/=++====++====++====++====++====<<##0##>>====++====++====++====++====++=\ 0==++====++====++====++====++====<<##0##>>====++====++====++====++====++==0 +| |+ +| "The Chronicles of Riddick: Assault on Dark Athena" Strategy Guide |+ +| |+ +| [Xbox 360 and PlayStation 3 Version] |+ +| Version 3.2 [Revision 3] (May 2012) |+ +| |+ +| By Robert Allen Rusk. |+ +| Copyright 2009-2012 Robert Allen Rusk. |+ +| |+ +| E-MAIL: rarusk[at]netzero[dot]com |+ +| |+ 0==++====++====++====++====++====<<##0##>>====++====++====++====++====++==0 \=++====++====++====++====++====<<##0##>>====++====++====++====++====++=/ For this revision I completely reorganized my guide based on advice from fellow guide writers. This is mainly to streamline and make my guides cleaner. <+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++> "The Chronicles of Riddick: Assault on Dark Athena" is copyright 2009 by Atari Interactive, Inc. Licensed by Universal Studios Licensing LLLP. All rights reserved. All other trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. A complete listing of contact and other information can be found at the end of this guide. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >TBCT. Table of Contents | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ This guide uses a Quick Search Feature which takes advantage of the Find feature used by many web browsers. This feature will allow you to go to any chapter or section in this guide quickly. To access any of those chapters, sections, or to the Table of Contents do CTRL-F (PC) or Clover-F (Mac) to activate the Find feature in the web browser. Then enter the code like this: >KR6 or >ZD12 0============================================0============================0 | RDK1. Introduction And General Information |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0============================================0==============================0 GEN1. About The Guide GEN2. "The Chronicles of Riddick: Assault on Dark Athena" GEN3. Controls A. The Weapon Wheel GEN4. Useful Information GEN5. Climbing and Using Hangrails GEN6. Sneak Attacking GEN7. Fighting and Combat GEN8. Partial Accomplishments List 0============================================================0============0 | RDK2. "The Chronicles of Riddick: Escape From Butcher Bay" |~~~~~~~~~~~~~\ 0============================================================0==============0 BTH1. Differences Between the Original and the Remake BTH2. Cigarette Packs, Side-Missions, and Easter Eggs BTH3. Weapons and Useful Items BTH4. Enemies BTH5. "Butcher Bay" Accomplishments BTH6. The Story Begins..... =========================== TSB1. Escape BTH7. Cellblock A ================= CBA1. Prison Yard CBA2. Aquila Territory CBA3. Infirmary CBA4. Mainframe CBA5. Prison Yard Riot CBA6. The Pit CBA7. Pope Joe's Den CBA8. Dark Tunnels CBA9. Showers CBA10. Guards Quarters CBA11. Abbott BTH8. The Mines =============== MNS1. Tower 17 MNS2. Tower 17 Base (Part One) MNS3. Recreation Area [Section A] MNS4. Feed Ward (Part One) MNS5. Recreation Area [Section B] (Part One) MNS6. Tower 17 Base (Part Two) MNS7. Feed Ward (Part Two) MNS8. Tower 17 Base (Part Three) MNS9. Recreation Area [Section C] (Part One) MNS10. Recreation Area [Section D] (Part One) MNS11. Tower 17 Base (Part Four) MNS12. Drug Interrogation Room MNS13. Feed Ward (Part Three) MNS14. Tower 17 Base (Part Five) MNS15. Recreation Area [Section C] (Part Two) MNS16. Work Pass (Part One) MNS17. Power Central (Part One) MNS18. Mine Entrance (Part One) MNS19. Security Checkpoint MNS20. Upper Mines (Part One) MNS21. Cargo Transport (Part One) MNS22. Mining Core (Part One) MNS23. Upper Mines (Part Two) MNS24. Cargo Transport (Part Two) MNS25. Mine Entrance (Part Two) MNS26. Work Pass (Part Two) MNS27. Feed Ward (Part Four) MNS28. Recreation Area [Section B] (Part Two) MNS29. Recreation Area [Section C] (Part Three) MNS30. Recreation Area [Section D] (Part Two) MNS31. Power Central (Part Two) MNS32. Security Research 1 MNS33. Security Research 2 MNS34. Feed Ward (Part Five) MNS35. Tower 19 MNS36. Container Router MNS37. Mining Core (Part Two) MNS38. Crash Site MNS39. Abandoned Equipment Center MNS40. Central Storage MNS41. Loading Docks MNS42. Fuel Transport MNS43. Hangar BTH9. Cryo Facility =================== CYF1. Exercise Area CYF2. Cryo Pyramids CYF3. Facility Control CYF4. Corporate Offices CYF5. Take Off Platform CYF6. Hoxie's Personal Guards BTH10. "Butcher Bay" Summaries A. Summary of Cigarette Packs B. Summary of Side-Missions C. Summary of Easter Eggs 0===========================================================0=============0 | RDK3. "The Chronicles of Riddick: Assault on Dark Athena" |~~~~~~~~~~~~~~\ 0===========================================================0===============0 ASL1. Bounty Cards and Side-Missions ASL2. Weapons and Other Items ASL3. Enemies ASL4. Drone Usage ASL5. "Dark Athena" Accomplishments ASL6. The Story Begins..... =========================== TSA1. The Beach ASL7. The Dark Athena ===================== DKN1. Cargo Bay DKN2. Celldecks (Part One) DKN3. Berthing (Part One) DKN4. Celldecks (Part Two) DKN5. Alternator DKN6. Celldecks (Part Three) DKN7. Berthing (Part Two) DKN8. Data Pad DKN9. Celldecks (Part Four) DKN10. Main Decks DKN11. Gravity Generator and the Drone Mile DKN12. Recycle DKN13. Outside DKN14. Celldecks Riot DKN15. Hangar Bay ASL8. Aguerra Prime =================== AGP1. Culvert AGP2. New Venice South (Part One) AGP3. Village Square (Part One) AGP4. New Venice North (Part One) AGP5. Village Square (Part Two) AGP6. New Venice South (Part Two) AGP7. New Venice North (Part Two) AGP8. Old Town AGP9. Refinery AGP10. Spaceport ASL9. Return to the Dark Athena =============================== RDA1. Crate Room RDA2. Drone Revolt RDA3. Captain Gale Revas ASL10. "Dark Athena" Summaries A. Summary of Bounty Cards B. Summary of Side-Missions 0==================0 | RDK4. Conclusion | 0==================0 /==++====++==\ /==++====++==\ /==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\ | >RDK1. Introduction And General Information | \==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/ \==++====++==/ \==++====++==/ My name is Robert Allen Rusk and I am a hardcore gamer with about 30+ years of gaming experience. I am an ex-gametester (Broderbund Software, LucasArts Games, Point Of View Computing) and an ex-arcade attendant (Namco Cyberstation - Pier 39, San Francisco, CA). I also own multiple gaming systems including the Xbox 360. I started writing guides in 2003 because I felt it was something I could do utilizing my writing skills gained in college and gametesting along with my passion for vidgames. Over time I have honed my overall writing and organization skills plus my creative thinking skills. Additionally, I have extended the play value of the games I have written guides and FAQs for many times over plus I have received many letters from all over the world. I am also what one may call an RGB Analog Video enthusiast. I hack most of my game consoles to try to get the best possible video from them and that usually involves tapping into the RGB Analog video signals and using them on the right monitors to achieve my desires. To this end I became a member of the GamesX.com mod forum and I post on their "RGB + Video Discussions" forum area from time to time. In addition, I am a member of the X-Otic Computer Systems of San Antonio (www.xcssa.org), a group who specializes in Linux, Mac, and other systems. We are also a group of hackers and electronics enthusiasts. I am also a regular forum poster at GameFAQs, an occasional poster at AtariAge, Digital Press, GTA Forums, and Video Game Saga. I am also a member of The MoFaT (a members only message board set up by "Grand Theft Auto: Vice City" players who met on the Vice City message boards at GameFAQs). Outside of gaming, my interests include "Godzilla" (I have been a G-Fan since the age of ten) and "Red Dwarf" (I own all eight series plus the "Back to Earth" mini-series on DVD). I am also a long time soundtrack collector with many titles in my possession. As far as favorite sports teams go, my teams are the San Antonio Spurs (NBA) [the local team], the Denver Broncos (NFL) [although I live in Texas, I am originally from Colorado Springs, Colorado] and the Air Force Falcons (NCAA Football). This guide was constructed using TextWrangler on a 1.5Ghz Single Core Intel Mac Mini and I used Safari to help in seeing how it would look on the web and correct format errors. I also play TCoR:AoDA on a Viewsonic A70 RGB monitor using the Xbox 360 VGA cable. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN1. About The Guide | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Welcome to my "The Chronicles of Riddick: Assault on Dark Athena" guide! In this guide you will find a lot of useful information in a highly organized format that you can use to get the most out of both games presented on this disc. Quotes taken from readers' e-mail are presented "as is" and may include spelling and grammatical errors. The main emphasis of this guide is to provide a straightforward way to complete both "Escape From Butcher Bay" and "Assault on Dark Athena" as well as acquire all of the unlockable bonuses within. This means activating most of the Side-Missions available within the games and collecting all of the Cigarette Packs and Bounty Cards. Although this guide can be useful for the Original Xbox version of "Escape From Butcher Bay" (released in 2004) it is *NOT* recommended because of the various changes made to the remake. It is also important to note that the "Escape From Butcher Bay" portion of the guide is based on the Original Xbox version of the guide I wrote for it years ago. Letters and suggestions from other readers were kept within this portion (if their suggestions were still useful). For those I had to remove I kept their names in the Contributions column because they were responsible for the evolution of that document. Although the game has three difficulty settings, this guide was written based on the *NORMAL* (default) setting. Most users will play the game on this setting and probably won't touch the other two difficulty levels. Another important distinction is that each game in this guide will have their own collectible, weapon, enemy, Accomplishments, and Side-Mission chapters at their beginnings. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN2. "The Chronicles of Riddick: Assault on Dark Athena" | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ "The Chronicles of Riddick: Assault on Dark Athena" is a follow-up to the cult classic "The Chronicles of Riddick: Escape From Butcher Bay". This game has an interesting history behind it. It was supposed to be out sooner than April 2009 but the publisher dropped it. It took awhile but Atari Interactive finally picked up the title to be published. Starbreeze Studios, the main developer, continued to work on it while a new publishing deal could be worked out. What's odd to me is that it took so long to get a new publisher considering that the game's predecessor was so highly praised and popular enough to warrant a follow-up. As for the game itself, it has both "Escape From Butcher Bay" as well as the follow-up "Assault on Dark Athena" and multiplayer. "Escape From Butcher Bay" was given a make over and added the two chapters that were previously available only on the PC version. They also tweaked several areas to make them harder to throw off those who played the easier Original Xbox version. This made the remake better than the original and, considering how good the original was, that's saying something. "Assault on Dark Athena" continues the tradition started by "Escape From Butcher Bay" and is a great game in its own right. The fact that you get two great games on one disc, in addition to multiplayer, makes the whole package, regardless of price, a great bargain. "GoldenEye" for the Nintendo 64 is still considered the best movie based game ever but Starbreeze Studios has taken another step closer to eclipsing that. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN3. Controls | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ 0=================0 | Xbox 360 Version \ 0===============================================> Move Around...............................................Left Analog Stick Look Around..............................................Right Analog Stick Melee Weapon Attack/Pistolwhip....................Right Analog Stick Button EyeShine...........................................................D-Pad Up Flashlight.......................................................D-Pad Down [1] Weapon Hot Spot........................................D-Pad Left/Right [2] Jump...........................................................A Button Stealth Mode.......................................................X Button Reload Weapon/Skip Cutscenes.......................................B Button Use Object/Climb...................................................Y Button [3] Weapon Select..............................................Right Bumper [4] Lean........................................................Left Bumper [5] Multiple Use..............................................Right Trigger [6] Multiple Use...............................................Left Trigger Game Menu......................................................Start Button Journal/Inventory...............................................Back Button 0======================0 | PlayStation 3 Version \ 0===============================================> Move Around...............................................Left Analog Stick Look Around..............................................Right Analog Stick Melee Weapon Attack/Pistolwhip....................Right Analog Stick Button EyeShine...........................................................D-Pad Up Flashlight.......................................................D-Pad Down [1] Weapon Hot Spot........................................D-Pad Left/Right [2] Jump...........................................................X Button Stealth Mode..................................................Square Button Reload Weapon/Skip Cutscenes..................................Circle Button Use Object/Climb............................................Triangle Button [3] Weapon Select.................................................R1 Button [4] Lean..........................................................L1 Button [5] Multiple Use..................................................R2 Button [6] Multiple Use..................................................L2 Button Game Menu......................................................Start Button Journal/Inventory.............................................Select Button <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> [1] - This is used with Weapon Select. More information in the next chapter. [2] - If you are in Stealth Mode then this will get you out of it. [3] - Hold this button down to bring up the Weapon Wheel. Then use the Right Analog Stick to select the Weapon and release the button to bring the Weapon up. More information in the next chapter. [4] - Hold down this button then use the Left Analog Stick to lean around corners and look over the top of cover. [5] - This button is used for different actions: --Fire Weapon/Punch/Stab/Swing Weapon. --Stealth Kill (when closing in on the victim from behind). --Reversal (when standing in front of a person performing a melee attack then press this button to perform a reversal if you time his attack correctly). [6] - This button is used for different actions: --Block. --Aim/Alternate Fire. --Zoom (when using certain weapons). --Grab (when standing behind an enemy - to do a stealth kill. When standing behind Drones then you'll be able to use the attached weapon while the body provides you with a temporary shield). 0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. The Weapon Wheel |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 The Weapon Wheel is where you select the weapon you wish to use. To activate, hold down the Weapon Select button and the Weapon Wheel will come up. Use the Right Analog Stick to select a weapon. Then release Weapon Select to bring up the weapon for use. There is also a faster way to bring up a weapon. This involves the use of the Weapon Hot Spot. To use this handy feature, bring up the Weapon Wheel, select your weapon then press either D-Pad Left or D-Pad Right. This will assign a Weapon Hot Spot to the selected weapon. When you want to bring up the Hot Spot weapon then just press the assigned direction on the D-Pad to quickly bring it up without the need to use the Weapon Wheel. Great for tight spots. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN4. Useful Information | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed in this chapter is some useful information about the game: >>Game Saving *********** "The Chronicles of Riddick: Assault on Dark Athena" has an auto-save feature. The first time you enter a new building or area a Checkpoint is created. You can backtrack through the game to gain more Collectables or try new strategies using these Checkpoints. However, the spacing between the Main Checkpoints can be a lengthy so there is a regular Checkpoint which is at the top of the Checkpoint list in the Checkpoints option in the Main Menu. Every couple of rooms or so the game will auto-save at that point. This will save you a lot of hassle if you wish to continue from where you last left instead of from one of the Main Checkpoints. In addition, every time you use a NanoMED Health Unit or NanoMED Health Station the game will automatically save there. >>Health ****** When you start the game then you will have four health blocks which are displayed in the upper left corner of the screen. When you are hit then a small part of one of the blocks is reduced. If you stay put for a bit then your health will replenish on its own. It cannot be replenished while running. If you are hit enough to have one of the blocks disappear then the only way to get it back is by using NanoMED Health Units placed around most areas. These wall mounted units will replenish up to four of your health blocks. If you encounter an empty unit then you can refill it with a NanoMED Cartridge. Of course, you have to find one first before you can refill a NanoMED Health Unit. Then there are the NanoMED Health Stations. These sit down units will not only refresh your health, they will increase your maximum health by one block. With these NanoMED Health Stations you can increase your max health from four to six health blocks ("Assault on Dark Athena") or eight health blocks ("Escape From Butcher Bay"). /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN5. Climbing and Using Hangrails | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ During the course of the game you may have to climb things to get where you need to go. To climb a large crate, for example, go up to it and use the Climb button. You will then switch to a third person perspective as you grab the edge of the crate. Press Up on the Left Analog Stick to climb up or pull Down on the Left Analog Stick to climb down. To climb a Ladder go up to it and use the Climb button Push Up on the Left Analog Stick to go up and pull Down on the Left Analog Stick to slide down. There are times when you have to go left or right while climbing a crate or catwalk. While hanging on a ledge go right or left on the Left Analog Stick to shimmy horizontally so you can find a place to continue going up (or down). Occasionally, when looking up, then you will see what looks like parallel bars. These are Hangrails and they can be used to get to certain areas. To use one, look at it and use the Climb button to jump on it. Then press up on the Left Analog Stick to go forward and pull down on the Left Analog Stick to go back. Use the Climb button again to jump off. If an enemy happens to be below you while using a Hangrail then you can do a drop-kill by pressing the Climb button when you are directly above him. This will allow you to fall down on top of the enemy, killing him instantly. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN6. Sneak Attacking | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ One of the most important elements of the game is the ability to sneak attack which I shorthand "Sneak" or "Sneaking". To pull off a sneak attack, quietly come up behind a person (Crouched or Un-Crouched) and use either the Block or Attack. You will perform a different attack depending on which button used. If you have a Shiv in your hand then you can stab them in the neck with it when Crouched and in the side when standing. If you have a Gun, Shotgun, or Assault Rifle in your hands then you can rifle-butt them when Sneaking. If the victim is near something dangerous, like a large fan, then you can push them into it when Sneaking. Before Sneaking you may want to get rid of as much lighting as possible. This will make it a lot easier to get rid of (or pass by) Guards. Use any gun (like the Gun, Assault Rifle, Tranq Gun, or SCAR Gun - preferably the Tranq Gun since it is a silent weapon) to destroy lights and darken areas. Later in the game you will acquire the ability to see in the dark called EyeShine. Press Up on the D-Pad to turn it on or off. This will make it easy to move around when there is very little or no light. In addition, you may need to hide the body to keep from being discovered. While Crouching, grab the body with the Use Object button then drag the body along to a hiding place. Then either Un-Crouch or press the Use Object button again to drop the body. You can also throw the body with the Fire/Punch Trigger. Some of my readers, like Chase Turner, and those on some of the message boards like to have fun throwing the bodies around. I like to throw bodies too but mainly into the rock crusher or off cliffs..