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


WALKTHROUGH, CHECKPOINTS 25-32

Checkpoint 25: Container Router

Your ride comes to an end. When the platform stops moving, take a look at the ground in front of you. You’ll see a guard standing below. Stun him, and drop down, then turn around quickly; there’ll be another guard either behind you or to your left. Stun him, then crush both their heads. Walk to the other side of the platform, and you’ll see a hole in the ground. Descend to the bottom.

 

Flip on your eyeshine, and you’ll see a guard. Stun him and kill him. If he isn’t here, he will be making his way in soon. When you’re ready, leave through the right side of the screen. Walk into the next room, and you see a hallway to your left, and a ladder to your right. If you want some smokes, climb the first ladder, in the middle of the wall. If you don’t, then enter the alcove. Next to the ladder you’ll see the tranquilizer gun, but since you bought it, don’t worry about it. Climb this ladder to the top. When you get to the top, stop; you’ll see a guard patrolling back and forth. When he gets to your left, and looks over the railing, pull yourself up, sneak up behind him, switch to your fists, and press the right trigger; you’ll push him over the edge. With the guard dead, climb the ladder he was standing next to. For smoke collectors, descend the ladder to the bottom, and follow the crawlspace to the end. Otherwise, climb to the top, and enter the grating on the left. When you kick off the grating at the end, look down, and land on the crate. Stun the guard in front of the door, crush him, and turn around, following the hall to the left. At the end, you’ll come to a dark area, so turn on your eyeshine, and climb the ladder.

At the top, you’ll see a grate immediately on your left; kick it out, then crawl through to the other end. Turn off your eyeshine; it’s bright here. Emerge from the vent, and start walking down the hall. At the end, unless they ran up to you, you’ll see a guard and a technician, both of which must be killed. If either sets off the alarm, return to the beginning of the hall (where you got out of the vent), and hit the alarm button to disable the defenses. When the technician dies, pick up his red security card. There’s also a NanoMED station here if you need it. Take a right, and enter the next hallway to approach the computer. Using the computer activates the rail track, but it breaks down, and you have to find another. Seems like such a waste of time, huh?

 

Turn around, and head back to where you came out of the vent. Instead of going through the vent again, hang a right, and use the keypad next to the doorway. This causes the elevator to lower. When it gets low enough, drop onto the roof of the elevator. When it stops, fall to the floor, and climb the ladder back up to where you just were. Go through the vent to the other side again, and use the keypad again. This recalls the elevator, and as it rises, jump on the roof of it. This may have seemed like some needless backtracking, but when the elevator stops, you’ll spot a ventilation shaft at the top. Go through it. Follow it to the end, and you will begin to load back into the mining core.

When you drop down, you’ll be outside the gas room. Hang a right from where you landed, and enter the gas room again. Return to the area where you found Jagger’s package, and as you get to the middle, a cutscene will take over. Riddick will light the bomb, , and then you’ll have control. Start leaving the room, and hurry; as you approach the door, a cutscene will take over, and Riddick will be caught by a Riot Guard. After he calls for backup, you see a cutscene of two guards taking you away in an elevator. The bomb finally goes off, and the guards are knocked out. They wake up, and activate an emergency mode. One guard keeps his gun trained on you, while the other goes off to see what happened.

Checkpoint 26: Crash Site

When you have control of Riddick, fight the guard, hand-to-hand. All of your weapons are gone, including the tranquilizer gun. You can’t leave the elevator, or you’ll be killed, so fight that guard. Try to grab his gun so you can kill him instantly, otherwise you may loose a few blocks of health. When he dies, leave and head to the right. Approach the broken tracks at the end, and you’ll see a cutscene. Looks like the explosion freed some weird creatures, and this guard is about to find that out first hand. Once you’ve got control, walk forward, and you’ll see a big black hole, with a flare opposite it. Fall into the hole to load the next section.

