00a0\u2013 Complete Walkthrough (Step-by-Step Strategy Guide)"},"content":{"rendered":"\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">++IMPORTANT: Although this guide for the Original Xbox version of \"Escape <br>             From Butcher Bay\" can be useful for the remake included with <br>             \"The Chronicles of Riddick: Assault on Dark Athena\" it is *NOT* <br>             recommended because of difficulty changes and additional <br>             chapters not found in the Original Xbox version.<br><br>*****************************************************************************<br><br>Made some substantial format tweaks based on my update of my \"Assault on Dark<br>Athena\" guide.<br><br>&lt;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++><br><br>\"The Chronicles of Riddick: Escape From Butcher Bay\" is copyright 2004 by<br>Vivendi Universal Games, Inc. Licensed by Universal Studios Licensing LLLP.<br>All rights reserved. All other trademarks and copyrights contained in this<br>document are owned by their respective trademark and copyright holders.<br><br>A complete listing of contact and other information can be found at the end<br>of this guide.<br><br>            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\<br> \/=========================================================================\\<br>| >TBCT. Table of Contents                                                  |<br> \\=========================================================================\/<br>            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/<br><br>This guide uses a Quick Search Feature which takes advantage of the Find<br>feature used by many web browsers. This feature will allow you to go to any<br>chapter or section in this guide quickly. To access any of those chapters,<br>sections, or to the Table of Contents do CTRL-F (PC) or Clover-F (Mac) to<br>activate the Find feature in the web browser. Then enter the code like this:<br><br>  >KR6 or >ZD12<br><br>0============================================0============================0<br>| RDK1. Introduction And General Information |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\<br>0============================================0==============================0<br><br>  GEN1. About The Guide<br>  GEN2. The Chronicles of Riddick: Escape From Butcher Bay<br>  GEN3. Differences Between the Original and the Remake<br>  GEN4. Controls<br>  GEN5. Useful Information<br>  GEN6. Climbing and Using Hangrails<br>  GEN7. Combat, Weapons, and Useful Items<br>          A. Combat Tactics<br>          B. Weapons and Useful Items<br>  GEN8. Sneak Attacking<br>  GEN9. Enemies<br><br>0=============================0===========================================0<br>| RDK2. The Story Begins..... |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\<br>0=============================0=============================================0<br><br>  TSB1. Escape<br><br>  BTH1. Cellblock A<br>  ==================<br>        CBA1. Prison Yard<br>        CBA2. Aquila Territory<br>        CBA3. Infirmary<br>        CBA4. Mainframe<br>        CBA5. Prison Yard Riot<br>        CBA6. The Pit<br>        CBA7. Pope Joe's Den<br>        CBA8. Dark Tunnels<br>        CBA9. Showers<br>        CBA10. Guards Quarters<br>        CBA11. Abbott<br><br>  BTH2. The Mines<br>  ===============<br>        MNS1. Tower 17<br>        MNS2. Tower 17 Base (Part One)<br>        MNS3. Recreation Area [Section A]<br>        MNS4. Recreation Area [Section B] (Part One)<br>        MNS5. Tower 17 Base (Part Two)<br>        MNS6. Feed Ward (Part One)<br>        MNS7. Tower 17 Base (Part Three)<br>        MNS8. Recreation Area [Section C] (Part One)<br>        MNS9. Recreation Area [Section D] (Part One)<br>        MNS10. Tower 17 Base (Part Four)<br>        MNS11. Drug Interrogation Room<br>        MNS12. Feed Ward (Part Two)<br>        MNS13. Tower 17 Base (Part Five)<br>        MNS14. Recreation Area [Section C] (Part Two)<br>        MNS15. Work Pass (Part One)<br>        MNS16. Power Central (Part One)<br>        MNS17. Mine Entrance (Part One)<br>        MNS18. Security Checkpoint<br>        MNS19. Upper Mines (Part One)<br>        MNS20. Cargo Transport (Part One)<br>        MNS21. Mining Core (Part One)<br>        MNS22. Upper Mines (Part Two)<br>        MNS23. Cargo Transport (Part Two)<br>        MNS24. Mine Entrance (Part Two)<br>        MNS25. Work Pass (Part Two)<br>        MNS26. Feed Ward (Part Three)<br>        MNS27. Recreation Area [Section B] (Part Two)<br>        MNS28. Recreation Area [Section D] (Part Two)<br>        MNS29. Power Central (Part Two)<br>        MNS30. Feed Ward (Part Four)<br>        MNS31. Tower 19<br>        MNS32. Container Router<br>        MNS33. Mining Core (Part Two)<br>        MNS34. Crash Site<br>        MNS35. Abandoned Equipment Center<br>        MNS36. Central Storage<br>        MNS37. Loading Docks<br>        MNS38. Fuel Transport<br>        MNS39. Hangar<br><br>  BTH3. Cryo Facility<br>  ===================<br>        CYF1. Exercise Area<br>        CYF2. Cryo Pyramids<br>        CYF3. Facility Control<br>        CYF4. Corporate Offices<br>        CYF5. Take Off Platform<br>        CYF6. Hoxie's Personal Guards<br><br>  BTH4. Summaries<br>  ===============<br>          A. Summary of Cigarette Packs<br>          B. Summary of Side-Missions<br>          C. Summary of Easter Eggs<br><br>0==================0<br>| RDK3. Conclusion |<br>0==================0<br><br>  \/==++====++==\\                                             \/==++====++==\\<br> \/==++====++====++====++====++====&lt;&lt;##0##>>====++====++====++====++====++==\\<br>| >RDK1 Introduction And General Information                                |<br> \\==++====++====++====++====++====&lt;&lt;##0##>>====++====++====++====++====++==\/<br>  \\==++====++==\/                                             \\==++====++==\/<br><br>My name is Robert Allen Rusk and I am a hardcore gamer with about 30+ years<br>of gaming experience. I am an ex-gametester (Broderbund Software, LucasArts<br>Games, Point Of View Computing) and an ex-arcade attendant (Namco<br>Cyberstation - Pier 39, San Francisco, CA). I also own multiple systems such<br>as the Sega Dreamcast, Super Nintendo, Nintendo 64, Atari Jaguar, PlayStation<br>1 and 2, Xbox, and Xbox 360.<br><br>I started writing guides in 2003 because I felt it was something I could do<br>utilizing my writing skills gained in college and gametesting along with my<br>passion for vidgames. Over time I have honed my overall writing and<br>organization skills plus my creative thinking skills. Additionally, I have<br>extended the play value of the games I have written guides and FAQs for many<br>times over plus I have received many letters from all over the world.<br><br>I am also what one may call an RGB Analog Video enthusiast. I hack most of my<br>game consoles to try to get the best possible video from them and that<br>usually involves tapping into the RGB Analog video signals and using them on<br>the right monitors to achieve my desires. To this end I became a member of<br>the GamesX.com mod forum and I post on their \"RGB + Video Discussions\" forum<br>area from time to time.<br><br>In addition, I am a member of the X-Otic Computer Systems of San Antonio<br>(www.xcssa.org), a group who specializes in Linux, Mac, and other systems. We<br>are also a group of hackers and electronics enthusiasts.<br><br>I am also a regular forum poster at site, an occasional poster at<br>AtariAge, Digital Press, GTA Forums, and Video Game Saga. I am also a member<br>of The MoFaT (a members only message board set up by \"Grand Theft Auto: Vice<br>City\" players who met on the Vice City message boards at site).<br><br>Outside of gaming, my interests include \"Godzilla\" (I have been a G-Fan since<br>the age of ten) and \"Red Dwarf\". I am also a long time soundtrack collector<br>with many titles in my possession. As far as favorite sports teams go, my<br>teams are the San Antonio Spurs (NBA) [the local team], the Denver Broncos<br>(NFL) [although I live in Texas, I am originally from Colorado Springs,<br>Colorado] and the Air Force Falcons (NCAA Football).<br><br>This guide was constructed using BBEdit Lite 6.1 on a Power Mac Workgroup<br>Server. It is now being maintained using TextWrangler on an Apple Mac Mini. I<br>view my work in Safari to help in seeing how it would look on the web and<br>correct format errors.<br><br>I also played this game on my NEC MultiSync 3D RGB monitor using a homebrew<br>RGB box.<br><br>            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\<br> \/=========================================================================\\<br>| >GEN1. About The Guide                                                    |<br> \\=========================================================================\/<br>            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/<br><br>Welcome to my \"The Chronicles of Riddick: Escape From Butcher Bay\" guide! In<br>this guide you will find a lot of useful information in a highly organized<br>format that you can use to get the most out of the game. Quotes taken from<br>readers' e-mail are presented \"as is\" and may include spelling and<br>grammatical errors.<br><br>The main emphasis of this guide is to provide a straightforward way to<br>complete the game as well as acquire all of the unlockable bonuses. This<br>means activating most of the Side-Missions available within the game and<br>collecting all of the Cigarette Packs.<br><br>This guide is meant for the Xbox version of the game only. However, a lot of<br>this information is useful for the PC version (known as the \"Developer's<br>Cut\") although it has some stuff that the Xbox version doesn't have. Although<br>the game has three difficulty settings, this guide was written based on the<br>*NORMAL* (default) setting. Most users will play the game on this setting and<br>probably won't touch the other two difficulty levels.<br><br>            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\<br> \/=========================================================================\\<br>| >GEN2. The Chronicles of Riddick: Escape From Butcher Bay                 |<br> \\=========================================================================\/<br>            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/<br><br>When I heard that they were going to make a game based on the movie \"The<br>Chronicles of Riddick\" I thought \"Just another licensed game\". But when I<br>first saw some of the screen shots of the game, I was intrigued. When I<br>finally picked up the Xbox Official Magazine (#32) with the demo of Riddick<br>on it, I became very impressed.<br><br>It was one of the best looking games I have ever seen on a console. It also<br>has good controls and a cool menu system (the cube). I got the full copy the<br>first day it came out and it was worth the full price I paid for it.<br><br>The game has a brilliant dark atmosphere. The voice acting is the best I have<br>heard in a long time with lots of quotable lines and a good ending. This game<br>makes you feel like you are actually inside a futuristic prison. That kind of<br>immersion is very difficult to pull off.<br><br>However, it is not a perfect game. The game is a bit short and a bit easy.<br>But that means that those who have never played an FPS can cut their teeth on<br>this one. Despite whatever flaws it may have, \"The Chronicles of Riddick:<br>Escape From Butcher Bay\" definitely belongs on the list of best licensed<br>based games to date.<br><br>And it was surpassed by \"The Chronicles of Riddick: Assault on Dark Athena\".<br>A remake of \"Butcher Bay\" was included with that release and it has been<br>vastly improved in every way. After playing around with the remake it was<br>hard to go back to the original version.<br><br>And there were plenty of changes to the remake which leads to the next<br>chapter.....<br><br>            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\<br> \/=========================================================================\\<br>| >GEN3. Differences Between the Original and the Remake                    |<br> \\=========================================================================\/<br>            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/<br><br>Listed below are some of the differences between the Original Xbox version of<br>\"Escape From Butcher Bay\" and the remake that is included with \"Assault on<br>Dark Athena\". There are many changes in the remake and, as a result, I do not<br>recommend the Xbox version of this guide for it:<br><br>0===========================================================================0<br>| The remake has been made harder in several areas including the final      |<br>| battle.                                                                   |<br>|---------------------------------------------------------------------------|<br>| The Security Checkpoint chapter, which is fairly hard in this version,    |<br>| has been made much easier in the remake.                                  |<br>|---------------------------------------------------------------------------|<br>| The chapters Security Research 1 and 2 (along with the three Cigarette    |<br>| Packs within), previously available only on the PC version, is included   |<br>| in the remake.                                                            |<br>|---------------------------------------------------------------------------|<br>| Graphics have been vastly improved.                                       |<br>|---------------------------------------------------------------------------|<br>| The music soundtrack has been completely redone.                          |<br>|---------------------------------------------------------------------------|<br>| The Guards are more aggressive and accurate.                              |<br>|---------------------------------------------------------------------------|<br>| Riot Guards can no longer be affected by the Tranq Gun.                   |<br>|---------------------------------------------------------------------------|<br>| The Mini-Gun now has unlimited ammo.                                      |<br>|---------------------------------------------------------------------------|<br>| Some of the names of the Cigarette Packs have changed. Most of the        |<br>| warning labels have changed.                                              |<br>|---------------------------------------------------------------------------|<br>| Extra Content, from collecting Cigarette Packs, have changed.             |<br>|---------------------------------------------------------------------------|<br>| Cigarette Pack #51 was moved slightly.                                    |<br>|---------------------------------------------------------------------------|<br>| It is easier to interact with objects.                                    |<br>|---------------------------------------------------------------------------|<br>| The Pit chapter is changed. You no longer have to go to the lower level   |<br>| to find the Valve to repair the gate.                                     |<br>|---------------------------------------------------------------------------|<br>| Inclusion of the Weapon Wheel and Weapon Hot Spot to make switching       |<br>| between weapons a lot easier and faster.                                  |<br>|---------------------------------------------------------------------------|<br>| The weapons now have maximum ammo limits.                                 |<br>|---------------------------------------------------------------------------|<br>| The opening and closing cutscenes with Riddick on U.V. System - Planet 6  |<br>| have been removed from the game itself and placed into the Extra Content  |<br>| section.                                                                  |<br>0===========================================================================0<br><br>            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\<br> \/=========================================================================\\<br>| >GEN4. Controls                                                           |<br> \\=========================================================================\/<br>            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/<br><br>0===========================================================================0<br>| Move Around.........................|                   Left Analog Stick |<br>| Look Around.........................|                  Right Analog Stick |<br>| Crouch\/Stealth Mode.................|            Left Analog Stick Button |<br>| EyeShine............................|           Right Analog Stick Button |<br>| Lean Up.............................|                            D-Pad Up |<br>| Duck................................|                          D-Pad Down |<br>| Lean Left...........................|                          D-Pad Left |<br>| Lean Right..........................|                         D-Pad Right |<br>| Jump................................|                            A Button |<br>| Activate\/Talk\/Use...................|                            X Button |<br>| Reload..............................|                            B Button |<br>| Change Weapon.......................|                            Y Button |<br>| Flashlight..........................|                        White Button |<br>| Zoom................................|                        Black Button |<br>| Block\/Sneak Attack..................|                        Left Trigger |<br>| Shoot\/Punch\/Loud Neckbreak..........|                       Right Trigger |<br>| Game Menu...........................|                        Start Button |<br>| Journal\/Inventory...................|                         Back Button |<br>0===========================================================================0<br><br>            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\<br> \/=========================================================================\\<br>| >GEN5. General Information                                                |<br> \\=========================================================================\/<br>            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/<br><br>Listed in this chapter is general information about the game:<br><br>0=========0<br>| Profiles \\<br>0=======================================================><br><br>  When you first start the game then you are required to create a Profile. <br>  This is where your inventory, game status, Checkpoints, Cigarette Packs <br>  (explained later), and unlocked bonuses will be saved. You can have more <br>  than one Profile. As a matter of fact you can have many Profiles. With me, <br>  I have four Profiles which I have used to play around and get info for this <br>  guide.<br><br>0============0<br>| Game Saving \\<br>0=======================================================><br><br>  This game has an auto-save feature. The first time you enter a new building <br>  or area a Checkpoint is created. There are a total of thirty six <br>  Checkpoints in the game. You can backtrack through the game to gain more <br>  Cigarette Packs or try new strategies using these Checkpoints.<br><br>  However, there is a lot of spacing between the Main Checkpoints so there is <br>  a regular Checkpoint which is at the top of the Checkpoint list in the <br>  Checkpoints option in the Main Menu. Every couple of rooms or so the game <br>  will auto-save at that point. This will save you a lot of hassle if you <br>  wish to continue from where you last left off instead of from one of the <br>  Main Checkpoints.<br><br>0=======0<br>| Health \\<br>0=======================================================><br><br>  When you start the game then you will have four health blocks which are <br>  displayed in the upper left corner of the screen. When you are hit then a <br>  small part of one of the blocks is reduced. If you stay put for a bit then <br>  your health will replenish on its own. It cannot be replenished while <br>  running.<br><br>  If you are hit enough to have one of the blocks disappear then the only way <br>  to get it back is by using NanoMED Health Units placed around most areas. <br>  These wall mounted units will replenish up to four of your health blocks.<br><br>  If you encounter an empty unit then you can refill it with a NanoMED <br>  Cartridge. Of course, you have to find one first before you can refill a <br>  Health Unit.<br><br>  Within the game there are four NanoMED Health Stations. These sit down <br>  units will not only refresh your health, they will increase your maximum <br>  health by one block. With these Health Stations you can increase your max <br>  health from four to eight health blocks.<br><br>0================0<br>| Cigarette Packs \\<br>0=======================================================><br><br>  Strewn throughout the game are 59 Cigarette Packs which are also called <br>  Smokes. These Cigarette Packs will unlock bonuses that can be viewed in the <br>  Extra Content part of the Main Menu. This guide will point out where you <br>  can find them. To make things easier most of the chapter headers will note <br>  how many Packs can be found within the chapter.<br><br>  Once you have acquired a Cigarette Pack then it is permanently saved to <br>  your current Profile. This means that you can go back to prior Checkpoints <br>  and do different things to get more Smokes without worrying about having to <br>  get Cigarette Packs you have already acquired.<br><br>  You can even start a brand new game under the same Profile and still have <br>  all of the Smokes you gained in the previous game. A complete summary of <br>  Cigarette Packs can be found near the end of the guide.<br><br>0==============================0<br>| Side-Missions and Easter Eggs \\<br>0=======================================================><br><br>  Within the game you will encounter many prisoners. Some of them don't want <br>  anything to do with you. Some of them want to kill you. But others want <br>  your help with certain activities. By helping prisoners you are activating <br>  Side-Missions. Most Side-Missions are easy and won't take long to complete. <br>  You are usually well rewarded by completing them, mostly with Cigarette <br>  Packs.<br><br>  This game also has several Easter Eggs and a complete summary of them, plus <br>  the Side-Missions, can be found near the end of the guide.<br><br>            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\<br> \/=========================================================================\\<br>| >GEN6. Climbing and Using Hangrails                                       |<br> \\=========================================================================\/<br>            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/<br><br>During the course of the game you may have to climb things to get where you<br>need to go. To climb a large crate, for example, go up to it and press the X<br>Button. You will then switch to a third person perspective as you grab the<br>edge of the crate. Press Up on the Left Analog Stick to climb up or pull Down<br>on the Left Analog Stick to climb down.<br><br>To climb a Ladder go up to it and press the X Button. Push Up on the Left<br>Analog Stick to go up and pull Down on the Left Analog Stick to slide down.<br><br>There are times when you have to go left or right while climbing a crate or<br>catwalk. While hanging on a ledge go right or left on the Left Analog Stick<br>to shimmy horizontally so you can find a place to continue going up (or<br>down).<br><br>Occasionally, when looking up, then you will see what looks like parallel<br>bars. These are Hangrails and they can be used to get to certain areas. To<br>use one, look at it and press the X Button to jump on it. Then press up on<br>the Left Analog Stick to go forward and pull down on the Left Analog Stick to<br>go back. Press the X Button again to jump off.<br><br>If an enemy happens to be below you while using a Hangrail then you can do a<br>drop-kill by pressing the X Button when you are directly above him. This will<br>allow you to fall down on top of the enemy, killing him instantly.<br><br>            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\<br> \/=========================================================================\\<br>| >GEN7. Combat, Weapons, and Useful Items                                  |<br> \\=========================================================================\/<br>            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/<br><br>In this chapter I will go over various means of combat, weapons, and other<br>useful stuff within the game:<br><br>0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0<br>| A. Combat Tactics |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\<br>0+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0<br><br>0==============0<br>| Fist Fighting \\<br>0=======================================================><br><br>  This is one of the few games that allow you to fistfight first-person <br>  style. The punches you throw are based on what direction your Left Analog <br>  Stick is at the time the punch is thrown.<br><br>  Pull back and you can get a Uppercut. Left will get you a Left Hook. Right <br>  will get you a Right Hook. Forward will get you a Elbow. You can also do <br>  combos that can knock out an enemy quickly. You use the Block to block when <br>  your enemy attacks. This can also make it easier to do a Reversal <br>  (explained later).<br><br>  You can make your fighting more effective when picking up a Knuckleduster, <br>  a crude form of Brass Knuckles, which will make your right fist more <br>  damaging.<br><br>  A writer named SayainPrince put up a pretty good Melee FAQ that I recommend reading if you want to get serious about <br>  doing combos or learning how to fight better in melee combat.<br><br>0================0<br>| Weapon Fighting \\<br>0=======================================================><br><br>  You can also use weapons like the Shiv and Club to stab and beat people <br>  into submission when you do close combat. There are two methods best used <br>  with melee weapons.<br><br>  The first is the Stab-and-Retreat method that is used with a Shiv or Knife. <br>  This method involves stabbing at your opponent then backing off after <br>  either a successful attack or he successfully blocks it. Then stab at him <br>  again when he runs to attack you.<br><br>  The second method is the Block-and-Bash method using the Club. This method <br>  involves getting right up to a person, block, and bash him with the Club. <br>  While this method was very effective in the remake it is less effective in <br>  the original.<br><br>  One reason is because, even with the Club acting as a shield, you will take <br>  damage while blocking with the weapon. Another reason is that it takes a <br>  long time to get the Club up into a swing which will allow your opponent to <br>  attack you.<br><br>  However, one advantage to using the Club is that, even if your opponent <br>  blocks the attack, he will take damage.<br><br>  Another thing to note is that sometimes your opponent may not attack while <br>  you are swinging the Club at him. He may block your attacks while waiting <br>  for you to stop. This, of course, will allow you to kill him more easily.<br><br>0==========0<br>| Reversals \\<br>0=======================================================><br><br>  Another cool thing about fighting up close is the ability to do Reversals. <br>  A Reversal is the ability to take an enemy's weapon and turn it against <br>  them.<br><br>  For example, if the enemy has a Shotgun and you get in close, he will try <br>  to butt you with it. But if you use Fire\/Punch at the right time, usually <br>  while blocking, then you will grab the Shotgun and force the enemy to blow <br>  his own head off.<br><br>  If you have a weapon, like a Shiv, then you can perform a lethal counter in <br>  which you slash the enemy's throat, killing him instantly. You can even do <br>  a Reversal without either you or your enemy having weapons. Each weapon has <br>  a different counter animation, some of them quite brutal.<br><br>  But the key to performing a Reversal is timing. You need to use Fire\/Punch <br>  just as the enemy starts to attack. This is indicated when your fists or <br>  weapon starts to flash. Use the Fire\/Punch button when this happens to pull <br>  off the Reversal.<br><br>0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0<br>| B. Weapons and Useful Items |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\<br>0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0<br><br>Over the course of the game you will have the opportunity to use guns. When<br>using a gun or rifle then you use the Left Trigger to zoom in (if applicable)<br>and the Right Trigger to fire. Reloading is done with the B Button and the<br>Flashlight (if applicable) is turned on\/off with White Button.<br><br>Headshots on an enemy is often the best way to bring him down quickly.<br>However, when you start firing a gun, then all of the nearby enemies will<br>fire on your position regardless of how dark it is because they all know<br>where you are from the muzzle flash and noise. In addition, you may end up<br>having to reload automatically when your clip runs out which can sometimes be<br>at the worst possible moment.<br><br>So, it is best to limit the use of guns and rifles unless you can use them<br>without the enemies doing any damage.<br><br>A complete listing of weapons and items are as follows:<br><br>0===========================================================================0<br>|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| Melee Weapons |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|<br>0===========================================================================0<br>| Fist | Your basic fist which can be made more powerful with               |<br>|      | Knuckledusters (also known as Brass Knuckles).                     |<br>|------+--------------------------------------------------------------------|<br>| Shiv | A knife-like instrument that can be used to cut up people. Best    |<br>|      | used with sneak attacks.                                           |<br>|------+--------------------------------------------------------------------|<br>| Club | A crude instrument that can be used to beat down anyone. This is   |<br>|      | not a quick weapon but can do very serious damage when it          |<br>|      | connects.                                                          |<br>0===========================================================================0<br>|~~~~~~~~~~~~~~~~~~~~~~~~~~| Projectile Weapons |~~~~~~~~~~~~~~~~~~~~~~~~~~~|<br>0===========================================================================0<br>| Grenades      | An explosive weapon that is thrown at a given target.     |<br>|               | Great for clearing a room of enemies.                     |<br>|---------------+-----------------------------------------------------------|<br>| Tranq Gun     | The Tranquilizer Gun, Tranq Gun for short, is one of the  |<br>|               | best weapons to help take down enemies and the best way   |<br>|               | to destroy lights, so you can sneak in the dark, with     |<br>|               | minimal interference.                                     |<br>|               |                                                           |<br>|               | The Tranq Gun is a Tazer-like weapon with unlimited ammo. |<br>|               | However, it is very slow on the reload so it is not       |<br>|               | recommended when involved in group combat.                |<br>|               |                                                           |<br>|               | When you zap an enemy with it then he will be stunned and |<br>|               | go down to the ground. After awhile then the victim will  |<br>|               | recover and stand back up. But you can kill him while he  |<br>|               | is stunned. After Zapping him you then need to run up to  |<br>|               | him and Stomp (or Smack) him to death using the           |<br>|               | Fire\/Punch button.                                        |<br>|               |                                                           |<br>|               | In this guide you will see the wording \"Stomp\" or         |<br>|               | \"Smack\". This is shorthand for \"Zap the enemy then go     |<br>|               | over and Stomp him\" or \"Zap the enemy then go over and    |<br>|               | Smack him\".                                               |<br>|               |                                                           |<br>|               | One major reason that this is an effective weapon, other  |<br>|               | than destroying lights, is that it is silent. If you are  |<br>|               | in the dark and you Zap someone and there is another      |<br>|               | person there, they won't know where you are at because    |<br>|               | they can't hear the Tranq Gun.                            |<br>|               |                                                           |<br>|               | Therefore it is best to use the Tranq Gun whenever        |<br>|               | possible when dealing with enemies. In addition, because  |<br>|               | of the Tranq Gun's unlimited ammo you can also save the   |<br>|               | ammo of your other weapons for when you really need it.   |<br>|---------------+-----------------------------------------------------------|<br>| Gun           | Your basic pistol. Not very powerful but is accurate from |<br>|               | a distance. This is best used in getting head-shots from  |<br>|               | long range plus breaking out lights. Can also be fired    |<br>|               | rapidly.                                                  |<br>|---------------+-----------------------------------------------------------|<br>| Shotgun       | A standard issue Shotgun. Nasty up close but poor from a  |<br>|               | distance. It also has a Flashlight attachment that will   |<br>|               | brighten up dark areas (and alert nearby Guards if you're |<br>|               | not careful).                                             |<br>|---------------+-----------------------------------------------------------|<br>| Assault Rifle | An automatic rifle that the Guards carry. A pretty solid  |<br>|               | weapon that also has a Flashlight attachment. However,    |<br>|               | the weapon is DNA encoded.                                |<br>|               |                                                           |<br>|               | This means that anybody, like a prisoner, not entered     |<br>|               | into the database will receive a nasty shock when they    |<br>|               | try to pick it up. At some point during the game you'll   |<br>|               | be able to get around that.                               |<br>|---------------+-----------------------------------------------------------|<br>| Prototype Gun | Just like the Assault Rifle but is not DNA encoded. It    |<br>|               | has a very rapid fire rate but has less than half of      |<br>|               | normal clip capacity. You can pick up regular Assault     |<br>|               | Rifles to refill the Prototype Gun since they share the   |<br>|               | same ammo.                                                |<br>|---------------+-----------------------------------------------------------|<br>| Mini-Gun      | A weapon that can be acquired from certain Riot Guards.   |<br>|               | The most powerful weapon in the game. Not a whole lot can |<br>|               | stand up to it. However, you move very slowly while       |<br>|               | carrying it plus, when you switch to another weapon, you  |<br>|               | will drop the Mini-Gun.                                   |<br>|               |                                                           |<br>|               | Another weakness of the Mini-Gun is that, if an enemy is  |<br>|               | right up against you, then the Mini-Gun won't fire until  |<br>|               | you get some space between you and the enemy. According   |<br>|               | to Zachary McNeal you can move a little faster if you     |<br>|               | Crouch while walking with it.                             |<br>|               |                                                           |<br>|               | Finally, unlike the other weapons on this list, this      |<br>|               | weapon has a maximum ammo limit, in this case 4,000       |<br>|               | rounds.                                                   |<br>0===========================================================================0<br>|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| Useful Items |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|<br>0===========================================================================0<br>| UD Money          | Universal Denomination. The currency used in the      |<br>|                   | Riddick universe. This can be used to buy all sorts   |<br>|                   | of items and privileges. There are many ways to earn  |<br>|                   | UD within the game.                                   |<br>|-------------------+-------------------------------------------------------|<br>| Vent Tool         | A useful tool that can open Ventilation Hatches. This |<br>|                   | will help you get around many areas.                  |<br>|-------------------+-------------------------------------------------------|<br>| NanoMED Cartridge | These yellow tubes are used to refill the NanoMED     |<br>|                   | Health Units found all around Butcher Bay.            |<br>0===========================================================================0<br><br>            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\<br> \/=========================================================================\\<br>| >GEN8. Sneak Attacking                                                    |<br> \\=========================================================================\/<br>            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/<br><br>One of the most important elements of the game is the ability to sneak attack<br>which I shorthand \"Sneak\" or \"Sneaking\". To pull off a sneak attack, Crouch<br>(using the Left Analog Stick Button) then quietly come up behind a person and<br>use the Left Trigger.<br><br>If you have no weapon in your hand then you will perform a neckbreak. There<br>are two forms of neckbreaking. To perform a regular neckbreak (while<br>Crouching), hold down the Left Trigger and continuously tap the X Button to<br>overcome their struggling. You can perform a faster, but louder, neckbreak by<br>pulling the Right Trigger while standing (sneak up from behind while Crouched<br>then Un-Crouch).<br><br>If you have a Shiv in your hand then you can stab them in the neck with it<br>when Crouched and in the side when standing. If you have a Gun, Shotgun, or<br>Assault Rifle in your hands then you can rifle-butt them.<br><br>If the victim is near something dangerous, like a large fan, then you can<br>push them into it.<br><br>Before Sneaking you may want to get rid of as much lighting as possible. This<br>will make it a lot easier to get rid of (or pass by) Guards. Use any gun<br>(like the Gun, Assault Rifle, or Tranq Gun) to take out lights to darken<br>areas.<br><br>Later in the game you will acquire the ability to see in the dark called<br>EyeShine. Press the Right Analog Stick Button to turn it on or off. This will<br>make it easy to move around when there is very little or no light.<br><br>In addition, you may need to hide the body to keep from being discovered.<br>While Crouching, grab the body with the X Button then drag the body along to<br>a hiding place. Then either Un-Crouch or press the X Button again to drop the<br>body.<br><br>You can also throw the body with the Right Trigger. Some of my readers, like<br>Chase Turner, and those on some of the message boards like to have fun<br>throwing the bodies around. I like to throw bodies too but mainly into the<br>rock crusher or off cliffs.....<br><br>            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\<br> \/=========================================================================\\<br>| >GEN9. Enemies                                                            |<br> \\=========================================================================\/<br>            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/<br><br>Listed below are the enemies, other than hostile prisoners, that you will<br>encounter at Butcher Bay:<br><br>0===========================================================================0<br>| Turret Guns      | On the walls in most areas of Butcher Bay are Security |<br>|                  | Turret Guns that help keep an eye on the prisoners. If |<br>|                  | you misbehave, the Turret Guns will either stun you    |<br>|                  | and you will be dragged off to your cell (Cellblock A) |<br>|                  | or kill you (The Mines).                               |<br>|------------------+--------------------------------------------------------|<br>| Light Guard      | The Light Guards are lightly armored, usually          |<br>|                  | identified by the cap they wear, and relatively easy   |<br>|                  | to deal with. But they will quickly call for backup if |<br>|                  | the need arises. They can mainly be found in Cellblock |<br>|                  | A.                                                     |<br>|------------------+--------------------------------------------------------|<br>| Double-Max Guard | The Double-Max Guards are helmeted and more heavily    |<br>|                  | armored. They are tougher to deal with than their      |<br>|                  | Light Guard counterparts. Some of them can be found in |<br>|                  | Cellblock A and they are almost exclusive in The       |<br>|                  | Mines.                                                 |<br>|------------------+--------------------------------------------------------|<br>| Squad Leader     | The Squad Leaders wear no helmet or cap and have red   |<br>|                  | armor. But they are faster and more accurate than the  |<br>|                  | other types of Guards. Abbott can be considered a      |<br>|                  | Squad Leader.                                          |<br>|------------------+--------------------------------------------------------|<br>| Riot Guard       | A Riot Guard is a large mechanoid suit that some of    |<br>|                  | the Guards use to keep order. They carry built-in      |<br>|                  | machine guns and will kill you with one swipe of its   |<br>|                  | massive arms if they get close enough.                 |<br>|                  |                                                        |<br>|                  | The only weak spot is a panel on the back which has to |<br>|                  | be shot at to kill the Riot Guard. The only problem is |<br>|                  | getting an appropriate weapon.....                     |<br>|------------------+--------------------------------------------------------|<br>| Heavy Guard      | The Heavy Guards are large human piloted machines that |<br>|                  | are almost indestructible. They have very powerful     |<br>|                  | Chainguns plus Rockets that can make short work of     |<br>|                  | anything that gets in their way. These can be found in |<br>|                  | The Mines and the Cryo Facility.                       |<br>|------------------+--------------------------------------------------------|<br>| Screamer Droid   | Screamer Droids are small floating droids that roam    |<br>|                  | about the Cryo Facility and keep an eye on things.     |<br>|                  | They get their name from the fact that they have a     |<br>|                  | high pitched squeal that alerts nearby Guards.         |<br>|                  |                                                        |<br>|                  | They also have have an appendage that resembles a      |<br>|                  | stinger and are capable of minor damage when close     |<br>|                  | enough. But they can do serious damage as a group.     |<br>|                  | They are exclusive to the Cryo Facility area.          |<br>|------------------+--------------------------------------------------------|<br>| Attack Droid     | Attack Droids are fully robotic Guards that are one    |<br>|                  | step above a Riot Guard. They have three Chainguns     |<br>|                  | plus Rockets that can make life difficult for anybody  |<br>|                  | they happen to be chasing.                             |<br>|                  |                                                        |<br>|                  | However, despite their firepower, they are weak enough |<br>|                  | to be brought down with standard weapons. They are     |<br>|                  | exclusive to the Cryo Facility area.                   |<br>0===========================================================================0<br><br>With that done let's move onto the main portion of the guide starting<br>with.....<br><br>  \/==++====++==\\                                             \/==++====++==\\<br> \/==++====++====++====++====++====&lt;&lt;##0##>>====++====++====++====++====++==\\<br>| >RDK2. The Story Begins.....                                              |<br> \\==++====++====++====++====++====&lt;&lt;##0##>>====++====++====++====++====++==\/<br>  \\==++====++==\/                                             \\==++====++==\/<br><br>As the game begins, we see Riddick fighting off a vicious creature on the ice<br>planet he is hiding at (U.V. System - Planet 6). After the battle, a<br>mysterious voice speaks to Riddick. The voice talks about Riddick's \"gift\" -<br>his eyes, the eyes that allow Riddick to see in the dark. All this talking<br>about his eyes leads Riddick to look back into his past and remember his<br>short stay at a triple-max prison called Butcher Bay.....<br><br>  0+=+=+=+=+=+=+=+=+=+=+0<br> \/ The Story Begins..... \\<br>0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\<br>| >TSB1. Escape                                                             0<br>0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/<br> \\ Packs - 3 \/                                    \\ The Story Begins..... \/<br>  0+=+=+=+=+0                                      0=+=+=+=+=+=+=+=+=+=+=0<br><br>Riddick is being transported to Butcher Bay by a mercenary named Johns.<br>Riddick has been captured by him and he intends to collect on Riddick by<br>transporting him to one of the most notorious prisons in the galaxy.<br>Personally, I would've sent Riddick to Crematoria but that probably wouldn't<br>have made much of a game I think.<br><br>After the cutscene, you are on the landing pad with Johns and couple of other<br>prisoners, Lambert and Pixie. When talking to Lambert, he will encourage you<br>to break Johns' neck and Pixie will simply say \"You aren't very nice, are<br>you?\" Talk to Johns and he will respond by confronting you. You will have two<br>responses to choose from but you can use either one.<br><br>Afterward, Johns will walk over to talk to Pixie who has wandered off. Go<br>behind Johns and break his neck. When Johns dies then the Turret Guns near<br>the main door will open fire. Pixie will attempt to pick up the Assault Rifle<br>that Johns dropped but is electrocuted by it. Lambert will open a hatch in<br>the middle of the landing pad and you should run and drop down into the<br>hatch.<br><br>Follow the path and go down the Ladder. Turn right 90 degrees and look down<br>to find:<br><br>     ======================<br>  ##[ Cigarette Pack #35 ]##<br>     ======================<br><br>Pick up the Pack and charge toward the technician near the door. You can't<br>sneak up on him so beat him senseless and pick up the Class D Security Card<br>he drops. Open the door and Crouch down. Go near the corner and wait for the<br>Guard to come by. Sneak up behind him and break his neck but go ahead and<br>leave the body where it is. You will also need to pick up the Vent Tool he<br>dropped.<br><br>Turn around and you will enter a larger room with some crates to your left.<br>Riddick will then say \"Air? Maybe a vent overhead.\" Turn toward the crates<br>and you will see a gap between the crates and the wall. Go through the gap<br>and look left. The crates have some glowing sections to them and it looks<br>like that there is a path going through them.<br><br>Crouch down and enter this hidden path. At the end is a small lighted room<br>with a rectangular hole that you drop down through. When you drop down to the<br>lower level, follow the path into the larger room and about halfway through,<br>look right. You will see a long alcove. At the end of the alcove is 10 UDs<br>and:<br><br>     ===================<br>  ##[ Cigarette Pack #1 ]##<br>     ===================<br><br>Pick up everything and make your way back to the opening. Climb back up and<br>go back through the hidden path into the crate room. Climb the crates and,<br>when you get to the top, then turn around and look up. Grab onto the Hangrail<br>and proceed to Ventilation Shaft at the end. As you going along the Hangrail<br>a Guard will appear below you. You can just leave him alone.<br><br>When you get to the Hatch then enter it. Follow the shaft and kick out the<br>grating to enter the next room. It has a NanoMED Health Unit and a NanoMED<br>Cartridge. To activate the station, go up to it and follow the on-screen<br>prompt to insert the cartridge into the station so it can be used. Of course,<br>you may not need to use the station but the option is there if you want it.<br><br>To the left of the NanoMED Health Unit is a hall that will lead into a larger<br>room. When you go left, you will see a Guard with a Shotgun near a metal<br>table. He will see your shadow and charge at you but won't fire the Shotgun.<br>You can beat up on the Guard if you want but it is better if you can get him<br>in a Reversal and use his weapon against him.<br><br>After you kill the Guard you can pick up the Shotgun but it is empty. Go back<br>to the metal table and you should see:<br><br>     ===================<br>  ##[ Cigarette Pack #6 ]##<br>     ===================<br><br>Pick up the Pack and climb the crates and then onto the railing. Shimmy<br>right until you can get to the opening in the fence and then climb over. Go<br>into the next room and use the Elevator at the end. After riding the Elevator<br>then go through the door and you will be outside.<br><br>You will see a Guard going from left to right so Crouch down and sneak up on<br>him. Dispose of him by either breaking his neck or rifle-butting him. Grab<br>his Shotgun to get ammo. Turn around and on the left side of the path not far<br>from your position is a Ladder leading down.<br><br>Go down the Ladder, turn right, and you will see an overhead light ahead of<br>you. Go to this light and look right. You will see a hatch and Riddick will<br>say that he will blow off the lock. Conserve your ammo by rifle-butting it<br>off instead. Enter the door but, be warned, once you enter there's no going<br>back.<br><br>Ahead of you are Guards looking for you. You may be tempted to use the<\/pre>\n\n\n\n<pre id=\"faqspan-2\" class=\"wp-block-preformatted\">Shotgun's flashlight but that will give you away. Fortunately, the Guards\nhave dropped flares so you are not totally blind. There are explosive barrels\nwhich you can use to get rid of the Guards but will also do you considerable\nharm if you happen to be too close.\n\nThe first long section of the tunnel you get to has three Guards, two with\nShotguns and one with a Assault Rifle. Keep your flashlight off. When you get\nclose to the first corner you will see the first flare and a Guard. Ahead of\nyou, against the wall, is a barrel. Fire one shot at it to blow it up to kill\nthe Guard.\n\nAs you get to the dead Guard you will also get to the next corner. However,\nanother Guard, which is further down the tunnel, will be attracted by the\nexplosion. Go back near where you started and wait for him to investigate and\nturn back. Then quickly get behind him and kill him with the Shotgun. You\nwill also get 5 UD from him.\n\nAs you proceed further down the tunnel then another Guard will come from the\nnext corner and head in your direction. Aim upwards so you can nail him with\na headshot when you get close enough. Proceed to the next corner. As you near\nit then another Guard will come around. Kill him quickly before he sees you.\n\nGo around the corner and proceed to the next one. Just as you get to this\ncorner, you will see a barrel ahead of you. Shoot it to kill the Guard near\nit before he can confront you. After killing him then proceed to the light at\nthe end of the tunnel:\n\n  \"Rise and shine, jackass.\"\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;BTH1. Cellblock A                                                        |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nAs it turns out, the previous level was nothing more than a dream sequence\nand Riddick awakes back in Johns' ship. After the ship lands, Johns\nintroduces Riddick to Hoxie, the warden of Butcher Bay. Hoxie and Riddick\nthen exchange some \"pleasantries\":\n\n  Riddick: \"Johns said you were ugly up close. For the first time, I gotta\n            agree with him.\"\n  Hoxie: \"Hmmm....Nice try.\"\n  Riddick: \"I do what I can.\"\n  Hoxie: \"Already trying to get under my skin, Riddick?\"\n  Riddick: \"It'd be easier...If I had something sharp.\"\n\nAfterwards, Riddick is taken by Hoxie's second-in-command, Abbott, to be\nprocessed. This leads through the entrance of the prison and into the main\ncredits. After the main credits have run, Riddick is put into his new home\nand deloused.....\n\n  0+=+=+=+=+=+=0\n \/ Cell Block A \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CBA1. Prison Yard                                                        0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                             \\ Cell Block A \/\n  0+=+=+=+=+0                                               0+=+=+=+=+=+=0\n\nAfter delousing, if you look in your inventory you will see that, even though\nthe previous section was a dream, you get to keep the 15 UD you collected.\n\n[There is an Easter Egg involving the toilets in this Cell block. Scroll down\nto the Summaries chapter to learn how to activate it.]\n\nAfter the cutscene then exit your cell. You will notice Turret Guns on the\nwalls of the Cellblock. The Turret Guns will stun you if you misbehave or\nattack the other prisoners. A prisoner named Barber is waiting outside your\ncell. He will tell you of a guy named Mattsson who seems to know Riddick.\nMattsson is in the Courtyard near the Pit.\n\nTurn left, head toward cell A32, turn right, head toward the gate, and you'll\nmeet Shabby which will start your first Side-Mission:\n\n  ++Shabby (Start)\n    ==============\n      He has been beat up very badly by someone named Molina. He will reward \n      you if you kill Molina for him.\n\nFrom here, go up to the gate and talk to Bulder, the Guard. He will inform\nyou that you can't enter the Infirmary but can be dragged in after Rust, the\nbig fish in this cellblock, finishes with you.\n\nTurn around and follow the hall. As you move past Barber and turn left, you\nwill see an open cell door. As you enter, you will see one prisoner doing\nsit-ups (Girish) and another sitting in his bunk (Waman). Girish has very\nlittle useful information so talk to Waman:\n\n  ++Waman (Start)\n    =============\n      Listen to what he has to say. He, like Shabby, wants Molina dead when \n      his lockdown expires.\n\nYou'll note that Shabby and Waman both want the same thing but both will give\ndifferent rewards upon completion of the Side-Mission. Exit the cell and go\nleft. Follow the hall and you will encounter two prisoners, Jack and Coyne.\nBoth of them tell you to talk to Haley who is in the Courtyard. Continue\nonward and you will enter the Courtyard.\n\nIn the center is a large hatch which leads to The Pit. Mattsson is to the\nleft, the entry to Aquila Territory (at the end) is closed off, Haley is\nahead, Booger is behind the gate to the right, Red is sitting one of the\nbenches, and Charlie Green is wandering around the Courtyard.\n\nTalk to Red and he will tell you to help get rid of Rust. Haley will tell you\nthe same thing if you want his help. Booger won't talk to you. Charlie Green\nmumbles something about a bird. Mattsson will tell you that he knew you were\ncoming and wants you to take his Shiv which is in his bunk.\n\nGo back out of the Courtyard, past Jack and Coyne, and hang a right at the\njunction. One of the two cell doors, A40, is open. Once you enter, the door\ncloses and you will have to deal with two prisoners who want to do you some\nharm. You have walked into an ambush. These guys are not hard to deal with.\nBeat them up and the door will re-open.\n\nExit the cell and head back to the Courtyard to confront Mattsson. Mattsson\nexplains that Rust set him up to it. He will give you the Shiv to set things\nright. Head back to your cell and wait.\n\nIn the cutscene, Mattsson will give you the Shiv but Rust interferes. Riddick\ndoesn't take too kindly to Rust and comes close to killing him. But Abbott\nbarges in and rescues Rust. Rust then takes the Shiv from Riddick. Abbott\nshoves Mattsson toward Rust and Rust attacks Mattsson. Abbott then goes over\nthe \"natural order of things\" with Riddick.\n\nAfter that, both Abbott and Rust exit the cell leaving you with a wounded\nMattsson. Exit your cell and talk to Barber. He will tell you that Rust is\nwaiting for you in the Aquila block. He recommends that you get a weapon and\nto talk to Waman.\n\nAs you get near Waman's cell, you will notice that the cell door across from\nhis, A38, is now open. Enter it to find an inmate:\n\n  ++Shabby and Waman (Information)\n    ==============================\n      You found Molina. He seems to be a nice enough person but you have a \n      job to do so beat up and kill Molina to complete the task that both \n      Shabby and Waman requested of you.\n\nPick up the Knuckleduster Molina drops and head to Waman's cell:\n\n  ++Waman (End)\n    ===========\n      Talk to him and, in return, he will reward you with:\n\n           ====================\n        ##[ Cigarette Pack #25 ]##\n           ====================\n\nNow, head back to Shabby:\n\n  ++Shabby (End)\n    ============\n      Talk to him and he will give you a secret code for a locked door which \n      is inside the Infirmary.\n\nAfter this then make your way back to the Courtyard. You will see that the\ngate at the end is now open. Go through the gate and into......\n\n  0+=+=+=+=+=+=0\n \/ Cell Block A \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CBA2. Aquila Territory                                                   0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 4 \/                                             \\ Cell Block A \/\n  0+=+=+=+=+0                                               0+=+=+=+=+=+=0\n\nFollow the hall and, when you turn the corner, then you will see two\nprisoners beating up on another. One of them will recognize you and run away\nand the other prisoner will go toward you. Continue forward and another\nprisoner will appear. Run past both of them to find an open cell door to your\nleft.\n\nThis cell has a NanoMED Health Unit on the to wall to your left as you enter.\nJust like you did with Mattson's ambush jump onto one of the bunks to keep\nthe prisoners at bay. Beat up both of them and you can get a Knuckleduster\nand 5 UD from one of them. On one of the bunks inside this cell you should\nfind:\n\n     ====================\n  ##[ Cigarette Pack #58 ]##\n     ====================\n\nExit the cell, follow the hall, and turn the corner. You will see two more\nprisoners at the next corner and one of them will kick a Fire Extinguisher at\nyou.\n\nGet out of the way and when the extinguisher expires then turn the corner\nagain. The goon that kicked the extinguisher has left the scene but the other\nremains. This guy has a Shiv so you will need to be a little more careful in\nfighting him. A good idea is to lure him to the cell with the Health Unit and\nuse the bunks to limit his ability to do damage. Once you kill him then you\ncan get his Shiv plus 10 UD.\n\nWhen you get to the next section then you will see two more prisoners. One of\nthem will set off a crude bomb while the other one will be near the back.\nQuickly get close enough to get the one in the back to start running towards\nyou then back away. If you do this right then the bomb will explode just as\nhe gets past it which will kill him.\n\nThe one who set off the bomb will have a Shiv. Even so you should make quick\nwork of him. He will also drop 15 UD.\n\nAt the end of this hall is a set of stairs leading up. This information\nis useful for the next area. Go up these stairs and turn right. You will\nenter a larger room where Rust is waiting.\n\nRust is armed with a Shiv just like you. He also has the ability to quickly\nattack you right after a block. What this means that if you attack with your\nShiv and he blocks it he can make a quick attack off it and hit you before\nyou can block it. The best method for dealing with Rust is the\nStab-and-Retreat method. However, because of his ability to quickly\ncounterattack after a successful block, you may find yourself taking damage.\n\nIf you take a little bit of damage then run away and down the steps I\nmentioned earlier. Rust will not chase you down the steps thus you are safe\nenough to let your health recover. After recovering your lost health, either\nby waiting or by going back to use the NanoMED Health Unit in one of the\nnearby cells, then go back and continue fighting Rust. Continue with this\npattern until Rust is dead.\n\nIn the following cutscene, Riddick looks over Rust's body. Abbott needs a new\nrooster now that Rust is dead and asks Riddick to take his place. But Riddick\ndeclines the offer much to Abbott's displeasure. After the cutscene then turn\naround back towards Rust's body and turn left. You will see a open cell door\nwith another prisoner inside (Moondog).\n\nEnter the cell and Moondog will cower near one of the bunks. Talk to him and\nhe wants you to stay away from him. But he will also give you:\n\n     ====================\n  ##[ Cigarette Pack #59 ]##\n     ====================\n\nExit the cell and head back down the hall retracing your path back to the\nCourtyard. You will also see a Guard chasing and shooting a prisoner. Stay\nout of the way and let them pass. As you turn the corner, you will see\nanother prisoner with half of his face tattooed blue (Blueboy). Talk to\nBlueboy and he will say \"That was something, man.\" He will also give you:\n\n     ====================\n  ##[ Cigarette Pack #57 ]##\n     ====================\n\nAfter talking to Blueboy and turning the corner to the long hall leading out,\nthen you will encounter a Guard. If you can kill this Guard then you can get\n5 UD from him.\n\nBefore you get into the Courtyard again disengage your Shiv otherwise the\nTurret Guns will stun you and you will lose your weapon. Once back in the\nCourtyard, talk to Red. He will give you 30 UD as a reward. Talk to Booger\nagain. He is impressed with you this time and offers you a pack of Smokes.\nPay 20 UD for the Smokes and get:\n\n     ====================\n  ##[ Cigarette Pack #26 ]##\n     ====================\n\nTalk to Haley and he will give you a wealth of information on the facility.\nHe will tell you of The Pit, the Infirmary, and the Mainframe. He will finish\nby telling you to go to Bulder, near the Infirmary, and tell him that he owes\nHaley 150 UD. Go back through the cellblock and talk to Bulder. Bulder is\nunhappy that Riddick screwed up his bet on Rust but he will still let Riddick\ninto the.....\n\n  0+=+=+=+=+=+=0\n \/ Cell Block A \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CBA3. Infirmary                                                          0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                             \\ Cell Block A \/\n  0+=+=+=+=+0                                               0+=+=+=+=+=+=0\n\nYou will be in a small connecting hall. Switch to your Shiv before entering.\nWhen you enter the Infirmary then you will see two Guards. One of them will\nhave a Assault Rifle and the other is un-armed. You will also see a NanoMED\nHealth Unit at the far end of the room.