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  checkpoints:  01-08  .  09-16  .  17-24  .  25-32  .  33-36


WALKTHROUGH, CHECKPOINTS 09-16

Checkpoint 09: Pope Joe’s Den

When the new area loads, follow the hall until you come to a man. He is Pope Joe. Follow him, and he’ll lead you to an elevator. When the elevator comes to a stop, get out, and keep following Pope Joe. Once he stops moving, talk to him to get a mission. When he’s finished, pick up the flares from the corner. The box may look like it doesn’t hold much, but keep picking them up until you reach twelve, the maximum. There is also a health station here if you need it. When you’re done, leave his place, and return to the elevator. Ride it back to the bottom.

 

Step off the elevator, and head down the left pathway, which has spilt blue ooze. Enter the gateway on the left, and follow it. Keep following the hall until I tell you to take a turn. Soon, you will come to a room with three dwellers. Kill them all, and enter the broken wall to your right to get a NanoMED cartridge, as well as a cigarette pack. Go back to the square room, turn right, and enter the room just beyond. Here, sitting next to a barrel, is a radio; this is Pope Joe’s blessed voicebox. Pick it up, and quickly turn around. Several dwellers have showed up. Make your way back to the elevator, killing them as you go. Ride the elevator to the top, and return to Pope Joe. Use the NanoMED station if you took enough damage, then talk to Pope Joe.

Checkpoint 10: Dark Tunnels

Now that you have your Eyeshine, you can see in the dark, whether you’ve got a light or not. Eyeshine can be toggled on and off by pressing in the right thumbstick. Follow the vent you start out in until you emerge in a room. Take the arch on the right, and follow the path, killing the dwellers as you go. At the end, take a left, through the small nook, and head back the way you came, only on the other side. When you get to a break in the wall on the right, go through the break, and climb the ladder at the right.

Checkpoint 11: Showers

 

You emerge in the showers. Turn off your Eyeshine for now, as it’s light. From your starting point, do a 180° turn, and approach the stained wall. Look to your left, and you’ll see a door with a switch next to it. Throw the switch to turn off the light, then switch on your eyeshine and kill the guard who comes out of that room. When he dies, turn to the right, and kill the guard who is running at you. If he isn’t, he’ll be in the locker room. Once he’s dead, shoot the lockers on both sides to blow off their doors, and collect the goodies within. The far right locker on the right side (assuming you came from the bathrooms) contains some new clothing, which makes you look like one of the civil guards. The disguise may or may not be effective. If any guards rushed into the room (besides the two you killed), you may not be able to hide. When you’ve collected everything, head up the small set of stairs, and start heading out of the locker room. If your disguise doesn’t work, you’ll have to kill four guards, either in or out of the locker room.

Once in the hall, hang a right and use the NanoMED machine on the back wall (if you need it). Head into the room to your left, and kill the guard in here. All the doors in here are locked (they lead to guards apartments), but head to the back left of the room, and jump over the railing to land on the lower level. Move to the center of the room, and pick up the vent tool. Turn around, and use the vent tool on the shaft in the middle of the wall. Turn on your eyeshine, and follow the vent. At the end, you’ll come to a ladder, so climb it to the top. Keep following the vent, and you’ll soon come to grating that can be kicked out. You’re back on the upper floor. Leave the apartment area, turn right, and follow the hallway to the next open doorway. Before going through, make sure no weapons are equipped, and you’ll be able to get by without getting attacked. Also, make sure you don’t stand too close to a guard for too long, or they might recognize you as Riddick.

Facing the stairs, , take the small archway on the right. You’ll see two guys making fun of a guy trapped in the elevator. Ignore them both, and continue falling the path to the right. You’ll soon come to a junction where you can go one of three ways. Take the only route which leads somewhere, and that’s straight ahead.

Follow the path, and you’ll see a guard at the end. Don’t worry; even though he’s staring at you, he won’t attack. Continue following it to the right, and you’ll come to a room with a patrolling guard, a guard sitting on a bench, and a retina locked door. You can’t open the door, and the only other door in here is locked, so do the next best thing and jump over the railing on the left. Once over the railing, turn on your eyeshine and head to the left, towards the vent shaft. Crawl forward a little bit, then climb the ladder at the end. Open the grating on the floor to fall into a room, then walk into the next room. You’re in a supply room. Pick up the pack of smokes, and change into the light guard uniform. You could’ve bought this later, but why buy it when you can get it for free? Pick up the Assault Rifles, and exit the room by using the keypad. The guard still won’t attack you, but doesn’t he wonder how you got in there in the first place? Head to the left, back to the door with the retina lock. Approach the retina scanner, and use it. Quickly run to the dark corner by the pillar, next to the litter bin on your right (not left), and crouch. A guard will come running in from the right doorway. Once he gets to the retina scanner, get up, and quickly run the way he came from. A once locked door is now open, so go through it. As you walk up the stairs to the next door, the game loads.