Checkpoint 27: Abandoned Equipment Center

 

You wind up at the bottom of the hole. Run forward, through the tiny hole. You’ll be able to pick up a shotgun and two grenades, so do this before emerging in the large area. Turn to the right, and a large creature will attack you. Back up, and hide in the alcove. He can’t fit through, so toss a grenade at it. One of them will kill it, so head back out, and continue to the right. There is a small hallway lined with green goo that you’ll want to go through. Pick up the shotgun, and you’ll emerge in a room with smaller versions of the creature you just killed. Don’t waste your grenades, because they can be killed in one or two shotgun blasts. Throughout this area you’ll find many of these things, so just kill them as you see them. Run up the ramp to the left of the room, and at the end, pull yourself up onto the ledge. Run up the ramp here, and follow the hall. You will see two crates on the left; pick up the shotgun, then climb the crates, and climb onto the ledge, and fall onto the ground. There is a door to the left you can’t open yet, so run down the hall to the right. Go down the ramp at the end, and follow the hall to the left. Grab the ammo on the floor, and go through the hole in the wall at the far right. Run up the mini-ramp to your left, and run to the crate. Grab the vent tool, then turn and use the ventilation hatch. Crawl through it to the end, and you’ll drop into a room with a door and some crates.

Use the panel next to the door to turn on the lights, then go through the small crawlspace. There is an empty health station here, as well as a drilling machine you can’t use yet. Go into the doorway behind the drill, and follow it as it goes to the right. You’ll wind up in a large room with a broken bridge. On the ground, to the left of this side of the broken bridge, is the toolroom key, which you’ll need to pick up. Jump onto the ledge behind you, then look up and grab the wire. Shimmy across the broken bridge to the other side, and jump down. Grab the shotgun lying on the side of the bridge, then enter the doorway.

Go through the open door on the right, down the ramp, and into the alcove on the left. You’ll be back where you started from. Go across to the ramp on the other side, climb it, and pull yourself up onto the ledge. Climb the ramp, follow the path to the end, and climb onto the crates. Pull yourself onto the ledge, and over it. You can now open the large security gate that was locked earlier. There is a shotgun in here, as well as some grenades, and a working NanoMED station, should you need it. Go to the left, and crawl through the same space up ahead. There is a panel in here that’ll turn on the lights. Activate it, and go through the door. Follow the hall until you come to the end, and go through the door.

 

You’re in a room with some crates to your right. Enter the door on your left. In this room, you will find a power cell, a prototype rifle (which lacks DNA recognition), some grenades, and some shotgun ammo. Return back to the hall, and take it to the end, into the room where you came from. Use the large machine to recharge the power cell. Leave through the crawlspace, back out through the gate, and go down the ramp you went down earlier. Go back to the vent hatch you used earlier, climb into it, and crawl through to the end. If you’re not collecting cigarettes, return to the room with the drill after you exit the shaft, by going through the small crawlspace. Run the whole time. If you are collecting cigarettes, jump out of the shaft and turn around. Another large creature will burst through the wall. Kill it with your grenades, and you’ll find a pack of smokes in the hole. Whatever you do, get to the drill and walk to the back of it, and insert the power cell. Once the drill is powered up, activate it again, and it’ll go crashing into the metal gate ahead. Crawl through the next metal gate, and you’ll be in a room with two vents. Kill the creature here, then crawl into the broken vent on the left, and start following it. Soon, the game will load, and you’ll be in the central storage area.

Checkpoint 28: Central Storage

Crawl through, and look down at the guard fighting a xeno. Keep going forward, into the next vent, and kick out the grating at the end. You’ll be looking over a large abyss. Slowly crouch onto the ledge, then stand up. Look at the hangrail above, grab it, and move over to the other side. When you drop down, you can climb the ladder and find some smokes; otherwise, go through the small tunnel. At the end, climb down the ladder, and open the hatch. You will see a guard fighting the creatures. Kill the guard, then kill any creatures who come after you, and pick up the cartridge from the guard. Go through the door the guard had his gun aimed at.