\n\nThe armed Guard is wandering around the room. Quickly get up behind him and\nSneak him. If he turns around then he will swing his Assault Rifle to\nrifle-butt you. Try to catch him in a Reversal quickly because his partner\nwill be running up behind you.\n\nAfter dropping the first Guard then you have to fight the second Guard. He\nwill block often and has a quick swing. However, you can use the beds to your\nadvantage. After killing the first Guard then jump onto an empty bed. You\nwill find that the second Guard will either stand still or won't attack you\nunless you are close enough to him.\n\nWhen standing on a bed then you can attack him with your Shiv just like you\ncould on the floor. If he hits you a couple of times just back off a little\nand let your health recover before attacking him again. After killing both\nGuards then pick up the One-Day Security Card that the first Guard dropped.\n\nLook around the Infirmary. You will see two doors on side of the room. The\none with the \"1\" above it can be opened by the code Shabby gave you. The room\nis a crude operating facility but it has a Scalpel and:\n\n     ====================\n  ##[ Cigarette Pack #12 ]##\n     ====================\n\nGrab both the Scalpel and the Pack, exit the operating room, get your\nScalpel ready, and open door \"2\". Behind the door is an un-armed Guard. Kill\nhim using the Scalpel and proceed forward. When you turn the corner then you\nwill see a NanoMED Health Station. Use it to increase your health maximum to\nfive blocks.\n\nClimb the Ladder nearby and proceed through the door. Go to the crate and\nCrouch. A Guard will enter from the far door and will pass by your position.\nSneak him and you can get 5 UD from him. Go through the door at the far end\nand enter the Service Hatch to your right. Follow along the hall and you will\nenter a larger room.\n\nThe room has an upper level and a lower level. You are on the lower level and\ntwo Guards will be on the upper level. You can't kill them so sneak your way\nto the other end of the room. Follow the hatchway and climb the Ladder. Go\nalong the short hallway and Crouch through the Service Hatch.\n\nYou will then enter a larger room similar to the last one except that you are\non the upper level. There is also a Guard here. Sneak him then make your way\nto the other end of the room where there is a door. You will then be on the\nupper platform above the Courtyard. There is also a Guard here. Sneak him and\nget the One-Day Security Card he drops and go through the door.\n\nYou will enter another split level room. You will also see another Guard.\nSneak him and proceed through the door near the end of the room. You will\nthen enter a smaller room that will lead you to the.....\n\n  0+=+=+=+=+=+=0\n \/ Cell Block A \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CBA4. Mainframe                                                          0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 2 \/                                             \\ Cell Block A \/\n  0+=+=+=+=+0                                               0+=+=+=+=+=+=0\n\nGo through the door ahead and you will be on a catwalk on the upper level of\nthe large mainframe room. Head to the railing ahead of you. Look down and you\nwill see the DNA Sampler machine and its maintainer. To the right, on the\nwall beneath the catwalk, is a light. To the left of the DNA Sampler is a\ncrate with a light above it. Knowing where these lights are will help you in\njust a bit.\n\nIf you look around the room then you will see a ledge beyond the railing that\nyou can go on and get around on the upper part of this room. If you can\nposition yourself correctly then you can jump down and drop-kill the\nmaintainer. Or you can just jump down behind him and Sneak him with your\nblade.\n\nYou will also see an Assault Rifle on the ground near one of the room's\ncorners, by the Toolbox, but you can't pick it up yet. Go over to the DNA\nSampler machine and use it. However, by using the machine, it will notify\nsecurity because of the unscheduled addition to the database. Quickly pick up\nthe Assault Rifle which is near the Toolbox in the corner. From this point,\ntwo Guards will enter the room.\n\nBut, before they do, quickly shoot out the light below the catwalk then get\nbetween the medical crate and the computers then blow out the light above it\nto plunge the room into total darkness. Then Crouch and turn back towards the\nDNA Sampler.\n\nBoth Guards will enter the room and go around. After they enter then wait for\nthem to pass and go around the crate and to the now un-locked door. After\ngoing through the door then angle left towards some crates. As you get near\nthe crate then three more Guards will appear. Getting behind the crate will\nprovide you with some cover.\n\nThe moment you fire on them then the alarm will sound but the two Guards in\nthe previous room will not come out to attack you. Gently peek around the\ncrate and nail a Guard with a headshot. On the back wall is a Valve. Try to\nshoot it when the Guards are close to it to kill most if not all of them. If\nany survive then carefully go around the crate and pick them off. They will\nleave behind two Assault Rifles, a Gun, and 10 UD.\n\nAs you turn the next corner then you will see a open door. But, as you\napproach, a Guard will appear at the door to throw a Grenade towards you.\nBack away and let the Grenade explode. The door ahead of you will close but\nthe Grenade will blow a hole in the nearby wall.\n\nAs you near the hole then you will also see a NanoMED Health Unit to restore\nyour health if you need to. There are two pieces of Debris that need to be\nremoved. Remove them by \"using\" them and enter the next room.\n\nIn the next room is a Guard with a Shotgun. You may want to blow out the\nlight near the NanoMED Health Unit first before dealing with him. Go in past\nthe Debris just enough to let him see you then use the Flashlight to lure him\nback towards the NanoMED Health Unit to give you more room to dispose of him.\n\nAfter you kill the Guard then grab his Shotgun, go back through the hole, and\ngo near the door at the end of the room. Turn left and you will see a Service\nPanel. Use it to turn off a large fan above you. Climb the crates and jump\nthe gap to get to the stopped fan. Crouch and go through the fan into the\nnext room.\n\nYou will see some grating which will allow you to see down into the hallway.\nThere are two Guards down in the hall. Use your Assault Rifle to kill the two\nGuards below. After killing the Guards then jump down to the floor, go the\nfar end of the hall, and shoot up the Guard that will enter the room. He will\nalso drop 5 UD.\n\nIn the next room you will see a NanoMED Health Unit. This room opens up to a\nlarger room with a catwalk that has two Guards. Switch to your Gun. Shoot out\nthe light next to the Health Unit. This will keep the two Guards from seeing\nyou.\n\nUse the left side of the entryway as cover, zoom in, and pop the Guards\nin the head from your position. Afterwards, climb up the crates and onto the\ncatwalk. When you get on the catwalk, another Guard will come into the room\nfrom where you entered. Kill him from above, using the Gun, then collect the\nAssault Rifles and 5 UD that the two catwalk Guards dropped. Explore the\ncatwalk and you should find:\n\n     ====================\n  ##[ Cigarette Pack #13 ]##\n     ====================\n\nPick up the Pack and jump down. You will see an entrance to another hall,\nwhich is in complete darkness, not far from where you initially entered the\nroom. As you enter the hall then you will see a Service Hatch. However, as\nyou near the Hatch, a Guard will emerge from behind the crate near it. Kill\nhim and Crouch through the Hatch.\n\nYou will enter a dark, dank serviceway. You will also encounter a poisonous\ngas cloud coming from a broken pipe. If you try to go through the cloud then\nyou will lose a lot of your health or even die. There is also a Valve nearby\nwhich you turn to shut off the gas. Once you shut off the gas then proceed\nforward.\n\nSuddenly, a Guard will throw a Grenade toward you. Back away and let the\nGrenade explode. While it is exploding then turn the Valve to turn the gas\nback on. Then head back to the nook where the Hatch is.\n\nTurn on your Flashlight then sidestep out and let the Guards see you. This\nwill get them to fire on you. Then sidestep back to get out of their line of\nfire and aim the Flashlight at the Valve. This will get the Guards to run\ntowards your position. And into the poisonous gas cloud which will kill them\ninstantly.\n\nThen turn off the gas again and proceed forward into the service-way. Find\nthe hole in the wall created by the Grenade and proceed inward.\n\nDo *NOT* use your Flashlight. You will enter another dark room. On your right\nare some crates. Ahead of you, on the floor, is light being projected from\nthe room to the left. At the end of this light projection are a couple of\nexplosive barrels you can't see. At the very far end of this area is another\nroom.\n\nAim your weapon at the hidden barrels and proceed forward slowly. Another\nGuard will enter the room. Wait for him to take several steps into the room\nthen fire one shot at the barrels which will destroy them and kill the Guard.\n\nFrom this point, sidestep right to get up against the right wall and then\nproceed forward until you come to a stop (because of an angled wall). Then\nrotate left. Another Guard will run into the room then stop and just stand\nthere. Nail him with a headshot to take him down.\n\n  **NOTE: In the remake you can sneak your way to the other end of the room \n          and let both Guards enter. They will stand there which will allow \n          you to easily Sneak them with your Shiv. Unfortunately, you can't \n          do that in this version.\n\nFrom this point, proceed into the next room and turn right. When you enter\nthe next room then you will see a NanoMED Health Unit ahead of you and a\ndoorway on the left. Use the NanoMED Health Unit if needed. Enter the\ndoorway. Just as you enter the doorway then you will hear a Guard say \"Here\nhe comes\". You are about to walk into an ambush.\n\nProceed forward a little bit more and you will hear the door close behind\nyou. When that happens then back up all the way to the door and sidestep\nleft. A Grenade will be thrown toward you but not close enough to do a lot of\ndamage. In fact, because of your position, it will do little damage.\n\nWhile you are waiting for the Grenade to explode then you will see a Guard\npop up behind the crates. Wait for the Grenade to explode before doing\nanything. If this Guard just stands there then pop him with a headshot. If he\nruns toward you then fire a burst of rounds to take him down.\n\nAfter this then proceed forward a couple of steps and rotate right. You\nshould see a small group of three crates that is L-shaped. There is a Guard\nnear there. If you see him through the gap between the top crate and the wall\nthen hit him with a headshot. If not then he is somewhere else in this room.\n\nYou should also see some lights through this gap for the alcove in the corner\nof this room. Shoot them out. Next, climb up the crate then head to the now\ndarkened alcove. Two more Guards emerge and one will throw a Grenade. The\ndarkened alcove will keep them from seeing you. They will wander around the\nroom then stop. Pop one then go back in the dark before they can get a bead\non you. Continue this way until you kill the last Guard.\n\nAfter killing the last Guard then quickly climb the crates right next to the\nlarge pillar that is part of the alcove. As you are climbing, a Riot Guard\nwill appear. It will come down the Elevator at the far end of the room.\n\nIt will try to kill you but you are safe from where you are at. Switch to\nyour Shotgun. It may take awhile but wait for him to wander to the other\nalcove in the opposite corner. This will expose his back and you can shoot it\nup to kill him. And in doing so you will acquire:\n\n     ====================\n  ##[ Cigarette Pack #27 ]##\n     ====================\n\nJump down, get the weapons from the dead Guards, and use the Elevator. From\nthere, enter the door ahead of you and into the.....\n\n  0+=+=+=+=+=+=0\n \/ Cell Block A \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CBA5. Prison Yard Riot                                                   0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                           \\ Cell Block A \/\n                                                            0+=+=+=+=+=+=0\n\nWhen you enter this room then turn left and go through another door back to\nCellblock A. Ahead of you, at the end of the room, you will see a litter can.\nLook right and you will see a stairway down. You will also hear a warning\nover the loudspeakers.\n\nGo down the stairway and you will encounter a locked gate. This gate is near\nwhere your cell is. Behind the gate are two Guards and use your Gun, using\nthe closed gate as a shield, to get rid of them.\n\nAfter that then you will hear a message over the loudspeakers that states\nthat the Turret Gun cameras are switching from stun mode to lethal mode. Use\nthe zoom feature and find the Turret Gun near the end of the hall behind the\nlocked gate. Then blast it with the Gun.\n\nGo back up the stairway and turn right then turn right at the litter can. You\nwill see a Valve. This Valve opens the gate. When you reach the Valve and\nturn around then you will see a NanoMED Health Unit. Turn the Valve and head\nback down the stairway. Go into the Cellblock and pick up the weapons and 5\nUD that the dead Guards dropped.\n\nNow you need to head toward the Courtyard but you have to take out the Turret\nGuns along the way. Use the Gun since it is more accurate from long range.\nFrom your vantage point, near cell A32 and looking towards A34 (your cell),\nyou will see a Turret Gun along the left wall and one at the end of the hall\nsection. Use your zoom feature to destroy both guns then move forward.\n\nAs you get to A33\/A34, a Guard will run around the corner and confront you.\nQuickly switch to a Shotgun or Assault Rifle to kill him then proceed\ncarefully along the left wall. Switch back to your Gun. As you slowly\napproach the corner, gently turn right. Near A36, and by a wall abutment that\nhid it from view from your previous vantage point, is another Turret Gun.\nAfter destroying it then gently move forward.\n\nTwo Guards (plus a prisoner) will come from around the corner. They will kill\nthe prisoner and then head toward your position. Kill them both and proceed\nto the corner. One of the Guards will drop a NanoMED Cartridge. Carefully\npeek around the corner and you will see another Turret Gun. Destroy it and\nmove forward. As you turn right at the next corner then you will find another\nGuard. Deal with him and proceed to the Courtyard entrance.\n\nBut before you get right up to the entrance, look up. There is another Turret\nGun. Destroy it and go the the Courtyard entrance. However, you will find it\nlocked. You need to trick the Guards into opening it. You have to make your\nway back near the Infirmary.\n\nAlong the way, you will see a Guard chasing and killing a prisoner. Deal with\nthe Guard and go forward. When you make your way near the Infirmary then you\nwill see a Guard behind the locked gate and he will throw a Grenade. Hang\nback and let it explode. Then confront and kill the Guard.\n\nAfter that Guard drops then another Guard will emerge from the Infirmary.\nKill him and make your way to his position. Pick up the Radio Transmitter\nthat the Guard dropped and use it. After that then head back to the\nCourtyard. Along the way, you will encounter another Guard. Drop him and\nproceed forward.\n\nWhen you enter the Courtyard then another cutscene will play. Riddick is\nambushed by a Guard and the both of them fall into.....\n\n  0+=+=+=+=+=+=0\n \/ Cell Block A \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CBA6. The Pit                                                            0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                             \\ Cell Block A \/\n  0+=+=+=+=+0                                               0+=+=+=+=+=+=0\n\nRiddick survives the fall by using the Guard as a cushion:\n\n  \"It ain't the fall that gets ya'.....It's the sudden stop at the bottom.\"\n\nThe only rifle he has to use is the Shotgun from the dead Guard and the\nFlashlight attachment has been damaged. You have six minutes before the light\nfails. And you need to find your way out of The Pit.\n\nThe Pit is actually the remains of the previous prison and the current\nstructure was built on top of it. However, they also sealed the convicts\ninside the old prison and they have become viciously insane.\n\nThese former convicts are known as the Dwellers. They don't do a lot of\ndamage individually but will seriously hurt you in a swarming group. However,\nthey can actually be blown apart by your Shotgun which will make it easier to\ndeal with them.\n\nAt the start, go forward through the doorway. Turn right and then turn right\nagain. You will see a larger hallway and a large hole in the floor. At this\npoint you should now start encountering the Dwellers. Drop down through the\nhole in the floor and go left. You will see some barrels along the way so be\ncareful when shooting.\n\nThe explosion will take care of Dwellers but will injure you too if you\nhappen to be too close. There are also barrels that leak a glowing substance\nbut you can't blow them up (thankfully). Follow the hall and turn right at\nthe corner. Partway down the next hall you will see a hall to your right\n(first hall junction).\n\nKeep going straight. A little bit further you will see another hall to your\nright (second hall junction). Keep going straight again. Almost immediately\nafter the second hall junction you will reach a junction where you can turn\neither right or left (main junction).\n\nGo left and follow the way until you reach a dead end and a Valve. Above you\nis a stranger, a flare, and a locked gate. The broken Valve will open the\nlocked gate. Grab the Valve and head back the way you came.\n\nWhen you get back to the main junction, turn right and immediately turn left\nat the next hallway (the second hall junction) to go back up to the upper\nlevel. Go left at the next doorway then left again to go down the large\ncorridor.\n\nPartway down the large corridor you will see a hall to your left. Ignore it\nand continue going forward. Eventually you reach the end of the large\ncorridor and you will have to turn left. You will then see the flare and\nBroken Gate Control where you use the Valve. Put the Valve on the Broken Gate\nControl and open the gate.\n\nFollow along the path until you see another flare on the ground. At that\npoint you will see another pathway going left. When you look left then you\nshould see a locked gate and:\n\n     ====================\n  ##[ Cigarette Pack #15 ]##\n     ====================\n\nPick that up, go back to the barrel near the flare, and turn left. After\ngoing through some narrow hallways then you will enter.....\n\n  0+=+=+=+=+=+=0\n \/ Cell Block A \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CBA7. Pope Joe's Den                                                     0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                             \\ Cell Block A \/\n  0+=+=+=+=+0                                               0+=+=+=+=+=+=0\n\nThis stranger is Pope Joe and he will lead you to his den and safety. Follow\nhim until you reach his kitchen. You will also see a NanoMED Health Unit and\nsome Flares that you can use. Talk to Pope Joe and he will tell you that he\nneeds you to acquire his blessed Voicebox down near where the Dwellers are.\nThis will also prove to him that you are not an impostor.\n\nGo back to the Elevator and go down. Go left and follow the hallways using\nthe flares for light. Switch back to the Shotgun when you encounter Dwellers.\nAt some point you will enter a large room and ahead of you there will be some\nbarrels and a couple of Dwellers. Blow up the barrels and kill the other\nDwellers before entering the room.\n\nJust as you enter the large room, turn right. You will see a hole in the wall\nand a small room. In the corner, near the hole, is a NanoMED Cartridge. If\nyou go to the Cartridge and turn right then you should find:\n\n     ====================\n  ##[ Cigarette Pack #16 ]##\n     ====================\n\nPick the items up and go back to the large room. At the end of the large room\nis a smaller room. This is where the Voicebox is located. Get the Voicebox\nand make your way back to the Elevator killing any Dweller that you\nencounter. From here then go back up to Pope Joe.\n\nThe cutscene that follows will explain how Riddick gets his EyeShine (night\nvision) capability. Afterwards, Riddick will begin his journey through.....\n\n  0+=+=+=+=+=+=0\n \/ Cell Block A \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CBA8. Dark Tunnels                                                       0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                             \\ Cell Block A \/\n  0+=+=+=+=+0                                               0+=+=+=+=+=+=0\n\nWhen you regain control then you will be in a short shaft and your vision\nwill look quite different thanks to your new EyeShine ability. Press the\nRight Analog Stick Button to switch it on and off. But, for now, leave it on.\n\nMove forward to enter the next room. You will see two entranceways to your\nright but the one nearest to you is the only open one. Go through that\nentrance and you will enter a larger subdivided room.\n\nYou will also encounter more Dwellers here. As you go through then you will\nsee a gate to your left, in which you can see the other side of the room, and\na sub-room to your right. Go forward until you can turn left. Then turn left\nagain to go into the opposite side of the room.\n\nTo your right is another sub-room that has a Ladder. To your left is the gate\nthat divides the room. Go close to the gate then turn left. In the narrow\ncubicle near the wall is:\n\n     ====================\n  ##[ Cigarette Pack #28 ]##\n     ====================\n\nPick that up then go to the Ladder that leads up into the.....\n\n  0+=+=+=+=+=+=0\n \/ Cell Block A \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CBA9. Showers                                                            0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 2 \/                                             \\ Cell Block A \/\n  0+=+=+=+=+0                                               0+=+=+=+=+=+=0\n\nWhen you exit then you will be in the Showers. Turn off your EyeShine and\ndisarm. As you exit the Showers, you will hear some rather disgusting noises\nas a Guard is having some intestinal problems. However, you can just leave\nhim alone. He won't ever come out unless you turn off his light (or start\nshooting nearby).\n\nYou can get yourself into a nice little firefight with the three Guards in\nthe Showers area if you want. If you let one of the Civil Guards escape you\nwill get a little resistance when you try to get out of the Showers and into\nthe next hall.\n\nHowever, if you kill all three before any of them can escape and sound the\nalarm you will have no problems leaving the locker room area. But I will use\nthe sneak method for best disposal.\n\nCrouch down and make your way toward the locker room. There are two Guards\nin the locker room itself (Civil Guard and a Light Guard). Turn off the light\nand turn on your EyeShine. One of them, the Civil Guard (armed with a Gun),\nwill come around to turn on the light. Sneak him when he does then turn off\nthe light again.\n\nGrab his body (plus his Gun) and drag him to the Showers. Then go back to the\nlight switch and turn it back off (because the other Guard has turned it back\non). The other Guard, however, is armed with a Shotgun and that has a\nFlashlight on it. So try to keep behind him when he gets around the corner.\nSneak him and you can get his Shotgun plus 5 UD.\n\nUn-Crouch, keep the light off, and look around the locker room. There are two\nsets of lockers, one to each side of the room. Some of them have objects\ninside which can be useful. However, for some reason, the Focus Frame of\nthese objects don't work too well within the confines of the lockers (because\nof the open doors) and make it tricky to pick them up.\n\nI've had several readers, including W. David Eldred, Casey Stangel, and Adam\nGent make suggestions including shooting off the doors or standing in\nspecific places to obtain the objects. But the best suggestion came from\nAnthony Peregoy - rifle-butting the doors off.\n\nSwitch to the Shotgun, go up to the lockers, do a rifle-butt on the doors,\nand quickly back away. The doors will then fall backwards and may injure you\nif you don't back off. Rifle-butt all of the locker doors to remove them then\ngo after the objects. Within the lockers you should find 10 UD, an Assault\nRifle, and:\n\n     ====================\n  ##[ Cigarette Pack #29 ]##\n     ====================\n\nAnother object that you will find is the Civil Guard Clothes which will allow\nyou to disguise yourself as a Guard. After you have fully explored the locker\nroom, and obtained all useful objects, then turn off your EyeShine, and exit\ninto the hallway.\n\nIf you got into a firefight with the Guards in the locker room then you will\nhave to fight your way out. Shoot the alarm speakers to quiet them and keep\nthem from alerting more Guards. After killing the nearby Guards, disarm, and\nturn right toward the NanoMED Health Unit.\n\nIf you Sneaked your way through then disarm and turn right toward the NanoMED\nHealth unit. Since you did things quietly, and you're wearing the disguise,\nthe other Guards don't know what is going on. As long as you don't do\nanything illegal near the patrolling Guards then they will treat you like one\nof them.\n\nYou will encounter a lot of Guards in this section. Each Guard has a name and\na weapon. If you decide to kill a Guard then you will get his weapon to\nreplenish yours. Some Guards have other stuff besides weapons. If a Guard has\nsomething beside his weapon on him I will list it beside his name in case you\nwant what he has.\n\nIn the corridor outside of the Showers you will find Wikstrom (5 UD)\npatrolling. Turn left at the NanoMED Health Unit and you will enter a larger\nroom. These are some of the Guard Quarters. You can have some fun and ring\nthe doorbells but none of the Guards will come out. You will find a Guard,\nWakefield (NanoMED Cartridge), standing watch.\n\nGo to the far end of the room and look down on the floor near the left\ncorner. You will see that it is open so jump down into the lower level. The\nlower level is just like the upper one. The only way back up is to grab the\nVent Tool on the floor.\n\nAs you explore the lower level you will see that there is nothing special\nhere. The reason to go here is to get the Vent Tool which will be of use\nlater. Use the tool to enter the Ventilation Hatch and go back up to the\nupper level. Once back at the upper level then exit the room and go to the\nother end of the long hallway.\n\nTurn left and you will enter an area with some more Guard Quarters. There are\ntwo floors to this area but there is nothing special on the second floor\n(although if you ring one of the doorbells you will get someone singing \"In\nthe land of the prison Guard\" (Hanna)).\n\nThere are three Guards (Kim, Kispert, Oconnor (5UD)) here in this room. From\nwhere you entered the room go right and to the next hallway. Then you will\nenter into a room where a couple of Guards are having some fun with the\nElevator (Lowe (5 UD), Brad). Believe it or not, you can snap Brad's neck and\nLowe will just stand there like an idiot!\n\nBut, if you break Lowe's neck first, then Brad will attack you. So if you\nwant to kill both of them then break Brad's neck first.\n\nFrom this room, continue forward and you will enter a large room with some\nmore Guard Quarters. The only object of note here is the NanoMED Health Unit\non the opposite wall. You will find a Guard patrolling (Lucky) and another\nstanding watch (Lysachov (5UD)).\n\nGo to the hallway on the other side of this room and you will enter a smaller\nroom with a Guard standing next to a door (Adenoid). The door enters into an\nArmory where you can find some Assault Rifles and a Light Guard Armor suit.\nYou'll need to enter it through another path and this is where the Vent Tool\nyou acquired earlier comes in handy.\n\nContinue into the next hall and you will find another Guard (Hynkel). While\nin this narrow hallway quickly get up behind him and break his neck. Follow\nhim back into the hallway and quickly Sneak him. Then go back to the Armory\ndoor. After a few seconds then Adenoid will leave his post to find his\nfriend. Follow him and break his neck when he finds Hynkel.\n\nContinue to the other end of the hallway and you will enter into a larger\nroom which is the Hangar Room. To the right you will see a large door with\n\"Hangar A412\" painted above. There is also another Guard here (Youngvalley).\nWait near him for a few seconds then he will walk away to investigate the\nhallway. Follow him and break his neck when he finds the bodies.\n\nGo back to the Hangar Room and you will notice a railing on one side. Jump\nover it and you'll land in a dark lower area of the room. Turn on your\nEyeShine and look around. At one end of this area you will see a locked door.\nAt the other end you will see a Ventilation Hatch. Go through the Hatch and\nto the Grating. The Grating will open into the Armory. In one corner of the\nArmory, on the floor and near a stack of crates, you should find:\n\n     ====================\n  ##[ Cigarette Pack #30 ]##\n     ====================\n\nNext, get the Light Guard Armor nearby. You won't be able to leave the room\nwithout it. Also grab the four Assault Rifles on the wall. Open the door and\nre-enter the Hangar Room. If you go forward and to the next hallway then you\nwill find a locked door. The hallway is a dead end - for now. Go back to the\nHangar Room.\n\nSwitch to your Gun then shoot out all of the lights here and in the dead-end\nhall. Switch to your EyeShine.\n\nNow use the Retina Scanner by the Hangar door. It won't let you through. You\nneed some better eyes and Riddick decides that Abbott's eyes are the ones he\nneeds. In addition, using the Scanner will alert a Guard and he will enter\nthe dead-end hallway through the previously locked door. Head back to and\nstop at the railing.\n\nThe Guard will run past and stop near the hangar door. You can either kill\nthe Guard or just leave him be - he won't do anything but look around the\nimmediate area. Go back to the dead-end hallway and through the now unlocked\ndoor. Then go up the stairs and to the.....\n\n  0+=+=+=+=+=+=0\n \/ Cell Block A \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CBA10. Guards Quarters                                                   0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 2 \/                                             \\ Cell Block A \/\n  0+=+=+=+=+0                                               0+=+=+=+=+=+=0\n\nGo through the next door and you will eventually find a large propaganda\nposter that has the words \"Yeah right\" scrawled on it. There are two openings\non either side of this poster and both take you to the large garden market. \nYou will encounter more Guards here but they carry little in the way of bonus\nobjects you get when you kill them. Two of the Guards carry NanoMED\nCartridges and that's about it.\n\nFind the Guard named Jenkins and he will give you a bottle of Liquor. Find\nthe Guard named Bondo near the other side of the market. Talk to him and he\nwill reveal information about Abbott's gun shipment. As you look around the\nmarket then you will see one shop open. Talk to the Shopkeeper and he will\noffer you several things: Smokes, Shotgun shells, Assault Rifle ammo, a\nCombat Knife, and a Light Armor uniform. Buy the Smokes and get:\n\n     ====================\n  ##[ Cigarette Pack #33 ]##\n     ====================\n\nTalk to the Shopkeeper again and ask about Abbott. The Shopkeeper has a\nspecial package for Abbott and asks Riddick to take it to him. Riddick agrees\nand acquires the Rifle-Case. It is important to note that if you go in with\nguns blazing then the Shopkeeper will immediately close up shop making it\nimpossible to buy anything from him (or acquire the Case).