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN7. Fighting and Combat | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ In this chapter I will go over various means of fighting and combat within the game: >>Fist Fighting ************* This is one of the few games that allow you to fistfight first-person style. The punches you throw are based on what direction your Left Analog Stick is at the time the punch is thrown. Pull back and you can get a Uppercut. Left will get you a Left Hook. Right will get you a Right Hook. Forward will get you a Elbow. You can also do combos that can knock out an enemy quickly. You use the Block to block when your enemy attacks. This can also make it easier to do a Reversal (explained later). You can make your fighting more effective when picking up a Knuckleduster, a crude form of Brass Knuckles, which will make your right fist more damaging ("Escape From Butcher Bay" only). A writer named SayainPrince put up a pretty good Melee FAQ (found at GameFAQs.com) that I recommend reading if you want to get serious about doing combos or learning how to fight better in melee combat. >>Weapon Fighting *************** You can also use weapons like the Shiv and Club to stab and beat people into submission when you do close combat. There are three methods best used with melee weapons. The first is the Stab-and-Retreat method that is used with a Shiv or Knife. This method involves stabbing at your opponent then backing off after either a successful attack or he successfully blocks it. Then stab at him again when he runs to attack you. The second is the Block-and-Stab method that is also used with a Shiv or Knife. This method involves getting up close to your opponent then hold Block. Wait for your opponent to attack then, after blocking the attack, stab him before he can block yours. However, many enemies have the ability to quickly counterattack and hit you after successfully blocking your attack when using the Block-and-Stab method thus limiting its usefulness. The third method is the Block-and-Bash method using the Club. This is by far the most effective weapon fighting method. One reason is that the Club acts as a shield because of its large size. If your opponent successfully blocks your attack and throws a quick counterattack he will hit the Club instead of you. However, and this is important, you *MUST* get right up to your opponent for this to work correctly. If he is far enough away from you then he can successfully counterattack after blocking your attack. If your opponent backs away then release Block and run back up to him before re-blocking. Another reason is that the large mass of the Club will allow you to damage your opponent even if he blocks your attack. With the Block-and-Bash method, you can successfully kill your opponents while taking little to no damage even if they successfully block every attack you throw at them. >>Reversals ********* Another cool thing about fighting up close is the ability to do Reversals. A Reversal is the ability to take an enemy's weapon and turn it against them. For example, if the enemy has a Shotgun and you get in close, he will try to butt you with it. But if you use Fire/Punch at the right time, usually while blocking, then you will grab the Shotgun and force the enemy to blow his own head off. If you have a weapon, like a Shiv, then you can perform a lethal counter in which you slash the enemy's throat, killing him instantly. You can even do a Reversal without either you or your enemy having weapons. Each weapon has a different counter animation, some of them quite brutal. But the key to performing a Reversal is timing. You need to use Fire/Punch just as the enemy starts to attack. This is indicated when your fists or weapon starts to flash. Use the Fire/Punch button when this happens to pull off the Reversal. >>Projectile Weapons ****************** Over the course of the game you will have the opportunity to use guns. When using a gun or rifle then you use the Block Button to zoom in (if applicable) and the Fire/Punch Button to fire. Reloading is done with the Skip Cutscene Button and the flashlight (if applicable) is turned on/off with D-Pad Down. Headshots on an enemy is often the best way to bring him down quickly. However, when you start firing a gun, then all of the nearby enemies will fire on your position regardless of how dark it is because they all know where you are from the muzzle flash and noise. In addition, you may end up having to reload automatically when your clip runs out which can sometimes be at the worst possible moment. So, it is best to limit the use of guns and rifles unless you can use them without the enemies doing any damage. But, there are other projectile weapons that, when properly used, can be very effective in taking down enemies safely..... >>The Tranq Gun and the SCAR Gun ****************************** The Tranquilizer Gun, Tranq Gun for short, is one of the best weapons to help take down enemies and the best way to destroy lights, so you can sneak in the dark, with minimal interference. The Tranq Gun is a Tazer-like weapon with unlimited ammo. However, it is very slow on the reload so it is not recommended when involved in group combat. When you zap an enemy with it then he will be stunned and go down to the ground (or, in the case of Drones, just stand there with their head bowed down). After awhile then he will recover and stand back up. But you can kill him while he is down. After Zapping him you then need to run up to him and Stomp (or Smack) him to death using the Fire/Punch button. In this guide you will see the wording "Stomp" or "Smack". This is shorthand for "Zap the enemy then go over and Stomp him" or "Zap the enemy then go over and Smack him". One major reason that this is an effective weapon, other than destroying lights, is that it is silent. If you are in the dark and you Zap someone and there is another person there, they won't know where you are at because they can't hear the Tranq Gun. Therefore it is best to use the Tranq Gun whenever possible when dealing with enemies. In addition, because of the Tranq Gun's unlimited ammo you can also save the ammo of your other weapons for when you really need it. The SCAR Gun is another unlimited ammo weapon that is slow on the reload. This weapon fires compressed air capsule mines that stick to objects and can be detonated from a safe distance. This is mainly used for mining operations but can double as a weapon against your enemies. You use the Fire/Punch Button to fire the weapon and the Block Button to detonate the capsule. There is no zoom with the SCAR Gun. When you fire a capsule then you have a limited amount of time before it disappears. This is indicated with the LED display on the weapon. In addition, you can fire and stick up to five capsules at once, also indicated by the LED display. The more capsules that are stuck close together, the more explosive they will be when detonated. One capsule is enough for an enemy when fighting. When behind cover then just peek out enough to stick a capsule on an enemy then pull back behind cover when he attacks and detonate. This makes the SCAR Gun very effective in combat situations. But this weapon can also be used to destroy lights, flip switches, and move crates and other objects around. This can allow you to access new, hidden, or otherwise inaccessible areas. >>The Crosshair ************* In the Controls option you will see a setting for Crosshair. Here, you can choose between Laser Dot (default), Circle, Cross, and none. When you use a Crosshair then it can be helpful when targeting enemies. The Crosshair is only used for the projectile weapons. When the Crosshair passes over an enemy then it will enlarge to let you know you are aimed at him. This can be very useful at long distance. Out of the three Crosshair types the best one to use is the Laser Dot because it triples its size when over an enemy making it much easier to see than the other two Crosshair types. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN8. Partial Accomplishments List | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed in this chapter are some of the Accomplishments that can be acquired for the Xbox 360 and PS3 versions of "The Chronicles of Riddick: Assault on Dark Athena". The Accomplishments listed here are for the multiplayer mode and the PS3 specific reward. The remaining Accomplishments will be listed with their respective games. Now, for the sake of terminology and to lessen confusion within this guide, Accomplishments are what are known as Achievements on the Xbox 360 and PC versions and Trophies on the PS3 version. To those who do not know, Achievements and Trophies can be considered a different kind of scoring system. Each Xbox 360 game has 1000 Achievement Points that can be obtained. However, the PS3 Trophies do not have a point system attached to them although the numbers of Trophies attained can be considered a way of keeping score (as well as add some kind of experience points in the PlayStation Network system). In addition, the Trophies are split into Bronze, Silver, Gold, and Platinum classes. The Achievement system was built into the Xbox 360 from the start, something that was not done for the PS3 but the Trophies can be added with a system update. Some Accomplishments can be acquired by simply playing through the game. Others can be obtained by doing certain objectives outside of normal gameplay. To many gamers this adds to the replay value of each game and gives them bragging rights on Xbox Live or PlayStation Network where these scores are posted. Some of these Accomplishments are Secret. This means that you won't know what they are until you unlock them. However, the secret Accomplishments within both "Escape From Butcher Bay" and "Assault on Dark Athena" aren't hard to get because most of them are based on unavoidable events (like killing a certain character or entering a certain vehicle). One annoyance to Accomplishments is that, depending on the game, they are split between Single Player and Multiplayer modes. So, if you do not have the necessary connections to get on-line, then you most likely cannot get into multiplayer matches to obtain the Multiplayer Accomplishments. Unfortunately, "The Chronicles of Riddick: Assault on Dark Athena" is one of these split Accomplishment games. Requirements for the Multiplayer Accomplishments come courtesy of Rosemary Javurek. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> >>Advanced Weapon Handling ************************ Description: Prove that you can use your weapon under difficult circumstances. Xbox 360 Accomplishment Points: 15 G. PlayStation 3 Trophy Class: Bronze. >>Basic Weapon Handling Level 1 ***************************** Description: Kill 10 people. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. >>Basic Weapon Handling Level 2 ***************************** Description: Kill 1,000 people. Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. >>Basic Weapon Handling Level 3 ***************************** Description: Kill 10,000 people. Xbox 360 Accomplishment Points: 30 G. PlayStation 3 Trophy Class: Silver. >>Dominator ********* Description: Get a 12 kill long kill streak. Get a quadruple kill. Get the first and last kill in a match. Xbox 360 Accomplishment Points: 40 G. PlayStation 3 Trophy Class: Silver. >>Explosive Master **************** Description: BOOM! Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. Notes: Requirements for this Accomplishment are: --Direct Grenade Launcher kill. --Direct SCAR Gun kill. --Blind Fire Explosion kill. --Explosion double kill. --Over 600 explosive damage done in one round/life. >>Funwrecker ********** Description: Ruin someones day. Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. Notes: Requirements for this Accomplishment are: --Flag carrier killed. --Powercell Carrier killed. --Killed enemy capturing Powercell. --Damaged boosted enemy killed. --Enemy on kill streak killed. >>Hero **** Description: Capture a flag. Capture a powercell. Win a round alone against at least 3 enemies. Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. Notes: Requirements for this Accomplishment are: --Flag Captured. --Power Cell Captured. --Round Won Alone against 3 or more enemies. >>Juggernaut ********** Description: Keep on going no matter what. Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. Notes: Requirements for this Accomplishment are: --Survived Direct SCAR gun hit. --Survived 500 damage. --Survived an entire match. >>Killer ****** Description: Get a 4 kill long kill streak. Get a double kill. Get the first kill in a match. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. >>Melee Expert ************ Description: Close and personal. Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. Notes: Requirements for this Accomplishment are: --Melee Kill from behind. --Melee Double Kill. --Melee Killing Streak. >>Murderer ******** Description: Get a 8 kill long kill streak. Get a triple kill. Get the last kill in a match. Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. >>Platinum ******** Description: Get all Trophies. PlayStation 3 Trophy Class: Platinum. Notes: This is the PlayStation 3 specific Trophy for acquiring all of the single and multiplayer Trophies for this title. >>Sniper Master ************* Description: They'll never see it coming. Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. Notes: Requirements for this Accomplishment are: --Sniper Rifle Headshot kill. --Sniper Rifle long range kill. --Sniper Rifle hip shot kill. >>Trigger Happy! ************** Description: Don't stop firing until you are sure you are out of ammo. Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. Notes: Requirements for this Accomplishment are: --Mini-Gun non-stop fire burst killing streak. --Mini-Gun double kill. --Over 500 Mini-Gun shots fired in one round/life. >>Underdog ******** Description: Never give up. Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. Notes: Requirements for this Accomplishment are: --Riddick killed in melee combat. --Leading player killed. --Payback kill. --Comeback win. >>Winner Level 1 ************** Description: Win 10 matches. Xbox 360 Accomplishment Points: 15 G. PlayStation 3 Trophy Class: Bronze. >>Winner Level 2 ************** Description: Win 100 matches. Xbox 360 Accomplishment Points: 30 G. PlayStation 3 Trophy Class: Silver. >>Winner Level 3 ************** Description: Win 1,000 matches. Xbox 360 Accomplishment Points: 50 G. PlayStation 3 Trophy Class: Gold. And now, onto the first game..... /==++====++==\ /==++====++==\ /==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\ | >RDK2. "The Chronicles of Riddick: Escape From Butcher Bay" | \==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/ \==++====++==/ \==++====++==/ "Escape From Butcher Bay" is based on the popular Original Xbox and PC game released in 2004 to coincide with the release of the movie "The Chronicles of Riddick". The movie itself did not do a whole lot of business. However, the game has been universally praised as one of the best games based on a movie license (and is often compared to "GoldenEye", the title generally regarded as the best movie based game ever). For this remake there were many changes and that is where I am going to start..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BTH1. Differences Between the Original and the Remake | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed below are some of the differences between the Original Xbox version of "Escape From Butcher Bay" and the remake that is included with "Assault on Dark Athena": >>The opening cutscene with Riddick on U.V. System - Planet 6 has been removed. >>Graphics have been vastly improved. >>The music soundtrack has been completely redone. >>The game has been made harder in quite a few areas including the final battle with Hoxie's Personal Guards. >>The Guards are more aggressive and accurate. >>The chapters Security Research 1 and 2, previously available only on the PC version, is included in the remake. >>The Security Checkpoint chapter has been made much easier. >>Three additional Cigarette Packs (included in the new chapters listed above). >>Some of the names of the Cigarette Packs have changed. Most of the warning labels have changed. >>Extra Content, from collecting Cigarette Packs, have changed. >>It is easier to interact with objects. >>The Pit chapter is changed. You no longer have to go to the lower level to find the Valve to repair the gate. >>Inclusion of the Weapon Wheel and Weapon Hot Spot. >>Most weapons now have a maximum ammo limit. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BTH2. Cigarette Packs, Side-Missions, and Easter Eggs | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Strewn throughout "Escape From Butcher Bay" are 62 Cigarette Packs which are also called Smokes. These Cigarette Packs will unlock bonuses that can be viewed in the Extra Content part of the Main Menu. This guide will point out where you can find them. To makes things easier most of the chapter headers will note how many Packs can be found within the chapter. When you acquire all 62 Cigarette Packs then you will earn the "Chain Smoker" Accomplishment. Once you have acquired a Cigarette Pack then it is permanently saved to your Profile. This means that you can go back to prior Checkpoints and do different things to get more Smokes without worrying about having to get Cigarette Packs you have already acquired. A complete summary of Cigarette Packs can be found near the end of the "Butcher Bay" section. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> Within the game you will encounter many prisoners. Some of them don't want anything to do with you. Some of them want to kill you. But others want your help with certain activities. By helping prisoners you are activating Side-Missions. Most Side-Missions are easy and won't take long to complete. You are usually well rewarded by completing Side-Missions mostly with Cigarette Packs. Is is important to note that you need to do most of these Side-Missions for the "Bell Boy" Accomplishment. On a related note, you can hear some rather amusing conversations amongst prisoners if you walk up to a group without speaking to them (such as the Surenos' "Sigmen Floyd" conversation (The Mines)). Turn on the subtitles in the Subtitles menu to help catch all of what the people are saying. This game also has several Easter Eggs and I will point out where they are located and how to activate them (if necessary). A complete summary of Side-Missions and Easter Eggs can be found near the end of the "Butcher Bay" section. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BTH3. Weapons and Useful Items | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Below is a brief rundown of the weapons and some of the items that can be found and used in "Escape From Butcher Bay": 0==============0 | Melee Weapons \ 0====================================================> >>Fist and Knuckleduster ********************** Your basic fist which can be made more powerful with Knuckledusters (also known as Brass Knuckles). >>Shiv **** A knife-like instrument that can be used to cut up people. Best used with sneak attacks. Great if you can do a Reversal with it. >>Club **** A crude instrument that can be used to beat down anyone. This is not a quick weapon but can do very serious damage when it connects. The best weapon to use in melee combat. 0===================0 | Projectile Weapons \ 0====================================================> >>Grenades ******** An explosive weapon that is thrown at a given target. Great for clearing a room of enemies. >>Tranquilizer Gun **************** This is a hand-held electroshock stun weapon. It has unlimited ammo but is slow on the reload. But it is also an handy weapon to shoot out lights so you can sneak around in the dark and silently kill your enemies. >>Gun *** Your basic pistol. Not very powerful but is accurate from a distance. This is best used in getting head-shots from long range plus breaking out lights. Can also be fired rapidly. Maximum ammo for this weapon is 84 rounds. >>Shotgun ******* A standard issue Shotgun. Nasty up close but very poor from a distance. It also has a Flashlight attachment that will brighten up dark areas (and alert nearby Guards if you're not careful). Maximum ammo for this weapon is 64 rounds. >>Assault Rifle ************* An automatic rifle that the Guards carry. A pretty solid weapon that also has a Flashlight attachment. However, the weapons are DNA encoded. This means that anybody, like a prisoner, not entered into the database will receive a nasty shock when you try to pick it up (but there is a way around that.....). Maximum ammo for this weapon is 152 rounds. >>Prototype Gun ************* Just like the Assault Rifle but is not DNA encoded. It has a very rapid fire rate but only has less than half of normal clip capacity. You can pick up regular Assault Rifles to refill the Prototype Gun. Maximum ammo for this weapon is 56 rounds. >>Mini-Gun ******** A weapon that can be acquired from certain Riot Guards. The most powerful weapon in the game. Not a whole lot can stand up to it. However, you move very slowly while carrying it plus, when you switch to another weapon, you drop the Mini-Gun. Another weakness of the Mini-Gun is that, if an enemy is right up against you, then the Mini-Gun won't fire until you get some space between you and the enemy. According to Zachary McNeal you can move a little faster if you Crouch while walking with the Mini-Gun. 0=============0 | Useful Items \ 0====================================================> >>UD Money ******** Universal Denomination. The currency used in the Riddick universe. This can be used to buy all sorts of items and privileges. There are many ways to earn UD within the game. >>Vent Tool ********* A useful tool that can open Ventilation Hatches. This will help you get around many areas. >>NanoMED Cartridge ***************** These yellow tubes are used to refill the NanoMED Health Units found all around Butcher Bay. Now, for the reasons you need those weapons and items..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BTH4. Enemies | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed below are the enemies, other than hostile prisoners, that you will encounter at Butcher Bay: >>Turret Guns *********** On the walls in most areas of Butcher Bay are Security Turret Guns that help keep an eye on the prisoners. If you misbehave, the Turret Guns will either stun you and you will be dragged off to your cell (Cellblock A) or kill you (The Mines). >>Light Guard *********** The Light Guards are lightly armored, usually identified by the cap they wear, and relatively easy to deal with. But they will quickly call for backup if the need arises. They can mainly be found in Cellblock A. >>Double-Max Guard **************** The Double-Max Guards are helmeted and more heavily armored. They are tougher to deal with than their Light Guard counterparts. Some of them can be found in Cellblock A and they are almost exclusive in The Mines. >>Squad Leader ************ The Squad Leaders wear no helmet or cap and have red armor. But they are faster and more accurate than the other types of Guards. Abbott can be considered a Squad Leader. >>Riot Guard ********** A Riot Guard is a large mechanoid suit that some of the Guards use to keep order. They carry built-in machine guns and will kill you with one swipe of its massive arms if they get close enough. The only weak spot is a panel on the back which has to be shot at to kill the Riot Guard. The only problem is getting an appropriate weapon..... >>Heavy Guard *********** The Heavy Guards are large human piloted machines that are almost indestructible. They have very powerful Chainguns plus Rockets that can make short work of anything that gets in their way. These can be found in The Mines and the Cryo Facility. >>Screamer Droid ************** Screamer Droids are small floating droids that roam about the Cryo Facility and keep an eye on things. They get their name from the fact that they have a high pitched squeal that alerts nearby Guards. They also have have an appendage that resembles a stinger and are capable of minor damage when close enough. But they can do serious damage as a group. They are exclusive to the Cryo Facility area. >>Attack Droid ************ Attack Droids are fully robotic Guards that are one step above a Riot Guard. They have three Chainguns plus Rockets that can make life difficult for anybody they happen to be chasing. However, despite their firepower, they are weak enough to be brought down with standard weapons. They are exclusive to the Cryo Facility area. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BTH5. "Butcher Bay" Accomplishments | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed in this chapter are the Accomplishments exclusive to "Escape From Butcher Bay": >>Bell Boy ******** Description: Complete all Side-Missions in Butcher Bay. Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you complete at least ten of the twelve Side-Missions "Escape From Butcher Bay". >>Chain Smoker ************ Description: Collect all Cigarette Packages. Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this by collecting all 62 Cigarette Packs. >>Control a Heavy Guard ********************* Description: Find and control a Heavy Guard. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. Notes: You will get this when you enter the Heavy Guard in the "Facility Control" chapter. >>Control a Riot Guard ******************** Description: Find and control a Riot Guard. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. Notes: You will get this when you enter the Riot Guard in the "Security Research 1". >>Eye Shine ********* Description: Find Pope Joe and let him perform the EyeShine surgery. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. >>High Security Jail Break ************************ Description: Complete the Escape from Butcher Bay campaign on hard difficulty. Xbox 360 Accomplishment Points: 50 G. PlayStation 3 Trophy Class: Gold. >>Kill Abbott *********** Description: Get the opportunity to kill Abbott. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. >>Kill a Heavy Guard ****************** Description: Find and kill a Heavy Guard. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you kill the Heavy Guard in the "Fuel Transport" chapter. >>Kill Rust ********* Description: Find Rust and kill him. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. Notes: You will get this when you kill Rust in the "Aquila Territory" chapter. >>Main Frame Hack *************** Description: Find the Butcher Bay main frame and input your DNA. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. Notes: You will get this when you input your DNA in the computer in the "Mainframe" chapter. >>Medium Security Jail Break ************************** Description: Complete the Escape from Butcher Bay campaign on normal difficulty. Xbox 360 Accomplishment Points: 30 G. PlayStation 3 Trophy Class: Silver. >>Ring Fight Champion ******************* Description: Beat all competition in the Tower 17 ring. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you kill Bam in the "Tower 17 Base (Part Four)" chapter. With this done let's move onto the main portion of the "Escape From Butcher Bay" guide starting with..... /++++++++++++\ /++++++++++++\ /+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\ | >BTH6. The Story Begins..... | \+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++/ \++++++++++++/ \++++++++++++/ Riddick is being transported to Butcher Bay by a mercenary named Johns. Riddick has been captured by Johns and he intends to collect on him by transporting him to one of the most notorious prisons in the galaxy. Personally, I would've sent Riddick to Crematoria but that probably wouldn't have made much of a game I think. 0=-=-=-=-=-=-=-=-=-=-=0 / The Story Begins..... \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >TSB1. Escape 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 3 / \ The Story Begins..... / 0=-=-=-=-=0 0=-=-=-=-=-=-=-=-=-=-=0 After the cutscene, you are on the landing pad with Johns and couple of other prisoners, Lambert and Pixie. When talking to Lambert then he will encourage you to break Johns' neck and Pixie will simply say "You aren't very nice, are you?" Talk to Johns and he will respond by confronting you. You will have two responses to choose from but you can use either one. Afterward, Johns will walk over to talk to Pixie who has wandered off. Go behind Johns and break his neck. When Johns dies then the Turret Guns near the main door will open fire. Pixie will attempt to pick up the Assault Rifle that Johns dropped but is electrocuted by it. Lambert will open a hatch in the middle of the landing pad and you should run and drop down into the hatch. Follow the path and go down the Ladder. Turn right 90 degrees and look down. You will then see: ================== ++[Cigarette Pack #35]++ ================== Pick up the Pack and charge toward the technician near the door. You can't sneak up on him so beat him senseless and pick up the Class D Security Card he drops. Open the door and Crouch down. Go near the corner and wait for the Guard to come by. Sneak up behind him and break his neck but go ahead and leave the body where it is. You will also need to pick up the Vent Tool the Guard dropped. Turn around and you will enter a larger room with some crates to your left. Riddick will then say "Air? Maybe a vent overhead." Turn toward the crates and you will see a gap between the crates and the wall. Go through the gap and look left. The crates have some glowing sections to them and it looks like that there is a path going through them. Crouch down and enter this hidden path. At the end is a small lighted room with a rectangular hole that you drop down through. When you drop down to the lower level then follow the path into the larger room and about halfway through, look right. You will see a long alcove. At the end of the alcove is 10 UDs and: ================= ++[Cigarette Pack #1]++ ================= Pick up everything and make your way back to the opening. Jump to get back up and go back through the hidden path into the crate room. Climb the crates and, when you get to the top, then turn around and look up. Grab onto the Hangrail and proceed until you are at the box like object that should be to Riddick's left. Wait for the Guard, that has just entered the room, to get just underneath you then drop down onto him. After killing him then climb the crates again and get back to the Hangrail. Go along the Hangrail and to the Ventilation Hatch. Open the hatch and enter the shaft. Follow the shaft and kick out the grating to enter the next room. It has a NanoMED Health Unit and a NanoMED Cartridge. To activate the station, go up to it and follow the on-screen prompt to insert the cartridge into the station so it can be used. Of course, you may not need to use the station but the option is there if you want it. To the left of the NanoMED Health Unit is a hall that will lead into a larger room. When you go left then you will see a Guard with a Shotgun near a metal table. He will see your shadow and charge at you but won't fire the Shotgun. You can beat up on the Guard if you want but it is better if you can get him in a Reversal and use his weapon against him. After you kill the Guard, you can pick up the Shotgun but it is empty. Go back to the metal table and you will see: ================= ++[Cigarette Pack #6]++ ================= Pick up the Pack and climb the crates and then onto the railing. Shimmy right until you can get to the opening in the fence and then climb over. Go into the next room and use the Elevator at the end. After riding the Elevator then go through the door and you will be outside. You will see a Guard going from left to right so Crouch down and sneak up on him. Dispose of him by either breaking his neck or rifle-butting him. Grab his Shotgun to get ammo. Turn around and on the left side of the path not far from your position is a Ladder leading down. Go down the Ladder, turn right, and you will see an overhead light ahead of you. Go to this light and look right. You will see a hatch and Riddick will say that he will blow off the lock. Conserve your ammo by rifle-butting it off instead. Enter the door but, be warned, once you enter there's no going back. Ahead of you are Guards looking for you. You may be tempted to use the Shotgun's flashlight but that will give you away. Fortunately, the Guards have dropped flares so you are not totally blind. There are explosive barrels which you can use to get rid of the Guards but will also do you considerable harm if you happen to be too close. The first long section of the tunnel you get to has three Guards, two with Shotguns and one with a Assault Rifle. If you can kill them, you will also get 5 UD from one of the dead Guards. As you near the flare at the far end of the section, a Guard will come around. Kill him and proceed to the next corner. Just as you get to the corner, you will see a barrel ahead of you. Shoot it to kill the Guard around the corner before he can confront you. After killing him then proceed to the light at the end of the tunnel: Johns: "Rise and shine, jackass." /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BTH7. Cellblock A | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ As it turns out, the previous level was nothing more than a dream sequence and Riddick awakes back in Johns' ship. After the ship lands, Johns introduces Riddick to Hoxie, the warden of Butcher Bay. Hoxie and Riddick then exchange some "pleasantries": Riddick: "Johns said you were ugly up close. For the first time, I gotta agree with him." Hoxie: "Hmmm....Nice try." Riddick: "I do what I can." Hoxie: "Already trying to get under my skin, Riddick?" Riddick: "It'd be easier...If I had something sharp." Afterwards, Riddick is taken by Hoxie's second-in-command, Abbott, to be processed. This leads through the entrance of the prison and into the main credits. After the main credits have run, Riddick is put into his new home and deloused..... 0=-=-=-=-=-=-0 / Cell Block A \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CBA1. Prison Yard 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ Cell Block A / 0=-=-=-=-=0 0-=-=-=-=-=-=0 After delousing, if you look in your inventory you will see that, even though the previous section (Escape) was a dream, you get to keep the 15 UD you collected. Look at the toilet in your cell. You will notice that you can flush it. It is also one of the keys to unlocking one of the Easter Eggs within the game. In order to unlock this egg you must flush every toilet you encounter in your cell block five times. So, let's start with yours: >>Easter Egg (Toilet - Part 1) **************************** Flush your toilet five times. You don't have to unlock the Easter Egg but it adds a little more fun to the game. Go and exit your cell. You will notice Turret Guns on the walls of the Cellblock. The Turret Guns will stun you if you misbehave or attack the other prisoners. A prisoner named Barber is waiting outside your cell. He will tell you of a guy named Mattsson who seems to know Riddick. Mattsson is in the Courtyard near the Pit. Turn left, head toward cell A32, turn right, head toward the gate, and you'll meet Shabby. Shabby has been beat up very badly by someone named Molina. He will reward you if you kill Molina for him: >>Side-Mission Activated (Shabby) ******************************* Agree to kill Molina. This is the first of ten (out of a possible twelve) Side-Missions that you must do in order to get the "Bell Boy" Accomplishment. From here, go up to the gate and talk to Bulder, the Guard. He will inform you that you can't walk into the Infirmary but can be dragged in after Rust, the big fish in this cellblock, finishes with you. Turn around and follow the hall. As you move past Barber and turn left, you will see an open cell door. As you enter, you will see one prisoner doing sit-ups (Girish) and another sitting in his bunk (Waman). Girish has very little useful information so talk to Waman. Listen to what Waman has to say. He, like Shabby, wants Molina dead when his lockdown expires: >>Side-Mission Activated (Waman) ****************************** Agree to kill Molina. You'll note that Shabby and Waman both want the same thing but both will give different rewards upon completion of the Side-Mission. There is also a toilet in their cell. So go ahead and flush it to help unlock the Easter Egg. You will also have to activate Waman's (or Shabby's) Side-Mission to help in activating the Easter Egg but I have already done that: >>Easter Egg (Toilet - Part 2) **************************** Flush Waman and Girish's toilet five times. Exit the cell and go left. Follow the hall and you will encounter two prisoners, Jack and Coyne. Both of them tell you to talk to Haley who is in the Courtyard. Continue onward and you will enter the Courtyard. In the center is a large hatch which leads to The Pit. Mattsson is to the left, the entry to Aquila Territory (at the end) is closed off, Haley is ahead, Booger is behind the gate to the right, Red is sitting one of the benches, and Charlie Green is wandering around the Courtyard. Talk to Red and he will tell you to help get rid of Rust. Haley will tell you the same thing if you want his help. Booger won't talk to you. Charlie Green mumbles something about a bird. Mattsson will tell you that he knew you were coming and wants you to take his Shiv which is in his bunk. Go back out of the Courtyard, past Jack and Coyne, and hang a right at the junction. One of the two cell doors, A40, is open. Once you enter, the door closes and you will have to deal with two prisoners who want to do you some harm. You have walked into an ambush. These guys are not hard to deal with. Beat them up and the door will re-open. However, there is also a toilet in this cell. If you want the Easter Egg you have to flush this toilet now because you won't be able to go back to this room later: >>Easter Egg (Toilet - Part 3) **************************** Flush Mattsson's toilet five times. Exit the cell and head back to the Courtyard to confront Mattsson. Mattsson explains that Rust set him up to it. He will give you the Shiv to set things right. Head back to your cell and wait. In the cutscene, Mattsson will give you the Shiv but Rust interferes. Riddick doesn't take too kindly to Rust and comes close to killing him. But Abbott barges in and rescues Rust. Rust then takes the Shiv from Riddick. Abbott shoves Mattsson toward Rust and Rust attacks Mattsson. Abbott then goes over the "natural order of things" with Riddick. After that, both Abbott and Rust exit the cell leaving you with a wounded Mattsson. Exit your cell and talk to Barber. He will tell you that Rust is waiting for you in the Aquila block. He recommends that you get a weapon and to talk to Waman. As you get near Waman's cell, you will notice that the cell door across from his, A38, is now open. This is Molina's cell. Molina seems to be a nice enough person but you have a job to do so beat up and kill Molina: >>Side-Mission Information (Shabby and Waman) ******************************************* Killed Molina. Molina's cell also has a toilet. By flushing his toilet you will finish unlocking the Toilet Easter Egg: >>Easter Egg (Toilet - Part 4) **************************** Flush Molina's toilet five times. So what is this Easter Egg? It will be revealed in the Courtyard. But I will proceed with other things before going back there. Pick up the Knuckleduster Molina drops and head to Waman's cell and talk to him to complete his Side-Mission. In return, he will reward you with: ================== ++[Cigarette Pack #25]++ ================== Now, head back to Shabby and reap your reward which is a secret code for a locked door which is inside the Infirmary. From here, make your way back to the Courtyard. You will see that the gate at the end is now open. If you went and flushed all four toilets five times then you will reveal the Toilet Easter Egg: >>Easter Egg (Toilet - End) ************************* There will be a picture on one of the walls. It will be of three of the developers with the words "Los Tres Amigos" (The Three Friends) at the bottom. Continue moving forward and into...... 0=-=-=-=-=-=-0 / Cell Block A \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CBA2. Aquila Territory 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 4 / \ Cell Block A / 0=-=-=-=-=0 0-=-=-=-=-=-=0 Follow the hall and when you turn the corner then you will see two prisoners beating up on another. One of them will recognize you and run away and the other prisoner will go toward you. Deal with him using your Knuckleduster. But there is another large goon hanging behind not far from where you just beat up your opponent. After beating this guy up you can get a Knuckleduster and 5 UD from him. Near where you kill the second prisoner you will notice that one of the cell doors to your left is open. Enter and you will see on one of the bunks..... ================== ++[Cigarette Pack #58]++ ================== You will also see a NanoMED Health Unit on one of the walls. You can go ahead and use it if you're running low on health but it may be best to save it for later. Exit the cell, follow the hall, and turn the corner. You will see two more prisoners at the next corner and one of them will kick a Fire Extinguisher at you. Get out of the way and when the extinguisher expires then turn the corner again. The goon that kicked the extinguisher has left the scene but the other remains. This guy has a Shiv so you will need to be a little more careful in fighting him. Once you kill him then you can get his Shiv plus 10 UD. This is also a good time to take advantage of the Weapon Hot Spot system. Bring up the Weapon Wheel, select the Shiv, and press either D-Pad Left or D-Pad Right to assign the weapon to that direction. Make sure that the other direction is assigned to the Knuckleduster so you can quickly switch away from the Shiv. When you get to the next section then you will see two more prisoners. One of them will set off a crude bomb so hang back. Both prisoners will be waiting at the end of the section. One of them will carry a Knuckleduster, the other will be carrying a Shiv. Both will attack at once so you will have to make sure that they don't both hit you at the same time. Keep both in front of you and you should make quick work of them with your Shiv. The one with the Knuckleduster will also drop 15 UD. At the end of this hall is a set of stairs leading up. This information is useful for the next area. Go up these stairs and turn right. You will enter a larger room where Rust is waiting. Rust is armed with a Shiv just like you. He also has the ability to quickly attack you right after a block. What this means that if you attack with your Shiv and he blocks it he can make a quick attack off it and hit you before you can block it. The best method for dealing with Rust is the Stab-and-Retreat method mentioned earlier in the "Fighting and Combat" chapter. However, because of his ability to quickly counterattack after a successful block, you may find yourself taking damage. If you take a little bit of damage then run away and down the steps I mentioned earlier. Rust will not chase you down the steps thus you are safe enough to let your health recover. After recovering your lost health, either by waiting or by going back to use the NanoMED Health Unit in one of the nearby cells, then go back and continue fighting Rust. Continue with this pattern until Rust is dead. After Rust is killed then you will earn the: >>"Kill Rust" Accomplishment ************************** In the following cutscene, Riddick looks over Rust's body. Abbott needs a new rooster now that Rust is dead and asks Riddick to take his place. But Riddick declines the offer much to Abbott's displeasure. After the cutscene then turn around back towards Rust's body and turn left. You will see a open cell door with another prisoner inside (Moondog). Enter the cell and Moondog will cower near one of the bunks. Talk to him and he wants you to stay away from him. But he will also give you: ================== ++[Cigarette Pack #59]++ ================== Exit the cell and head back down the hall retracing your path back to the Courtyard. You will also see a Guard chasing and shooting a prisoner. Stay out of the way and let them pass. As you turn the corner, you will see another prisoner with half of his face tattooed blue (Blueboy). Talk to Blueboy and he will say "That was something, man." He will also give you: ================== ++[Cigarette Pack #57]++ ================== After talking to Blueboy and turning the corner to the long hall leading out, then you will encounter a Guard. If you can kill this Guard then you can get 5 UD from him. Before you get into the Courtyard again disengage your Shiv otherwise the Turret Guns will stun you and you will lose your weapon. Once back in the Courtyard, talk to Red. He will give you 30 UD as a reward. Talk to Booger again. He is impressed with you this time and offers you a pack of Smokes. Pay 20 UD for the Smokes and get: ================== ++[Cigarette Pack #26]++ ================== Talk to Haley and he will give you a wealth of information on the facility. He will tell you of The Pit, the Infirmary, and the Mainframe. He will finish by telling you to go to Bulder, near the Infirmary, and tell him that he owes Haley 150 UD (This info will allow you to enter the Infirmary). Go back through the cellblock and talk to Bulder. Bulder is unhappy that Riddick screwed up his bet on Rust but he will still let Riddick into the..... 0=-=-=-=-=-=-0 / Cell Block A \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CBA3. Infirmary 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ Cell Block A / 0=-=-=-=-=0 0-=-=-=-=-=-=0 You will be in a small connecting hall. Switch to your Shiv before entering. When you enter the Infirmary then you will see two Guards. One of them will have a Assault Rifle and the other is un-armed. You will also see a NanoMED Health Unit at the far end of the room. The armed Guard is wandering around the room. Quickly get up behind him and sneak attack him to break his neck. If he turns around then he will swing his Assault Rifle to rifle-butt you. Try to catch him in a Reversal quickly because his partner will be running up behind you. After dropping the first Guard then you have to fight the second Guard. He will block often and has a quick swing. However, you can use the beds to your advantage. After killing the first Guard then jump onto an empty bed. You will find that the second Guard will either stand still or won't attack you unless you are close enough to him. When standing on a bed then you can attack him with your Shiv just like you could on the floor. If he hits you a couple of times just back off a little and let your health recover before attacking him again. After killing both Guards then pick up the One-Day Security Card that the first Guard dropped. Look around the Infirmary. You will see two doors on side of the room. The one with the "1" above it can be opened by the code Shabby gave you. The room is a crude operating facility but it has a Scalpel and: ================== ++[Cigarette Pack #12]++ ================== Grab both the Scalpel and the Pack, exit the operating room, get your Scalpel ready, and open door "2". Behind the door is an un-armed Guard. Kill him using the Scalpel and proceed forward. When you turn the corner then you will see a NanoMED Health Station. Use it to increase your health maximum to five blocks. Climb the Ladder nearby and proceed through the door. Go to the crate and Crouch. A Guard will enter from the far door and will pass by your position. Sneak him and you can get 5 UD from the dead Guard. Go through the door at the far end and enter the Service Hatch to your right. Follow along the hall and you will enter a larger room. The room has an upper level and a lower level. You are on the lower level and two Guards will be on the upper level. You can't kill them so sneak your way to the other end of the room. Follow the hatchway and climb the Ladder. Go along the short hallway and Crouch through the Service Hatch. You will then enter a larger room similar to the last one except that you are on the upper level. There is also a Guard here. Sneak him then make your way to the other end of the room where there is a door. Before going through this door you need to Crouch down then, while remaining in the darkness, open the door. You'll hear Riddick exclaim that he needs to stay in the dark. Through the door you'll see the upper platform above the Courtyard. There is also a Guard here. As long as you don't do any sudden movements while in the dark you won't get his attention. Get up behind him, Sneak him, and get the One-Day Security Card he drops then grab his body and drag it back through the door you just came from. Through the door you'll also notice searchlights overlooking the Courtyard. If any of them spot you then the Turret Guns will activate and you will be killed instantly. Wait for the searchlights to go over the upper level and down again before proceeding to the Security Door. When you get through the Security Door then hug the left wall just inside the doorway. There is a Guard heading your way. Keep an eye open for the laser sight of his Assault Rifle. When he gets close enough then go around the corner to surprise him and start slashing him with your Shiv before he can fire on you. After you kill this Guard then proceed forward. You will enter another split level room. Proceed through this room and to the door near the end of the room. You will then enter a smaller room that will lead you to the..... 0=-=-=-=-=-=-0 / Cell Block A \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CBA4. Mainframe 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 2 / \ Cell Block A / 0=-=-=-=-=0 0-=-=-=-=-=-=0 Go through the door ahead and you will be on a catwalk on the upper level of the large mainframe room. Head to the railing ahead of you. Look down and you will see the DNA Sampler machine and it's maintainer. To the right, on the wall beneath the catwalk, is a light. To the left of the DNA Sampler is a crate with a light above it. Knowing where these lights are will help you in just a bit. If you look around the room then you will see a ledge beyond the railing that you can go on and get around on the upper part of this room. If you can position yourself correctly then you can jump down and drop-kill the maintainer. Or you can just jump down behind him and Sneak him with your blade. You will also see an Assault Rifle on the ground near one of the room's corners, by the Toolbox, but you can't pick it up yet. Go over to the DNA Sampler machine and use it. And in doing so you will earn the: >>"Main Frame Hack" Accomplishment ******************************** However, by using the machine, it will notify security because of the unscheduled addition to the database. Quickly pick up the Assault Rifle which is near the Toolbox