 

In this room, filled with crates, you’ll see a couple of guards fighting the creatures. Kill the guards, kill the creatures, then collect their ammo. You’ll see a forklift in the middle of the room. Climb onto one of the crate to the left of it, then jump to the crate on the forklift. Jump onto the next set of crates, and take a right, toward the vent at the end. Crawl through it, and at the end, fall onto the metal rails. Fall through the hole, and kill the creature that attacks, then open the door to the right. A creature will kill a guard and drag him away. Walk into the room, grab the shotgun, and go into the tunnel where the creature went. Kill it, and descend the ladder. Kill the creature that attacks, then descend the next ladder to the bottom.

You only have one way to go. Follow the hallway, and you’ll come to a room filled with crates; you’ll also see a Riot Guard fighting a large creature. Circle around the Riot Guard as he’s fighting creatures, and shoot him in between the two red lights. After six or seven shots, he’ll collapse, and you can pick up his minigun. Use it to kill any remaining creatures, then enter the door to the right of where you started from. There is a health station here if you need it; otherwise, continue to the next door. In the middle of the room, there is a Riot Guard looking over to the right. Use your minigun to kill it, and kill the guard who comes up from the ramp. Don’t go down; instead, head to the door at the end, and approach the next door marked “Loading Docks” to load the area.

Checkpoint 29: Loading Docks

Run into the docks, and immediately move to the left, all the way to the end, killing all the creatures and a single guard. Keep moving, or the turrets will kill you in a flash. At the end, enter the door on the left, kill the guard, then press the button to activate the elevator. When the elevator stops, kill the guard, and open the single door. Kill the creature in here, and approach the door at the end. As you get near it, a guard will open it and fire at you. Mow him down with the minigun, and go through. There is a health station to your left, and an elevator to your right. Take the elevator. At the bottom, go through the only door here, and kill the three guards. Head to the right, and walk to the fence. It’ll slide away, revealing a large elevator. Use it.

 

At the top, in the room, there will be a Riot Guard and two normal guards. Mow them all down with the minigun, then enter the single door on the left. There will be two guards standing by the stairs, so kill them. Go up the stairs to the left, and kill the two creatures who attack. In the room to the right, kill all of the guards, a total of three. Grab the grenades they drop, then use the health machine to get a seventh block added. Leave the room and continue right. You’ll see a small metal staircase. Walk up, then back away, and avoid the grenade. When it goes off, continue up and kill the guard, then go into the door.



You’re now in a room with a machine. There are two guards on the floor, and two guards on the upper catwalks. Kill them all, then go through the fence on the left to another large elevator. Ride it to the top.

Leave the elevator, and mow down the riot guard with the minigun. Pick up his minigun so you get a fresh supply of ammo, then follow the hall around to the left. Go through the small doorway, then into the doorway on the right. Climb the stairs, and kill the guard at the top. Enter the room, and go into the station ahead of you. Hang a right, and press the button at the end. This opens a door. Walk in the door, and the game will load.

Checkpoint 30: Fuel Transport

Open the door, and you’ll see a heavy guard. All your weapons, including the minigun, won’t harm it, so switch to the shotgun. If you look up, you’ll see canisters moving along lines. What you have to do is shoot a canister that the mech is close to, and it’ll drop, causing damage. Use the pillars for cover while waiting for a fuel canister. You’ll have to do it about five or six times. Once it is destroyed, stay away, or the explosion will damage you. Go back to your minigun, pick it up, and enter the door the mech was guarding. Walk toward the large door labeled Hangar.

Checkpoint 31: Hangar

Walk forward, and take a left. You are outside. Kill the Riot Guard here, the one who comes from the right, and then go down the path, toward the ship. Kill the three guards, and a ramp will lower. Walk up it into the ship. As you get inside, a cutscene will open, and you meet an old friend.

Checkpoint 32: Exercise Area

 

You awake from cryo sleep for your daily exercise. Just walk around or stand still until you pass out, and you’ll wake up again. This time, you’ll have company. Watch him. He will pass out before you, and a mechanical arm will put him back into his cryobed. Wait until you pass out again. When you awake, run to the open cryobed (not yours), and press X to enter the bed. Riddick sits in it, and the machine will pick up the next prisoner. It’ll place the prisoner in the machine, and you’ll be taken to the pyramid area.


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