\n\nGo through the door at the other end of the market and take the Elevator\nupstairs. You will enter a medium sized room with a couple of Guards\n(Freitag, Robinson). Take the door on the right and you will encounter\nChancellor. He will give you 50 UDs for some Liquor. Give it to him and you\nwill get the 50 UDs plus:\n\n     ====================\n  ##[ Cigarette Pack #31 ]##\n     ====================\n\nKilling Chancellor will get you a NanoMED Cartridge. Go back to the previous\nroom and go through the other door. Go forward and past Conroy, the\npatrolling Guard, and you will end up on the level above the market.\n\nGo past John, another Guard, through the next door, and you will enter some\nmore Guard Quarters. When you reach the Valve, you will also be at a junction\nwhere you can go either left or right. If you go right then you will go\nthrough a hallway that has a NanoMED Health Unit then a room that has a\nService Panel, and some more Guard Quarters.\n\nYou can use the Service Panel to turn off most of the lights in this quadrant\nof Guard Quarters. You can also sneak up and kill the two Guards patrolling\nthis small area for additional ammo and a NanoMED Cartridge (Soup has the\nCartridge).\n\nWhen you get back to the main portion of Quarters and get near the door for\nElliot (near the Valve and blue vending machine) then the door will open and\na Guard named Hanna will check out the area you just exited from.\n\nWhen he enters the darkness then Sneak him before he finds the bodies you\nleft behind. The small hallway leading to the main entrance to Elliot's\nQuarters also contains an Assault Rifle. I should note that he only comes out\nif you have turned off the lights regardless of whether you killed anybody or\nnot.\n\nOf course, the best thing is to simply not kill anybody at all and just make\na beeline for Abbott's billet.\n\nProceed forward and to the other path. There is a long hallway, that has two\nGuards patrolling it (Martinez and Little Mad). At the end, turn right and\nthen, after climbing the short stairs, turn left. You will now enter another\nset of Guard Quarters that are guarded by two more Guards (Karmac, Measle).\nIt is here you will find Abbott's Quarters.\n\nIf you did not talk to the Shopkeeper then you will find a Rifle-Case on the\nfloor near Abbott's door. Pick it up. Then go to his door and tell him he has\na package. You will then be allowed to enter the Quarters and face off\nagainst.....\n\n  0+=+=+=+=+=+=0\n \/ Cell Block A \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CBA11. Abbott                                                            0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                           \\ Cell Block A \/\n                                                            0+=+=+=+=+=+=0\n\nWhen you enter his Quarters then you will engage in a shootout with Abbott.\nThere are three options in dealing with him.\n\nWith the Assault Rifle, charge in, keep behind some cover, and pop out when\nhe reloads to hit him with a few rounds. Duck back behind some cover when he\nstarts firing again. Keep up with this pattern and you will take him down.\n\nYou can also use the Gun here too. While in the entranceway then hug the\nright wall before you open the second door. Go forward enough to open the\ndoor but stay in the hallway. Back up to the now closed door you just entered\nfrom. \n\nZoom in with the Gun and gently go left until you see Abbott. He will usually\njust stand there (either in the open or behind some cover) so you can just\nhit him with as many head shots as possible. The Gun is best for head shots\nwhich is why you use the weapon here. He will take some chunks of health from\nyou too but if you're good with your aim and trigger speed you can get\nthrough this quickly.\n\nIf you bought the Combat Knife then you can try this suggestion by Calvin\nHobbes. Get up close to Abbott, avoiding his gunfire, and use the Combat\nKnife against him.\n\nIf you stab him rapidly, and stay right in his face, then he won't be able to\nshoot you and you can take him down with little damage (although it might\ntake awhile - he is pretty tough). If you're lucky then you may be able to\nget him in a Reversal and end this battle a little quicker.\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\nIn the following cutscene, just as Riddick is about to get Abbott's eyes,\nJohns intervenes. Johns is going to take Riddick to another slam but he too\nis thwarted by Hoxie. The scene then switches to Hoxie's office where he is\nrather upset with both Riddick and Johns:\n\n  Hoxie: \"I should just have them put slugs in both of your heads right \n          now.\"<\/pre>\n\n\n\n<pre id=\"faqspan-3\" class=\"wp-block-preformatted\">  Riddick: \"Why ruin a nice carpet?\"\n\nHoxie then engages in some rather painful negotiations (for Johns anyway).\nAfter dealing with Johns then Hoxie sends Riddick to The Mines...\"Down below\nthe surface where the sun never shines...\":\n\n  Hoxie: \"I expect things could get ugly.\"\n  Riddick: \"I'll be disappointed if they don't.\"\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;BTH2. The Mines                                                          |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nThe Mines are part of the Butcher Bay facility. Here the prisoners are sent\ndeep underground. Some of them are tapped to help in the mines, most are sent\ndown here because they misbehaved in the above Cellblocks. Virtually all of\nthe Guards here are of the Double-Max kind. There are also more Riot Guards\ntoo. And there are many more Security Turret Guns on the walls here and, if\nyou misbehave, they shoot to kill.\n\nEscape will be much more difficult this time.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS1. Tower 17                                                           0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nAfter the lengthly cutscene you will start off in your cell. When you exit\nyour cell then you will notice a Guard to your left and a doorway to your\nright. Before going to the door, enter the cell to the right of yours. Flip\nthe bunk and you should find:\n\n     ===================\n  ##[ Cigarette Pack #5 ]##\n     ===================\n\nPick it up and then go to the door. Follow the hall and you will enter the\nElevator that leads to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS2. Tower 17 Base (Part One)                                           0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                              \\ The Mines \/\n                                                               0=+=+=+=+=0\n\nOn the ride down then you will notice a prisoner named Rael. You won't be\nable to talk to him until the ride ends. After the ride ends then talk to him\nand he will tell you about Jagger Valance and the fights. You need to fight a\nBlueskin in order to proceed further.\n\nYou will also need to talk to Centurion to arrange a fight. Rael also\nsuggests that you talk to Dogbone for more information. Go through the door\nand follow the hall until you reach a large open area with several prisoners.\nOne of the things you will notice is a large yellow circle with the number 17\non the ground.\n\nThis is the Ring that you will fight in. To the left you will see a figure\nagainst the wall. This is Centurion. You will need to arrange your fights\nthrough him. Near the door you exited from is Dogbone. He will tell you he\nneeds proof of how badass you are. You can choose one of two paths.\n\nEither defeat Bam, a very tough Guard, in the Ring or get caught with drugs.\nEither way will get you into the Drug Interrogation Room so you can face\nAbbott. You need to set up a confrontation with Abbott to proceed further\nwithin the game. The easiest way is to get caught with drugs. But the most\nprofitable way is by fighting. The fighting path is what I will take here.\n\nAs you go through the area then you will see four more prisoners (Thunder,\nSilencio, Steele, and Harman). Harman is by the door that leads into the\nRecreation Area and won't let you through. You will also notice a Guard,\nRopes, standing by a door. He will offer you the use of a NanoMED Health Unit\nfor 10 UD. This is a way to regain your health after fighting. Talk to\nCenturion. He will tell you of the rules.\n\nIt will cost you 5 UD to fight but he will let you fight the first time for\nfree. You have to find a person to challenge and Centurion suggests Harman,\nthe Blueskin by the Recreation Area door. Go to Harman to challenge him then\ngo back to Centurion to get things started.\n\nYou will notice that the rail defense is deactivated for the fights. The\nfights down here serve as entertainment for the Guards and prisoners. This\nalso weeds out some of the troublesome convicts. So an arrangement has been\nmade to let the fights happen without being shot at by the Turret Guns.\n\nThere are only two rules for fights: 1) stay in the Ring and 2) stay in the\nRing until one of the combatants is dead. Simple enough. If you get knocked\nway out of the Ring then you will lose the fight. You will have to fight\nagain to regain respect.\n\nThe person you were fighting with will stand next to Centurion. Talk to\nCenturion to start another go-round with the person you challenged. I found\nthis out when fighting Cusa. He hit me so hard with one of his powerful\npunches he knocked me back about fifteen feet and out of the Ring!\n\nIf you managed to knock your opponent out of the circle and he doesn't get\nback then your opponent will die and you will win the fight.\n\nOne trick is to use Checkpoint Restart if it looks like you are either going\nto lose or that you are going to lose a lot of health during a fight. You\nrestart near Centurion so you don't have to do any backtracking. If you do\nrestart then it is best to do it as your dead opponent is hitting the ground.\n\nThere are a total of five fights you must win to get to Abbott. Harman is the\nfirst one you have to fight.\n\nWhen you start fighting him use the Block-and-Stab method (even though you\ndon't have a Shiv). He is not hard to deal with and after a few punches he\nwill go down. After the fight then the rail defense re-activates and you will\ngain 20 UD.\n\nIt is important to note that if you get caught with drugs to set up your\nface-off with Abbott you will not be able to set up any more fights\nregardless of how many of them you have already done.\n\nAfter killing Harman then talk to Centurion again. He will recommend Bassim\nwho is in the Courtyard (Recreation Area). From here, go through the large\ndoor and enter the.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS3. Recreation Area [Section A]                                        0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                              \\ The Mines \/\n                                                               0=+=+=+=+=0\n\nFollow the hallway until you enter a larger room with a very large door to\nthe left and two doors to the right and and front. The door labeled Tower 19\nis closed off. There is also a door labeled Feed Ward. For now let's go\nthrough the large door and into the Recreation Area.\n\nThe Recreation Area is divided into several sections. The first section you\nhave entered into is labeled \"A\" (look at the floor). You will see two\nprisoners in front of you (Asif and Cricket). To the right are a couple of\nGuards. If you approach these Guards, they will search you for drugs. If you\nhad any drugs on you they will take you to Abbott. Of course, you don't have\nany so they will just send you away.\n\nYou will also notice some bugs flying about. These are Moths. These Moths are\nused to make drugs and Poison. You will need to gather a total of thirty one\nMoths to get the most out of them. To get a Moth, go up near one, wait until\nit flies low and close to you (while looking at it with the Right Analog\nStick), and press the X Button when it is right up to you.\n\nWhen you go from room to room you should always be on the lookout for Moths.\nAfter acquiring the Moths in this section then talk to Cricket. He will offer\nyou a Shiv for 30 UD. Buy it and he will give the money to Asif who will take\nthe money to a safe place. You could follow him but he will stop by the Feed\nWard door. After dealing with Cricket then continue into.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS4. Recreation Area [Section B] (Part One)                             0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nIn this area you will find four more prisoners (Pink, Baasim, Izz-Udeen, and\nJamal-Udeen). After acquiring all of the Moths in this section then talk to\nPink. He will offer you some cigarettes. Buy it for 10 UD and get:\n\n     ====================\n  ##[ Cigarette Pack #56 ]##\n     ====================\n\nIzz-Udeen will just tell you to get lost. Talk to Jamal-Udeen:\n\n  ++Jamal-Udeen (Start)\n    ===================\n      He will ask you for proof that the Blueskins are gone (there are three \n      of them you have to kill).\n\nIt should be noted that you can't talk to Jamal-Udeen while he is praying.\nNext, talk to Baasim and challenge him to a fight. Now go back to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS5. Tower 17 Base (Part Two)                                           0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nTalk to Centurion to start the fight between you and Baasim. The difference\nin this fight is that you have a Shiv and he doesn't. He will usually charge\nand swing often. Dodge to the left or right so you can switch to your Shiv.\nThe Stab-and-Retreat technique is a little more difficult to do here because\nhe charges often. However, his charging and rapid swinging will also increase\nyour chances of catching him in a Reversal and killing him instantly.\n\nIf you wish to use the Block-and-Bash method with the Club then you need to\ngo into the Feed Ward and talk to Monster to buy a Club (50 UD) from him\nfirst. Most of the time he will just block which will make it easier to kill\nhim. After killing Baasim then you will get 20 UD and:\n\n     ====================\n  ##[ Cigarette Pack #18 ]##\n     ====================\n\nYou'll also notice that you automatically disarm when the fight is over which\nis a good thing considering that they re-activate the Turret Guns after each\ncontest. Heal up if you need to (pay Ropes 10 UD). Now go back and talk to\nCenturion. He will recommend Sawtooth who is in the Feed Ward (Dining Hall).\nGo back to the entrance of the Recreation Area and enter the.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS6. Feed Ward (Part One)                                               0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 5 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nGo through the hall and you will enter a room with four prisoners (Zuni,\nTrigo, Barrasa, and Cuellas). Talk to Cuellas:\n\n  ++Cuellas (Start)\n    ===============\n      He is the leader of the Surenos gang. He talks about a Snitch List that \n      has been taken from him and wants your assistance in getting it back.\n\nEnter the second Feed Ward door and you will see a wall in front of you. You\nhave entered into a connecting room that joins the actual Dining Hall with\nthe room now behind you. You will also hear some noise to your left. You will\nencounter Georgie who will show you the room he is looking into. It is a room\nwith no cameras and has some Guards beating up on a prisoner. This allows the\nGuards to do whatever they want to anybody without any witnesses.\n\nYou will also see a NanoMED Health Station in the other room. The connecting\nroom you are in also has no cameras so you can do some mischief here if you\nwant to.\n\nAs you go near the Dining Hall then you will encounter another prisoner,\nMotor, who is upset that you killed Harman and will charge you. In this\nconnecting room you can fight without being seen. Use your Shiv to kill him\nand pick up the Poison he drops.\n\nI should note that you should not do anything illegal, including fighting, in\nthe doorway to the Dining Hall since the Turret Guns can see you there.\n\nAfter fighting Motor then Asif will enter the connecting room. Get up to him\n(as long as you are not at the entrance to the Dining Hall) and kill him. He\nwill also drop the map to the stash where Cricket and Asif keep their money.\nThe stash is inside the second part of the Dining Hall.\n\nAfter killing Asif then enter the Dining Hall. The Dining Hall is divided\ninto two rooms with a connecting section between them. The connecting section\nhas two doors at both ends that are locked.\n\nIn the first Dining Hall room you will see several prisoners (Shivers,\nSawtooth, Matthies, and Binks). In the second Dining Hall room there are two\nprisoners (Chang and Monster). Only Monster is of any use. He can offer a\nVent Tool, a Club, and a Shiv. The Shiv you already have and the Vent Tool\nyou can get later for free. The Club is useful if you want to use the\nBlock-and-Bash method for the fights. It will cost you 50 UD.\n\nOn the other side of the room, across from Monster, is a Loose Panel. Move\nthe panel and you will find inside a small hiding place a Red Tube, an\nInjector, and the 30 UD you paid for the Shiv (even though you killed Asif\nbefore he deposited it). Go back into the first part of the Dining Hall to\nfind Sawtooth who happens to be enjoying what passes for a meal around these\nparts.\n\nChallenge him to a fight then leave. When you re-enter the connecting room\nand look left then you will find a prisoner named Gomer. He will offer you\ncigarettes. As a matter of fact he has five Cigarette Packs so go and buy\nthem now. They'll increase in price the more you buy.\n\nFor 10 UD:\n\n     ===================\n  ##[ Cigarette Pack #7 ]##\n     ===================\n\nFor 15 UD:\n\n     ===================\n  ##[ Cigarette Pack #8 ]##\n     ===================\n\nFor 20 UD:\n\n     ===================\n  ##[ Cigarette Pack #9 ]##\n     ===================\n\nFor 25 UD:\n\n     ====================\n  ##[ Cigarette Pack #10 ]##\n     ====================\n\nFor 30 UD:\n\n     ====================\n  ##[ Cigarette Pack #11 ]##\n     ====================\n\nOne of my readers, Steve101, came up with a cool tip to help you get the\nabove Smokes for free:\n\n  \"Firstly, if you collect cigarette packs, they're immediately saved to your \n   profile, so even if you go back to an earlier checkpoint before you picked \n   up the cigarette pack, then it's still there, but it says that you've \n   already found that pack. But in double max, in the feed ward area, where \n   you can buy five packs of smokes from Gomer, if you then reload the \n   checkpoint as you enter the feed ward again, then you actually haven't \n   lost any UD's for buying the smokes, but because when you bought them it \n   was saved, it still counts as having found them! Because the checkpoint is \n   so close to Gomer, you can still reload without having to redo a lot of \n   stuff, and so saving 100 UD's!\"\n\nAfter buying the last Cigarette Pack from Gomer then do Checkpoint Restart.\nYou will re-start just after you challenged Sawtooth so there is practically\nno backtracking. When you re-enter the connecting room again and see Gomer\nthen just ignore him since you got the Smokes from him the first time. This\nis how you get his five Cigarette Packs for free.\n\nNow go back through the rest of the Feed Ward area and back to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS7. Tower 17 Base (Part Three)                                         0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nTalk to Centurion to start the fight between you and Sawtooth. Sawtooth has a\nShiv of his own so things are more equal. But you are much faster than he is\nso quickly switch to your Shiv and do the Stab-and-Retreat method on him.\nThat is very effective on him and more effective than the Block-and-Bash.\nWhen you kill Sawtooth then you will get 20 UD and obtain:\n\n     ====================\n  ##[ Cigarette Pack #19 ]##\n     ====================\n\nSawtooth will also drop his Shiv but you already have one so you don't need\nit. Go back and talk to Centurion and he will recommend Cusa. Cusa can be\nfound in Recreation Area [Section D].\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS8. Recreation Area [Section C] (Part One)                             0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nGo through Recreation Area [Sections A and B] and into Recreation Area\n[Section C]. You will encounter four more prisoners (The Nurse, Wilkins,\nGulag, and Craps). Don't forget to collect Moths in this section before\ntalking to anyone.\n\nTalk to Craps to play dice. You bet 5 UD to play and there are several ways\nto bet with the payout changing on each one. You can win some good money\nplaying the dice but it not absolutely necessary to play. An interesting\noption to raise some cash if you need it.\n\nTalking to Wilkins will activate a Side-Mission that involves finding Jagger\nValance. His reward is 50 UD. But you should already have a lot of money and\nthe last major purchase would be made before you talk to Wilkins again. So I\nwill skip the Side-Mission for Wilkins.\n\nNext, talk to Gulag:\n\n  ++Gulag\n    =====\n      He will tell you about a red tube he needs that was stolen by the PPPs \n      (Cricket and Asif). Agree to help him. When you were in the Feed Ward \n      earlier you found the Red Tube in Cricket's and Asif's stash so talk to \n      Gulag again which will complete his Side-Mission and he will reward you \n      with:\n\n           ===================\n        ##[ Cigarette Pack #3 ]##\n           ===================\n\nNext, talk to The Nurse:\n\n  ++The Nurse (Start)\n    =================\n      He wants your assistance in collecting some debts. Binks owes him some \n      money. Go and put Poison in Binks' food (Feed Ward).\n\nNow move on through the next door and into.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS9. Recreation Area [Section D] (Part One)                             0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 2 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nThree more prisoners await you (Twotongue, Cusa, and Flores). Flores has\nlittle useful information. Collect all of the Moths here before talking to\nanybody else. Find Cusa and challenge him to a fight. If you think Cusa is\nscary when he accepts your challenge, try talking to him afterwards.\n\nNext, talk to Twotongue. He wants a favor from you so agree to help him.\nAfter that he will mention that you have his Injector and killed Baasim so\nall he needs is a Moth so you can do business. An important piece of\ninformation concerning Twotongue is that he has two Side-Missions. One of\nthem involved killing Baasim and retrieving his Injector.\n\nHowever, by following the order of this guide, then you have already killed\nBaasim in the Ring and found Twotongue's Injector when you were in the Feed\nWard so you don't have to activate these Side-Missions since you have already\ndone what was required before you talked to Twotongue. For giving him his\nInjector back and killing Baasim then Twotongue will give you:\n\n     ====================\n  ##[ Cigarette Pack #55 ]##\n     ====================\n\nHe will then ask for a Moth before you can get anything else from him. If\nyou've been good in acquiring all of the Moths in the Recreation Area\nsections then you should have about sixteen Moths. Give him one of the Moths\nand he will offer you some stuff to buy: Poison (10 UD), G-Smack (10 UD),\nSpecial Smokes (10 Moths).\n\nYou'll notice that for the Smokes you use the Moths to pay for. Twotongue has\ntwo Cigarette Packs for you to buy. The first one is 10 Moths and the second\none is 20 Moths. Buy the first Cigarette Pack and get:\n\n     ====================\n  ##[ Cigarette Pack #22 ]##\n     ====================\n\nOne of my readers, E.T.Webb, wrote to me telling me what the Japanese writing\non Cigarette Pack #22 may mean:\n\n  \"Pack of smokes 22 is japanese, the top bit is ITAI (Owch!) and the Kanji \n   means Death (maybe).\"\n\nAnother one of my readers, Michael Spencer, gave me a bit more info on the\nJapanese writing.....\n\n  \"Itai\" used as an exclamation says the same thing we mean when we say \n   \"ouch\", but in grammatical context it's an adjective meaning \"painful\". \n   Both are correct, and honestly, translations into natural English are far \n   better for most people anyway. Nobody wants to watch a movie where someone \n   burns his hand, jerks back, says \"ITAI!\" and the subtitle reads \"Painful!\" \n   :-)\n\n   For a textbook-basic example: \"boku no atama wa itai desu.\" --&gt; \"My head \n   is painful\" (or) \"My head hurts.\" (or) \"I have a headache.\"\n\n   The kanji on the label is indeed 'shi', or death. Open up character map \n   and find Unicode character 6b7b with a font with Japanese support, like MS \n   Mincho. That's the symbol. It's used in words and phrases that deal \n   specifically with death, like \"death penalty\" and \"a death benefit\", and \n   oddly enough, in \"shikyuu wo ukeru\" meaning \"to be hit by a pitch\" (in \n   baseball).\"\n\nYou should have about five Moths left so you need an additional fifteen to\nbuy the second Cigarette Pack. If you thought about doing the same trick you\ndid with Gomer (buying the Smokes then restarting the checkpoint to get your\nmoney back) here with Twotongue, forget it. You have to buy the first\nCigarette Pack before you are allowed to buy the second.\n\nNow go back through the Recreation Area [Sections C-A] and back to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS10. Tower 17 Base (Part Four)                                         0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nTalk to Centurion to start the fight between you and Cusa. Cusa is fast and\nvery strong. He will swing often and can do considerable damage if he\nconnects. He also has a charged punch that will hurt you even if you block\nit. Plus if he hits you just right then he can knock you clear out of the\nRing.\n\nUse your Shiv and do the Stab-and-Retreat method. Since he charges often you\nwill also have to block when he approaches because of his punches. Because of\nhis aggressiveness and strength he is more difficult to get into a Reversal.\nBe patient and you will eventually drop him.\n\nUsing the Block-and-Bash is trickier because he can knock you backwards while\nyou are blocking and may possibly push you out of the ring. In addition, he\nalso tends to attack while you are bringing up the Club thus allowing him to\ntake off chunks of your health. However, if he manages to stand there and\nblock a lot then it will make it much easier to bring him down.\n\nFor killing Cusa you will get 20 UD and:\n\n     ====================\n  ##[ Cigarette Pack #20 ]##\n     ====================\n\nNow all that's left is Bam. Go heal up near Ropes if necessary and return to\nCenturion. He will help arrange the fight between you and Bam. Bam will enter\nthe Ring slowly giving you ample time to switch to your Shiv.\n\nBam sometimes throws a three punch combo and he also has a charged punch that\ncan take off health while blocking. He is also armored making him tougher to\nkill.\n\nHowever, for the most part he usually won't charge at you but will just hang\nback waiting for you to attack. Go up to him, stab him once or twice, and\nquickly pull back before he attacks. He can do some major damage if he\nconnects with one of his powerful punches and combos. If he hits you then\njust hang back and recover before repeating the Stab-and-Retreat method.\n\nIf you are really good at doing Reversals and time Bam's attack pattern\ncorrectly then you can get him into one and drop him right then and there. If\nusing the Block-and-Bash method then you will find the same problems with Bam\nthat you did for Cusa although he tends to block more than Cusa which may\nmake him easier than Cusa.\n\nDon't worry if you lose some of your health in this fight because you will\nget it all back later. When you finally kill Bam then he will also drop a\nnasty looking Knuckleduster you may want to pick up later in the game. After\nthe fight then a couple of Guards will approach you and escort you to\nthe.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS11. Drug Interrogation Room                                           0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                              \\ The Mines \/\n                                                               0=+=+=+=+=0\n\nHere you will meet Abbott again who is still a bit pissed at you from your\nprevious encounter. After roughing you up a bit then he lets his Guards have\na little fun. But the mysterious voice that talked to Riddick earlier in the\ngame encourages him to unleash his inner fury. This display of power results\nin the deaths of the Guards and Abbott flying through the nearby door:\n\n  \"Now look what you made me do.\"\n\nNow it is just you and Abbott. Again. It should be noted that regardless of\nwhat health you had left after your fight with Bam you will have full health\nwhen this confrontation begins.\n\nAbbott is armed with a Club and can seriously hurt you with it. He can go\naround your blocks and hit you on your side. He is also pretty well armored\nmaking him hard to kill.\n\nOne of the best ways of dealing with Abbott is to use the Stab-and-Retreat\nmethod. Let him come to you, take a couple of quick jabs with your Shiv, and\nstep away before he can attack. Repeat until Abbott drops dead. However,\nbecause of his toughness this method will require some patience since it will\ntake awhile to kill him this way.\n\nIf you have the Club then start your swing just before he gets to you. You\nshould hit him just as he starts winding up for a swing at you. Using the\nClub in the Stab-and-Retreat method will speed up the process of getting rid\nof Abbott.\n\nIf he manages to hit you with his Club then go to the opposite side of the\nroom and let your health recover as he heads back toward you. On rare\noccasions, if you are on the opposite side of the room from Abbott, then he\nwill pause and make a rather obscene gesture with his Club.\n\nDespite his general toughness it is possible to catch him in a Reversal if\nyou're good enough in doing them. I also have several different ways, from\nother people, in dealing with Abbott.\n\nFirst, from \"The Hero\":\n\n  \"I was using your FAQ to help me defeat abbott in the prison when he fights \n   you with the club. and it didnt work but I did find a way thats incredibly \n   easy to exicute and it ensures winning it also doesnt take as long. okay \n   here it is. You can defeat Abbott easiest by rotating around (clockwise) \n   him causing the effect that would happen if you tricked a dog into chasing \n   its own tail. And while doing this you can constantly attack him using \n   punches the shiv and Im not sure about the club, but anyways it takes him \n   down pretty quick and he cant hit you at all.\"\n\nSecond, from Ashton Green:\n\n  \"I have an alternative method for killing Abbot. Stand close to him, and \n   wait for him to start a swing at you. Back off, and if he does a double \n   swing, rush behind him, and grab his neck. Takes a bit of practice, but \n   once you get the feel for it, you can kill him without taking any damage.\"\n\nThird, from StarRain66 who posted this on the GameFAQs TCoR: EFBB message\nboards:\n\n  \"The fight is way too simple if you go to the energy chair a couple rooms \n   up. Just Crouch when leaving the chair room and abbott is standing in the \n   generator room doorway with his BACK turned, can you say \"easy as hell\"? I \n   did that on Hard mode, on Normal I clubbed him to death with the club.\"\n\nI actually got StarRain66's method to work.....once. The main problem with\nthat strategy is that Abbott is a fast runner and you need to get the door to\nseparate you from him in order to make this work. For the most part he ran\nway too close to me in order to make it work consistently. But another\nreader, AJ, came up with a way to make it work more consistently:\n\n  \"Get close to the door with your back turned to it. Let Abbott come close \n   and he'll raise his stick to hit you. Before he can land his hit, back up \n   through the door. It will take him a few seconds to recover from the \n   missed swing, during which time the door will shut. Then use the medical \n   chair &amp; go back to see him standing with his back turned.\n\n   FYI, it won't work if you don't actually use the chair before returning to \n   the room with Abbott. I found that out the hard way (club to the \n   forehead...doh!).