Checkpoint 12: Guard Quarters

 

Go through the door. You are now in the Guard Quarters, facing a wall. Either side will lead to the same area, but take the right doorway anyway. Talk to the civilian guard, Jenkins, and he will give you a bottle of booze. Look for the store that’s still open on the right side of the area. You can buy stuff from him. He’ll sell you a pack of smokes (if you’re trying to collect everything), shotgun shells, assault rifle ammo, a combat knife, and an armored uniform, the same one you’re wearing. Buy what you want, and be sure to ask him if he knows where to find Abbott. He’ll give you a package to deliver to him. Turn left, and go through one of the next room. Approach the elevator, step inside, and press the button.

At the top, get off the elevator, and you’ll be in a room with two guards. Take the door on the right, and speak to the civilian guard, Chancellor. Agree to give him the booze, and he’ll give you money and a cigarette pack. Leave, go back to the main room, and take the door directly opposite you.

Follow the hall as it curves to the left, down some stairs, then to the left. You’ll see a door. Go through it, and you’ll be on the balcony overlooking the stores. Run past the guard, through the door, and you’ll be in the apartment area. Follow it to the end. If you’ve been killing people, go to the right. There is a NanoMED station in the wall, as well as a panel that will disable the lighting. If you’ve followed the guide, head to the left. Follow the hall as it bends to the left and goes up some stairs. You’ll see two guards talking, so keep following the hall, up the large set of stairs, and follow it to the left. You’ll wind up in a wide room with two guards talking by a bench. Abbott’s apartment is the last door on the left. Ring his doorbell, and choose “Try to trick Abbott to open the door”. He’ll open the door. Walk in slowly, so the game loads, but not so fast that the door will open as soon as the area loads.

Checkpoint 13: Abbott

Before you enter Abbott’s apartment, pull out your Assault Rifle. Walk to the door, and be prepared; Abbott will start firing at you immediately. Lay into him with the assault rifle, and when he drops, a cutscene will take over. Looks like someone’s showed up.

Checkpoint 14: Tower 17

After a cool cutscene, you wind up at Tower 17, which is the double max area of Butcher Bay. We can see just how brutal Tower 17 is.

Once you’ve got control of Riddick, leave your “cell”. If you look across, you can see a guard knock an inmate over the edge, only to kick him in the hands and cause him to fall into the abyss below. Cruel bastards. Hang a right and go through the door. Follow the hall to the end, and step into the elevator. The guards will activate it, and when it stops, you’ll be at Tower 17 Base.

Checkpoint 15: Tower 17 Base

 

When the game loads, step out of the elevator and talk to Rael. After talking with Rael, go through the door on the left. Run down the stairs to the bottom, and you’ll be in a large area with the number “17” printed on the ground. Talk to the man on the left, Dogbone, for info. Then talk to Centurion, who is close to Dobone; he’s wearing a black hat. Choose the option “Agree to fight”, and he’ll tell you who you should challenge. Turn right, and head to the large door, opposite the guard. Talk to Harman, the Blueskin guarding the door, to set up your first fight. Go back to Centurion. Talk to him to set up the fight, and you’ll square off against Harman. After the fight, speak to Centurion and pay him five UD’s to get another fight. If at anytime you need to heal after a fight, talk to the guard, and he’ll let you use a NanoMED station if you pay him ten UD’s. The station is fully charged (so you’ll get four squares of health), but the guard will charge you every time you need it, so if you leave the room and the door shuts, it’ll cost you to get back inside. Leave the area through the big “Recreation Area” door, the one Harman was guarding.

Checkpoint 16: Recreation Area

You are now in the Recreation Area. Go through the large yellow door that says “No fucking in recreation area”. You are in Rec Area A. Throughout the four rec areas, you will see moths flying about. You can grab them when they’re close enough to you, and they’ll be added to your inventory. When you get thirty moths, you can buy two cigarette packs from an inmate (first one for ten, second for twenty).

There are two guards to your right. Don’t talk to either inmate yet; instead, head left to the door, to enter the B area.

In B, talk to Jamal-Udeen to initiate a side quest. If he is praying, you can’t talk to him, so wait until he is finished, or go back to Tower 17 Base, then back into the Recreation Area (the load should reset his path). Talk to Baasim, the bald man with all the tattoos. He’s your next fight. If you’re looking to complete the cigarette collection, talk with Pink and he’ll sell you a pack. When you’re done here, head over to C.

Talk to Gulag, and agree to help him for another sidequest. Talk to Wilkins, and tell him you’ll look for Jagger Valance for another sidequest. There is a third inmate in here named Craps, who will let you bet some UD’s on a dice game. You can choose several bets. The last inmate in this section, The Nurse, will give you another sidequest, so talk to him and “agree to help him”. Head on over to D, the final rec area.

Speak with Twotongue, the man who is walking around like he’s crazy. Agree to help him, and he’ll ask you to bring him some drugs that were stolen. Leave D, and return all the way back to A. Talk to Cricket, the one with the red hood, and buy a shiv for thirty UD’s. This will help you in the fights. Leave the rec area, and enter the door marked Feed Ward.


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