in the corner. From this point, two Guards will enter the room. But, before they do, quickly shoot out the light below the catwalk then turn around and blow out the light above the crate to plunge the room into total darkness. Then take cover between the crate and the computers, Crouch, and switch to your Shiv. Both Guards will enter the room. One will eventually head to your position. When he gets close enough then he will attack you. However, because he is so close, he will try to rifle-butt you. Use your Shiv to keep him from doing that and you will most likely do a Reversal on him when he tries. The second Guard will then head back outside and use the doorway for cover as he tries to shoot you. Switch to your Assault Rifle and Un-Crouch. Wait for him to poke his head out then pop him with a headshot. After killing this Guard then three more will appear in the hall beyond the door. You should also see a large cylinder on the far wall. *DON'T* shoot it. Not yet anyway. One of the Guards, a Light Guard, will just stand there. Pop him with a headshot. Another Guard will stay Crouched behind the crates on the left side of the hall. The third Guard will run from side to side trying to get a good vantage point to attack you. When the third Guard stays still long enough then nail him with a headshot. Once he's down then shoot the cylinder (a Valve) to destroy it and kill the last Guard. Now, head to where the dead Guards are. The dead Guards will will drop two Assault Rifles, a Gun, and 10 UD. As you turn the next corner then you will see a open door. But, as you approach, a Guard will appear at the door to throw a Grenade towards you. Back away and let the Grenade explode. The door ahead of you will close but the Grenade will blow a hole in the nearby wall. As you near the hole then you will also see a NanoMED Health Unit to restore your health if you need to. There are two pieces of Debris that need to be removed. Remove them by "using" them. Barely step into the hole that was created then quickly back out, head to the NanoMED Health Unit, and aim back toward the hole. In the next room is a Guard with a Shotgun. He appears when you just barely step into the hole. He knows you are there and will head towards you. When he enters the room where you are at then fire a few rounds to kill him. After you kill the Guard then grab his Shotgun, go back through the hole, and go near the door at the end of the room. Turn left and you will see a Service Panel. Use it to turn off a large fan above you. Climb the crates and jump the gap to get to the stopped fan. Crouch and go through the fan into the next room. You will see some grating which will allow you to see down into the hallway. There are two Guards down in the hall. Use your Assault Rifle to kill the two Guards below. After killing the Guards then jump down to the floor, go the far end of the hall, and shoot up the Guard that will enter the room. He will also drop 5 UD. In the next room you will see a NanoMED Health Unit. This room opens up to a larger room with a catwalk that has two Guards. Switch to your Gun. Shoot out the light next to the Health Unit. This will keep the two Guards from seeing you. Use the left side of the entryway as cover, zoom in, and pop the Guards in the head from your position. Afterwards, climb up the crates and onto the catwalk. When you get on the catwalk then another Guard will come into the room from where you entered. Kill him from above, using the Gun, then collect the Assault Rifles and 5 UD that the two catwalk Guards dropped. Explore the catwalk and you will find: ================== ++[Cigarette Pack #13]++ ================== Pick up the Pack and jump down. You will see an entrance to another hall, which is in complete darkness, not far from where you initially entered the room. As you enter the hall then you will see a Service Hatch. However, as you near the Hatch, a Guard will emerge from behind the crate near it. Kill him and Crouch through the Hatch. You will enter a dark, dank serviceway. You will also encounter a gas cloud coming from a broken pipe. There is also a Valve nearby which you turn to shut off the gas. After you shut off the gas then proceed forward. Suddenly, a Guard will throw a Grenade toward you. Back away and let the Grenade explode. However, the Guards know you are there. But you can see them in the shadows. Switch to your Assault Rifle and wait for them to start coming towards you. Note that they are not using their flashlights. Go back through the Service Hatch and wait for them to get closer to it. They cannot crawl through it like you can. This is your advantage. When the first Guard gets close enough then nail him with a headshot through the Service Hatch. This will alert the second Guard but will stand around nearby. Nail him with a headshot then proceed back through the Service Hatch. After killing the Guards then find the hole in the wall created by the Grenade and proceed inward. Do *NOT* use your Flashlight. You will enter another dark room. On your right are some crates. Ahead of you, on the floor, is light being projected from the room to the left. At the end of this light projection are a couple of explosive barrels you can't see. At the very far end of this area is another room. Aim your weapon at the hidden barrels and proceed forward slowly. Another Guard will enter the room. Wait for him to take several steps into the room then fire one shot at the barrels which will destroy them and kill the Guard. From this point, sidestep right to get up against the right wall and then proceed forward until you come to a stop (because of an angled wall). Then rotate left. Another Guard will run into the room then stop and just stand there. Nail him with a headshot to take him down. From this point, proceed into the next room and turn right. When you enter the next room then you will see a NanoMED Health Unit ahead of you and a doorway on the left. Use the NanoMED Health Unit if needed. Enter the doorway. Just as you enter the doorway then you will hear a Guard say "Here he comes". You are about to walk into an ambush. Proceed forward a little bit more and you will hear the door close behind you. When that happens then back up all the way to the door and sidestep left. A Grenade will be thrown toward you but not close enough to do a lot of damage. In fact, because of your position, it will do little damage. While you are waiting for the Grenade to explode then you will see a Guard pop up behind the crates. Wait for the Grenade to explode before doing anything. If this Guard just stands there then pop him with a headshot. If he runs toward you then fire a burst of rounds to take him down. After this then proceed forward a couple of steps and rotate right. You should see a small group of three crates that is L-shaped. There is a Guard near there. If you see him through the gap between the top crate and the wall then hit him with a headshot. If not then he is somewhere else in this room. You should also see some lights through this gap for the alcove in the corner of this room. Shoot them out. Next, climb up the crate then head to the now darkened alcove. Two more Guards emerge and one will throw a Grenade. The darkened alcove will keep them from seeing you. They will wander around the room then stop. Pop one then go back in the dark before they can get a bead on you. Continue this way until you kill the last Guard. After killing the last Guard then quickly climb the crates right next to the large pillar that is part of the alcove. Once at the top then you will find an Assault Rifle. With all of the Guards gone, a Riot Guard will appear. It will come down the Elevator at the far end of the room. It will try to kill you but you are safe from where you are at. As he wanders around the room try to take occasional shots at his back panels. It is the Riot Guard's only weakness. The best weapon to use is the Shotgun because of its wide spread and that most of the pellets can easily go between the railings. It will take awhile because he is pretty tough and he wanders around the room which makes it hard to get at his back panels. But be patient and you will eventually take him down. And in doing so you will gain a White Security Card plus: ================== ++[Cigarette Pack #27]++ ================== Jump down and get the weapons from the dead Guards (two Assault Rifles, a Shotgun, and a Gun) plus 10 UD. You will also notice an Assault Rifle on the floor near the large stack of crates and a Shotgun in the opposite alcove. From here, use the Elevator then enter the door ahead of you and into the..... 0=-=-=-=-=-=-0 / Cell Block A \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CBA5. Prison Yard Riot 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cell Block A / 0-=-=-=-=-=-=0 When you enter this room then turn left and go through another door back to Cellblock A. Ahead of you, at the end of the room, you will see a litter can. Look right and you will see a stairway down. You will also hear a warning over the loudspeakers. Go down the stairway and you will encounter a locked gate. This gate is near where your cell is. Behind the gate are two Guards and a prisoner. The Guards use some kind of explosive and end up blowing out the lights nearby and the nearby Turret Gun. After that then you will hear a message over the loudspeakers that states that the Turret Gun cameras are switching from stun mode to lethal mode. The darkness will make it harder to kill the Guards beyond the door. Use your Assault Rifle to deal with the Guards. Use the Flashlight to get the Guards out of hiding to fire at you. Then fire back at them to kill them. If they hit you then go back up the stairway to recover. The closed gate will prevent them from coming up at you. After the Guards are dead then go back up the stairway and turn right then turn right at the litter can. You will see a Valve. This Valve opens the gate. When you reach the Valve and turn around then you will see a NanoMED Health Unit. Go back down the stairway but don't go through the door. Near the gate to the Infirmary is a Turret Gun. In the darkness it will be difficult to see it. It is located on the right wall near the top of the Infirmary gate. Switch to your Gun and destroy the Turret Gun. After this then barely creep forward and into the hallway. Just beyond the corner you can barely see a Turret Gun through the darkness (the one above the door across from your cell). Destroy it. Then look at the end of the hallway where there is light to find another Turret Gun. It will be difficult to see because of the lighting flare. Destroy it then switch back to your Assault Rifle. As you barely get started toward the light then another Guard will come around the corner. Go back to the door you came from and back into the darkness. He will stay in the light and wait for you to come out. Use this to your advantage to kill him then switch back to your Gun. Then pick up the weapons and 5 UD that the dead Guards dropped. As you head toward the light again then you will see another Guard coming around the corner. However, he is more interested in the Guard you just killed and will head to him instead. Stay in the darkness and drop him with a headshot. From here, switch to your Gun, hug the left wall, and slowly creep toward the light. On the right wall you will see an abutment. Hiding behind this abutment is a Turret Gun. Slowly rotate the Right Analog Stick while creeping forward to expose enough of the Turret Gun to destroy it. As you get closer to the corner then you will hear another Guard. He will then try to confront you. Run back into the darkness, switch to your Assault Rifle, and wait for him to show himself. He will then stand in the light. Nail him with a headshot then switch back to your Gun. Just as you get around the corner then there will be a Turret Gun. Destroy it then proceed to where it once was. However, as you get near, then you will hear yet another Guard. Run back to the corner and wait for him to see you. When he does then run back into the darkness and wait for him to enter the light. Use your Assault Rifle to kill him when he does. Now, head towards the Courtyard entrance. But, before you get right up to the entrance, look up. There is another Turret Gun. Destroy it and go to the Courtyard entrance. However, you will find it locked. You need to trick the Guards into opening it. You have to make your way back near the Infirmary. Along the way, you will see a Guard chasing and killing a prisoner in the darkness. Lure the Guard into the open cell to kill him. After that then head toward the Infirmary. When you make your way near the Infirmary then you will see a Guard behind the locked gate and he will throw a Grenade. Hang back and let it explode. Stay in the darkness and kill the Guard from a distance. After that Guard drops then another Guard will emerge from the Infirmary. Kill him the same way then go to his position. Pick up the Radio Transmitter that the Guard dropped and use it. After that then head back to the Courtyard. Along the way then you will encounter another Guard. Go back to the darkness, wait for him to enter the light, and kill him from a distance then proceed forward. When you enter the Courtyard then another cutscene will play. Riddick is ambushed by a Guard and the both of them fall into..... 0=-=-=-=-=-=-0 / Cell Block A \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CBA6. The Pit 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ Cell Block A / 0=-=-=-=-=0 0-=-=-=-=-=-=0 Riddick survives the fall by using the Guard as a cushion: Riddick: "It ain't the fall that gets ya'.....It's the sudden stop at the bottom." The only rifle he has to use is the Shotgun from the dead Guard and the flashlight attachment has been damaged. You have six minutes before the light fails. And you need to find your way out of The Pit. The Pit is actually the remains of the previous prison and the current structure was built on top of it. However, they also sealed the convicts inside the old prison and they have become viciously insane. These former convicts are known as the Dwellers. They don't do a lot of damage individually but will seriously hurt you in a swarming group. However, they can actually be blown apart by your Shotgun which will make it easier to deal with them. At the start, turn around 180 degrees and go forward through the doorway. Turn right and then turn right again. You will see a larger hallway and a large hole in the floor. At this point you should now start encountering the Dwellers. Do not go down into the hole or through the nearby doorway. Instead go past the barrels with the glowing blue goo and turn right at the intersection ahead. At this point you will be constantly attacked by the Dwellers. Don't stop moving. Fight them off with the Shotgun as you proceed forward. Go past the doorway, which should be to your right, and turn left at the next intersection. Continue forward and turn left at the next corner. Ahead of you is a locked gate and a flare. You will also hear the voice of a stranger. There is also a Valve that opens the gate. Use the Valve to open the gate. As the gate is opening, a Dweller will pop up in front of you. Kill him then proceed forward. You will also be attacked by Dwellers so keep an eye out for them. Follow along the path until you see another flare on the ground and the stranger near it. At that point you will see another pathway going left. When you look left then you will see a locked gate and: ================== ++[Cigarette Pack #15]++ ================== As you go for the Pack then you will be attacked by two more Dwellers. Kill them then pick up the Pack, go back to the barrel near the flare, and turn left. After going through some narrow hallways then you will enter..... 0=-=-=-=-=-=-0 / Cell Block A \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CBA7. Pope Joe's Den 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ Cell Block A / 0=-=-=-=-=0 0-=-=-=-=-=-=0 This stranger is Pope Joe and he will lead you to his den and safety. Follow him until you reach his kitchen. You will also see a NanoMED Health Unit and some Flares that you can use. Talk to Pope Joe and he will tell you that he needs you to acquire his blessed Voicebox down near where the Dwellers are. This will also prove to him that you are not an impostor. Go back to the Elevator and go down. Go left and follow the hallways using the flares for light. Switch back to the Shotgun when you encounter Dwellers. At some point you will enter a large room and ahead of you there will be some barrels and a couple of Dwellers. Blow up the barrels and kill the other Dwellers before entering the room. Just as you enter the large room, turn right. You will see a hole in the wall and a small room. In the corner, near the hole, is a NanoMED Cartridge. If you go to the Cartridge and turn right then you will find: ================== ++[Cigarette Pack #16]++ ================== Pick the items up and go back to the large room. At the end of the large room is a smaller room. This is where the Voicebox is located. Get the Voicebox and make your way back to the Elevator killing any Dweller that you encounter. From here then go back up to Pope Joe. The cutscene that follows will explain how Riddick gets his EyeShine (night vision) capability. And you will also earn the: >>"Eye Shine" Accomplishment ************************** Afterwards, Riddick will begin his journey through..... 0=-=-=-=-=-=-0 / Cell Block A \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CBA8. Dark Tunnels 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ Cell Block A / 0=-=-=-=-=0 0-=-=-=-=-=-=0 When you regain control then you will be in a short shaft and your vision will look quite different thanks to your new EyeShine ability. Press Up on the D-Pad to switch it on and off. But, for now, leave it on. Move forward to enter the next room. You will see two entranceways to your right but the one nearest to you is the only open one. Go through that entrance and you will enter a larger subdivided room. You will also encounter more Dwellers here. As you go through then you will see a gate to your left, in which you can see the other side of the room, and a sub-room to your right. Go forward until you can turn left. Then turn left again to go into the opposite side of the room. To your right is another sub-room that has a Ladder. To your left is the gate that divides the room. Go close to the gate then turn left. In the narrow cubicle near the wall is: ================== ++[Cigarette Pack #28]++ ================== Pick that up then go to the Ladder that leads up into the..... 0=-=-=-=-=-=-0 / Cell Block A \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CBA9. Showers 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 2 / \ Cell Block A / 0=-=-=-=-=0 0-=-=-=-=-=-=0 When you exit then you will be in the Showers. Turn off your EyeShine and disarm. As you exit the Showers then you will hear a Guard talk to himself as he is sitting on a toilet. However, you can just leave him alone for now. You can get yourself into a nice little firefight with the three Guards in the Showers area if you want. If you let one of the Civil Guards escape you will get a little resistance when you try to get out of the Showers and into the next hall. However, if you kill all three before any of them can escape and sound the alarm, then you will have no problems leaving the locker room area. But I will use the sneak method for best disposal. First, Crouch down and turn off the Light Switch near the toilet where the Guard is at. This will, however, attract his attention and he will leave the toilet. When you turn off the light then turn on your EyeShine and back up to the shower entrance. The Guard will turn and head to the locker room. Sneak up on him and break his neck then drag his body to the showers. Pick up his Gun as well. You need to remain Crouched for the next part of this task. From here, go past the first Light Switch and hug the left wall. As you get near the corner you will see another Light Switch near the entrance to the locker room. Turn it off and head to the toilet at the corner to hide. Look through the seam between the door panels to see a Guard, carrying a Shotgun with his flashlight on, go to the Light Switch and turn it back on. Wait for him to go back into the locker room then exit the toilet and turn off the Light Switch again then go back to the toilet. When this Guard returns to turn it back on then he will turn off the flashlight on his Shotgun. Exit the toilet and turn off the Light Switch again then enter the locker room. Sneak up on the Shotgun patrolling Guard and kill him. You will also get his Shotgun and 5 UD. Then find another Guard, Burgess, and sneak up on him as well. You'll get his Gun when you kill him. Go ahead and drag their bodies to where the first Guard is just to be safe. Un-Crouch, keep the light off, and look around the locker room. Go the set of lockers on the left side of the room and open them. Within the lockers you will find 10 UD, an Assault Rifle, and: ================== ++[Cigarette Pack #29]++ ================== Now go to the set of lockers on the other side of the room. Open the doors and within these lockers you will find 15 UD, an Assault Rifle, and Civil Guard Clothes that will disguise Riddick and make him look like a one of them. Now that you have fully explored the locker room, turn off your EyeShine, and exit into the hallway. If you got into a firefight with the Guards in the locker room then you will have to fight your way out. Shoot the alarm speakers to quiet them and keep them from alerting more Guards. After killing the nearby Guards, disarm, and turn right toward the NanoMED Health Unit. If you Sneaked your way through, disarm, and turn right toward the NanoMED Health unit. Since you did things quietly, and you're wearing the disguise, the other Guards don't know what is going on. As long as you don't do anything illegal near the patrolling Guards then they will treat you like one of them. You will encounter a lot of Guards in this section. Each Guard has a name and a weapon. If you decide to kill a Guard you get his weapon to replenish yours. Some Guards have other stuff besides weapons. If a Guard has something beside his weapon on him I will list it beside his name in case you want what he has. In the corridor outside of the Showers you will find Wikstrom (5 UD) patrolling. Turn left at the NanoMED Health Unit and you will enter a larger room. This is some of the Guard quarters. You can have some fun and ring the doorbells but none of the Guards will come out. You will find a Guard, Wakefield (NanoMED Cartridge), standing watch. It is here that you can find two Easter Eggs: >>Easter Egg (Enclave) ******************** Find the door with the name "Keenan" and ring the doorbell a couple of times. You'll hear mostly gibberish but also a mention of "Vatar." Vatar was the main villain of Enclave, another game made by Starbreeze Studios. The voice is that of the goblin character, a low-ranking enemy in Vatar's forces. >>Easter Egg (Tool) ***************** Four of the doors in this room have the names Keenan, Jones, Carey, and Chancellor. According to I_Like_Pancakez, who posted his find at the GameFAQs Message Boards, he noticed that in the G4 special on the making of the game (which is an unlockable on the PC version of the game) that one of the designers was wearing a shirt of the rock band Tool. The designers then included the names of the band members here in this room posted at four of the doors. After you're done with the Easter Eggs then go to the far end of the room and look down on the floor near the left corner. You will see that it is open so jump down into the lower level. The lower level is just like the upper one. The only way back up is to grab the Vent Tool on the floor. As you explore the lower level then you will see that there is nothing special here. The reason to go here is to get the Vent Tool which will be of use later. Use the tool to enter the Ventilation Hatch and go back up to the uppe level. Once back at the upper level then exit the room and go to the other end of the long hallway. Turn left and you will enter an area with some more Guard quarters. There are two floors to this area but there is nothing special on the second floor (although if