\"\n\nAlthough this is more consistent it doesn't work 100% of the time. Most times\nhe will swing once and come after you before the door closes. But there are\ntimes when he takes a double swing or, even better, he pauses to taunt. Then\nyou can get the door to close before he recovers. If he gets through before\nthe door closes, just get around him and go back to the previous rooms to try\nagain.\n\nLike AJ (and StarRain 66) said, you have to use the NanoMED Health Station in\nthis room to make the trick work successfully. Before using the chair Abbott\nwill wander around in the previous room (you can hear his boots) so if you\nopen the door again you may get the Club in the forehead instead of Abbott\njust standing there with his back turned.\n\nBy using the chair, and activating the cutscene, it resets Abbott and will\nmake him stand with his back turned when you reenter the previous room again\nso you can get a cheap Sneak kill.\n\nHowever, according to DeadmeatX, the above trick will *NOT* work in the PC\nversion. The door that is used to separate you from Abbott will no longer\nclose thus making it impossible to pull off this trick.\n\nI also tried playing around with the other two methods but I could not get\nthem to work for me. However, they appear to be pretty solid enough\nstrategies to put it in this guide. Maybe you might be able to make them work\nfor you.\n\nAnother reader, Alan McKee, gave me a pretty good way to deal with Abbott:\n\n  \"Upon being confronted by Abbot, by moving forward while blocking and \n   punching continously, you force him to back up against the wall or into \n   the corner immediately behind him. He cannot swing the club. Eventually \n   the wall behind him will be splattered with his blood, he'll collapse dead \n   and all without any injury to youself.\"\n\nI found that if you run to him, at the beginning of this section, and start\npunching you can back him into the corner where the Elevator door is. He will\nblock every punch but you are still hurting him as evidenced by the blood\nsplatters.\n\nIt will take awhile but you can kill him this way and, as Alan noted, without\ngetting hurt. It should also be noted that this will also work with the Club\n(Block-and-Bash).\n\nWhen you finally kill Abbott, regardless of method, grab his Keycard then go\nthrough the connecting hall to the next room where the NanoMED Health Station\nis. Through the window near the NanoMED Health Station you will see Georgie\nagain. He is amazed that you are on the other side and wants to help you by\ndistracting the Guards on the walkways for 50 UD.\n\nWhen you get up to the upper level of the Feed Ward later in the game then\nGeorgie will start yelling at the Guards and they will be distracted by him.\nThis will make it easier to Sneak or Stomp the Guards with the Tranq Gun\n(which you can get a little later in the game). It is not absolutely\nnecessary to use Georgie but it can be somewhat helpful in dealing with them.\n\nUse the NanoMED Health Station and increase your maximum health to six health\nblocks (if you haven't already done so). From there, go left and you will\nencounter a door that can only be opened by Abbott's Keycard (which will also\nopen up several others). Before opening the door make sure you are un-armed\nfor it will open back into the.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS12. Feed Ward (Part Two)                                              0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                              \\ The Mines \/\n                                                               0=+=+=+=+=0\n\n.....and near the Surenos gang (the room prior to the connecting room to the\nDining Hall). If you are armed when you enter the room then you will be\nkilled by the Turret Guns. Go left, back through the connecting room, and\ninto the first Dining Hall:\n\n  ++The Nurse (Information)\n    =======================\n      Binks is roaming around this room. Find his tray on one of the tables \n      and place some Poison in it to complete The Nurse's task.\n\nNow go back through the connecting room, through the first part of the Feed\nWard area, and to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS13. Tower 17 Base (Part Five)                                         0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nTalk to Centurion. He can't arrange any more Ring fights for you but will\ngive you 20 UD for the last fight plus:\n\n     ====================\n  ##[ Cigarette Pack #21 ]##\n     ====================\n\nGo back to the Ring and pick up the Knuckleduster that Bam dropped (if you\nwant) then go back through Recreation Area [Sections A and B] to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS14. Recreation Area [Section C] (Part Two)                            0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nGo and talk to The Nurse:\n\n  ++The Nurse (End)\n    ===============\n      He is pleased that Binks paid him back and he will reward you with:\n\n           ====================\n        ##[ Cigarette Pack #32 ]##\n           ====================\n\nIf you run low on money then you can borrow money from The Nurse and, of\ncourse, he expects you to repay him. Unfortunately, once you borrow money\nfrom him, there's no way to repay him (there's no option to repay him when\nyou talk to him). As a result, there'll be a little surprise waiting for you\nlater.\n\nBut, if you follow this guide right, then you won't need to get money from\nhim (besides, if you have more than 10 UDs you won't be allowed to borrow\nfrom him regardless). Go through Recreation Area [Section D] and into the\nconnecting hall leading to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS15. Work Pass (Part One)                                              0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                              \\ The Mines \/\n                                                               0=+=+=+=+=0\n\nWhen you enter the Work Pass area then you should see a Riot Guard to your\nleft. He is letting prisoners in and out of the work area.  A prisoner will\nwalk from where the Riot Guard is to a point just near a key-coded door at\nthe top of a short ramp:\n\n  ++Shurik (Start)\n    ==============\n      He can't help you get into the mines but has a favor to ask of you. He \n      has left behind his glasses in the mines and needs them back.\n\nHe is also standing next to a key-carded door but I will go there later. For\nnow though, let's go to the other side of the area and enter.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS16. Power Central (Part One)                                          0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                              \\ The Mines \/\n                                                               0=+=+=+=+=0\n\nWhen you enter the room then you will walk into some crates and you will\nnotice that the lights are out. There is a Worker trying the fix the lights\nand a couple of Guards roaming the room. You will also see a raised floor\nthat you can crawl underneath.\n\nStalk and Sneak the Guards and Worker. After awhile then the lights will come\non so go underneath the raised floor. Eventually, the lights will go out\nagain so you can crawl back out and stalk. After killing all three people in\nthe room then pick up the Vent Tool that the Worker dropped (you can also\npick up his Screwdriver if you want).\n\nOn one side of the room is a NanoMED Health Unit. On the same side of the\nroom is another door labeled Feed Ward Emergency Ventilation. On a wall, at\nthis side of the room and in-between the two groups of crates on the raised\nfloor, is a Loose Panel:\n\n  ++Cuellas (Information)\n    =====================\n      Open the Loose Panel to find 15 UD and the first page of a Snitch List. \n      This is the List that Cuellas wants. You still need to find the other \n      page though.\n\nNow go to the other side of the room. You will see a Grating when you get to\nthe top of the stairs. On the other side of the Grating is a short shaft\nwhere you can find 20 UD. Along the same wall is another Grating. Go through\nthat and you will end up on top of a Elevator. The Elevator will take you\nto.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS17. Mine Entrance (Part One)                                          0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nAfter the Elevator stops then you will be at the Mine Entrance. There are two\nGuards in the Elevator. Although you can drop down and Sneak them it may be\nbest to leave them alone for now. Later on you will get access to a useful\nweapon that will make dealing with them a lot easier.\n\nFrom your starting point, turn on your EyeShine and proceed forward to the\nVentilation Hatch. After you enter the Hatch then go straight until you reach\nthe base of the Ladder. Make sure you are Crouching when you reach the\nLadder.\n\nGo up the Ladder and continue forward until you reach another Grating. Turn\noff your EyeShine and wait for the Guard on the other side to pass. Kick out\nthe Grating a couple of seconds after he passes the crates. Sneak out slowly\nand hug the crates to your left.\n\nIf you didn't Crouch at the base of the Ladder then you would automatically\nstand up when you exit the shaft and increase your chances of being seen.\nAfter a few seconds of looking around (investigating the noise you made) then\nthe Guard will proceed away from you. Sneak up behind him and kill him.\n\nHug the right wall and make your way to the Ventilation Hatch. On the other\nend of the room is a Guard standing by a locked door. The crates ahead of you\nwill keep you from being seen. There is no point in confronting the Guard so\ngo through the Hatch.\n\nAs you go through the shaft, you will see a junction and a path going left.\nThis will take you back to the previous room but this path should also\nhave:\n\n     ====================\n  ##[ Cigarette Pack #38 ]##\n     ====================\n\nGo back to the junction, turn left, and head toward the Grating at the other\nend of the shaft. Kick out the Grating and enter the next room. You will be\non top of some crates. You will also see a Guard standing in a circular room\nin front of you and a Control Panel below.\n\nWait for the Guard to turn around then go down and Sneak him. However,\ninstead of knifing him, you will push him forward and into the fans below.\nYou'll need to turn off the fans before you can proceed further. This is what\nthe Control Panel is for.\n\nAlso, if you go past the Control Panel and into one of the dark corners of\nthis room, you will find 10 UD on the ground. When you use the Control Panel\nto turn off the fan then this will also turn off the lights so use your\nEyeShine. Go down to the first fan and Crouch down to get to the second fan.\nLook below.\n\nDown below is the Security Checkpoint door and a Guard that is patrolling\nnear it. He will usually stop to look at the body you threw through the fans.\nTry to position yourself to either jump down on top of him or get behind him\n(so you can Sneak him). If he is not in a good position for you to drop-kill\nhim then just stay in the fan and wait for him to go back into the hallway\nthen drop down.\n\nAfter killing or avoiding this Guard then Crouch and go through the door\ninto.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS18. Security Checkpoint                                               0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nThis is probably the hardest part of the game. The point is to try to get\nthrough this room with as little damage as possible. It has been made much\neasier in the remake included with \"Assault On Dark Athena\". In that version\nyou can use the Hangrail to go over the Guards undetected.\n\nUnfortunately, in the Original Xbox version, you will *ALWAYS* be seen on the\nHangrail and will be attacked and knocked off. You have no choice but to kill\nthe Guards in order to get through this room alive.\n\nIn this room there will be two Guards and a Riot Guard. There are two doors\ninto the next area. The first door is behind the Riot Guard. But going\nthrough that door will make things a bit harder when you enter the next area.\nThere is a second door but that is on the upper level and a bit harder to get\nto. Going through this door will make things a bit easier when going into the\nnext room.\n\nI've had a couple of readers offer suggestions on how to get through this\narea and to the second door:\n\nFirst, from Matt Hemme:\n\n  \"Hi, I have a strategy for the Security Checkpoint in Butcher Bay that can \n   get you through without being shot at. When you enter through the door, \n   sneak along the left wall and get behind the boxes on that side of the \n   room. Go around and come to a Guard with his back to you. I sneaked him \n   with the shiv and then immediately dragged his body just back to the \n   shadow I was hiding in. The Riot Guard and Guard 2 will come over to the \n   spot, but stay Crouched behind the boxes and the Riot Guard will return to \n   the big door with his back to the rest of the room. Wait at the big box \n   next to the corpse and wait for Guard 2 to come back. He will notice the \n   dead body. When he turns back around, sneak him and drag his body back \n   into the shadows as well. From this point, you can climb the wall next to \n   the boxes and the corpses. Use t the Hangrail to cross over to the other \n   side and climb up to the catwalk from there.\n\nI've tried this method a couple times and it has worked each time. It gets\nyou through without taking any damage at all. You can also wait behind the\nfirst Guard until his buddy comes over and talks to him. Then wait for Guard\n2 to walk away and follow the strategy from there. I've done it both ways.\"\n\nSecond, from feralucce:\n\n  \"I found an easier way to get past the security checkpoint in the mines... \n   run to the crate on the left, then WALK, not sneak behind the shadowed \n   crates... the riot Guard will circle to the right of the first crate then \n   go over the shadowed crate and break for it... got hit once... and did not \n   have ot touch the Guards.\"\n\nMatt's strategy worked a little better than what I was doing originally and\nwas inspired to tweak things a bit combining elements of his and my old\nstrategy. I then tweaked it some more and it works even better.\n\nThe first thing that you need to do when you go through the door is to run\nstraight at the crates on the left side (hug the left side too). Don't slow\ndown and get behind the crates. If all goes well then the first Guard won't\nsee you but will be distracted a bit. This actually helps.\n\nIf the Guards start shooting at you or the Riot Guard gets involved at any\npoint then do Checkpoint Restart. It is a lot easier than losing a lot of\nhealth or getting killed.\n\nWhen you get to the dark corner then turn right and you should see the other\nGuard. Ahead, past the Guard are some crates that are in shadow. If you look\nat the Riot Guard at the other end of the room then you will see that he is\nlooking in the direction of the door you just came from when you entered the\nroom so he is distracted too.\n\nCrouch down, turn on your EyeShine, and sneak up on the Guard. Be careful\nthough. You may get caught on the corner behind the Guard and get stuck.\nSneak the Guard then grab the body when you finish him off. Drag him to the\ndark corner. Stand up and turn left. Press the X Button to climb the wall\nthen Crouch again. Go a little toward the light but not too close. Then look\ndown.\n\nNow wait for the other Guard to come snooping around. He'll head toward the\ndark corner and eventually find the body of the other Guard. Simply drop down\nbehind him while he is examining the body and sneak him. After killing the\nGuard then turn around and Un-Crouch. Since the Riot Guard is looking away\nfrom your direction then just run straight ahead to the shadowed crates.\n\nStaying on the ground was faster than using the Hangrail so I skipped it.\nIn addition, you don't run the risk of getting the Riot Guard involved.\nThat's a big plus.\n\nClimb the crates to the top and then onto the walkway. Turn off your\nEyeShine. Before you get to the door at the end of the walkway then look\nbeyond the railing to your right. You will see a ledge that leads to a alcove\nabove the lower door. Jump over the railing onto the ledge and go into the\nalcove. Turn on your EyeShine again, look around on the floor, and find:\n\n     ====================\n  ##[ Cigarette Pack #39 ]##\n     ====================\n\nGo back to the walkway, turn off your EyeShine, and go through the door. You\nwill go down the stairs and into.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS19. Upper Mines (Part One)                                            0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nWhen you get through the door then you will be in a hall with some open\nwindows. If you Crouch down and look through then you will see a couple of\nGuards on the walkway opposite of you. You will also see a lower level and a\ndoor.\n\nIf you used the lower door in the Security Checkpoint area then it would open\nto a hall that had a NanoMED Health Unit and would lead to the lower door to\nthe Upper Mines. Of course, taking the lower door means having no cover to\nhide behind when you enter the Upper Mines area so it is much better to take\nthe high road so to speak.\n\nFrom your position, carefully proceed forward. After getting past the second\nwindow, get to the third window, stop, hug the left wall, stay in the\ndarkness, and look through the window toward the opposite walkway with the\nGuards. Rotate yourself so you can see the corner of the opposite walkway and\nboth patrolling Guards.\n\nThen lean to your left. You should see a balcony with a doorway. Another\nGuard will come here from time to time.\n\nWhen this balcony is empty and both of the Guards have walked away from each\nother, quickly run from this spot and around the corner to the next area of\ndarkness. You will probably be seen by the Guards who will fire on you but\nthey will do little damage as you rapidly get out of their range and into the\ndarkness.\n\nWhen you enter the darkness then you will enter another covered section with\ntwo windows. For this part I am including a map to help illustrate things\nbetter. This map is actually based on the one DeadmeatX used in his PC\nversion guide but I tweaked it to better fit my strategy.\n\n     ________________===         Look through the second window and you will\n     |       F          |        see another Guard below. When his back is\n     |               ___|        turned, drop down to the ground behind the\n     |              |            crates below the window (A). Keep Crouched\n     |              |            and sidestep a little to your right. You \n     |              |            will see a gap in the crates in which you\n     |           _  |            can keep an eye on the Guard. When you see\n     |          |_| |            the Guard walk right and past the gap (B),\n     |          |_|E|            get up behind the Guard (he will usually be\n ____|_         |_| |            standing there at the end of his patrol\n|   |  |     G  |_| |___________ area (C)), and Sneak him.\n|   |__|           D             <\/pre>\n\n\n\n<pre id=\"faqspan-4\" class=\"wp-block-preformatted\">|    |_|                         While still Crouched, rotate left until you \n|                 B           C  see some crates at the corner. You will see\n|           _____  _______       a gap between these crates and the wall (D).\n|          |  |  ||       |      When you look through the gap you will see\n|          |__|__||       |      a red crate above the gap angled against the\n|______         A |       |      wall (E).\n|______|_______  _|__  ___|_____ \n|_______________________________ \n\nGo forward into the gap until you get underneath the red crate (E). As you\nare heading towards point (E) then a Guard will appear at the end of the main\npath (F) and head toward where the other Guard was patrolling. When you are\nat point (E) then stop and turn left. You will see a gap that goes back to\nthe main path. When this new Guard walks past (G) then get out, follow him,\nand Sneak him.\n\nNext, go to where the second Guard came from (F), through the door, and up\nsome stairs. You will end up on the upper walkway. Go through the door at the\nend and you will enter a room with a door ahead of you and an area to your\nleft.\n\nWhen you look left then you will see a Guard talking to another prisoner\n(Mosely). Crouch down and Sneak the Guard. Then talk to Mosely:\n\n  ++Jamal-Udeen (Information)\n    =========================\n      Mosely is a Blueskin and one of the three you need to kill for \n      Jamal-Udeen. Mosely will talk about being left behind by his partners \n      (Alonzo and Void) and says that you need to get a Security Card from \n      the Sharpshooter Guard in the next room to go through the key-coded \n      door behind him. I will kill Mosely a little later after dealing with \n      the Sharpshooter.\n\nHead to the other door and stop just before you get to it. You will hear the\nsound of another door opening on the other side. This is the Sharpshooter\nGuard entering the hallway and heading to the balcony nearby. When you hear\nthe door opening again then Crouch and go through the door in front of you.\nYou should see the Guard going through the door at the other end and should\nhave his back to you.\n\nFollow him and he will stop at a second balcony which overlooks a Guard and a\nPrisoner down below. Sneak him there and grab his Keycard.\n\nAnother option of dealing with this Guard is to wait for him to head to the\nsecond balcony and then go and activate the Valve in the hallway. This will\nemit a cloud of gas. Go back to the first door and let it close, wait for him\nto re-enter the hallway, then re-open your door so he can see you. When he\nfires then he will detonate the gas cloud and die in the explosion.\n\nAfter dealing with him, regardless of method, then go to the first balcony,\nturn right, and, on the floor, should be:\n\n     ====================\n  ##[ Cigarette Pack #40 ]##\n     ====================\n\nNow head back to Mosely:\n\n  ++Jamal-Udeen (Information)\n    =========================\n      The best way to eliminate him is to climb the nearby crates to the top \n      then jump down and drop-kill him (this saves having to fight him and \n      possibly take damage). You still need to kill two more Blueskins and \n      those are his friends Alonzo and Void. That will have to be done later \n      though.\n\nNow go through the door and to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS20. Cargo Transport (Part One)                                        0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nKeep going forward and you will enter a room with two crate Elevators and a\nNanoMED Health Unit. If you look around you'll see a sign labeled \"Floor 02\"\nand underneath it is:\n\n     ====================\n  ##[ Cigarette Pack #42 ]##\n     ====================\n\nGet that and look at the crate Elevator. Look for a platform going down and\nhitch a ride. When you get down, you will see a dead Guard and a prisoner\n(Armadaro). When you talk to Armadaro then he will say that the Guard had a\nTranquilizer Gun and offers it to you for 50 UD. Buy it.\n\nIt will be one of the best purchases you can make and it will also be the\nlast major UD purchase in the game. If you kill him in an effort to get a\nfree Tranq Gun then you won't get it because he won't drop it if he dies. If,\nby some chance, you fail to acquire the Tranq Gun you will get another chance\nto acquire one later in the game.\n\nNow go through the door and into the connecting room between Cargo Transport\nand.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS21. Mining Core (Part One)                                            0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 2 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nWhen you enter this connecting room then you will see a door with a Keypad\nahead of you. Stand still for a bit:\n\n  \"The air is thick...Smells of oil, machines, crushed rock. And something \n   else. Fear.\"\n\nYou will then hear the sound of a Riot Guard who is in a nearby room.\nHowever, it is best to wait until you hear the sound of a door opening and\nthen closing. The reason has to do with a Guard on patrol going between a\nbalcony just beyond the door and a large room nearby.\n\nAfter hearing the door close then go through the door ahead of you and you\nwill see a NanoMED Health Unit to your left, a small set of stairs ahead of\nyou (leading to a balcony), and a set of stairs to your right leading down.\nSwitch to your Tranq Gun.\n\nNext, blow out the light near the NanoMED Health Unit then the one near the\ndoor and then the one at the nearby balcony. Then switch on your EyeShine.\nGo partway up the stairs leading to the balcony, hang close to the left wall,\nand look back at the door you came from.\n\nEventually the Guard will come back to the balcony. Wait for him to enter and\nget close to the NanoMED Health Unit before ambushing him with the Tranq Gun\nand Stomping him. After this then head up to the balcony. When you look out\nfrom the balcony then you will see a huge room with a large Forklift (I'll\ncall this the Forklift Room for reference), a Worker, some crates, and a\nControl Panel on the other side of the room.\n\nThen another Guard will come in from the left and into the Forklift Room.\nWait for him to go around the Forklift and turn back into a large corridor\nbefore heading down. Go down into the Forklift Room, Zap the Worker, run over\nand turn off the Control Panel before the Turret Guns start shooting at you,\nand Stomp the Worker. Then quickly go back to the balcony.\n\nWait for the patrolling Guard to come back. Interesting thing though - he\nwon't stop to look over the Worker's body - cold blooded bastard. Zap him\nthen run back down and Stomp him. After killing him then go down the\ncorridor. Although you can shoot out the lights here it is best to leave them\non. When you get to the first corner you will find some explosive barrels on\nthe outside part and a Valve on the inside part.\n\nGo to the next corner and you will find the main Mining Core area. Just ahead\nis a standing Guard and you may also see the back of the Riot Guard as he\ncontinues on his patrol. Stomp the standing Guard and dump his body in the\nnearby shadow. Now to get rid of the pesky Riot Guard.\n\nI've had several people in the past come up with suggestions to get rid of\nhim but one of the best came from reader joachim buyse:\n\n   \"don't mean to correct you just to tell you a simpler way that will not \n    have you lose any life when trying to eliminate the riot gaurd in the \n    mining core (part 1) after you have picked up pack of smokes #4 go up and \n    down the tunnel and shoot out all of the lights and open the valve on the \n    pssing by... sneak kill the first gaurd and drag him into the darkness \n    behind you. now wait for the riot gaurd to head back... when he gets near \n    you can shoot him down with the tranq gun to get more time... get him to \n    follow you into the darkness and towards the barrels by shooting at him \n    with the tranq gun every time he is about to fire at you... then hide \n    around the corner far away from the valve and as sson as you can see the \n    riot gaurds head you tranq him and move back in a range so he can see you \n    but you are still away from the valve and as soon as you are ready stop \n    tanqing him and let him shoot at you... his bullets will ignite the gas \n    (your tranq won't) and you are in a safe distance and you don't get hurt \n    at all... i did this 4 times and pulled it off with out loosing any \n    health\"\n\nAfter playing around with this I've made it even better. When you finish\ndumping the body of the standing Guard then stand where he was standing and\nlook back into the main area. Wait for the Riot Guard to show himself and\nhead towards you. He will then see and chase you. When he does then run back\ntowards the Valve.\n\nRun past the Valve and into the corridor. Find the two main lights and go to\nthe wall between them, stop, turn to face the opposite wall, and sidestep\nright until you are stopped by the abutment. Then look back towards the\nValve. Eventually the Riot Guard will head towards you and close to the\nValve. When he sees and fires on you then *IMMEDIATELY* sidestep left.\n\nHe will rotate to fire at you but will hit the Valve instead which will\ndetonate it and the nearby explosive barrels. Because he is close to the\nValve when it explodes it will kill him and he will leave behind a NanoMED\nCartridge. And you will be far enough away from the explosion so you won't\nlose any health (other than any hits the Riot Guard got on you before\nsidestepping).\n\nWhy not just turn on the Valve to let out the gas and not have to sidestep at\nall? The problem here is that he will cause the cloud to explode just by\nwalking into it. You may be thinking \"that actually may be better that what\nyou are currently doing\" and you might be right except for one thing - it\ndoesn't work.\n\nHe needs to be close to the Valve, and in the middle of the explosive area,\nfor him to be killed by the explosion. However, he will detonate the cloud\nbefore he gets to that point and he will not be harmed thus resulting in a\nwaste of good explosives. In the AoDA remake you can kill him this way but in\nthe Xbox version you have to do it in this specific manner to get rid of him.\n\nIf, by some chance, he manages to survive the explosion then go to Plan B.\nThat would be to lure him into the Forklift Room and to the balcony so you\ncan trap him to get him out of your hair (?) for awhile.\n\nAt this point he will be still firing at you so run back to the Room and to\nthe door that leads to the balcony. When he gets close enough and starts\nfiring on you again then open the door and run to the NanoMED Health Unit.\nEventually he will walk through the door and, when he does, then go to the\nbalcony and jump over the railing. He will be trapped in this area, at least\nfor now. But it should give you enough time to do what you need to do.\n\nAfter getting rid of the Riot Guard, regardless of method, then head back\ninto the core area and to some machinery (a large Bulldozer) on the right\nside. At this point you will hear a loud grinding noise. Follow the noise and\nyou will find two miners and a Guard. Stomp the Guard first then the two\nprisoners.\n\nThe two prisoners you Stomped are named Abu Bakr and Haamid. If you talked to\nHaamid instead of Stomping him then he will ask you if you want to buy a Vent\nTool. But, of course, you can get it free by killing him. A fun thing you can\ndo is put one of the drillers between yourself and the Guard. When the Guard\nfires at you then he will hit the driller instead.\n\nThen the drillers will turn on the Guard. Either the Guard will kill the\ndrillers or the drillers will kill the Guard. Stomp the survivors. If the\ndrillers are left standing then they will turn on you and try to kill you.\n\nGo and head toward the other side of the core area. Near the end is a Guard.\nZap him and get near his position near the ramp. Turn and look up the ramp\nand you will see another Guard. Zap him and then Stomp the first Guard. Then\ngo up the ramp and Stomp the second Guard.\n\nNow go back down the ramp and get behind the set of large crates near the\nfirst Guard. Tucked in a corner behind the crates is:\n\n     ====================\n  ##[ Cigarette Pack #41 ]##\n     ====================\n\nNow go up the ramp near the second Guard and turn right. Go through the door\nand stop at the top of the stairs. Stomp the first Guard you see then go down\nand around the corner and Stomp the second Guard. Near where the second Guard\nwas is a barricaded door that says \"Gas Leak\" (I'll call this the Gas Room\nfor reference). In the corner just before you reach the Gas Room is a NanoMED\nHealth Unit. Now go back to the core area.\n\nGo to the other end of the core area where you encountered the drillers. Go\nbetween the Bulldozer (on the left) and the stack of large crates (on the\nright). Once past the crates, turn right and you should see some light.\nFollow the light and you will see a figure standing against a red crate:\n\n  ++Jagger Valance (Start)\n    ======================\n      Talk to him and he will tell you of a package he left behind in a gas \n      filled room. He will also give you a pass-code to get at it. Talking to \n      him will also accomplish Wilkins' Side-Mission (if you activated it).