you ring one of the doorbells you will get someone singing "In the land of the prison Guard" (Hanna)). There are three Guards (Kim, Kispert, Oconnor (5UD)) here in this room. From where you entered the room go right and to the next hallway. Then you will enter into a room where a couple of Guards are having some fun with the Elevator (Lowe (5 UD), Brad). Believe it or not, you can snap Brad's neck and Lowe will just stand there like an idiot! But, if you break Lowe's neck first, then Brad will attack you. So if you want to kill both of them break then Brad's neck first. From this room, continue forward and you will enter a large room with some more Guard quarters. The only object of note here is the NanoMED Health Unit on the opposite wall. You will find a Guard patrolling (Lucky) and another standing watch (Lysachov (5UD)). Go to the hallway on the other side of this room and you will enter a smaller room with a Guard standing next to a door (Adenoid). If you go to the screen near the Guard and look through (you'll have to jump) then you can see another room that has some Assault Rifles and a suit. This is the Armory and, yes, there is a way inside. Continue forward into the next hall. You will find a Guard (Hynkel) patrolling the hall and nearby area. Get behind him and Sneak him. At the end of the hall then you will enter a larger room which is the Hangar Room. To the right you will see a large door with "Hangar A412" painted above. Near the door is a Guard that will just sit there (Youngvalley). To the left you will see a dark sub-room that you have to jump over the railing to get into. Go ahead and jump over the railing. >>Easter Egg ("The Great Dictator") ********************************* Two of the Guards you just dealt with, Adenoid and Hynkel, are a reference to one of Charlie Chaplin's best movies, "The Great Dictator". In the movie Adenoid Hynkel is the Dictator of the fictitious country of Tomania. Thanks goes to tenchi574 for the find. Turn on your EyeShine and look around. At one end of the room you will see a locked door. At the other end you will see a Ventilation Hatch. This is the reason you went and got the Vent Tool earlier, so you can open this Hatch. Go through the Hatch and to the Grating. The Grating will open into the Armory. First thing you should do is get the Light Guard Armor. You won't be able to leave the room without it. If you listen, the Guard (Adenoid) outside will say that he hasn't heard from the other Guard (Hynkel) for some time and will investigate. Open the door and go back into the hallway. Adenoid will be standing there at the next corner leading back to the Hangar Room. Sneak him and go back to the Armory. When you enter the Armory again then look right and down on the floor where you will find: ================== ++[Cigarette Pack #30]++ ================== Pick that up and then get the four Assault Rifles. Exit the Armory and make your way back to the Hangar Room. If you go forward and to the next hallway then you will find a locked door. The hallway is a dead end. Go back to the Hangar Room. Switch to your Gun, zoom in on Youngvalley, and pop him in the head. Then shoot out all of the lights in the Hangar Room and in the hall leading to the next door. This area should be in complete darkness except for the light in the previous hallway. Leave that one alone and make sure that Adenoid's body can be seen. Switch to your EyeShine. Now use the Retina Scanner by the Hangar door. It won't let you through. You need some better eyes and Riddick decides that Abbott's eyes are the ones he needs. In addition, using the Scanner will alert a Guard and he will enter the dead end hallway through the previously locked door. Hug the wall and stop at the litter can. The Guard will run past and spot Adenoid's body. He will walk to the body instead of investigating the door. Get up to and Sneak the Guard. However, he may head toward the Hangar Door instead. If that happens, stay close to the wall and wait for him to pass. When he stops at the door then Sneak him. Next go back to the dead end hallway and go through the unlocked door. Then go up the stairs and to the..... 0=-=-=-=-=-=-0 / Cell Block A \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CBA10. Guards Quarters 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 2 / \ Cell Block A / 0=-=-=-=-=0 0-=-=-=-=-=-=0 Go through the next door and you will eventually find a large propaganda poster that has the words "Yeah right" scrawled on it. There are two openings on either side of this poster and both take you to the large garden market. You will encounter more Guards here but they carry little in the way of bonus objects you get when you kill them. Two of the Guards carry NanoMED Cartridges and that's about it. Find the Guard named Jenkins and he will give you a bottle of Liquor. Find the Guard named Bondo near the other side of the market. Talk to him and he will reveal information about Abbott's gun shipment. As you look around the market then you will see one shop open. Talk to the Shopkeeper and he will offer you several things: Smokes, Shotgun shells, Assault Rifle ammo, a Combat Knife, and a Light Armor uniform. Buy the Smokes and get: ================== ++[Cigarette Pack #33]++ ================== Talk to the Shopkeeper again and ask about Abbott. The Shopkeeper has a special package for Abbott and asks Riddick to take it to him. Riddick agrees and acquires the Rifle-Case. Another thing you could do is buy the Combat Knife. You can use this to make it easier to Sneak Guards. It is important to note that if you go in with guns blazing then the Shopkeeper will immediately close up shop making it impossible to buy anything from him. Go through the door at the other end of the market and take the Elevator upstairs. You will enter a medium sized room with a couple of Guards (Freitag, Robinson). >>Easter Egg ("Robinson Crusoe") ****************************** Two of the Guards you just passed, Freitag and Robinson, are a reference to the classic book, "Robinson Crusoe". Thanks goes to Markus Miller for the find. Take the door on the right and you will encounter Chancellor. He will give you 50 UDs for some Liquor. Give it to him and you will get 50 UD plus: ================== ++[Cigarette Pack #31]++ ================== Killing Chancellor will gain you a NanoMED Cartridge. Go back to the previous room and go through the other door. Go forward and past Conroy, the patrolling Guard, and you will end up on the level above the market. Go past John, another Guard, through the next door, and you will enter some more Guard quarters. When you reach the Valve then you will also be at a junction where you can go either left or right. If you go right then you will go through a hallway that has a NanoMED Health Unit then a room that has a Service Panel, and some more Guard quarters. You can use the Service Panel to turn off most of the lights in this quadrant of Guard quarters. You can also sneak up and kill the two Guards patrolling this small area for additional ammo and a NanoMED Cartridge (Soup has the Cartridge). When you get back to the main portion of quarters and get near the door for Elliot (near the Valve and blue vending machine) then the door will open and a Guard named Hanna will check out the area you just exited from. When he enters the darkness then Sneak him before he finds the bodies you left behind. The small hallway leading to the main entrance to Elliot's quarters also contains an Assault Rifle. I should note that he only comes out if you have turned off the lights regardless of whether you killed anybody or not. Proceed forward and to the other path. There is a long hallway, that has two Guards patrolling it (Martinez and Little Mad). At the end, turn right and then, after climbing the short stairs, turn left. You will now enter another set of Guard quarters that are guarded by two more Guards (Karmac, Measle). It is here you will find Abbott's quarters. If you did not talk to the Shopkeeper then you will find a Rifle-Case on the floor near Abbott's door. Pick it up. Then go to his door and tell him he has a package. You will then be allowed to enter the quarters and face off against..... 0=-=-=-=-=-=-0 / Cell Block A \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CBA11. Abbott 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cell Block A / 0-=-=-=-=-=-=0 When you enter his quarters then you will engage in a shootout with Abbott. There are two options in dealing with him. With the Assault Rifle, charge in, keep behind some cover, and pop out when he reloads to hit him with a few rounds. Duck back behind some cover when he starts firing again. Keep up with this pattern and you will take him down. You can also use the Gun here too. While in the entranceway then hug the right wall before you open the second door. Go forward enough to open the door but stay in the hallway. Back up to the now closed door you just entered from. Zoom in with the Gun and gently go left until you see Abbott. He will usually just stand there (either in the open or behind some cover) so you can just hit him with as many head shots as possible. The Gun is best for head shots which is why you use the weapon here. He will take some chunks of health from you too but if you're good with your aim and trigger speed you can get through this quickly. If you bought the Combat Knife then you can try this suggestion by Calvin Hobbes. Get up close to Abbott, avoiding his gunfire, and use the Combat Knife against him. If you stab him rapidly, and stay right in his face, he won't be able to shoot you and you can take him down with little damage (although it might take awhile - he is pretty tough). If you're lucky then you may be able to get him in a Reversal and end this battle a little quicker. In the following cutscene, just as Riddick is about to get Abbott's eyes, Johns intervenes. Johns is going to take Riddick to another slam but he too is thwarted by Hoxie. The scene switches to Hoxie's office where he is rather upset with both Riddick and Johns: Hoxie: "I should just have them put slugs in both of your heads right now." Riddick: "Why ruin a nice carpet?" Hoxie then engages in some rather painful negotiations (for Johns anyway). After dealing with Johns then Hoxie sends Riddick to The Mines..."Down below the surface where the sun never shines...": Hoxie: "I expect things could get ugly." Riddick: "I'll be disappointed if they didn't." /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BTH8. The Mines | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ The Mines are part of the Butcher Bay facility. Here the prisoners are sent deep underground. Some of them are tapped to help in the mines, most are sent down here because they misbehaved in the above Cellblocks. Virtually all of the Guards here are of the Double-Max kind. There are also more Riot Guards too. And there are many more Security Turret Guns on the walls here and, if you misbehave, they shoot to kill. Escape will be much more difficult this time..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS1. Tower 17 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 After the lengthly cutscene then you start off in your cell. When you exit your cell then you will notice a Guard to your left and a doorway to your right. Before going to the door, enter the cell to the right of yours. Flip the bunk and you will find: ================= ++[Cigarette Pack #5]++ ================= Pick it up and then go to the door. Follow the hall and you will enter the Elevator that leads to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS2. Tower 17 Base (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 On the ride down then you will notice a prisoner named Rael. You won't be able to talk to him until the ride ends. After the ride ends then talk to him and he will tell you about Jagger Valance and the fights. You need to fight a Blueskin in order to proceed further. You will also need to talk to Centurion to arrange a fight. Rael also suggests that you talk to Dogbone for more information. Go through the door and follow the hall until you reach a large open area with several prisoners. One of the things you will notice is a large yellow circle with the number 17 on the ground. This is the Ring that you will fight in. To the left you will see a figure against the wall. This is Centurion. You will need to arrange your fights through him. Near the door you exited from is Dogbone. He will tell you he needs proof of how badass you are. You can choose one of two paths. Either defeat Bam, a very tough Guard, in the Ring or get caught with drugs. Either way will get you into the Drug Interrogation Room so you can face Abbott. You need to set up a confrontation with Abbott to proceed further within the game. The easiest way is to get caught with drugs. But the most profitable way is by fighting. The fighting path is what I will take here. As you go through the area then you will see four more prisoners (Thunder, Silencio, Steele, and Harman). If you talk to Harman then he won't let you through the door so you will have to fight him to proceed into the Recreation Area. You will also notice a Guard, Ropes, standing by a door. He will offer you the use of a NanoMED Health Unit for 10 UD. This is a way to regain your health after fighting. Talk to Centurion. He will tell you of the rules. 5 UD to fight but he will let you fight the first time free. You have to find a person to challenge and Centurion suggests Harman, the Blueskin by the Recreation Area door. Go to Harman to challenge him then go back to Centurion to get things started. You will notice that the rail defense is deactivated for the fights. The fights down here serve as entertainment for the Guards and prisoners. This also weeds out some of the troublesome convicts. So an arrangement has been made to let the fights happen without being shot at by the Turret Guns. There are only two rules for fights: 1) stay in the Ring and 2) stay in the Ring until one of the combatants is dead. Simple enough. If you get knocked way out of the Ring then you will lose the fight. You will have to fight again to regain respect. The person you were fighting with will stand next to Centurion. Talk to Centurion to start another go-round with the person you challenged. I found this out when fighting Cusa. He hit me so hard with one of his powerful punches he knocked me back about fifteen feet and out of the Ring! If you managed to knock your opponent out of the circle and he doesn't get back then your opponent will die and you will win the fight. One trick is to use Checkpoint Restart if it looks like you are either going to lose or that you are going to lose a lot of health during a fight. You restart near Centurion so you don't have to do any backtracking. If you do restart then it is best to do it as your dead opponent is hitting the ground. There are a total of five fights you must win to get to Abbott. Harman is the first one you have to fight. When you start fighting Harman then use the Block-and-Stab method mentioned earlier in the "Fighting and Combat" chapter (even though you don't have a Shiv - yet). He is not hard to deal with. After a few punches he will go down. After the fight then the rail defense reactivates and you will gain 20 UD. After killing Harman then talk to Centurion again. He will recommend Bassim who is in the Courtyard (Recreation Area). From here then go through the large door and enter the..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS3. Recreation Area [Section A] 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 Follow the hallway until you enter a larger room with a very large door to the left and two doors to the right and and front. The door labeled Tower 19 is closed off. There is also a door labeled Feed Ward. For now let's go through the large door and into the Recreation Area. The Recreation Area is divided into several sections. The first section you have entered into is labeled "A" (look at the floor). You will see two prisoners in front of you (Asif and Cricket). To the right are a couple of Guards. If you approach these Guards, they will search you for drugs. If you had any drugs on you, they will take you to Abbott. Of course, you don't have any so they will just send you away. You will also notice some bugs flying about. These are Moths. These Moths are used to make drugs and Poison. You will need to gather a total of thirty one Moths to get the most out of them. To get a Moth, go up near one, wait until it flies low and close to you (while looking up at it with the Right Analog Stick), and press Use when it is right up to you. When you go from room to room you should always be on the lookout for Moths. After getting the Moths in this section then talk to Cricket. He will offer you a Shiv for 30 UD. Buy it and he will give the money to Asif who will take the money to a safe place. You could follow him but he will stop by the Feed Ward door. And this is where I am going to next..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS4. Feed Ward (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 Go through the hall and you will enter a room with four prisoners (Zuni, Trigo, Barrasa, and Cuellas). Talk to Cuellas. He is the leader of the Surenos gang. He talks about a Snitch List that has been taken from him and wants your assistance in getting it back. Agree to do what he asks: >>Side-Mission Activated (Cuellas) ******************************** Obtain Snitch List (two pieces). Enter the second Feed Ward door and you will see a wall in front of you. You have entered into a connecting room that joins the actual Dining Hall with the room now behind you. You will also hear some noise to your left. You will encounter Georgie who will show you the room he is looking into. It is a room with no cameras and has some Guards beating up on a prisoner. This allows the Guards to do whatever they want to anybody without any witnesses. You will also see a NanoMED Health Station in the other room. The connecting room you are in also has no cameras so you can do some mischief here if you want to. As you go near the Dining Hall then you will encounter another prisoner, Motor, who is upset that you killed Harman and will charge you. In this connecting room you can fight without being seen. Use your Shiv to kill him and pick up the Poison he drops. I should note that you should not do anything illegal, including fighting, in the doorway to the Dining Hall since the Turret Guns can see you there. After fighting Motor then Asif will enter the connecting room. Get up to him (as long as you are not at the entrance to the Dining Hall) and kill him. He will also drop the map to the stash where Cricket and Asif keep their money. The stash is inside the second part of the Dining Hall. After killing Asif then enter the Dining Hall. The Dining Hall is divided into two rooms with a connecting section between them. The connecting section has two doors at both ends that are locked. In the first Dining Hall room you will see several prisoners (Shivers, Sawtooth, Matthies, and Binks). In the second Dining Hall room there are two prisoners (Chang and Monster). Only Monster is of any use. He can offer a Vent Tool, a Club, and a Shiv. Buy the Club for 50 UD. This is one of the most important purchases in the game. The Shiv you already have and the Vent Tool you can get later for free. After dealing with Monster then head to other side of this room across from him. There is a Loose Panel on the wall. Move the panel and you will find inside the hiding place a Red Tube, an Injector, and the 30 UD you paid for the Shiv (even though you killed Asif before he deposited it). When you re-enter the connecting room and look left then you will find a prisoner named Gomer. For now though I will not deal with him. In addition, it is a good idea, while in the connecting room, to assign the Club to a Weapon Hot Spot for quick switching. Then switch back to your Fist before leaving. Now go back through the rest of the Feed Ward area, though Recreation Area [Section A] and to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS5. Recreation Area [Section B] (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 In the Recreation Area [Section B] then you will find four more prisoners (Pink, Baasim, Izz-Udeen, and Jamal-Udeen). After grabbing all of the Moths in this section then talk to Pink. He will offer you some cigarettes. Buy it for 10 UD and get: ================== ++[Cigarette Pack #56]++ ================== Izz-Udeen will just tell you to get lost. Talk to Jamal-Udeen and he will ask you for proof that the Blueskins are gone. Agree to help him: >>Side-Mission Activated (Jamal-Udeen) ************************************ Kill all Blueskins (three of them). It should be noted that you can't talk to Jamal-Udeen while he is praying. Next, talk to Baasim and challenge him to a fight. Now go back to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS6. Tower 17 Base (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 Talk to Centurion to start the fight between you and Baasim. The difference in this fight is that you have a Club and he doesn't. Switch to your Club as he approaches (with the Weapon Hot Spot) and use the extremely effective Block-and-Bash method mentioned earlier in the "Fighting and Combat" chapter. After switching to your Club, hold Block then, as he gets close, bash him. Even as he blocks it he will take damage. If he does a quick swing after blocking he will hit the Club instead. As he recovers from being hit or following through on his quick attack (as you block it) release Block, run up to him, and Block again. Then bash him. Or you can wait for him to come back to you then bash him as he approaches. After a few bashes then Baasim will go down and you will get 20 UD plus: ================== ++[Cigarette Pack #18]++ ================== You'll also notice that you automatically disarm when the fight is over which is a good thing considering that they reactivate the Turret Guns after each fight. Heal up if you need to (pay Ropes 10 UD). Now go back and talk to Centurion. He will recommend Sawtooth who is in the Feed Ward (Dining Hall). Go back to the entrance of the Recreation Area and re-enter the..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS7. Feed Ward (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 5 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 Now go back to the Dining Hall. Sawtooth is enjoying what passes for a meal around these parts. Challenge him to a fight then go into the connecting room, turn left, and talk to Gomer. He will offer you cigarettes. As a matter of fact he has five Cigarette Packs so go and buy them now. They'll increase in price the more you buy. For 10 UD: ================= ++[Cigarette Pack #7]++ ================= For 15 UD: ================= ++[Cigarette Pack #8]++ ================= For 20 UD: ================= ++[Cigarette Pack #9]++ ================= For 25 UD: ================== ++[Cigarette Pack #10]++ ================== For 30 UD: ================== ++[Cigarette Pack #11]++ ================== One of my readers, Steve101, came up with a cool tip to help you get the above Smokes for free: "Firstly, if you collect cigarette packs, they're immediately saved to your profile, so even if you go back to an earlier checkpoint before you picked up the cigarette pack, then it's still there, but it says that you've already found that pack. But in double max, in the feed ward area, where you can buy five packs of smokes from Gomer, if you then reload the checkpoint as you enter the feed ward again, then you actually haven't lost any UD's for buying the smokes, but because when you bought them it was saved, it still counts as having found them! Because the checkpoint is so close to Gomer, you can still reload without having to redo a lot of stuff, and so saving 100 UD's!" After buying the last Cigarette Pack from Gomer then do Checkpoint Restart. You will re-start just after you challenged Sawtooth so there is practically no backtracking. When you re-enter the connecting room again and see Gomer then just ignore him since you got the Smokes from him the first time. This trick is what gets you his five Cigarette Packs for free. Now go back through the rest of the Feed Ward area and back to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS8. Tower 17 Base (Part Three) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 Talk to Centurion to start the fight between you and Sawtooth. To start, Sawtooth has a Shiv, his swings are faster than Baasim's, and he has a nasty three-hit combo that can easily take down your health quickly. And, like Baasim, he will block often and will swing as soon as he blocks your attack. However, the Block-and-Bash method used on Baasim earlier will make quick work of Sawtooth regardless of his Shiv. When you kill Sawtooth then you will get 20 UD and obtain: ================== ++[Cigarette Pack #19]++ ================== Sawtooth will also drop his Shiv but you already have one so you don't need it. Go back and talk to Centurion and he will recommend Cusa. Cusa can be found in Recreation Area [Section D]. 