\n\nNow, go all the way back to the Gas Room. Use the pass-code to open the door.\nYou will have to Crouch down to make it through the gap in the door and into\nthe room. You will have to climb some crates to get into the second part of\nthe room and then into the cave itself.\n\nWhen you get into the cave then you will see Jagger's Package, a NanoMED\nCartridge, and three Moths. Try to get everything and exit the Gas Room.\nDon't hang around the room for too long otherwise you will die. If you're\ntrying for the Moths then you may want to exit the Gas Room then re-enter and\ntry again.\n\nMake your way back to Jagger after acquiring the Package:\n\n  ++Jagger Valance (End)\n    ====================\n      Jagger will tell you that that the Gas Room is above a den of vicious \n      creatures and you can cause havoc if you blow a hole into their den.\n\nYou will need a bomb and Jagger tells you of a guy named Jupiter in Tower 19\nwho can get you one. He will also give you two codes: one to get back up to\nthe Work Pass area and the second to open the Feed Ward Emergency Ventilation\ndoor so you can make your way to Tower 19.\n\nIf you've been good in collecting all the Moths you see here in the Mining\nCore and surrounding areas then you should have about twenty, enough to get\nthe last pack from Twotongue. If not, roam around and even re-enter the Gas\nRoom to get them. If you are close, eighteen or so, then you can get some\nmore in the Upper Mines.\n\nNow head back to the Forklift Room. Go back to the Control Panel and look\ninto the dark area beyond the railing. You will see a large crate and some\nmachinery. Jump down into the lower level and proceed left. Turn on your\nEyeShine. The path leads to a dead end but on the ground is:\n\n     ===================\n  ##[ Cigarette Pack #4 ]##\n     ===================\n\nYou will also see a bunch of Moths flying around. Take the time to catch them\nso you can get the last Pack from Twotongue (if you still haven't got enough\nMoths). Climb up the large crates to get back to the Forklift. From here,\ntake the large Elevator at the end. This will take you back up to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS22. Upper Mines (Part Two)                                            0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                              \\ The Mines \/\n                                                               0=+=+=+=+=0\n\nWhen you exit the Elevator then you will be where the prisoner and Guard was\nwhen you were here earlier but they are gone now. To the left of the Elevator\ndoor are some crates:\n\n  ++Shurik (Information)\n    ====================\n      On top of these crates are the Glasses that belong to Shurik. Grab them \n      for him.\n\nNot far from these crates is a tall Ladder. Climb the tall Ladder back to the\nupper walkway and go back to where you killed Mosely:\n\n  ++Jamal-Udeen (Information)\n    =========================\n      Mosely's two friends, Alonzo and Void, are here now. Stomp them both \n      to complete Jamal-Udeen's task.\n\n  ++Cuellas (Information)\n    =====================\n      Void will also drop a list of rats which is the second part of the \n      Snitch List. This will also complete Cuellas' task.\n\nNow you need to go back up to the Work Pass area. There are actually two\nways. The first and most obvious way is to go back the way you came. This\nmeans going back through the Security Checkpoint and re-encounter the Guards\n(plus the Riot Guard).\n\nThe second method is what I am going to use here. This will reduce the number\nof Guards you will have to deal with. Go through the key-coded door and back\nto.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS23. Cargo Transport (Part Two)                                        0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                              \\ The Mines \/\n                                                               0=+=+=+=+=0\n\nRemember when you had to go down these things? This time you want go up. Look\ndown the crate Elevator and find a crate going up to hitch a ride to Level 3.\nWhile on the crate then turn around so you can get off of it easily when you\nreach Level 3. When you get off then you will see a door to your right. Go\nthrough the door and back to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS24. Mine Entrance (Part Two)                                          0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nAfter going through the second door, look up and zap the two lights then turn\non your EyeShine. While still at the door, you will notice to your left is a\nset of crates. You will also see that the shaft above is broken and the\nbroken piece rests on the crates.\n\nTurn right and head toward the Ventilation Hatch. But don't enter the Hatch.\nInstead climb the nearby crates and jump onto the shaft. Now head towards the\nbroken area. Crouch and enter the shaft. Follow the shaft to its end. You\nwill enter another room. As you turn right at the corner then you will see a\nsmall hallway and a larger room.\n\nHere you will see a Guard and a prisoner. Stomp the Guard and talk to the\nprisoner:\n\n  ++Valya (Start)\n    =============\n      This slightly demented prisoner will give you the pass code to his \n      secret chamber not far from here.\n\nRetrace your steps back to the crate room and enter the Ventilation Hatch.\nAlong the way you will encounter a broken area. Carefully go down to the\nlower part and continue through. Look up as you proceed and you will find a\nVentilation Hatch. This leads you back to the top of the Elevator where you\nstarted \"Mine Entrance (Part One)\".\n\nTurn off your EyeShine and jump down. Go through the Elevator door and you\nwill see a Guard standing by some crates near the end of the bridge. Zap him\nand get to his position to Stomp him (and get 5 UD). Find and Stomp his\npartner who is patrolling the path ahead (and get 5 more UD). Then go and\nStomp the last Guard who should still be by the body of the Guard who you\npushed down the fan earlier.\n\nNow go back near the crates. Near the crates on the left side is what appears\nto be a lift and a keypad:\n\n  ++Valya (End)\n    ===========\n      Using the keypad will take you up to Valya's secret chamber. Inside you \n      will find a NanoMED Health Station and some crates. Climb the crates to \n      find:\n\n           ====================\n        ##[ Cigarette Pack #37 ]##\n           ====================\n\nUse the NanoMED Health Station to increase your max health to seven health\nblocks and return to the Elevator to go back up to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS25. Work Pass (Part Two)                                              0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 2 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nAfter you exit the Elevator then you will see an electrified fence. If you\nborrowed money from The Nurse then you will get a surprise here.\n\nThe Nurse's surprise comes in the form of two prisoners (Valve and Idi)\nwho've come to collect for The Nurse. Use the Tranq Gun on both and Stomp\nthem. If you never got money from The Nurse then there will be nobody here.\nThanks to blade2188 for pointing that out for me.\n\nI should also note that if you dealt with Valve and Idi then you won't be\nable to confront The Nurse. He will no longer be in the Recreation Area.\n\nDisengage the Tranq Gun. As you look around you will see that the electrified\nfence goes most of the way around this room. If you go right from the\nElevator door then you can see the entrance to Tower 19. However, the\nelectrified fence will keep you from going down there.\n\nIf you turn left from the Elevator door then you will see an elevated area\nwith a crate and a Grating. Just before the elevated area you will see a door\nto the left but it does not open. Go onto the elevated area, kick open the\nGrating, and find:\n\n     ====================\n  ##[ Cigarette Pack #36 ]##\n     ====================\n\nAfter acquiring the Pack then climb the nearby crate, jump, and hang on the\nwall. Shimmy left and, when you get to where you can't shimmy anymore, climb\nup. You should be on top of the wall. Below you is a room with a Riot Guard.\nIf you look across then you should see another wall like the one you are\nstanding on.\n\nLook up. You should now see a Hangrail above you. Jump to climb on the\nHangrail and move forward to go across the room. At the end of the Hangrail,\njump down and you will be standing on the wall across from where you just\ncame from. If you look down you will see the Work Pass area and Shurik. Jump\ndown next to and talk to him:\n\n  ++Shurik (End)\n    ============\n      His reward is to keep an eye on the nearby Riot Guard which reader, Tom \n      Jacob, elaborates on:\n\n        \"As you know, if the Riot Guard in the Work Pass area sees you go \n         into the office with the Nanomed Cartridge and Pack #34, he'll blast \n         you when you come out. That is, if he sees you. If you go into the \n         office when the Guard's back is turned, he won't become aggressive, \n         and if you've completed Shurik's side mission before going in, \n         Shurik will whistle to you when the Riot Guard's back is turned \n         again, allowing for an easy exit for you.\"\n\nGo up to the Keypad for the nearby office but *DON'T* go through the door.\nInstead, stand by the Keypad and look at the Riot Guard. The Riot Guard will\nlook in your direction for a bit then turn to look the other way for awhile\nbefore turning back. When the Guard looks away then quickly enter the office.\nOn the computer is a NanoMED Cartridge and:\n\n     ====================\n  ##[ Cigarette Pack #34 ]##\n     ====================\n\nBut don't exit the room quite yet. Listen for a whistle from Shurik. When you\nhear it then it is safe to leave. If you didn't listen for the whistle and\nleft the room then the Riot Guard may see you and attack you both. But with\nShurik watching it and helping you with the whistle then you won't have to\nworry about him. From here, run back through the Recreation Area [Sections\nD-A] and to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS26. Feed Ward (Part Three)                                            0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nWe still need to go back to the Power Central area but there is a lot that\nneeds to be done beforehand. So what I am doing is going to the furthest\npoint from the Power Central area and make my way back talking to people and\ncompleting Side-Missions as I go.\n\nFirst, go talk to Cuellas:\n\n  ++Cuellas (End)\n    =============\n      For returning the Snitch List he will reward you with:\n\n           ====================\n        ##[ Cigarette Pack #17 ]##\n           ====================\n\nNow go back to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS27. Recreation Area [Section B] (Part Two)                            0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nTalk to Jamal-Udeen:\n\n  ++Jamal-Udeen (End)\n    =================\n      He is pleased that you killed all of the Blueskins and will reward you \n      with:\n\n           ====================\n        ##[ Cigarette Pack #24 ]##\n           ====================\n\nNext, go back through Recreation Area [Section C] and to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS28. Recreation Area [Section D] (Part Two)                            0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nTalk to Twotongue. Give him the 20 Moths for the special pack of Smokes and\nget:\n\n     ====================\n  ##[ Cigarette Pack #23 ]##\n     ====================\n\nNow you have completed all of the Side-Missions in the game (that would lead\nto getting Smokes or other items) and acquired all of the Cigarette Packs in\nthis area. Time to proceed back through the Work Pass area and re-enter.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS29. Power Central (Part Two)                                          0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                              \\ The Mines \/\n                                                               0=+=+=+=+=0\n\nAfter re-entering the Power Central room then go to the computer near where\nthe Worker was earlier in the game. According to reader Alex Smith you will\nfind a free Tranq Gun on the raised floor to the left of the computer. If you\nfailed to get the Gun from Armadaro earlier this is where you can get another\none. Sadly, this Gun will not be here the first time you go through this\nroom.\n\nCrouch down and go under the raised floor near the Feed Ward Emergency\nVentilation door. You will see a Guard here this time. Zap him then crawl out\nand Stomp him. Go through the Feed Ward Emergency Ventilation door then into\nthe Hatch.\n\n \/XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\\\n0XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX0\nX **IMPORTANT NOTE: If you are using this guide for the PC version or the   X\nX                   remake of EFBB within \"Assault On Dark Athena\" then you X\nX                   will be entering the Security Research 1 and 2 areas    X\nX                   that are only available in those versions.              X\nX                                                                           X\nX                   This is a major reason why I recommend *NOT* using the  X\nX                   Original XBox version of this guide for either the PC   X\nX                   version or the remake within AODA.                      X\n0XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX0\n \\XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\/\n\nAfter entering the Hatch then go through the shaft into the next area which\nis the upper level above the.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS30. Feed Ward (Part Four)                                             0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nAnd you'll also come out near where the Surenos are but now you're above\nthem. Use the Tranq Gun to shoot out the lights. Look out for the Guard. Also\nbe careful of the Turret Guns, they can still see you here. Crouch and creep\ntoward the door. Find and Stomp the Guard. Then go through the door.\n\nIf you paid Georgie when you were still in the Drug Interrogation Room area\nthen you will hear him making a racket. The Guard up here will be looking at\nhim instead of patrolling. You can either avoid or Stomp this Guard.\n\nUn-Crouch and go right at the junction at the bottom of the stairs. On the\nright side of the hallway is a Control Panel which will shut down much of the\nlights on the top level of the dining area. Turn around and on the other end\nof the corridor, a Guard will come around the corner. Turn on your Eyeshine\nand Stomp him. Turn the corner and Stomp the second Guard.\n\nClose to the floor near where you killed the first Guard (just before you\nturn the corner) is a Grating. Go through the Grating and follow the shaft.\nYou will eventually come up to some grating above you. Hang a right then\nright again and you will be able to enter the room.\n\nTo the left is a door. This door belongs to an Elevator that will bring you\nback to the Drug Interrogation Room where you killed Abbott. To the right is\na set of stairs leading down to a broken door. At the base of the door is:\n\n     ====================\n  ##[ Cigarette Pack #43 ]##\n     ====================\n\nRetrace your steps back to the first Guard you killed. Turn the corner and\nfollow along the wall in the upper part of the first Dining Hall room then\nturn left. Do this quickly because the Turret Gun above the Dining Hall door\nwill see you and fire at you. You will see a another junction where you can\ngo right or left.\n\nGo into the junction and look right. You will hear a Guard. Wait for him to\nshow himself then Stomp him.\n\nAt the junction, if you look left, there is a room that has the broken door\nnear where you got Pack #43. To the right is a hall that leads to the upper\nportion of the second part of the Dining Hall (where Monster is) and another\nGuard. Stomp the Guard. In a corner near where you killed the previous Guard\nis a Ventilation Hatch. The shaft you enter will lead to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS31. Tower 19                                                          0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                              \\ The Mines \/\n                                                               0=+=+=+=+=0\n\nNear the end of the shaft is a long section down. Below is a Grating into the\nnext room. In this room is a Guard who is patrolling the area. Jump down\nthrough the Grating and drop-kill the Guard (there is also a NanoMED Health\nUnit nearby if you need it). Get the White Security Card he drops. Use the\nSecurity Terminal to open the cell doors.\n\nFind the key-carded door and enter it. You will end up at the cell area for\nTower 19. A figure will come out of one of the cells. This is Jupiter. Talk\nto him and get the bomb:\n\n  Jupiter: \"You know what I find most uncomfortable about you, Riddick? How \n            comfortable you are. Here. In Butcher Bay, I mean. Caged inside \n            this slam.\"\n  Riddick: \"I play the hand that was dealt. And then I cheat.\"\n\nAt that point, two Guards will come out of the hall doors to attack you (and\nkill Jupiter). Go into the nearby cell and look outside. You will see the\ncrane bringing down containers from above. When one comes down, run out from\nthe cell you are hiding in then jump to get on the container and it will take\nyou to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS32. Container Router                                                  0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 5 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nThe container will stop in a very large room. The Guards have initiated a\nlockdown because of you. However, one of my readers, Norman Mohrholz, pointed\nout a nice little bonus when entering the Container Router.\n\nYou have to go backwards and off the container as it enters the large\nContainer Router room. You should be in the room prior to the Container\nRouter. There is a pit in the floor. Go inside the pit and collect another\nNanoMED Cartridge.\n\nAfter collecting the Cartridge then you have to climb the wall that has a\n\"step\" by it to get out of the pit and then walk the beam to re-enter the\nContainer Router. Use the zoom feature and zap the two Guards you see. Then\ngo over and Stomp them.\n\nIf you choose not to get the NanoMED Cartridge then Zap the two Guards from\nthe top of the container then jump down to Stomp them. Just underneath the\ncrate is a Ladder down. Climb down and use your EyeShine. When you get past\nthe next wall then you will see a Guard. Stomp him. Near where he is now\nlaying is a Ladder. Go up the Ladder and when you reach the top, turn around.\nGo forward and you should find:\n\n     ====================\n  ##[ Cigarette Pack #44 ]##\n     ====================\n\nGo back down the Ladder and turn left. You will see another Ladder, a Tranq\nGun on the ground, and a Ventilation Hatch. You don't need the Gun so go for\nthe Hatch. Hang a right at the junction and follow the path until you get to\na larger room. At the end of the room is a window where you can reach in and\nget 15 UD and on the floor you should also find:\n\n     ====================\n  ##[ Cigarette Pack #45 ]##\n     ====================\n\nRetrace your path back to the junction. You will also notice that there is a\nLadder ahead of you. This leads to a higher level but there is a better way\nup. Go back out through the Hatch and use the other Ladder. Turn off your\nEyeShine and go up the Ladder.\n\nHang back near the top and let the Guard pass by before emerging. Stomp\nhim then look around. You will see two key-carded doors on this level.\nHowever, you don't have anything to open them yet.\n\nYou will also see a Ladder nearby. If you look over the railing and look\naround then you will see some UD laying around on the lower level far away\nfrom the Ladder. Jump down to get 5 UD. Climb up the Ladder and you should\nfind a Grating.\n\nGo through the Grating and into the shaft. At the first corner there is a\ngrating that will allow you to look down into the room below. There you will\nsee a Guard standing by the door. Zap the Guard down there and quickly go to\nthe next Grating. Jump down and Stomp the Guard before he gets up.\n\nWhen you go further into the room then you will see another keypad. Next to\nit is a depression and a Ladder. This is a Elevator shaft. But this one is\nspecial. This contains a very useful shortcut that I will use later. For\nfuture reference I will call this room the Elevator Room.\n\nBut for now, I will climb up the Ladder to the upper level (mainly because I\ndon't have the Keycard to operate the Elevator). At the top is a light. Blow\nit out with the Tranq Gun. Also up here at the top is a Grating. Go through\nthe Grating and go to the next one. Don't kick it out yet. At least not yet.\nThere is a Guard and a Worker nearby.\n\nOnce you make sure that they aren't in your view, kick out the Grating and\npeek out enough to blow out the nearby light. Blowing out the light will\nattract both of them. Stomp them both before they enter the room where you\nare at. This will also keep them from activating the nearby Turret Gun.\n\nAlso pick up the Red Security Card that the Worker drops. Explore this\nportion of the area and you will see another keypad. This is also part of the\nElevator shaft. Go through the hall and into the next room. You will see a\nNanoMED Health Unit and a hall leading right. This hall contains a Rail-Track\nTerminal.\n\nUse the terminal with the Red Security Card. But the container you rode in on\nwill wreck and you need to find another way back. The Red Security Card also\noperates the Elevator. When you get back to where the NanoMED Health Unit is\nthen climb the single crate near the Turret Gun, turn around, and look up.\nYou will see another platform here. Climb that and you should find:\n\n     ====================\n  ##[ Cigarette Pack #46 ]##\n     ====================\n\nThe Elevator shortcut I just mentioned will help you get back to the Mining\nCore but I'm not going to use it yet. I need to get all of the Smokes in this\narea before using it. Go to the Elevator and use the keypad then step into\nthe Elevator when it comes up. Use the keypad again and step back into the\nElevator. After a few seconds then it will take you down.\n\nNext, go back to where you killed the first Guard and use the Keycard. This\nwill open up this door and the door at the other end.\n\nWhen you enter the second door then blow out the light. As you turn the\ncorner then you will see a Guard. Zap him. You will also see a turret gun.\nDown below it is a light beam that if tripped will cause the gun to fire at\nyou. Zap the sensor on the wall to temporarily disable it then go over to the\nstunned Guard to Stomp him.\n\nTurn the corner and there will be another Guard. Stomp him. If you look up\nhere then you will see a Ventilation Hatch. Enter the Hatch and go through\nthe shaft. About halfway through the shaft you should find:\n\n     ====================\n  ##[ Cigarette Pack #48 ]##\n     ====================\n\nAt the end of the shaft then you will exit on the upper level of a larger\nroom. Down below you can see a couple of sets of stairs and a Guard. Zap him\nthen jump down to Stomp him. After that then go down the stairs to the lower\ndoor. You will see another turret gun. Zap the sensor and proceed. When you\nturn the corner then look up. You will see two grated platforms. Climb up to\nget 15 UD on one platform and on the other platform is:\n\n     ====================\n  ##[ Cigarette Pack #47 ]##\n     ====================\n\nI have now acquired all of the Smokes in this area. From here, I will go back\nto the Elevator Room and use the shortcut. This nifty shortcut comes from\nAceOfBlades who posted his find on the GameFAQs \"The Chronicles of Riddick:\nEscape From Butcher Bay\" message board.\n\nWhen you used the Elevator earlier then it took you down. So go through the\nElevator and climb the Ladder then go through the Grating again and back\nto the Elevator. When you get to the Elevator shaft and look up you will see\na Ventilation Hatch. Look down and you will see the the top of the Elevator. \n\nNow use the keypad. It will take a few seconds for the Elevator to come up\nagain. Jump on top of the rising Elevator when it gets close enough. When it\nstops then look up and enter the Hatch. At the end of the shaft is the way\ndown to.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS33. Mining Core (Part Two)                                            0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                              \\ The Mines \/\n                                                               0=+=+=+=+=0\n\n.....and right in front of the NanoMED Health Unit near the Gas Room door!\nNifty shortcut this is.\n\n  **NOTE: If you go back to where Jagger Valance is then you will find a \n          Worker named Graham in his place instead. He will tell you that \n          Jagger is heading to the space port and will wait for Riddick \n          there. In addition, you can go all the way back to the Rec Area if \n          you want in case you missed anything.\n\nGo through the Gas Room door and back to where you got Jagger Valance's\npackage. Drop the bomb and exit. You will then encounter a Riot Guard who\ncaptures you. The Guards will put you into a home box and begin transporting\nyou back. But the bomb explodes causing the box to derail and all of you end\nup in.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS34. Crash Site                                                        0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                              \\ The Mines \/\n                                                               0=+=+=+=+=0\n\nYour first priority is to deal with the Guard in front of you. You have no\nweapons so you will have to rely on your fists. He has a Assault Rifle so try\nto get him into a Reversal. After killing the Guard then go out and follow\nthe broken rail.\n\nIn the following cutscene, the second Guard is introduced to some of the\nnasty creatures that lurk down here. The first one is a very large creature I\nwill call the Beast (for reference). The second smaller creature I will call\nthe Creep (based on the \"Alien Mechanics\" picture (Game Concept Art 09) in\nthe Extra Content section).\n\nAfter the cutscene then jump into the hole the Beast came from and into\nthe.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS35. Abandoned Equipment Center                                        0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 3 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nWhen you get down then get the two Grenades and the Shotgun the dead Guard\ndropped. When you get out into the larger area, one of the Beasts will jump\nat you from above.\n\nThere are two ways to deal with this creature:\n\nOne way is to retreat back to the cave you came from and switch to the\nGrenades. Wait for the Beast to get into the entrance and throw one of your\nGrenades. One blast should kill it.\n\nThe second way is to exit the cave, hang a right (and hugging the wall), and\nmake your way to a passage on the right wall not far from you. You should\nreach it just as the Beast lands on the ground. This will allow you to avoid\nsome conflict and conserve your newfound Grenades.\n\nOnce in the passage then follow it (pick up the Shotgun too) and into another\nchamber. You will now start to see the Creeps. These creatures will come at\nyou a lot from out of nowhere. They lash out with their tails and are a\ngeneral nuisance. Use the Shotgun to blast them.\n\nIf you look to your left, there is a wall you can climb. Ahead of you is\nanother passageway. But climb the wall instead. Follow the way and you will\nend up by some crates (and another Shotgun). Climb the crates and go forward\ninto a hallway. To your left is a Security Door that needs a key to open.\n\nTo your right is another hallway. Follow it, blasting Creeps as you go (as\nwell as collecting another Shotgun), and you will enter another chamber. Near\nthe end is a crate that has a Vent Tool on it (blast the Creep on top first).\nRight by this crate is a Ventilation Hatch.\n\nGo into the Hatch and follow the shaft into another room which I will call\nthe Drill Room for future reference. Once there then you will see a Control\nPanel (leave that alone) and a short passage into the next room. On the other\nside of the wall is a large drill that needs a PowerCell to run plus an empty\nNanoMED Health Unit. Go through the door and along the hall and you will end\nup at a broken bridge.\n\nOn the broken bridge is another Shotgun and nearby is the ToolRoom Key that\nopens the Security Door. You can't go back through the Ventilation Shaft so\nyou will have to find another way across.\n\nLook up and you will see a couple of support wires (Hangrail). Jump up onto\nthe small concrete section below the wires then jump up to grab the wires\nthen make your way to the other side. But there is another method to getting\nto the other side volunteered by Manuel Ortun Sobrino:\n\n  \"I write to you because I've found another way to cross the broken bridge \n   where the ToolRoom key is, instead of using the support wires (Hangrail). \n   Well, it's only a curiosity, because the Hangrail is the best way of \n   crossing the broken bridge. you have to go to the right edge of the bridge \n   and jump towards the other half, but trying to land in a small piece of \n   bridge that is nearer you. It's not an easy jump, but i've done it that \n   way after a couple of falls.\"\n\nYou actually have to walk on top of the concrete railing (where you see the\nblack and yellow striping) so you can put yourself in position to make the\njump. This method is a little more dangerous but faster.\n\nRegardless of method, once you get to the other side, then you will find\nanother Shotgun. Follow the hallway and you will end up back in the first\nchamber with the wall. Climb the wall again and get back to the crates. Climb\nthem and get to the Security Door.\n\nUse the ToolRoom Key to open the door and you will see another NanoMED Health\nUnit (but this one is full and ready for use). To your right (by the door),\nare two Grenades. To the left of the NanoMED Health Unit is another door but\nyou will have to Crouch to enter.\n\nInside this room is a PowerCell charger and another Shotgun. There is also a\nService Panel with a couple of explosive barrels nearby. In one corner of\nthis room is a tall stack of crates you can climb. You can't go into the next\nroom until you turn on the Panel. When you turn on the Panel then the charger\nturns on and you will be attacked by several of the Creeps.\n\nOne tip offered by reader Peter Kirby is to turn around and climb the tall\nstack of crates then shoot the explosive barrels to kill most, if not all, of\nthe Creeps with a single shot of the Shotgun without doing any harm to\nyourself. If any survive then kill them from your safe vantage point.\n\nAfter that then climb down and proceed into the next area. You will now be on\na partially covered bridge. You will also see a crate along the way. After\nyou have blasted the Creep that jumps on top of it, climb the crate then to\nthe top of the bridge. Go along the right side of the bridge and into an\nalcove above the end of the bridge. There you should find:\n\n     ====================\n  ##[ Cigarette Pack #49 ]##\n     ====================\n\nJump back down and go through the door into a small room with crates. Then go\nto the second door and into the storeroom.\n\nThere you will see three Shotguns (one on a crate), a Prototype Rifle, four\nGrenades (in the corner), and a PowerCell. When you pick up the PowerCell,\nthe vent ahead will open up and you will be attacked by four of the Creeps -\none at a time.\n\nTo your left is a small crate. Go to the left side of the crate, look down,\nand turn on your EyeShine. There you should find:\n\n     ====================\n  ##[ Cigarette Pack #50 ]##\n     ====================\n\nRetrace your steps back to the Cell Recharger. You will be ambushed by\nseveral of the Creeps on the way back so keep your eyes open. Use the\nrecharger and go back through the Security Door and back down the hallway.\nYou will also see that the Service Panel has turned on all of the lights\nhere.\n\nGo down the hallway and back to the Ventilation Hatch. Go through the shaft\nand back to the Drill Room. But, when you land, you will find a Beast\nbreaking out of the wall below where you just came from. Switch to your\nGrenades and toss one just as it is about to exit the wall. The blast should\nkill it. Now go into the chamber behind the now dead Beast. In the left\ncorner you should find:\n\n     ====================\n  ##[ Cigarette Pack #51 ]##\n     ====================\n\nGo back and into the second half of the Drill Room. Place the PowerCell into\nthe drill and operate it. The drill will go forward and into the steel door\nahead. Go through the opening and right to another steel door. Crouch to go\nthrough and you will go up a hill and into a broken shaft. This leads you\nto.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS36. Central Storage                                                   0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nGo through the shaft and you will come above a room with a Guard fighting\nsome of the Creeps. You will also see a NanoMED Health Unit too. Ignore\nthe commotion and proceed forward. You will then come up to a Grating. Knock\nit out, proceed through, and you will end up in a huge room.\n\nYou are near the top of this room and at what appears to be a dead end. Below\nis a Guard and a Riot Guard fighting the Creeps. Above you is a Hangrail you\ncan use. Stand up and carefully approach the edge of the ledge then look up.\nGrab the Hangrail and proceed to the end which should be to the left of where\nyou start. At the end is another doorway and a Ladder. Go up the Ladder and\nmake your way to the second fan. There you should find:\n\n     ====================\n  ##[ Cigarette Pack #52 ]##\n     ====================\n\nGo back down the Ladder and through the doorway. There you will be ambushed\nby a couple of Creeps. After blasting them then go around the corner and you\nwill find a way down. Go down and open the door.\n\nYou will see a Guard fighting more of the Creeps (and have his back to you).<\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\">Kill the Guard with the Prototype Rifle and the Creeps will stop. The Guard\nwill also drop a NanoMed Cartridge which you should pick up. In this room\nthere are two doors, one ahead of you and one to the right.\n\nThe door ahead of you has two Guards fighting the Creeps. That room also\nhas a bunch of crates you can climb. The door on the right leads to a room\nthat has three Creeps in it. There is also a stuck Elevator with a Service\nHatch that leads to the top. There you can activate the Elevator Controls and\nyou will go down to a lower level.\n\nBoth of these rooms have passages that lead to the same room but in different\nplaces. However, I found that taking the door on the right is a little\nbetter. Go through this door and you will see a Creep sitting there and a\nShotgun on the floor. Kill the Creep and take the Shotgun. When you turn the\ncorner then you will see a couple more of the Creeps.\n\nKill them and enter the Elevator on the right side. Use the Ventilation Hatch\nto get to the top of the Elevator. Then use the Elevator Electronics. The\nElevator will then go down and grind to a halt. Turn left and you will exit\ninto another hallway. When you turn the corner, you will see another Creep.\nKill it and proceed forward to another door.\n\nThis will open up to a larger room with a Riot Guard fighting a Beast and\nsome of the Creeps. When he kills it then he will fight the Creeps that come\nout from other parts of the room.\n\nIn the previous versions of the guide I used the other door (with the two\nGuards fighting Creeps) that led me to the other side of this room making it\neasier for me to get to the door leading further into Central Storage.\n\nBut if you listen to the noise the gun being used by the Riot Guard is\nmaking, it is different than his regular gun. That is because he is using the\nMini-Gun. So I took the other path this time so I can go behind the Riot\nGuard. When he fights off enough of the creatures then I use the Prototype\nGun and shoot at the Riot Guard's back to kill it then take the Mini-Gun for\nmyself.\n\nYou might be slowed up because you are carrying the heavy Mini-Gun but the\nfirepower this weapon provides will be more than adequate to fight off the\ncreatures you encounter from here on out. However, the Creeps have a annoying\ntendency to get up right against you which will prevent you from firing the\nMini-Gun until you back up just far enough to use it.\n\nAfter picking up the Mini-Gun then enter the door on the other side of the\nroom and you will see a half-full NanoMED Health Unit to your right. Go left\nand down the hall to the next door. There you will see a corridor with a Riot\nGuard in the middle. This is at the bottom of the very large room (with the\nHangrail) that you entered near the beginning of Central Storage. Waste the\nRiot Guard with the Mini-Gun.\n\nWhen you get near the now dead Riot Guard then kill the other regular Guard\nand any Creeps nearby then pick up the Mini-Gun from the dead Riot Guard to\nreplenish yours. Then proceed forward through the next door and to the.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS37. Loading Docks                                                     0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                                \\ The Mines \/\n  0+=+=+=+=+0                                                  0=+=+=+=+=0\n\nBefore you open the second door, there are some things you should know.\n\nIn the next large room there is a railing with many Turret Guns. You can't\ndestroy them because more will come out. There are also two Guards plus\nCreeps that will constantly emerge to confront you. The key to this next area\nis to keep moving no matter what. If you get stuck then you will be an easy\ntarget for the Turret Guns.\n\nTo get ready for this run you should look at the door straight on then\nsidestep several steps to the right then rotate left to look at the door. You\nshould be looking at the door from a 45 degree angle. Then, just before\nopening the door, angle your Mini-Gun downward then hold down Fire Weapon to\nget it firing. Do not release Fire Weapon the entire time you are going\nthrough this area.\n\nGo through the door and you should see a small group of crates. Go to the\nleft of the crates and straighten out and you should see a Creep trying to\nget up to you. Blast it before it can get close. The crates should provide a\nlittle cover against the Turret Guns.\n\nAt this point you should see two more crates on either side of the path and a\ngap in-between. Two more Creeps will try to come up through this gap. Kill\nthem both. Beyond this point you should see a large crate on the left side of\nthis path. Go to the right of it and you should see a Guard.\n\nKill him as you move forward then, when you get to the corner of this crate,\nsidestep left while rotating right to confront the Guard across the way from\nyou. The large crate will provide cover from the Turret Guns.\n\nOnce you kill this Guard, and any Creep that tries to interfere, then go to\nthe door which should be to your left (and enters in a small room). There is\na Guard in the corner. Kill him before he can fire on you. No matter how good\nyou are or how fast you are you will definitely take a bit of damage. This is\nwhy it is important to pick up the NanoMED Cartridge from the earlier Guard.\n\nIt should be noted that the Guard you killed just outside this door also\ndrops a NanoMED Cartridge. If you want it then switch to your Shotgun and\nquickly run outside to pick up the Cartridge, killing any Creep that tries to\ninterfere, and run back before the Turret Guns can do any damage.\n\nFrom this small room, enter the Elevator. When the door opens then you will\nfind another Guard with a Shotgun. Take him down and continue forward. In the\nlong hallway is another Creep. Kill it and go to the next door. Behind the\nnext door is a Guard. Kill him and look left.\n\nThere is a NanoMED Health Unit. Use it if you need to (more than likely you\nwill after going through the previous areas) then turn around and use the\nElevator.\n\nWhen you get to the bottom then go through the door at the end of the hall.\nThere you will see the Guard you killed from the other side of the first\nroom. There are also two other Guards here so kill them too. One of them will\nalso drop a NanoMED Cartridge.\n\nGo forward and enter the huge cargo Elevator. To the left is the button.\nPress it to go up. Look toward the front and get ready. At the top is a Riot\nGuard and two Guards. Even the Riot Guard is no match for the Mini-Gun so\nblast all of them from your position within the Elevator. There are some\nexplosive barrels to the right of the Riot Guard which you can use to destroy\nit and at least one Guard.\n\nExit the Elevator and go through the door on the left. At the junction are\ntwo Guards waiting in ambush at both sides of the hall. Take them down with\nthe Mini-Gun and a couple of more Creeps will appear. Blast them then\nproceed.\n\nGo left and up the hallway. You will find at least two more Creeps. Destroy\nthem and, when you reach the top part of the hallway, you will find a room to\nyour right with two windows and a door. There are three Guards here. When you\nkill them then one Guard will drop a NanoMED Cartridge and another will drop\na Grenade.\n\nIn this room you will find a NanoMED Health Station. This is the last station\nyou will find in the game and it will allow you to reach your maximum of\neight health blocks.\n\n*BUT* don't use it quite yet.\n\nGo back out of this room and continue up the hall. As you near the corner, a\nGuard will be waiting at the next corner and will throw a Grenade. Hang back\nand let it explode then go up and kill the Guard.\n\nGo through the next door and into the next Elevator room. Here there are four\nGuards, two on ground level and two on upper levels. Even with the Mini-Gun\nin hand you will take some damage. Afterward, switch to your Fist to drop the\nMini-Gun and return to the NanoMED Health Station to restore and improve your\nhealth.\n\nThen go back into the Elevator room and climb the green crate then onto the\nred crate. Then jump up to the walkway. There you should find a NanoMED\nCartridge that the Guard dropped plus:\n\n     ====================\n  ##[ Cigarette Pack #53 ]##\n     ====================\n\nNear the door is a Hangrail that you can use to get to the other side (you\nhave to jump onto the Guardrail first). You will also find another NanoMED\nHealth Unit and a NanoMED Cartridge. Jump back down and grab the Mini-Gun.\nThen enter the Elevator and use the button in the far corner.\n\nWhen you reach the top then you will find another Riot Guard. Destroy him and\ngrab his Mini-Gun to replenish yours. You will also hear some gunfire coming\nfrom a room directly above the Elevator. There is a Guard here fighting off\nthe Creeps.\n\nDo *NOT* kill him. If you do then Creeps will constantly come out from this\nroom to confront you. Go along the left side of the room and find the door.\nIt should be noted that there is a Grenade on top of the yellow crate along\nthe wall as you get near the door. Follow the way to another door.\n\nYou will then enter a large room with a smaller room with two windows across\nfrom you. There is a also a Guard here. Kill him and go into the smaller\nroom. Turn left and you will see an empty NanoMED Health Unit. At the end of\nthe window near the NanoMED Health Unit is a Door Button.\n\n*DON'T* press it! Behind the large door you can see through the window is\nanother Riot Guard.\n\nGo to the other side of the room and press the Door Button there. This will\nlead to a corridor and into.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS38. Fuel Transport                                                    0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                              \\ The Mines \/\n                                                               0=+=+=+=+=0\n\nHere you will have your first encounter with a Heavy Guard. This thing is\nimpervious to your Mini-Gun so you have to find another way to destroy it. In\none of my e-mails, angelos22 suggested a good way to destroy the Heavy Guard:\n\n  \"You may already know this, but here's what I did: When entering the room \n   with the Heavy Guard, I didn't walk any further when the doors closed, I \n   just stood there ( I may have been in a squat position). The heavy Guard \n   just sits there and fires, he wont come closer to you. It looks like he's \n   firing right at you, but he's not hitting you. I still had 3 grenades \n   left, so I immediately launched all 3 right under him. He was dust in a \n   few short seconds. No running around shooting at barrels. Worked like a \n   charm. Thought you'd like to know!\"\n\nI tried this trick but I couldn't destroy it with Grenades (and I had 10 of\nthem too). But I still used this to my advantage. The Heavy Guard sits there\nmost of the time but will attack on occasion. He will take a couple of steps\nforward, fire off a short burst, then take those steps back.\n\nAbove the center of the Fuel Transport room you will see canisters being\ntransported along rails. These are the fuel canisters.\n\nWhat you want to do is shoot them above the Heavy Guard and have them drop\ndown onto it (assuming that it stays in the center instead of trying to come\ntoward you if you are trying the above tricks). If you manage to get several\ncanisters to explode onto the Heavy Guard then it will be destroyed.\n\nThe Shotgun is the best weapon to bring down the fuel canisters. What I did\nis that, when I entered the room, I stopped just past the door. Then I hugged\nthe wall to the right of me. This made it harder for the Heavy Guard to hit\nme (because his gun is on his left side - this means he will shoot the wall\ninstead of me).\n\nThen I switched to my Shotgun. I waited for a canister to come over the Heavy\nGuard then I blasted it to bring it down. The way the Heavy Guard just sits\nthere made this encounter a piece of cake. A few Shotgun blasts, along with\nwith well timed fuel canister drops, and the Heavy Guard should be destroyed.\n\n  **NOTE: There will also be a few Shotguns on one side of the room should \n          you need them.\n\nAfter destroying the Heavy Guard, regardless of method, pick up your Mini-Gun\nthen take the next door and go to the.....\n\n  0+=+=+=+=+0\n \/ The Mines \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;MNS39. Hangar                                                            0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                              \\ The Mines \/\n                                                               0=+=+=+=+=0\n\nWhen you go through the second door then you will find a Riot Guard on the\nother side of the area. Kill him with the Mini-Gun and go forward. To your\nleft is another Riot Guard. Destroy him and go left. Ahead is the spaceship\nand freedom. But there are three more Guards to deal with. Walk forward while\nfiring the Mini-Gun and they will drop quickly. In previous versions of the\nguide I wrote the following:\n\n  \"As you approach the ship, a door SHOULD open near the rear of the ship and \n   a ramp will come down. I mention \"should\" because I've had several readers \n   write to me having problems in which the door doesn't open. I think you \n   have to kill everyone, including the Riot Guards, here to get it to open. \n   I've never had any problems personally because I use the Mini-Gun on \n   everything.\"\n\nI had a reader, Fredrik Persson, write to me confirming that you do indeed\nhave to kill the Riot Guards near the ship in order to get the ramp to come\ndown. When the door opens and the ramp goes down then enter the ship.\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\nIn the following cutscene, you will see that Jagger Valance is having some\ntrouble opening the cockpit door. Riddick gives it a shot but Johns\ninterferes again. Riddick and Johns fight and Johns drops his gun. Jagger\npicks up the gun and tries to help but shoots Riddick instead:\n\n  Riddick: \"Good effort...Bad result.\"\n\nMore Guards enter the craft and kill Jagger. Both Riddick and Johns are\nwounded and are in no condition to fight:\n\n  Riddick: \"You dyin' on me, Johns?\"\n  Johns: \"No, not yet...They get you good?\"\n  Riddick: \"I've had worse.\"\n  Johns: \"I thought that this was going to be the day, Riddick...The day one \n          of us kills the other.\"\n  Riddick: \"The day's not over yet.\"\n\nAfter some patching up, both Johns and Riddick end up in Hoxie's office\nagain. This time Hoxie is putting Riddick into CryoSleep hoping to get\nhim under control once and for all.....\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;BTH3. Cryo Facility                                                      |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nThe Cryo Facility, also known as The Tower, are where the most unruly of\nprisoners are sent. Each prisoner is put into CryoSleep and they are awakened\nfor two minutes each day to exercise.\n\nMost of the Guards are of the Light Guard variety. There are also a couple of\nRiot Guards roaming here and there. But the main bulk of the Guarding is done\nby the Attack Droids which are exclusive to this area.\n\nAll in all security is actually kind of light. That is primarily due to the\nfact that the prisoners spend most of their time sleeping. But imagine what\nwould happen if one of them stayed awake long enough to figure a way out.....\n\n  0+=+=+=+=+=+=+0\n \/ Cryo Facility \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CYF1. Exercise Area                                                      0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                          \\ Cryo Facility \/\n                                                           0=+=+=+=+=+=+=0\n\nYou end up in a weird futuristic looking room. You are awakened from your\nCryoSleep for a two minute exercise period. There doesn't seem to be a way\nout but look around. The computer says that today is Monday. After two\nminutes, you will black out and go back to sleep.\n\nWhen you awake again, it's Tuesday. You will also see another prisoner to\nyour right (Magico). You can't talk to him - he is incoherent. To the left of\nyour CryoTube is Magico's CryoTube. You can enter it by getting up to and\nactivating it. Once inside then you will be transported to.....\n\n  0+=+=+=+=+=+=+0\n \/ Cryo Facility \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CYF2. Cryo Pyramids                                                      0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                          \\ Cryo Facility \/\n                                                           0=+=+=+=+=+=+=0\n\nWhen you exit the CryoTube then pick up the Club. After you pick it up then\nstart jumping up the pyramid ahead of you. You will black out partway up but\nthat is okay. If you remained on the ground level then you would be attacked\nby Screamer Droids. Here you can still be seen but can't be touched.\n\nThe droids sound an alert and a Riot Guard plus two Attack Droids emerge from\na door on one end of the chamber. Climb the pyramid nearest to the door and\nCrouch at the top. They will shoot at you even though you are at the top but\nhave a difficult time hitting you.\n\nWhen they are far enough away from the door then jump down the pyramid and\nmake a run for it which will lead you to.....\n\n  0+=+=+=+=+=+=+0\n \/ Cryo Facility \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CYF3. Facility Control                                                   0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 1 \/                                            \\ Cryo Facility \/\n  0+=+=+=+=+0                                              0=+=+=+=+=+=+=0\n\nWhen you get inside then go right. Then the doors ahead will close and\nanother alarm will sound. Notice that two Attack Droids will appear in the\narea you just came from. Two Screamer Droids will then bust through the floor\nto confront you. Club them then go through the floor.\n\nYou will see several more Screamer Droids in the maintenance tunnel. Club\nthem as they approach you then go to the other end. Be careful though, there\nis a Guard patrolling above.\n\nWhen looking at the wall at this end of the tunnel then turn 90 degrees to\nyour left, jump up but hang on the ledge. The Guard will patrol in a circular\npattern. Climb up when his back is to you. After climbing up then confront\nthe Guard and kill him with the Club. He will drop a Gun and a NanoMED\nCartridge. There is also a NanoMED Health Unit here. Use it if you need to do\nso.\n\nGo to the end of the room and go down into another maintenance tunnel. There\nare several more Screamer Droids at the end and will advance one by one. Nail\nthem with the Club (to conserve Gun ammo) then go to the end of the tunnel\nand climb out. Here you will see a set of stairs leading up. Switch to your\nFist, Crouch down, and climb up the stairs.\n\nWhen you get to the top of the stairs then look left. You will see a Guard\nstanding near the far wall. But you will see an entrance to a room near you.\nWhen you approach the entrance then you will see a Guard standing near a\ndesk.\n\nCarefully enter the room and hug the left side to go behind the computers.\nThen go to the other side of the room, go from behind the computers, and\napproach the Guard from his left side. Sneak him and he will drop a Gun and a\nNanoMED Cartridge. On one of the desks is:\n\n     ====================\n  ##[ Cigarette Pack #54 ]##\n     ====================\n\nWhile still Crouched down, exit the room and go right. Sneak the other Guard\nand pick up his Gun (there is also another Gun on the desk). Then activate\nthe Computer Terminal to your right to open the doors and switch to your Gun.\nThis will bring out a couple of Guards, plus a Screamer Droid, behind you.\nShoot the Droid.\n\nYou will also notice that the Guards won't fire on you unless you get close\nenough. So take them down with headshots from afar and grab a Shotgun, a Gun,\nand a NanoMED Cartridge afterwards.\n\nGrab as many Guns as you can (to maximize ammo) then go back down the stairs\nand into the maintenance tunnel. There are four Screamer Droids at the end.\nShoot them with the Shotgun (you can take them all out with one shot) and\nproceed forward. As you near the end then another droid will come down.\nDestroy it and climb up.\n\nGo past the dead Guard and into the other maintenance tunnel. At the end are\nthree more Screamer Droids. Shoot these and head to the other end. However,\nbefore climbing up, switch to your Gun. Then rotate 180 degrees,\nclimb up, head for the dead end room ahead of you, and turn around.\n\nAhead of you, at the far end, are the two Attack Droids I mentioned earlier.\nThey will not advance unless you advance first. However, they are blocking\nthe only way forward. Even though they have powerful weapons they are not\nthat tough. You can take these guys down with the lowly Gun from a distance.\n\nBut, because you are on the other end of the corridor, they will just sit\nthere unless you fire on them first. They won't fire on you unless they get\nwithin range. The Gun, however, has much better range than they do. Quickly\nfire on one of them to get things started and you can destroy it before he\ngets into range to fire on you.\n\nThe second one will probably get into range to at least use its machine guns.\nBut it may fire a grenade instead. If it does that then sidestep to one side\nto limit the damage it does to you when it explodes. Quickly fire on the\nsecond Droid until it goes down.\n\nSometimes, though, the Droids may be roaming around the entrance to the\ntunnel while you are still inside. This is actually good since you have a\nmuch better angle of attack to shoot them from above then they can at\nshooting down at you. And, if you take any damage, you can move further into\nthe tunnel to recover.\n\nAfter the Attack Droids are down then head to the other end of the corridor\nand turn left. Then follow the corridor into a larger room. This will lead\nyou to more Attack Droids but these are in hibernation. There will also be a\nNanoMED Health Unit on a wall in case you need to use it.\n\nAt one end of the room is a Heavy Guard. However, this one has no pilot but\nyou can climb into it and take control. Now this is what I'm talking about!\nHeavy firepower and near invincibility.\n\nThe Heavy Guard is a bit of a pain to control but it is very fun to use. You\nhave unlimited ammo for both the Chaingun (Right Trigger) and the Rockets\n(Left Trigger). The first thing to do is destroy the Attack Droids that are\nsleeping. After you have done that then head for the large door on the right\nside of the room.\n\nAs you approach the door then a Heavy Guard will emerge. You can easily\ndestroy it with your Chaingun. Enter the Elevator behind it and it will take\nyou to.....\n\n  0+=+=+=+=+=+=+0\n \/ Cryo Facility \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CYF4. Corporate Offices                                                  0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                          \\ Cryo Facility \/\n                                                           0=+=+=+=+=+=+=0\n\nThis part is very easy but a lot of fun because of the Heavy Guard. Just\nfollow the hallway and kill everybody you see. About halfway you will hear of\nreinforcements being deployed.\n\nWhen you go through the next hallway after that announcement then the\nreinforcements will appear above you. Back up and blast them with either\nRockets or the Chaingun. Near the end of the offices you will encounter three\nAttack Droids. But these are pushovers thanks to the Heavy Guard. At the end\nof the offices is an Elevator that will take you to the.....\n\n  0+=+=+=+=+=+=+0\n \/ Cryo Facility \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CYF5. Take Off Platform                                                  0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n \\ Packs - 2 \/                                            \\ Cryo Facility \/\n  0+=+=+=+=+0                                              0=+=+=+=+=+=+=0\n\nAfter exiting the Elevator then go left. You will enter a more industrial\nlooking part of the prison. Kill all of the Guards you see and continue\nforward into the next room. There are two more Guards in this room. Kill them\nand turn right.\n\nYou will see a large door and, as you approach it, a Heavy Guard will emerge.\nYou can destroy it easily but the power components in your Heavy Guard will\nbe compromised and you are forced to exit. After exiting it then head for the\ncrates on one side of the room. Climb the crate and onto the upper platform.\nLook right and along the floor and you should find:\n\n     ===================\n  ##[ Cigarette Pack #2 ]##\n     ===================\n\nGo back down and near the Door Button. Look down and you should find:\n\n     ====================\n  ##[ Cigarette Pack #14 ]##\n     ====================\n\nCrouch down to get this one so you don't accidentally open the door. If you\nhave been good with your Smokes collecting then you will have acquired all of\nthe Cigarette Packs in the game.\n\nUn-Crouch and open the door which should be to the left of the Door Button.\nRun quickly through this door. Two more Heavy Guards will emerge to confront\nyou from behind so you don't want to hang around.\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\nIn the following cutscene, it seems that Riddick has run into another dead\nend. But Johns interferes yet again. This time, however, it is to Riddick's\nbenefit. Shortly after Riddick climbs in a Grenade from one of the Heavy\nGuards hits the ship and knocks out Johns.\n\nAs Johns slumps over the console Riddick takes over the controls. As the ship\ncontinues to take damage from the Heavy Guards he changes trajectory and\nsends the craft into Hoxie's office window.\n\nRiddick carries Johns out of the craft just before it falls out of the\nwindow. Then Riddick confronts a shaken Hoxie. After some discussion, Hoxie\npushes a button and is transported to a hiding place. This also opens up a\ncouple of hidden rooms where some more Guards emerge to deal with\nRiddick.....\n\n  0+=+=+=+=+=+=+0\n \/ Cryo Facility \\\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\\\n| &gt;CYF6. Hoxie's Personal Guards                                            0\n0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\/\n                                                          \\ Cryo Facility \/\n                                                           0=+=+=+=+=+=+=0\n\nFor this battle, two of Hoxie's Personal Guards come out of their hiding\nplaces to confront you. Although they look like droids they are really very\ndecorative slender versions of the Riot Guard. Their main weapon are dual\nrapid firing Chainguns.\n\nBut one of the things that makes these guys tough is that they can cloak to\nhide themselves. This will also deflect gunfire if you fire in their\ndirection. However, they cannot fire when cloaked. They must de-cloak before\nthey can attack you. And, if you're far enough away from them, they may fire\nRockets at you.\n\nHowever, if you manage to blow out the chandelier above the room and use your\nEyeShine then you can render the cloaking ability of the Guards useless.\n\nWhen this battle begins you will find weapons on the floor: a Shotgun near\nyou, a Shotgun to your left, and a Mini-Gun near one of the pillars to your\nright. No question here, pick up the Mini-Gun and point in their general\ndirection. With the Mini-Gun in hand this fight is over in less than two\nminutes (regardless of difficulty).\n\n       &lt;0+=+=+=+=+=+=+=+=+=+=+=+=+&lt;&lt;##0##&gt;&gt;+=+=+=+=+=+=+=+=+=+=+=+=+0&gt;\n\nAfter disposing of Hoxie's Personal Guards then Riddick finally makes his\nescape. After all, there couldn't be an \"Assault on Dark Athena\" and \"Pitch\nBlack\" if he was still confined here, right? I'm not going to spoil the\nparticulars of the ending here. Just play and see for yourself. And, oh by\nthe way, wait until after the end credits too. Another cutscene will play\nbringing the story full circle.....\n\n            \/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\\\n \/=========================================================================\\\n| &gt;BTH4. Summaries                                                          |\n \\=========================================================================\/\n            \\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\/\n\nListed in this section are the summaries of all Cigarette Packs,\nSide-Missions, and Easter Eggs.\n\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n| A. Summary of Cigarette Packs |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\nListed below are the summaries of the Cigarette Packs within the game. They\nare listed as they are found within the main body of the guide:\n\n0---------------------------------------------------------------------------0\n| The Story Begins..... |===========================| The Story Begins..... |\n0---------------------------------------------------------------------------0\n\n0===========0\n| The Escape \\\n0======================================================&gt;\n\n  ++Cigarette Pack #35\n    ==================\n      Name: Bloss.\n      Warning Label: Do not feed to children.\n      Unlocks: Game Concept Art 32.\n      Where: At the base of the first Ladder.\n\n  ++Cigarette Pack #1\n    =================\n      Name: Hogdahl's Finest.\n      Warning Label: May reduce ability to listen to questions.\n      Unlocks: TCoR Combo Trailer.\n      Where: In a hidden room.\n\n  ++Cigarette Pack #6\n    =================\n      Name: Desert Air.\n      Warning Label: Not for weak throats.\n      Unlocks: Movie Still 0.\n      Where: On the metal table.\n\n0---------------------------------------------------------------------------0\n| Cellblock A |===============================================| Cellblock A |\n0---------------------------------------------------------------------------0\n\n0============0\n| Prison Yard \\\n0======================================================&gt;\n\n  ++Cigarette Pack #25\n    ==================\n      Name: Voodoo Cigarettes.\n      Warning Label: Will make your life a living HELL.\n      Unlocks: Game Concept Art 24.\n      Where: Activate Waman's Side-Mission and kill Molina. Waman will give \n             you this Pack as a reward.