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS9. Recreation Area [Section C] (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 Go through Recreation Area [Sections A and B] and into Recreation Area [Section C]. You will encounter four more prisoners (The Nurse, Wilkins, Gulag, and Craps). Don't forget to collect Moths in this section before talking to anyone. Talk to Craps to play dice. You bet 5 UD to play and there are several ways to bet with the payout changing on each one. You can win some good money playing the dice but it not absolutely necessary to play. An interesting option to raise some cash if you need it. First off, talk to Wilkins. He wants to know if Jagger Valance is still around. Agree to help Wilkins by looking for Jagger: >>Side-Mission Activated (Wilkins) ******************************** Find Jagger Valance. Next, talk to Gulag. He will tell you about a red tube he needs that was stolen by the PPPs (Cricket and Asif). Agree to help: >>Side-Mission Activated (Gulag) ****************************** Find Red Tube for Gulag. When you were in the Feed Ward earlier you found the Red Tube in Cricket's and Asif's stash so talk to Gulag again which will complete his Side-Mission and he will reward you with: ================= ++[Cigarette Pack #3]++ ================= Next, talk to The Nurse. He wants your assistance in collecting some debts. Agree to help him: >>Side-Mission Activated (The Nurse) ********************************** Put Poison in Binks' food (Feed Ward). Now move on through the next door and into..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS10. Recreation Area [Section D] (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 2 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 Three more prisoners await you (Twotongue, Cusa, and Flores). Flores has little useful information. Collect all of the Moths here before talking to anybody else. Find Cusa and challenge him to a fight. If you think Cusa is scary when he accepts your challenge, try talking to him after you challenge him. Next, talk to Twotongue. He wants a favor from you so agree to help him. After that he will mention that you have his Injector and killed Baasim so all he needs is a Moth so you can do business. An important piece of information concerning Twotongue is that he has two Side-Missions. One of them involved killing Baasim and retrieving his Injector. However, by following the order of this guide, then you have already killed Baasim in the Ring and found Twotongue's Injector when you were in the Feed Ward so you don't have to activate these Side-Missions since you have already done what was required before you talked to Twotongue. But, most importantly, going in this particular order will *NOT* deny you the "Bell Boy" Accomplishment. For giving him his Injector back and killing Baasim then Twotongue will give you: ================== ++[Cigarette Pack #55]++ ================== He will then ask for a Moth before you can get anything else from him. If you've been good in getting all of the Moths in the Recreation Area sections then you should have about sixteen Moths. Give him one of the Moths and he offer you some stuff to buy: Poison (10 UD), G-Smack (10 UD), Special Smokes (10 Moths). You'll notice that for the Smokes you use the Moths to pay for. Twotongue has two Cigarette Packs for you to get. The first one is 10 Moths and the second one is 20 Moths. Buy the first Cigarette Pack and get: ================== ++[Cigarette Pack #22]++ ================== One of my readers, E.T.Webb, wrote to me telling me what the Japanese writing on Cigarette Pack #22 may mean: "Pack of smokes 22 is japanese, the top bit is ITAI (Owch!) and the Kanji means Death (maybe)." Another one of my readers, Michael Spencer, gave me a bit more info on the Japanese writing..... "Itai" used as an exclamation says the same thing we mean when we say "ouch", but in grammatical context it's an adjective meaning "painful". Both are correct, and honestly, translations into natural English are far better for most people anyway. Nobody wants to watch a movie where someone burns his hand, jerks back, says "ITAI!" and the subtitle reads "Painful!" :-) For a textbook-basic example: "boku no atama wa itai desu." --> "My head is painful" (or) "My head hurts." (or) "I have a headache." The kanji on the label is indeed 'shi', or death. Open up character map and find Unicode character 6b7b with a font with Japanese support, like MS Mincho. That's the symbol. It's used in words and phrases that deal specifically with death, like "death penalty" and "a death benefit", and oddly enough, in "shikyuu wo ukeru" meaning "to be hit by a pitch" (in baseball)." You should have about five Moths left so you need an additional fifteen to get the second Cigarette Pack. If you thought about doing the same trick you did with Gomer (buying the Smokes then restarting the checkpoint to get your money back) here with Twotongue, forget it. You have to buy the first Cigarette Pack before you can get to buy the second. Now go back through the Recreation Area [Sections C-A] and back to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS11. Tower 17 Base (Part Four) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 Talk to Centurion to start the fight between you and Cusa. Cusa is fast and very strong. He will swing often and can do considerable damage if he connects. He also has a charged punch that will hurt you even if you block it. Plus if he hits you just right then he can knock you clear out of the Ring. Even so, the Block-and-Bash method is still very effective. Just repeat what you did with the previous two fighters and Cusa will go down quickly. For killing Cusa then you will get 20 UD and: ================== ++[Cigarette Pack #20]++ ================== Now all that's left is Bam. Go heal up near Ropes if necessary and return to Centurion. He will help arrange the fight between you and Bam. Bam will enter the Ring slowly giving you ample time to switch to your Club. Bam sometimes throws a three punch combo and he also has a charged punch that can take off health while blocking. He is also armored making him tougher to kill. But, as before with the previous three fighters, the Block-and-Bash method is still very effective regardless of Bam's power and armor. Don't worry if you lose some of your health in this fight because you will get it all back later (when you face Abbott). When you finally kill Bam then he will also drop a nasty looking Knuckleduster you may want to pick up later. And by killing Bam you will also earn the: >>"Ring Fight Champion" Accomplishment ************************************ After the fight then a couple of Guards will approach and escort you to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS12. Drug Interrogation Room 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 Here you will meet Abbott again who is still a bit pissed at you from your last encounter. After roughing you up a bit then he lets his Guards have a little fun. But the mysterious voice that talked to Riddick earlier in the game encourages him to unleash his inner fury. This display of power results in the deaths of the Guards and Abbott flying through the nearby door: Riddick: "Now look what you made me do." Now it is just you and Abbott. Again. It should be noted that regardless of what health you had left after your fight with Bam you will have full health when this confrontation begins. Abbott is armed with a Club and can seriously hurt you with it. He can go around your blocks and hit you on your side. He is also pretty well armored making him hard to kill. In addition, he is pretty good at getting enough space from you so he can successfully hit you when doing the Block-and-Bash method. So, you need to give him as little room as possible so he can't successfully counterattack. One of the best ways is to run up to his face and get him into the smaller room adjacent to the main room (the one you just threw him into). When the cutscene ends, and the confrontation begins, then you will see Abbott run to you from the smaller room. Stand still and switch to your Club (preferably with the Weapon Hot Spot). After switching to your Club then block. Either start bashing or wait for Abbott to attack then bash after successfully blocking his attack. Notice that he is near the doorway. This gives him less room to operate so he can't do a successful counterattack while Block-and-Bashing. When you swing with your Club then he will block then throw a regular attack which you can block. As he is going through his follow through (after a successful block), release Block, run up to him, and Block again. Then repeat the pattern. You will notice that you will eventually push him back into the smaller room which will help limit his ability to counterattack. Constantly getting in his face will also keep him from successfully counterattacking. Don't worry if he gets lucky and takes off some or most of your health. In the next room is a NanoMED Health Station which you can use to regain your lost health and increase your maximum health. With this refinement to the Block-and-Bash method you can easily kill Abbott with little to no damage to yourself. When you finally kill Abbott then grab his Club (which has the writing "Peacemaker" on it) and Keycard then go through the connecting hall to the next room where the NanoMED Health Station is. Through the window near the NanoMED Health Station you will see Georgie again. He is amazed that you are on the other side and wants to help you by distracting the Guards on the walkways for 50 UD. When you get up to the upper level of the Feed Ward later in the game then Georgie will start yelling at the Guards and they will be distracted by him. This will make it easier to Sneak or Stomp the Guards with the Tranq Gun (which you can get a little later in the game). It is not absolutely necessary to use Georgie but it can be somewhat helpful in dealing with those Guards. Use the NanoMED Health Station and increase your maximum health to six health blocks. From there, go left and you will encounter a door that can only be opened by a keycard. Of course, the keycard that used to belong to Abbott is what opens the door (and several others too). Before opening the door make sure you are un-armed for this door will open back into..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS13. Feed Ward (Part Three) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 .....and near the Surenos gang (the room prior to the connecting room to the Dining Hall). If you still have your Shiv (or Club) armed then you will be killed by the Turret Guns. Go left, back through the connecting room, and into the first Dining Hall. Find Binks' tray and place some Poison into it: >>Side-Mission Information (The Nurse) ************************************ Placed Poison into Binks' tray. Now go back through the connecting room, through the first part of the Feed Ward area, and to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS14. Tower 17 Base (Part Five) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 Talk to Centurion. He can't arrange any more Ring fights for you but will give you 20 UD for the last fight plus: ================== ++[Cigarette Pack #21]++ ================== Go back to the Ring and pick up the Knuckleduster that Bam dropped (if you want) then go back through Recreation Area [Sections A and B] to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS15. Recreation Area [Section C] (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 Go and talk to The Nurse to complete his Side-Mission and he will reward you with: ================== ++[Cigarette Pack #32]++ ================== If you run low on money then you can borrow money from The Nurse and, of course, he expects you to repay him. Unfortunately, once you borrow money from him, there's no way to repay him (there's no option to repay him when you talk to him). As a result, there'll be a little surprise waiting for you later. But, if you follow this guide right, then you won't need to get money from The Nurse. Go through Recreation Area [Section D] and into the connecting hall leading to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS16. Work Pass (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 Once you enter the Work Pass area, you will see to your left a Riot Guard. He is letting prisoners in and out of the work area. One of the prisoners, Shurik, approaches you. He can't help you get into the mines but has a favor to ask of you. He has left behind his glasses in the mines and needs them back. Agree to help him: >>Side-Mission Activated (Shurik) ******************************* Find Shurik's Glasses. He is also standing next to a key-carded door but I will go there later. For now though, let's go to the other side of the area and enter..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS17. Power Central (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 When you enter the room then you will walk into some crates and you will notice that the lights are out. There is a worker trying the fix the lights and a couple of Guards roaming the room. You will also see some raised floors that you can crawl underneath. Stalk and Sneak the Guards and the worker. After killing all three persons in the room then pick up the Vent Tool that the worker dropped. On one side of the room is a NanoMED Health Unit. On the same side of the room is another door labeled Feed Ward Emergency Ventilation. Turn 180 degrees and head for the opposite wall from the door. Here, you will find a Loose Panel. Inside is 15 UD and part of a Snitch List: >>Side-Mission Information (Cuellas) ********************************** Found part one (of two) of the Snitch List. Now go to the other side of the room. You will see a Grating when you get to the top of the stairs. On the other side of the Grating is a short shaft where you can find 20 UD. Along the same wall is another Grating. Go through that and you will end up on top of a Elevator. The Elevator will take you to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS18. Mine Entrance (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 After the Elevator stops then you will be at the Mine Entrance. There are two Guards in the Elevator and two options to deal with them. The first option is to stand up and look down through one of the Elevator hatches (usually the one to your right). You will see the two Guards walk to the Elevator door. Time your drop so you can drop-kill the second Guard. Nine times out of ten the first Guard is unaware that his buddy has died so Crouch and follow him. Sneak him when you catch up to him. Then turn around, go back into the Elevator, and climb back up on top where you first started. If you're feeling adventurous then you might want to go past the second Guard, past the crates, and into the next hallway to deal with a third Guard patrolling there near the Security Checkpoint door then turn around and head back to the Elevator (quickly get up close to him and do a Reversal). Why not simply continue forward and through the Security Checkpoint door? Because one of the Cigarette Packs that you need to get can be acquired by taking another path that starts on the top of the Elevator. The second method of dealing with the Guards is to simply leave them alone and deal with them later. Regardless of method, starting on the top of the Elevator, turn on your EyeShine and proceed forward to the Ventilation Hatch. After you enter the Hatch then go straight until you reach the base of the Ladder. Make sure you are Crouching when you reach the Ladder. Go up the Ladder and continue forward until you reach another Grating. Turn off your EyeShine and wait for the Guard on the other side to pass. Kick out the Grating a couple of seconds after he passes the crates. Sneak out slowly and hug the crates to your left. If you didn't Crouch at the base of the Ladder then you would automatically stand up when you exit the shaft and increase your chances of being seen. After a few seconds of looking around (investigating the noise you made) then the Guard will proceed away from you. Sneak up behind him and kill him. Hug the right wall and make your way to the Ventilation Hatch. On the other end of the room is a Guard standing by a locked door. The crates ahead of you will keep you from being seen. There is no point in confronting the Guard so go through the Hatch. As you go through the shaft, you will see a junction and a path going left. This will take you back to the previous room but this path will also have: ================== ++[Cigarette Pack #38]++ ================== Go back to the junction, turn left, and head toward the Grating at the other end of the shaft. Kick out the Grating and enter the next room. You will be on top of some crates. You will also see a Guard standing in a circular room in front of you and a Control Panel below. Wait for the Guard to turn around then go down and Sneak him. However, instead of knifing him, you will push him forward and into the fans below. You'll need to turn off the fans before you can proceed further. This is what the Control Panel is for. Also, if you go past the Control Panel and into one of the dark corners of this room, you will find 10 UD on the ground. When you use the Control Panel to turn off the fan then this will also turn off the lights so use your EyeShine. Go down to the first fan and Crouch down to get to the second fan. Look below. Down below is the Security Checkpoint door and the third Guard that is patrolling near it. He will usually stop to look at the body you threw through the fans. Try to position yourself to either jump down on top of him or get behind him (so you can Sneak him). If he is not in a good position for you to drop-kill him then just stay in the fan and wait for him to go back into the hallway then drop down. If you killed the two Guards from the Elevator and then killed the third Guard and turned around to go back to the Elevator there will be nobody here but the dead Guard that you pushed through the fans (and, of course, the body of the third Guard). After killing or avoiding this Guard then Crouch and go through the door into..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS19. Security Checkpoint 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 In this room are two Guards and a Riot Guard. There are two doors into the next area. The first door is behind the Riot Guard. But going through that door will make things a bit harder when you enter the next area. There is a second door but that is on the upper level and a bit harder to get to. Going through this door will make things a bit easier when going into the next room. In previous versions of the EFBB guide I said that this was the hardest part of the game. But I've had several readers tell me that there is a pretty easy way to get through this area. However, it is *VERY IMPORTANT* to point out that this method only works in the remake. It does *NOT* work on the Original Xbox version of the game. The reason it does not work on that version is that you will *ALWAYS* been seen on the Hangrail regardless of how stealthy you are. This will result in you being attacked and knocked off. But it has been made much easier for the remake. To begin, as I just stated, you should be Crouched when you enter this room. While Crouched, stay to the left of the path and speed forward toward the container crates ahead. They have a large shadow so, once you reach this shadow, then you should be okay. From here, turn on your EyeShine then angle left and head to the corner of this room. When you get to this corner then climb up to the next level and turn right. You should still be Crouched when you climb up. As you are doing this then one of the Guards will be talking to the Riot Guard. From your current position, head forward and you should see a Hangrail above you. Grab onto the Hangrail and proceed forward to the other end. If you've done everything correctly then the Guards have no idea you are there. When you get to the other end then you should be in a cubbyhole created by the crates. After jumping back down from the Hangrail then turn around and climb the *WHITE* crate as it is the one closest to the railing for the walkway above you. After you climb onto the white crate then climb up the railing onto the next walkway and turn off your EyeShine. At the end of walkway is a door. But, before you get to the door, look beyond the railing to your right. You will see a ledge that leads to a alcove above the lower door. Jump over the railing onto the ledge and then climb up into the alcove. Turn on your EyeShine again, look around on the floor, and find: ================== ++[Cigarette Pack #39]++ ================== Pick up the Pack, go back to the walkway, turn off your EyeShine, and go through the door. You will go down the stairs and into..