\n\n0=================0\n| Aquila Territory \\\n0======================================================&gt;\n\n  ++Cigarette Pack #58\n    ==================\n      Name: Habibs.\n      Warning Label: Could cause hallucinations.\n      Unlocks: Game Concept Art 35.\n      Where: In an open cell.\n\n  ++Cigarette Pack #59\n    ==================\n      Name: Just Regular Grass.\n      Warning Label: Will not replace regular \"grass\".\n      Unlocks: Movie Concept Art 04.\n      Where: Talk to Moondog in nearby cell after killing Rust.\n\n  ++Cigarette Pack #57\n    ==================\n      Name: MBryo.\n      Warning Label: Don't smoke while being pregnant.\n      Unlocks: Game Concept Art 36.\n      Where: Talk to Blueboy (in hallway) after killing Rust.\n\n  ++Cigarette Pack #26\n    ==================\n      Name: The Count's Forest.\n      Warning Label: Makes you less immortal!.\n      Unlocks: Game Concept Art 25, Riddick Prototype 1.\n      Where: Buy from Booger (in Courtyard) for 20 UD.\n\n0==========0\n| Infirmary \\\n0======================================================&gt;\n\n  ++Cigarette Pack #12\n    ==================\n      Name: Dr. Filur.\n      Warning Label: Not endorsed by real doctors!\n      Unlocks: Movie Set 06.\n      Where: Activate Shabby's Side-Mission and Kill Molina. He will give you \n             a code for a locked door as a reward. The locked door is inside \n             the Infirmary (Room 1).\n\n0==========0\n| Mainframe \\\n0======================================================&gt;\n\n  ++Cigarette Pack #13\n    ==================\n      Name: Alunda Classics.\n      Warning Label: Might make you strange.\n      Unlocks: Game Concept Art 22.\n      Where: On the catwalk where the two Guards were stationed.\n\n  ++Cigarette Pack #27\n    ==================\n      Name: The Beetle Blend.\n      Warning Label: May contain a small amount of poison.\n      Unlocks: Game Concept Art 01, Riddick Prototype 2.\n      Where: Kill the Riot Guard.\n\n0========0\n| The Pit \\\n0======================================================&gt;\n\n  ++Cigarette Pack #15\n    ==================\n      Name: Mont Noir.\n      Warning Label: Do not mix with fire.\n      Unlocks: Game Concept Art 17, TCoR Novelization.\n      Where: In a dead-end alcove.\n\n0===============0\n| Pope Joe's Den \\\n0======================================================&gt;\n\n  ++Cigarette Pack #16\n    ==================\n      Name: OP.\n      Warning Label: Do not smoke while sleeping.\n      Unlocks: Movie Concept Art 02\n      Where: In a small room near the Voicebox.\n\n0=============0\n| Dark Tunnels \\\n0======================================================&gt;\n\n  ++Cigarette Pack #28\n    ==================\n      Name: Karavan.\n      Warning Label: (?).\n      Unlocks: Game Concept Art 03\n      Where: In a narrow cubicle near the wall (and near the gate).\n\n0========0\n| Showers \\\n0======================================================&gt;\n\n  ++Cigarette Pack #29\n    ==================\n      Name: Yup's.\n      Warning Label: Tastes like wet dognuts.\n      Unlocks: Game Concept Art 12.\n      Where: Inside one of the lockers.\n\n  ++Cigarette Pack #30\n    ==================\n      Name: Q.\n      Warning Label: Will make your skin crawl.\n      Unlocks: Game Concept Art 31.\n      Where: Inside the Armory (you need the Vent Tool to access).\n\n0================0\n| Guards Quarters \\\n0======================================================&gt;\n\n  ++Cigarette Pack #33\n    ==================\n      Name: Guards.\n      Warning Label: Only for the Guards at Butcher Bay.\n      Unlocks: Movie Set 07.\n      Where: Buy from the Shopkeeper.\n\n  ++Cigarette Pack #31\n    ==================\n      Name: Gronko's Bar.\n      Warning Label: Will only taste OK combined with alcohol.\n      Unlocks: Movie Prop 01, Riddick Prototype 3.\n      Where: Talk to Jenkins to get the bottle of Liquor. Find Chancellor and \n             give the bottle of Liquor to him. He will give you this Pack as \n             a reward.\n\n0---------------------------------------------------------------------------0\n| The Mines |===================================================| The Mines |\n0---------------------------------------------------------------------------0\n\n0=========0\n| Tower 17 \\\n0======================================================&gt;\n\n  ++Cigarette Pack #5\n    =================\n      Name: Charlie's.\n      Warning Label: Smoking parents may give birth to wrinkly children.\n      Unlocks: Game Concept Art 19.\n      Where: In the cell next to yours (on the right).\n\n0=======================================0\n| Recreation Area [Section B] (Part One) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #56\n    ==================\n      Name: Yoshimi.\n      Warning Label: Do you realize that everyone you know someday will die?\n      Unlocks: Movie Set 05.\n      Where: Buy from Pink for 10 UD.\n\n0=========================0\n| Tower 17 Base (Part Two) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #18\n    ==================\n      Name: Yoyall.\n      Warning Label: Smoking makes pregnant women look cool.\n      Unlocks: Game Concept Art 20.\n      Where: Fight and kill Baasim in the Ring.\n\n0=====================0\n| Feed Ward (Part Two) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #7\n    =================\n      Name: Dog Smokes.\n      Warning Label: Not even healthy!\n      Unlocks: Movie Set 01.\n      Where: Buy from Gomer for 10 UD.\n\n  ++Cigarette Pack #8\n    =================\n      Name: Black Death.\n      Warning Label: Nicotine may build character.\n      Unlocks: Movie Set 02.\n      Where: Buy from Gomer for 15 UD.\n\n  ++Cigarette Pack #9\n    =================\n      Name: Charlie's Chocolate Cigarettes.\n      Warning Label: Emits toxic gas if heated.\n      Unlocks: Movie Set 03.\n      Where: Buy from Gomer for 20 UD.\n\n  ++Cigarette Pack #10\n    ==================\n      Name: Pirate.\n      Warning Label: Danger inside.\n      Unlocks: Game Concept Art 11.\n      Where: Buy from Gomer for 25 UD.\n\n  ++Cigarette Pack #11\n    ==================\n      Name: Roulette.\n      Warning Label: One of the included cigarettes will cause instant death.\n      Unlocks: Game Concept Art 37.\n      Where: Buy from Gomer for 30 UD.\n\n0===========================0\n| Tower 17 Base (Part Three) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #19\n    ==================\n      Name: Starlife.\n      Warning Label: Do not eat contents.\n      Unlocks: Game Concept Art 39.\n      Where: Fight and kill Sawtooth in the Ring.\n\n  ++Cigarette Pack #3\n    =================\n      Name: Carl's Blend.\n      Warning Label: Not worth dying for.\n      Unlocks: Game Concept Art 05.\n      Where: Activate Gulag's Side-Mission and retrieve his Red Tube. He will \n             give you this Pack as a reward.\n\n0=======================================0\n| Recreation Area [Section D] (Part One) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #55\n    ==================\n      Name: Lung Busters.\n      Warning Label: Tracheotomy tickles.\n      Unlocks: Game Concept Art 33.\n      Where: Talk to Twotongue after killing Baasim in the Ring. He will give \n             you this Pack as a reward.\n\n  ++Cigarette Pack #22\n    ==================\n      Name: Painful.\n      Warning Label: (?).\n      Unlocks: Movie Set 09.\n      Where: Buy from Twotongue for 10 Moths.\n\n0==========================0\n| Tower 17 Base (Part Four) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #20\n    ==================\n      Name: Clemens.\n      Warning Label: Cigarettes causes smoke!\n      Unlocks: Game Concept Art 06.\n      Where: Fight and kill Cusa in the Ring.\n\n0==========================0\n| Tower 17 Base (Part Five) \\\n0======================================================&gt;\n\n ++Cigarette Pack #21\n    ==================\n      Name: No-Name.\n      Warning Label: (Picture of broken heart).\n      Unlocks: Game Concept Art 29, Riddick Prototype 4.\n      Where: Talk to Centurion after killing Bam (and Abbott).\n\n0=======================================0\n| Recreation Area [Section C] (Part Two) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #32\n    ==================\n      Name: Old Timer.\n      Warning Label: Designed to make you dizzy.\n      Unlocks: Game Concept Art 28.\n      Where: Activate The Nurse's Side-Mission and poison Bink's food. He \n             will give you this Pack as a reward.\n\n0=====================0\n| Work Pass (Part One) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #34\n    ==================\n      Name: Red Frog.\n      Warning Label: Contains poison, nuclear waste, hazardous gas, and \n                     death.\n      Unlocks: Movie Set 04, Riddick First Playable 2.\n      Where: Access the locked room using Abbott's Keycard.\n\n0=========================0\n| Mine Entrance (Part One) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #38\n    ==================\n      Name: Rokles.\n      Warning Label: This product of New Poland is extremely strong.\n      Unlocks: Game Concept Art 21.\n      Where: Inside the shaft near the second Ventilation Shaft door.\n\n0====================0\n| Security Checkpoint \\\n0======================================================&gt;\n\n  ++Cigarette Pack #39\n    ==================\n      Name: Nordvist Nicotine.\n      Warning Label: Will get you in the mood.\n      Unlocks: Game Concept Art 30.\n      Where: In an alcove high above the Security Checkpoint room (and above \n             the Riot Guard).\n\n0=======================0\n| Upper Mines (Part One) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #40\n    ==================\n      Name: Space Jockey.\n      Warning Label: Not for use inside space suit.\n      Unlocks: Game Concept Art 23.\n      Where: On the balcony where the Sharpshooter Guard was patrolling.\n\n0===========================0\n| Cargo Transport (Part One) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #42\n    ==================\n      Name: Addictive M.\n      Warning Label: Might make you give up smoking.\n      Unlocks: Movie Set 10.\n      Where: On the floor near the sign \"Floor 2\".\n\n0=======================0\n| Mining Core (Part One) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #4\n    =================\n      Name: Swift.\n      Warning Label: Might turn you into a couch-potato.\n      Unlocks: Game Concept Art 16.\n      Where: In the dead-end area which can be accessed by jumping over the \n             railing next to the Forklift.\n\n  ++Cigarette Pack #41\n    ==================\n      Name: Jimboro.\n      Warning Label: Time flies like the wind. Fruit flies like bananas.\n      Unlocks: Game Concept Art 27, Riddick First Playable 3.\n      Where: Tucked behind a couple of container crates on the far side of \n             the Mining Core room.\n\n0=========================0\n| Mine Entrance (Part Two) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #37\n    ==================\n      Name: Sicher.\n      Warning Label: (blank).\n      Unlocks: Game Concept Art 38.\n      Where: Activate Valya's Side-Mission and find his secret chamber. The \n             Pack can be found on top of the crates inside the secret \n             chamber.\n\n0=====================0\n| Work Pass (Part Two) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #36\n    ==================\n      Name: Tiny Tim's Blend.\n      Warning Label: Stronger than you might think.\n      Unlocks: Game Concept Art 26.\n      Where: Behind the Grating.\n\n0=======================0\n| Feed Ward (Part Three) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #17\n    ==================\n      Name: Sensei.\n      Warning Label: Could actually make you smarter.\n      Unlocks: TCoR Movie Teaser.\n      Where: Activate Cuellas' Side-Mission and find the Snitch List. He will \n             give you this Pack as a reward.\n\n0=======================================0\n| Recreation Area [Section B] (Part Two) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #24\n    ==================\n      Name: Five Fingers.\n      Warning Label: You'll die anyway.\n      Unlocks: Game Concept Art 10.\n      Where: Activate Jamal-Udeen's Side-Mission and kill all three \n             Blueskins. He will give you this Pack as a reward.\n\n0=======================================0\n| Recreation Area [Section D] (Part Two) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #23\n    ==================\n      Name: Cone Puffs.\n      Warning Label: Might not be worth it.\n      Unlocks: Game Concept Art 02, Starbreeze Motion Capture.\n      Where: Buy from Twotongue for 20 Moths.\n\n0======================0\n| Feed Ward (Part Four) \\\n0======================================================&gt;\n\n  ++Cigarette Pack #43\n    ==================\n      Name: Iron Lungs.\n      Warning Label: Over 100% chance of getting you killed.\n      Unlocks: Game Concept Art 15, Riddick First Playable 1.\n      Where: Next to a broken door near the Drug Interrogation Room. You need \n             to access a Grating and go through a shaft to get to the Pack.\n\n0=================0\n| Container Router \\\n0======================================================&gt;\n\n  ++Cigarette Pack #44\n    ==================\n      Name: CA Alderholm.\n      Warning Label: Smoking may encourage drinking.\n      Unlocks: Game Concept Art 08.\n      Where: On the rails on the opposite side of a room. You need to go down \n             a Ladder at the beginning of the room. Then climb a Ladder to \n             access the opposite side of this room and get the Pack.\n\n  ++Cigarette Pack #45\n    ==================\n      Name: 20 Musketeers.\n      Warning Label: Do not use all at once.\n      Unlocks: Game Concept Art 04.\n      Where: While in the lower room access the Hatch at the end of the room. \n             Hang a right at the junction and enter a room to get the Pack.\n\n  ++Cigarette Pack #46\n    ==================\n      Name: Robot Smokes.\n      Warning Label: Robots have no lungs.\n      Unlocks: Game Concept Art 09, Riddick First Playable 4.\n      Where: On a platform in the upper level near where you kill the Worker \n             to get the Red Security Card.\n\n  ++Cigarette Pack #48\n    ==================\n      Name: Maestro.\n      Warning Label: Can you spell DOOM?\n      Unlocks: Game Concept Art 07.\n      Where: Halfway through a Ventilation Shaft.\n\n  ++Cigarette Pack #47\n    ==================\n      Name: 68.\n      Warning Label: Unbearable suffering guaranteed.\n      Unlocks: Movie Set 08.\n      Where: On a grated platform near a Turret Gun.\n\n0===========================0\n| Abandoned Equipment Center \\\n0======================================================&gt;\n\n  ++Cigarette Pack #49\n    ==================\n      Name: Mummy Lights.\n      Warning Label: Smoking may seriously damage your complexion.\n      Unlocks: Game Concept Art 13.\n      Where: In an alcove at the end of the partially covered bridge.\n\n  ++Cigarette Pack #50\n    ==================\n      Name: Count Gunther.\n      Warning Label: Maybe you shouldn't smoke these, because it is not so \n                     good.\n      Unlocks: Game Concept Art 14.\n      Where: Behind a crate in the room where you pick up the Prototype \n             Rifle.\n\n  ++Cigarette Pack #51\n    ==================\n      Name: Cloud No. 17.\n      Warning Label: May cloud your mind.\n      Unlocks: Movie Concept Art 05.\n      Where: In the room where the Beast emerges from.\n\n0================0\n| Central Storage \\\n0======================================================&gt;\n\n  ++Cigarette Pack #52\n    ==================\n      Name: Enfermo.\n      Warning Label: Beware of tobacco-rush.\n      Unlocks: Game Concept Art 18.\n      Where: When you reach the very large room then use the Hangrail. At the\n             end of the Hangrail there is a Ladder leading up. Climb the \n             Ladder and go to the large fans. The Pack is by the second fan.\n\n0==============0\n| Loading Docks \\\n0======================================================&gt;\n\n  ++Cigarette Pack #53\n    ==================\n      Name: Graes.\n      Warning Label: Think twice before using.\n      Unlocks: Game Concept Art 34.\n      Where: On a catwalk in the room where you encounter four Guards (climb \n             the container crates to reach).\n\n0---------------------------------------------------------------------------0\n| Cryo Facility |===========================================| Cryo Facility |\n0---------------------------------------------------------------------------0\n\n0=================0\n| Facility Control \\\n0======================================================&gt;\n\n  ++Cigarette Pack #54\n    ==================\n      Name: Gawd.\n      Warning Label: There is no smoking-section in heaven.\n      Unlocks: Movie Concept Art 01, Game Concept Art 40.\n      Where: On the desk in the small room near a Guard.\n\n0==================0\n| Take Off Platform \\\n0======================================================&gt;\n\n  ++Cigarette Pack #2\n    =================\n      Name: Candy Candy.\n      Warning Label: Shouldn't be compared to candy.\n      Unlocks: Movie Concept Art 03.\n      Where: On the upper platform in the room where you are forced to exit \n             the Heavy Guard.\n\n  ++Cigarette Pack #14\n    ==================\n      Name: Space Cowboy.\n      Warning Label: For men with strong character only!\n      Unlocks: Cigarette List, Starbreeze Technology Demo.\n      Where: On the floor near the Door Button (in the room where you are \n             forced to exit the Heavy Guard).\n\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n| B. Summary of Side-Missions |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\nListed below are the summaries of the Side-Missions found within the game.\nThis includes Side-Missions that I chose not to do within the guide:\n\n0---------------------------------------------------------------------------0\n| Cellblock A |===============================================| Cellblock A |\n0---------------------------------------------------------------------------0\n\n0============0\n| Prison Yard \\\n0======================================================&gt;\n\n  ++Shabby\n    ======\n      Mission: Kill Molina when his lockdown expires.\n      -----------------------------------------------------------------------\n      How: After Riddick confronts and kills Rust, Molina's door will open. \n           Kill Molina to complete the Side-Mission.\n      -----------------------------------------------------------------------\n      Reward: You get a door code for a room inside the Infirmary (Door 1) \n              where you can find a Scalpel and Cigarette Pack #12.\n\n  ++Waman\n    =====\n      Mission: Kill Molina when his lockdown expires.\n      -----------------------------------------------------------------------\n      How: After Riddick confronts and kills Rust, Molina's door will open.\n           Kill Molina to complete the Side-Mission.\n      -----------------------------------------------------------------------\n      Reward: Cigarette Pack #25.\n\n0---------------------------------------------------------------------------0\n| The Mines |===================================================| The Mines |\n0---------------------------------------------------------------------------0\n<\/pre>\n\n\n\n<pre id=\"faqspan-6\" class=\"wp-block-preformatted\">0=======================================0\n| Recreation Area [Section B] (Part One) \\\n0======================================================&gt;\n\n  ++Jamal-Udeen\n    ===========\n      Mission: Kill all the Blueskins.\n      -----------------------------------------------------------------------\n      How: There are three Blueskins you need to kill. All three can be found \n           in the Upper Mines area. The first one is Mosely. After your \n           conversation with him then kill him. The other two, Alonzo and \n           Void, will be found where Mosely is after returning from the \n           Mining Core. Void will also drop part of the Snitch List for \n           Cuellas.\n      -----------------------------------------------------------------------\n      Reward: Cigarette Pack #24.\n\n0=====================0\n| Feed Ward (Part One) \\\n0======================================================&gt;\n\n  ++Cuellas\n    =======\n      Mission: Obtain the Snitch List for him.\n      -----------------------------------------------------------------------\n      How: The Snitch List is in two parts. The first part is behind a panel \n           in the Power Central room. The second part is dropped by one of \n           the Blueskins (Void) in the Upper Mines area. Return the complete \n           list to Cuellas to complete the Side-Mission.\n      -----------------------------------------------------------------------\n      Reward: Cigarette Pack #17.\n\n0=======================================0\n| Recreation Area [Section C] (Part One) \\\n0======================================================&gt;\n\n  ++Wilkins\n    =======\n      Mission: Find Jagger Valance.\n      -----------------------------------------------------------------------\n      How: Jagger Valance can be found in the Mining Core area. Once you find \n           him then you will complete the mission. Return to Wilkins to get \n           your reward.\n      -----------------------------------------------------------------------\n      Reward: 50 UD.\n\n  ++Gulag\n    =====\n      Mission: Find the Red Tube for him.\n      -----------------------------------------------------------------------\n      How: Gulag's Red Tube can be found behind a hidden panel in the second \n           part of the Dining Hall in the Feed Ward (along with Twotongue's \n           Injector). Return the Red Tube to Gulag to complete the mission.\n      -----------------------------------------------------------------------\n      Reward: Cigarette Pack #3.\n\n  ++The Nurse\n    =========\n      Mission: Put Poison in Bink's food.\n      -----------------------------------------------------------------------\n      How: When you kill Motor in the connecting room near the Feed Ward then \n           you can get the Poison he drops. Place the Poison in Bink's food \n           tray. Go back to The Nurse to collect the reward.\n      -----------------------------------------------------------------------\n      Reward: Cigarette Pack #32.\n\n0=======================================0\n| Recreation Area [Section D] (Part One) \\\n0======================================================&gt;\n\n  ++Twotongue\n    =========\n      Mission: Get the Injector back from the PPP's and kill Baasim in the \n               Ring.\n      -----------------------------------------------------------------------\n      How: Twotongue's Injector can be found behind a hidden panel in the \n           second part of the Dining Hall in the Feed Ward (along with \n           Gulag's Red Tube). Challenge Baasim to a fight in the Ring. Kill \n           Baasim and return the Injector to Twotongue to complete the \n           Side-Mission.\n      -----------------------------------------------------------------------\n      Reward: Cigarette Pack #55 plus you can now start trading with him.\n      -----------------------------------------------------------------------\n      **NOTE: You can kill Baasim and get the Injector before meeting \n              Twotongue thus fulfilling the requirements and therefore no \n              need to activate these Side-Missions.\n\n0=====================0\n| Work Pass (Part One) \\\n0======================================================&gt;\n\n  ++Shurik\n    ======\n      Mission: Find his Glasses.\n      -----------------------------------------------------------------------\n      How: His Glasses can be found on top of the crates by the large cargo \n           Elevator door in the Upper Mines area. Return the Glasses to \n           Shurik to complete the Side-Mission.\n      -----------------------------------------------------------------------\n      Reward: Shurik will keep an eye on nearby Riot Guard for Riddick so he \n              can enter a nearby room.\n\n0=======================0\n| Mining Core (Part One) \\\n0======================================================&gt;\n\n  ++Jagger Valance\n    ==============\n      Mission: Retrieve the Package from the Gas Room.\n      -----------------------------------------------------------------------\n      How: Jagger will give you a code to enter a gas filled room. Go inside \n           the Gas Room to get the Package. Return the Package to Jagger \n           Valance to complete the Side-Mission.\n      -----------------------------------------------------------------------\n      Reward: He will give you two door codes: one to get back up to the Work \n              Pass area and the second to open the Feed Ward Emergency \n              Ventilation door so you can make your way to Tower 19.\n\n0=========================0\n| Mine Entrance (Part Two) \\\n0======================================================&gt;\n\n  ++Valya\n    =====\n      Mission: Find his Secret Chamber.\n      -----------------------------------------------------------------------\n      How: You need to ride up the crate Elevator to Floor 3. Enter the next \n           room and climb the large green crates to get on top of the \n           ventilation shaft. Go along the shaft to where it is broken and \n           enter the shaft. Then go along the shaft and enter the next room.\n\n           Kill the nearby Guard and talk to Valya who will give you a code \n           to enter his secret room. Return to the Mine Entrance and find the \n           keypad to enter the code. You will be raised to a door so you can \n           enter the room.\n      -----------------------------------------------------------------------\n      Reward: This Secret Chamber contains Cigarette Pack #37 and a NanoMED \n              Health Station.\n\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n| C. Summary of Easter Eggs |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\\\n0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0\n\nListed below are the summaries of all of the Easter Eggs confirmed for the\nXbox version of \"The Chronicles of Riddick: Escape From Butcher Bay\":\n\n0======================0\n| The Toilet Easter Egg \\\n0======================================================&gt;\n\n  Where: The Courtyard.\n  ---------------------------------------------------------------------------\n  How: After the main credits then you are deloused. Turn around and flush \n       your toilet five times.\n\n       When you leave your cell then find and enter Waman and Girish's cell. \n       Flush their toilet five times. You will also have to activate Waman's \n       Side-Mission (Kill Molina) (or you can activate Shabby's Side-Mission \n       (Kill Molina) or both)).\n\n       Talk to Mattsson in the Courtyard then go to his cell. When you enter \n       Mattsson's cell then you are ambushed by two other prisoners. Kill \n       them and then flush Mattsson's toilet five times before leaving the \n       cell.\n\n       After your first confrontation with Rust then Molina's cell door will \n       open. Kill Molina then flush his toilet five times. After doing that \n       then the Easter Egg will reveal itself within the Courtyard.\n  ---------------------------------------------------------------------------\n  What: There will be a picture on one of the walls. It will be of three of \n        the developers with the words \"Los Tres Amigos\" (The Three Friends) \n        at the bottom.\n\n0=========================0\n| The \"Enclave\" Easter Egg \\\n0======================================================&gt;\n\n  Where: Showers.\n  ---------------------------------------------------------------------------\n  How: After leaving the Showers, hang a right and go into the doorway at the \n       end of the hall. You will enter a room that contains some of the \n       Guards Quarters. Find the door for Keenan and ring the doorbell a \n       couple of times.\n  ---------------------------------------------------------------------------\n  What: You'll hear mostly gibberish but also a mention of \"Vatar.\" Vatar was \n        the main villain of \"Enclave\", another game made by Starbreeze \n        Studios. The voice is that of the goblin character, a low-ranking \n        enemy in Vatar's forces.\n\n0======================0\n| The \"Tool\" Easter Egg \\\n0======================================================&gt;\n\n  Where: Showers.\n  ---------------------------------------------------------------------------\n  How: After leaving the Showers, hang a right and go into the doorway at the \n       end of the hall. You will enter a room that contains some of the \n       Guards Quarters. This is also where the \"Enclave\" Easter Egg is \n       located.\n  ---------------------------------------------------------------------------\n  What: Four of the doors in this room have the names Keenan, Jones, Carey, \n        and Chancellor.\n\n        According to I_Like_Pancakez, who posted his find at the GameFAQs \n        Message Boards, he noticed that in the G4 special on the making of \n        the game (which is an unlockable on the PC version of the game) that \n        one of the designers was wearing a shirt of the rock band Tool.\n\n        The designers then included the names of the band members here in \n        this room posted at four of the doors.\n\n0================================0\n| \"The Great Dictator\" Easter Egg \\\n0======================================================&gt;\n\n  Where: Showers.\n  ---------------------------------------------------------------------------\n  How: After getting past the Guard Quarters then you will go through some \n       hallways as you head to the hangars. Along the way you will pass two \n       Guards, Adenoid and Hynkel.\n  ---------------------------------------------------------------------------\n  What: According to tenchi574, who posted his find at the GameFAQs Message \n        Boards, he noticed that this was a reference to one of Charlie \n        Chaplin's best movies, \"The Great Dictator\". In the movie Adenoid \n        Hynkel is the Dictator of the fictitious country of Tomania.\n\n0=============================0\n| \"Robinson Crusoe\" Easter Egg \\\n0======================================================&gt;\n\n  Where: Guards Quarters.\n  ---------------------------------------------------------------------------\n  How: Go through the door at the other end of the market and take the \n       Elevator upstairs. You will then enter a medium sized room with a \n       couple of Guards, Freitag and Robinson.\n  ---------------------------------------------------------------------------\n  What: According to Markus Miller this is a reference to the classic book \n        \"Robinson Crusoe\".\n\nAnd with that, it's time to wrap things up.....<\/pre>\n","protected":false},"excerpt":{"rendered":"<p>++IMPORTANT: Although this guide for the Original Xbox version of &#8220;Escape From Butcher Bay&#8221; can be useful for the remake&hellip;<\/p>\n","protected":false},"author":46,"featured_media":1470,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/revolutionarena.com\/pt-br\/wp-content\/uploads\/sites\/2\/2025\/04\/The-Chronicles-of-Riddick-Escape-From-Butcher-Bay.jpg","fifu_image_alt":"","footnotes":""},"categories":[2,3,4,6,12],"tags":[],"class_list":["post-1468","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-games","category-guides-and-walkthroughs","category-highlights","category-pc","category-xbox"],"_links":{"self":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/1468","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/users\/46"}],"replies":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/comments?post=1468"}],"version-history":[{"count":1,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/1468\/revisions"}],"predecessor-version":[{"id":1469,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/1468\/revisions\/1469"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/media\/1470"}],"wp:attachment":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/media?parent=1468"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/categories?post=1468"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/tags?post=1468"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}