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS20. Upper Mines (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 When you get through the door then you will be in a hall with some open windows. If you Crouch down and look through then you will see a couple of Guards on the walkway opposite of you. You will also see a lower level and a door. If you used the lower door in the Security Checkpoint area then it would open to a hall that had a NanoMED Health Unit and would lead to the lower door to the Upper Mines. Of course, taking the lower door means having no cover to hide behind when you enter the Upper Mines area so it is much better to take the high road so to speak. From your position, carefully proceed forward. After getting past the second window, get to the third window, stop, hug the left wall, stay in the darkness, and look through the window toward the opposite walkway with the Guards. Rotate yourself so you can see the corner of the opposite walkway and both patrolling Guards. Then lean to your left. You should see a balcony with a doorway. Another Guard will come here from time to time. When this balcony is empty and both of the Guards have walked away from each other then quickly run from this spot and around the corner to the next area of darkness. You will probably be seen by the Guards who will fire on you but they will do little damage as you rapidly get out of their range and into the darkness. When you enter the darkness then you will enter another covered section with two windows. For this part I am including a map to help illustrate things better. This map is actually based on the one DeadmeatX used in his PC version guide but I tweaked it to better fit my strategy. ________________=== Look through the second window and you will | F | see another Guard below. When his back is | ___| turned, drop down to the ground behind the | | crates below the window (A). Keep Crouched | | and sidestep a little to your right. You | | will see a gap in the crates in which you | _ | can keep an eye on the Guard. When you see | |_| | the Guard walk right and past the gap (B), | |_|E| get up behind the Guard (he will usually be ____|_ |_| | standing there at the end of his patrol | | | G |_| |___________ area (C)), and Sneak him. | |__| D | |_| While still Crouched, rotate left until you | B C see some crates at the corner. You will see | _____ _______ a gap between these crates and the wall (D). | | | || | When you look through the gap you will see | |__|__|| | a red crate above the gap angled against the |______ A | | wall (E). |______|_______ _|__ ___|_____ |_______________________________ Go forward into the gap until you get underneath the red crate (E). As you are heading towards point (E) then a Guard will appear at the end of the main path (F) and head toward where the other Guard was patrolling. When you are at point (E) then stop and turn left. You will see a gap that goes back to the main path. When this new Guard walks past (G) then get out, follow him, and Sneak him. Next, go to where the second Guard came from (F), through the door, and up some stairs. You will end up on the upper walkway. Go through the door at the end and you will enter a room with a door ahead of you and an area to your left. When you look left then you will see a Guard talking to another prisoner. Crouch down and sneak up on the Guard. Listen closely to the conversation for a moment. The Guard asks "where are all of your Blueskin friends?" The prisoner he is talking to is a Blueskin. But, first, Sneak the Guard. Then talk to the Blueskin (Mosely). Mosely will talk about being left behind by his partners (Alonzo and Void) and says that you need to get a Security Card from the Sharpshooter Guard in the next room to go through the key-coded door behind him. After finishing the conversation then kill Mosely: >>Side-Mission Information (Jamal-Udeen) ************************************** Killed one (of three) Blueskins. Head to the other door and listen as you get close. You will hear the sound of another door opening on the other side. Hug the left wall and get close enough to the door to open it. You will see to door to the balcony. Move a little more to the left so all you see of the door to the balcony is a sliver. This will help keep you hidden from the Sharpshooter Guard. You will see the Sharpshooter Guard going on or going off the balcony. When you see him walk off the balcony then wait a couple of seconds, Crouch, and then follow him. By the time you catch up to the Sharpshooter Guard then he will stop on the other side of the Upper Mines area. Sneak him and get the keycard. Here on the lower level of this side of the Upper Mines area is a Guard and a prisoner. The Guard will berate the prisoner. You can go and kill the Guard but I found that if I jumped down and killed the Guard, the prisoner won't talk to me. Even worse, he will try to kill me with his drill! So I don't bother with them. Another option of dealing with the Sharpshooter Guard is to wait until he gets off the balcony and through the door on the other end of this hall section. Crouch and go toward the Valve on the left wall. Activate the Valve and go back to where you came from (while still Crouched) and hide near the doorway. You will notice a hissing sound and a faint purple cloud when you activate the Valve. Wait for the sound of the other door to open, wait a couple of seconds, then pop out and stand in front of the open doorway. The Sharpshooter Guard will then see you and fire off some shots. But, when he does, then he ignites the cloud coming from the Valve and the explosion will kill him. Then go to his corpse and pick up his keycard. Head toward the balcony near the Valve. Turn right and look at the floor. Near the door is: ================== ++[Cigarette Pack #40]++ ================== Pick up the Pack, get off the balcony and back behind the wall before the Guards below can do any damage. Now go back to where you killed Mosely and through the door leading to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS21. Cargo Transport (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 Keep going forward and you will enter a room with two crate Elevators and a NanoMED Health Unit. If you look around you'll see a sign labeled "Floor 02" and underneath it is: ================== ++[Cigarette Pack #42]++ ================== Get that and look at the crate Elevator. Look for a platform going down and hitch a ride. When you get down then you will see a dead Guard and a prisoner (Armadaro). When you talk to Armadaro then he will say that the Guard had a Tranquilizer Gun and offers it to you for 30 UD. Buy it. It will be one of the best purchases you can make. It will also be the last major purchase, using UD, in the game. If you kill him in an effort to get a free Tranq Gun then you won't get it because he won't drop it if he dies. Now go through the door and into the connecting room between Cargo Transport and..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS22. Mining Core (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 2 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 When you enter this connecting room then the game will pause to load. You will see a door with a Keypad ahead of you. When it stops loading, stand still: Riddick: "The air is thick...Smells of oil, machines, crushed rock. And something else. Fear." You will then hear the sound of a Riot Guard who is in the next area. However, it is best to wait until you hear the sound of a door opening and then closing. When that happens then go through the door ahead of you. When you go through the door then you will see a NanoMED Health Unit to your left, a small set of stairs ahead of you (leading to a balcony), and a set of stairs to your right leading down. Switch to your Tranq Gun. Next, blow out the light near the NanoMED Health Unit then the one near the door and then the one at the nearby balcony. Then switch on your EyeShine. When you heard the door opening and closing this is because a nearby Guard left his post on the balcony and went into the next area to do a short patrol before heading back into this area. Go partway up the stairs leading to the balcony and look down at the stairs leading to the door. Eventually the Guard will come back to the balcony. Wait for him to enter and for the door to close before ambushing the Guard with the Tranq Gun then Zapping him. This will also attract a worker from the next area. But he cannot see you in the darkness and will be easy pickings in this area. After killing them both then go into the balcony. When you look out from the balcony then you will see a huge room with a large Forklift (I'll call this the Forklift Room for reference), some crates, and a Control Panel on the other side of the room. There are also a bunch of Moths flying around but we'll get those later. Then another Guard will come in from the left and into the Forklift Room. He will head towards the Control Panel. Zap him then turn around and go down the stairs to the door that opens up into the Forklift Room. Then turn off the Control Panel before any of the Sentry Guns find and shoot at you. Stomp the Guard before he gets up. Now go down the path. Use the Tranq Gun and zap out the two lights on the wall then the two lights above when you turn the corner. This will attract a nearby Guard. Hug one of the corners of the wall, wait for him to come to your direction then Stomp him. At the corner you just turned you will see a Valve. Go ahead and turn it on. It will start to emit a purple cloud. It won't hurt you but can be dangerous to something else. Head to the next corner and look ahead to a very large room with machinery and crates. This is the main Mining Core area. However, I am going to wait for the Riot Guard to come back in my direction. When he does, sees me, and chases me then I will head back up to the Forklift. If he continues to head toward the Forklift Room then he will run into the purple cloud. The mechanized Riot Guard suit will ignite the cloud and nearby explosive barrels which will kill it. Most of the time it will drop a NanoMED Health Cartridge. **Thanks to Miguel Guido and Jason Eng for pointing this out. This is a variation of what I did in the Original Xbox EFBB game but made easier than before. Now head back into the Mining Core area and to some machinery (a Bulldozer) on the right side. At this point you will hear a loud grinding noise. Follow the noise and you will find two miners and a Guard. Stomp the Guard first then the two prisoners. The two prisoners you Stomped are named Abu Bakr and Haamid. If you talked to Haamid instead of Stomping him then he will ask you if you want to buy a Vent Tool. But, of course, you can get it free by killing him. A fun thing you can do is put one of the drillers between yourself and the Guard. When the Guard fires at you then he will hit the driller instead. Then the drillers will turn on the Guard. Either the Guard will kill the drillers or the drillers will kill the Guard. Stomp the survivors. If the drillers are left standing then they will turn on you and try to kill you. Go and head toward the other side of the core area. Near the end is a Guard. Zap him and get near his position near the ramp. Turn and look up the ramp and you will see another Guard. Zap him and then Stomp the first Guard. Then go up the ramp and Stomp the second Guard. Now go back down the ramp and get behind the set of large crates near the first Guard. Tucked in a corner behind the crates is: ================== ++[Cigarette Pack #41]++ ================== Now go up the ramp near the second Guard and turn right. Go through the door and stop at the top of the stairs. Stomp the first Guard you see then go down and around the corner and Stomp the second Guard. Near where the second Guard was is a barricaded door that says "Gas Leak" (I'll call this the Gas Room for reference). Turn around and go back to the core area. Go to the other end of the core area where you encountered the drillers. Go between the Bulldozer (on the left) and the stack of large crates (on the right). Once past the crates, turn right and you should see some light. Follow the light and you will see a figure standing against a red crate. This is Jagger Valance. Talk to him and he will tell you of a package he left behind in a gas filled room. He will also give you a pass-code: >>Side-Mission Activated (Jagger Valance) *************************************** Get package from gas-filled room. In addition, you will also accomplish the following: >>Side-Mission Information (Wilkins) ********************************** Found Jagger Valance. Now, go all the way back to the Gas Room. Use the pass-code to open the door. You will have to Crouch down to make it through the gap in the door and into the room. You will have to climb some crates to get into the second part of the room and then into the cave itself. When you get into the cave then you will see Jagger's Package, a NanoMED Cartridge, and three Moths. Try to get everything and exit the Gas Room. Don't hang around the room for too long otherwise you will die. If you're trying for the Moths then you may want to exit the Gas Room then re-enter and try again. Make your way back to Jagger Valance after acquiring the Package. This will also complete his Side-Mission. Jagger will tell you that that the Gas Room is above a den of vicious creatures and you can cause havoc if you blew a hole into their den. You will need a bomb and Jagger tells you of a guy named Jupiter in Tower 19 who can get you one. He will also give you two codes: one to get back up to the Work Pass area and the second to open the Feed Ward Emergency Ventilation door so you can make your way to Tower 19. If you've been good in collecting all the Moths you see here in the Mining Core and surrounding areas then you should have about twenty, enough to get the last pack from Twotongue. If not, roam around and even re-enter the Gas Room to get them. If you are close, eighteen or so, then you can get some more in the Upper Mines. Now head back to the Forklift Room. Go back to the Control Panel and look into the dark area beyond the railing. You will see a large crate and some machinery. Jump down into the lower level and proceed left. Turn on your EyeShine. The path leads to a dead end but on the ground is: ================= ++[Cigarette Pack #4]++ ================= You will also see a bunch of Moths flying around. Take the time to catch them so you can get the last Pack from Twotongue (if you still haven't got enough Moths). Climb up the large crates to get back to the Forklift. From here, take the large Elevator at the end. This will take you back up to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS23. Upper Mines (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 When you exit the Elevator then you will be where the prisoner and Guard was when you were here earlier (when you killed the Sharpshooter Guard if you followed him here). But they are gone now. To the left of the Elevator door are some crates. On top of these crates are the Glasses that belong to Shurik: >>Side-Mission Information (Shurik) ********************************* Found Shurik's Glasses. Not far from these crates is a tall Ladder. Climb the tall Ladder back to the upper walkway and go back to where you killed Mosely. His two friends, Alonzo and Void, are here now. Stomp them both: >>Side-Mission Information (Jamal-Udeen) ************************************** Killed 3 of 3 Blueskins. Void will also drop a list of rats: >>Side-Mission Information (Cuellas) ********************************** Collected part two (of two) of Snitch List. Now you need to go back up to the Work Pass area. There are actually two ways. The first and most obvious way is to go back the way you came. This means going back through the Security Checkpoint and re-encounter the Guards (plus the Riot Guard). The second method is what I am going to use here. This will reduce the number of Guards you will have to deal with. Go through the key-coded door and back to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS24. Cargo Transport (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 Remember when you had to go down these things? This time you want go up. Look down the crate Elevator and find a crate going up to hitch a ride to Level 3. While on the crate then turn around so you can get off of it easily when you reach Level 3. When you get off then you will see a door to your right. Go through the door and back to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS25. Mine Entrance (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 After going through the second door, look up and zap the two lights then turn on your EyeShine. While still at the door, you will notice to your left is a set of crates. You will also see that the shaft above is broken and the broken piece rests on the crates. Turn right and head toward the Ventilation Hatch. But don't enter the Hatch. Instead climb the nearby crates and jump onto the shaft. Now head towards the broken area. Crouch and enter the shaft. Follow the shaft to its end. You will enter another room. As you turn right at the corner then you will see a small hallway and a larger room. Here you will see a Guard and a prisoner. Stomp the Guard and talk to the prisoner (Valya). This slightly demented prisoner will give you the pass code to his secret chamber not far from here: >>Side-Mission Activated (Valya) ****************************** Find secret chamber. Retrace your steps back to the crate room and enter the Ventilation Hatch. Along the way you will encounter a broken area. Carefully go down to the lower part and continue through. Look up as you proceed and you will find a Ventilation Hatch. This leads you back to the top of the Elevator where you started "Mine Entrance (Part One)". Turn off your EyeShine and jump down. Go through the Elevator door and you will see a Guard standing by some crates near the end of the bridge. Zap him and get to his position to Stomp him (and get 5 UD). Find and Stomp his partner who is patrolling the path ahead. Of course, if you killed the two Guards when you first entered the Mine Entrance area then you don't have to do anything. Although if you didn't kill the third Guard near the Security Checkpoint door when you dropped down (or decided not to go after him after killing the second Guard) then you may have to go and nail him before he can surprise you. Near the crates on the left side is what appears to be a lift and a keypad. Using the keypad will take you up to Valya's secret chamber. Inside you will find a NanoMED Health Station and some crates. Climb the crates to get: ================== ++[Cigarette Pack #37]++ ================== Use the NanoMED Health Station to increase your max health to seven health blocks and return to the Elevator to go back up to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS26. Work Pass (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 2 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 After you exit the Elevator then you will see an electrified fence. If you borrowed money from The Nurse then you will get a surprise here. The Nurse's surprise comes in the form of two prisoners (Valve and Idi) who've come to collect for The Nurse. Use the Tranq Gun on both and Stomp them. If you never got money from The Nurse then there will be nobody here. Thanks to blade2188 for pointing that out for me. I should also note that if you dealt with Valve and Idi then you won't be able to confront The Nurse. He will no longer be in the Recreation Area. Disengage the Tranq Gun. As you look around you will see that the electrified fence goes most of the way around this room. If you go right from the Elevator door then you can see the entrance to Tower 19. However, the electrified fence will keep you from going down there. If you turn left from the Elevator door then you will see an elevated area with a crate and a Grating. Just before the elevated area you will see a door to the left but it does not open. Go onto the elevated area, kick open the Grating, and find: ================== ++[Cigarette Pack #36]++ ================== After acquiring the Pack then climb the nearby crate, jump, and hang on the wall. Shimmy left and, when you get to where you can't shimmy anymore, then climb up. You should be on top of the wall. Below you is a room with a Riot Guard. If you look across then you should see another wall like the one you are standing on. Look up. You should now see a Hangrail above you. Jump to climb on the Hangrail and move forward to go across the room. At the end of the Hangrail, jump down and you will be standing on the wall across from where you just came from. If you look down then you will see the first Work Pass area and Shurik. Jump down next to him and talk to him to complete his Side-Mission. He doesn't give any items or money but his reward for you is to keep an eye on the nearby Riot Guard. It doesn't look very useful but this will help you with the key-carded room right next to Shurik. Go ahead and enter this room. Inside this room, on the console, is a NanoMED Cartridge and: ================== ++[Cigarette Pack #34]++ ================== But don't exit the room quite yet. Listen for a whistle from Shurik. When you hear it then it is safe to leave. If you didn't listen for the whistle and left the room then the nearby Riot Guard would've seen you and attacked you both. But with Shurik watching it and helping you with the whistle then you won't have to worry about the Riot Guard. From here, run back through the Recreation Area [Sections D-A] and to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS27. Feed Ward (Part Four) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 We still need to go back to the Power Central area but there is a lot that needs to be done beforehand. So what I am doing is going to the furthest point from the Power Central area and make my way back talking to people and completing Side-Missions as I go. First, go talk to Cuellas here in the Feed Ward area to complete his Side-Mission. For returning the Snitch List he will reward you with: ================== ++[Cigarette Pack #17]++ ================== Now go back to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS28. Recreation Area [Section B] (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 Go to Recreation Area [Section B] and talk to Jamal-Udeen to complete his Side-Mission. He is pleased that you killed all of the Blueskins and will reward you with: ================== ++[Cigarette Pack #24]++ ================== Next, go back to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS29. Recreation Area [Section C] (Part Three) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 Find and talk to Wilkins to complete his Side-Mission. He will reward you with 50 UD and, by being that this was the last Side-Mission completed, then you will finally earn the: >>"Bell Boy" Accomplishment ************************* Next, go back to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS30. Recreation Area [Section D] (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 Talk to Twotongue. Give him the 20 Moths for the special pack of Smokes and get: ================== ++[Cigarette Pack #23]++ ================== Now that you have completed all of the Side-Missions in the game and acquired all of the Cigarette Packs in this area then it is time to proceed back through the Work Pass area and to the Power Central area. /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\ 0XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX0 X **IMPORTANT NOTE: If you are using this guide for the Original Xbox X X version of EFBB then you will need to go to the Power X X Central area then enter the Hatch. X X X X But, after entering the Hatch, then you will need to X X skip the next two chapters since they are *NOT* in that X X version. Go to chapter "MNS34. Feed Ward (Part Five)". X 0XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX0 \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/ 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS31. Power Central (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 Go back through the Power Central door again. Crouch down and go under the raised floor near the Feed Ward Emergency Ventilation door. You will see a Guard here this time. Zap him then crawl out and Stomp him. Go through the Feed Ward Emergency Ventilation door then into the Hatch. Then go through the shaft and you'll enter a room with a giant fan. There are two additional shaft openings, one on the right and one on the left. Go through the one on the left. Follow the shaft and you should see the words "Security Research Facility" scrawled on the side. 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS32. Security Research 1 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 Follow the shaft to a Grating. Push out the Grating and enter the next room. You'll see an upper level to your right. Remain Crouched. Proceed forward a little bit and you should see a path to your right. Go through here and turn right again to find a NanoMED Cartridge. You will also notice the shadows of a passing Guard. So care must be taken when trying to use the Ladder. From where you entered the room, go straight ahead to the corner and turn right to find the Ladder. While at the Ladders base, look up. When the Guard stops near the top of the Ladder then Zap him then climb up and Stomp him. You'll notice two doors here on the upper level. The one straight ahead from the Ladder is a dead end. Take the door to your left. You will enter a larger room with a worker. Stomp him before he can cause any trouble. You will notice that the door leading out into another area is currently locked. In one area of the room you should see a Riot Guard behind glass. There doesn't seem to be an entrance to enter this room. However, if you look around, you'll see a lower level. Jump down to this lower level and go around until you see a Ladder. Climb up the Ladder and you will enter the room with the Riot Guard. Enter the Riot Guard and in the process you will earn the: >>"Control a Riot Guard" Accomplishment ************************************* In the upper left corner of the screen is a Health Meter. Use Fire Weapon to use the Riot Guard's powerful guns. At this point, two Guards will enter the room. But they are mincemeat thanks to the Riot Guard's guns. Go through the now unlocked door. Here, you will encounter three more Guards. Kill them. Be careful of the explosive barrels in this room for they can hurt the Riot Guard. After that then proceed forward through the next two doors and into a larger room. To your right is a sign for the Briefing Room. We'll save that room for later. Ahead of you is a large door with the sign C-1 above it, a large corridor to your right, and a glass room to the left. In that glass room is a Guard that will push a red button to open the door for C-1. When that door opens then a different looking Riot Guard (in green) emerges. Hold down Fire Weapon at it until it drops. Now go and kill the Guard in the glass room. From here, go right and into the large corridor. As you near the junction then you will see another green Riot Guard. Destroy it before it can do much damage. Just as you destroy this Riot Guard then another green Riot Guard emerges to confront you. Destroy it then turn right. You should see a sign for the Briefing Room. Go through the door nearby. When you enter the next room then you should see a large glass window with a conference room behind to your left. There are also two Guards. Kill them then exit the Riot Guard. Enter the Briefing Room and you should see the Starbreeze Studios development team on the bulletin board. At the end of the room is the Computer Room. Enter this room and you will find the control console. And on the control console is: ================== ++[Cigarette Pack #60]++ ================== Exit the Briefing Room, re-enter the Riot Guard, and go back out the same door you entered. Turn left and you will see a large door with the sign E-12 above it. Go through it and into..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS33. Security Research 2 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 2 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 You will enter a large room with an upper level to your left. There will also be a number of crates to your right. There will also be several Guards in this room. They will also turn out the lights thinking that you cannot see but they don't know of your EyeShine. Turn on your EyeShine when the lights go out and kill the Guards. Then exit the Riot Guard. Currently, the two doors on this level are locked and you cannot go further with the Riot Guard. Climb the crates to access a Hangrail that will allow you to get to the upper level. After you get off of the Hangrail, switch to your Tranq Gun. Head past the crates and you should see the door to the Power Switch. There is a Guard there. Let him see you so he can blow out the window. Then Zap him, enter the room, and Stomp him. Then turn on the Power Generator. This will turn on the lights back in the large room. However, another Guard plus a green Riot Guard roaming around down below. Quickly jump over the railing nearest your Riot Guard and make a run for it (so you can re-enter it) before they can do much damage. Once back inside the Riot Guard, destroy the green Riot Guard then kill the Guard. You will notice that the door where the green Riot Guard emerged (E-13) is now unlocked and you can proceed. Go through the large door but don't go through the second door. Not yet, anyway. In this small connecting room you should see a window to your right. Shoot through this window and destroy the explosive barrels within to blow out the lights. Once you do this then exit the Riot Guard, turn on your EyeShine, and climb the crates after entering the room. Once at the top of the crates, look down to find the Guard wandering around this room. Zap him from above then go down and Stomp him. Now, head to the far end of this room to find: ================== ++[Cigarette Pack #61]++ ================== After this, go back out of this room, re-enter the Riot Guard, and proceed forward through the next large door. You will now enter Sector E-13. Kill the Guard that confronts you. When you turn right then you will find another green Riot Guard. Destroy him then proceed. As you near the door to E-14 then you will see another green Riot Guard. Destroy him. If you look off to your left then you will see a smaller door. This will lead you to an upper level looking down upon a courtyard. Two Guards are getting ready to execute two prisoners. I managed to save one but always ended up with the other one dying. However, according to Dexter Lowe, you can save both prisoners by doing the following: --Leave the Riot Guard outside the walkway room bit. --Enter the room on foot. --Tag the Guards (The one furthest away first) with the Tranq Gun. --Quickly exit the room and get back in the Riot Guard, re-enter the room, and kill the Guards as the prisoners are walking away. But there is nothing special to be gained from this (at least as far as we know right now). Go through the door to E-14 and you will see another green Riot Guard at the other side of the room. Destroy him before he can attack. Just as you enter the room you will find a Guard to your left who will throw a Grenade. Kill him then destroy the green Riot Guard that will appear to your right. As you proceed into the room then you will hear someone over the loudspeaker saying that they are going to send in the "flamingos". Go through the one open door, in the corner of the large room, to find three Guards. Kill them all and proceed through the next door. You will enter another large room. You will then be attacked by two spindly droids (the Flamingos). However, these droids carry some major firepower. Hang around the corner and hold down Fire Weapon to destroy these droids as quickly as possible. Once they are down then look up and you should find a Guard firing on you from high up. Kill him from your position then exit the Riot Guard. None of the doors leading out are open so you have to abandon the Riot Guard. On one side of the room you will find a large number of crates that you need to climb to reach the upper level where the Guard was at. But first, find the one crate on floor level that has a medical symbol on it. Climb it then climb the crate with the skull on it and turn on your EyeShine. You will find that there is a small corridor between the main group of crates and the wall. And, just ahead of you, two crates ahead, is: ================== ++[Cigarette Pack #62]++ ================== From here, exit this hidden area and climb the crates to reach the upper level. When you reach the upper level then you find that the two doors here are locked. Then another Guard will appear down below. Zap him from above, jump back down, then Stomp him. Then climb back up the crates to re-enter the upper level. You will find a Hangrail that will lead you to the other side of the room. When you get to the other side of the room then enter the Ventilation Hatch. Follow the shaft into a room with a large fan. This is the same room you entered earlier but now you are on the other side of the fan. Enter the open hatch and follow the shaft which will lead you to back to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS34. Feed Ward (Part Five) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 And you'll also come out near where the Surenos are but now you're above them. Use the Tranq Gun to shoot out the lights. Look out for the Guard. Also be careful of the Turret Guns, they can still see you here. Crouch and creep toward the door. Find and Stomp the Guard. Then go through the door. If you paid Georgie when you were still in the Drug Interrogation Room area then you will hear him making a racket. The Guard up here will be looking at him instead of patrolling. You can either avoid or Stomp this Guard. Un-Crouch and go right at the junction at the bottom of the stairs. On the right side of the hallway is a Control Panel which will shut down much of the lights on the top level of the dining area. Turn around and on the other end of the corridor, a Guard will come around the corner. Turn on your Eyeshine and Stomp him. Turn the corner and Stomp the second Guard. Close to the floor near where you killed the first Guard (just before you turn the corner) is a Grating. Go through the Grating and follow the shaft. You will eventually come up to some grating above you. Hang a right then right again and you will be able to enter the room. To the left is a door. This door belongs to an Elevator that will bring you back to the Drug Interrogation Room where you killed Abbott. To the right is a set of stairs leading down to a broken door. At the base of the door is: ================== ++[Cigarette Pack #43]++ ================== Retrace your steps back to the first Guard you killed. Turn the corner and follow along the wall in the upper part of the first Dining Hall room then turn left. Do this quickly because the Turret Gun above the Dining Hall door will see you and fire at you. You will see a another junction where you can go right or left. Go into the junction and look right. You will hear a Guard. Wait for him to show himself then Stomp him. At the junction, if you look left, there is a room that has the broken door near where you got Pack #43. To the right is a hall that leads to the upper portion of the second part of the Dining Hall (where Monster is) and another Guard. Stomp the Guard. On the wall near where you killed the previous Guard is a Ventilation Hatch. The shaft you enter will lead to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS35. Tower 19 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 Near the end of the shaft is a long section down. Below is a Grating into the next room. In this room is a Guard who is patrolling the area. Jump down through the Grating and drop-kill the Guard (there is also a NanoMED Health Unit nearby if you need it). Get the White Security Card he drops. Use the Security Terminal to open the cell doors. Find the key-carded door and enter it. You will end up at the cell area for Tower 19. A figure will come out of one of the cells. This is Jupiter. Talk to him and get the bomb: Jupiter: "You know what I find most uncomfortable about you, Riddick? How comfortable you are. Here. In Butcher Bay, I mean. Caged inside this slam." Riddick: "I play the hand that was dealt. Then I cheat." At that point, two Guards will come out of the hall doors to attack you (and kill Jupiter). Go into the nearby cell and look outside. You will see the crane bringing down containers from above. When one comes down then run out from the cell you are hiding in then jump to get on the container and it will take you to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS36. Container Router 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 5 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 The container will stop in a very large room. The Guards have initiated a lockdown because of you. However, one of my readers, Norman Mohrholz, pointed out a nice little bonus when entering the Container Router. You have to go backwards and off the container as it enters the large Container Router room. You should be in the room prior to the Container Router. There is a pit in the floor. Go inside the pit and collect another NanoMED Cartridge. After collecting the Cartridge then you have to climb the wall that has a "step" by it to get out of the pit and then walk the beam to re-enter the Container Router. Use the zoom feature and Zap the two Guards you see. Then go over and Stomp them. If you choose not to get the NanoMED Cartridge then Zap the two Guards from the top of the container then jump down to Stomp them. Just underneath the crate is a Ladder down. Use your EyeShine. When you get past the next wall then you will see a Guard. Stomp him. Near where he is now laying is a Ladder. Go up the Ladder and when you reach the top, then turn around. Go forward and you will find: ================== ++[Cigarette Pack #44]++ ================== Go back down the Ladder and turn left. You will see another Ladder, a Tranq Gun on the ground, and a Ventilation Hatch. You don't need the Gun so go for the Hatch. Hang a right at the junction and follow the path until you get to a larger room. At the end of the room is a window where you can reach in and get 15 UD and on the floor you will also find: ================== ++[Cigarette Pack #45]++ ================== Retrace your path back to the junction. You will also notice that there is a Ladder ahead of you. This leads to a higher level but there is a better way up. Go back out through the Hatch and use the other Ladder. Turn off your EyeShine and go up the Ladder. Hang back near the top and let the Guard pass by before emerging. Stomp him then look around. You will see two key-carded doors on this level. However, you don't have anything to open them yet. You will also see a Ladder nearby. If you look over the railing and look around then you will see some UD laying around on the lower level far away from the Ladder. Jump down to get 5 UD. Climb up the Ladder and you will find a Grating. Go through the Grating and into the shaft. At the first corner there is a grating that will allow you to look down into the room below. There you will see a Guard standing by the door. Zap the Guard down there and quickly go to the next Grating. Jump down and Stomp the Guard before he gets up. When you go further into the room then you will see another keypad. Next to it is a depression and a Ladder. This is a Elevator shaft. But this one is special. This contains a very useful shortcut that I will use later. For future reference I will call this room the Elevator Room. But for now, I will climb up the Ladder to the upper level (mainly because I don't have the keycard to operate the Elevator). At the top is a light. Blow it out with the Tranq Gun. Also up here at the top is a Grating. Go through the Grating and go to the next one. Don't kick it out yet. At least not yet. There is a Guard and a worker nearby. Once you make sure that they aren't in your view, kick out the Grating and peek out enough to blow out the nearby light. Blowing out the light will attract both of them. Stomp them both before they enter the room where you are at. This will also keep them from activating the nearby Turret Gun. Also pick up the Red Security Card that the worker drops. Explore this portion of the area and you will see another keypad. This is also part of the Elevator shaft. Go through the hall and into the next room. You will see a NanoMED Health Unit and a hall leading right. This hall contains a Rail-Track Terminal. Use the terminal with the Red Security Card. But, the container you rode in on will wreck and you need to find another way back. The Red Security Card also operates the Elevator. When you get back to where the NanoMED Health Unit is then climb the single crate near the Turret Gun, turn around, and look up. You will see another platform here. Climb that and you will find: ================== ++[Cigarette Pack #46]++ ================== The Elevator shortcut I just mentioned will help you get back to the Mining Core but I'm not going to use it yet. I need to get all of the Smokes in this area before using it. Go to the Elevator and use the keypad then step into the Elevator when it comes up. Use the keypad again and step back into the Elevator. After a few seconds then it will take you down. Next, go back to where you killed the first Guard and use the keycard. This will open up this door and the door at the other end. When you enter the second door then blow out the light. As you turn the corner then you will see a Guard. Zap him. You will also see a turret gun. Down below it is a light beam that if tripped will cause the gun to fire at you. Zap the sensor on the wall to temporarily disable it then go over to the stunned Guard to Stomp him. Turn the corner and there will be another Guard. Stomp him. If you look up here then you will see a Ventilation Hatch. Enter the Hatch and go through the shaft. About halfway through the shaft you will find: ================== ++[Cigarette Pack #48]++ ================== At the end of the shaft then you will exit on the upper level of a larger room. Down below you can see a couple of sets of stairs and a Guard. Zap him then jump down to Stomp him. After that then go down the stairs to the lower door. You will see another turret gun. Zap the sensor and proceed. When you turn the corner then look up. You will see two grated platforms. Climb up to get 15 UD on one platform and on the other platform is: ================== ++[Cigarette Pack #47]++ ================== I have now acquired all of the Smokes in this area. From here, I will go back to the Elevator Room and use the shortcut. This nifty shortcut comes from AceOfBlades who posted his find on the GameFAQs "The Chronicles of Riddick: Escape From Butcher Bay" message board. When you used the Elevator earlier it took you down. So go through the Elevator and climb the Ladder then go through the Grating again and back to the Elevator. When you get to the Elevator shaft and look up thenyou will see a Ventilation Hatch. Look down and you will see the the top of the Elevator. Now use the keypad. It will take a few seconds for the Elevator to come up again. Jump on top of the rising Elevator when it gets close enough. When it stops then look up and enter the Hatch. At the end of the shaft is the way down to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS37. Mining Core (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 .....and right in front of the NanoMED Health Unit near the Gas Room door! Nifty shortcut this is. Go through the Gas Room door and back to where you got Jagger Valance's package. Drop the bomb and exit. You will then encounter a Riot Guard who captures you. The Guards will put you into a home box and begin transporting you back. But the bomb explodes causing the box to derail and all of you end up in..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS38. Crash Site 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 Your first priority is to deal with the Guard in front of you. You have no weapons so you will have to rely on your fists. He has a Assault Rifle so try to get him into a Reversal. After killing the Guard then go out and follow the broken rail. In the following cutscene, the second Guard is introduced to some of the nasty creatures that lurk down here. The first one is a very large creature I will call the Beast (for reference). The second smaller creature I will call the Creep (based on the "Alien Mechanics" picture in the Extra Content section). After the cutscene then jump into the hole the Beast came from and into the..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS39. Abandoned Equipment Center 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 3 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 When you get down then get the two Grenades and the Shotgun the dead Guard dropped. When you get out into the larger area then one of the Beasts will jump at you from above. There are two ways to deal with this creature: One way is to retreat back to the cave you came from and switch to the Grenades. Wait for the Beast to get into the entrance and throw one of your Grenades. One blast should kill it. The second way is to exit the cave, hang a right (and hugging the wall), and make your way to a passage on the right wall not far from you. You should reach it just as the Beast lands on the ground. This will allow you to avoid some conflict and conserve your newfound Grenades. Once in the passage then follow it (pick up the Shotgun too) and into another chamber. You will now start to see the Creeps. These creatures will come at you a lot from out of nowhere. They lash out with their tails and are a general nuisance. Use the Shotgun to blast them. If you look to your left, there is a wall you can climb. Ahead of you is another passageway. But climb the wall instead. Follow the way and you will end up by some crates (and another Shotgun). Climb the crates and go forward into a hallway. To your left is a Security Door that needs a key to open. To your right is another hallway. Follow it, blasting Creeps as you go (as well as collecting another Shotgun), and you will enter another chamber. Near the end is a crate that has a Vent Tool on it (blast the Creep on top first). Right by this crate is a Ventilation Hatch. Go into the Hatch and follow the shaft into another room which I will call the Drill Room for future reference. Once there you will see a Control Panel (leave that alone) and a short passage into the next room. In a corner of this room are some crates. Climb the crates then go to the corner and look down. You will see a small nook and the top of a crate below. On top of this crate is: ================== ++[Cigarette Pack #51]++ ================== Go through the short passage and into the second half of the Drill Room. Here you will see a large drill that needs a PowerCell to run plus a NanoMED Health Unit. Go through the door, along the hall, and you will end up at a broken bridge. On the other side of the wall is a large drill that needs a PowerCell to run plus an empty NanoMED Health Unit. Go through the door and along the hall and you will end up at a broken bridge. On the broken bridge is another Shotgun and nearby is the ToolRoom Key that opens the Security Door. You can't go back through the Ventilation Shaft so you will have to find another way across. Look up and you will see a couple of support wires (Hangrail). Jump up onto the small concrete section below the wires then jump up to grab the wires then make your way to the other side. But there is another method to getting to the other side volunteered by Manuel Ortun Sobrino: "I write to you because I've found another way to cross the broken bridge where the ToolRoom key is, instead of using the support wires (Hangrail). Well, it's only a curiosity, because the Hangrail is the best way of crossing the broken bridge. you have to go to the right edge of the bridge and jump towards the other half, but trying to land in a small piece of bridge that is nearer you. It's not an easy jump, but i've done it that way after a couple of falls." You actually have to walk on top of the concrete railing (where you see the black and yellow striping) so you can put yourself in position to make the jump. This method is a little more dangerous but faster. Regardless of method, once you get to the other side, then you will find another Shotgun. You'll find an opening nearby with a Door Button that opens a door. Press it to open the door and follow the hallway and you will end up back in the first chamber with the wall. Climb the wall again and get back to the crates. Climb them again to get back to the Security Door. Use the ToolRoom Key to open the door and you will see another NanoMED Health Unit. To your right (by the door), are two Grenades. To the left of the NanoMED Health Unit is another door but you will have to Crouch to enter. Inside this room is a PowerCell charger and another Shotgun. There is also a Service Panel with a couple of explosive barrels nearby. In one corner of this room is a tall stack of crates you can climb. You can't go into the next room until you turn on the Panel. When you turn on the Panel then the charger turns on and you will be attacked by several of the Creeps. One tip offered by reader Peter Kirby is to turn around and climb the tall stack of crates then shoot the explosive barrels to kill most, if not all, of the Creeps with a single shot of the Shotgun without doing any harm to yourself. If any survive then kill them from you safe vantage point. After that then climb down and proceed into the next area. You will now be on a partially covered bridge. You will also see a crate along the way. After you have blasted the Creep that jumps on top of it, climb the crate then to the top of the bridge. Go along the right side of the bridge and into an alcove above the end of the bridge. There you will find: ================== ++[Cigarette Pack #49]++ ================== Jump back down and go through the door into a small room with crates. Then go to the second door and into the storeroom. There you will see three Shotguns (one on a crate), a Prototype Rifle, four Grenades (in the corner), and a PowerCell. When you pick up the PowerCell then the vent ahead will open up and you will be attacked by four of the Creeps - one at a time. To your left is a small crate. Go to the left side of the crate, look down, and turn on your EyeShine. There you will find: ================== ++[Cigarette Pack #50]++ ================== Retrace your steps back to the Cell Recharger. You will be ambushed by several more of the Creeps on the way back so keep your eyes open. When you get back to the Cell Recharger room then use the recharger and go back through the Security Door and back down the hallway. You will also see that the Service Panel has turned on all of the lights here. But you will still be attacked by the Creeps. Go back down the hallway, fighting Creeps as you go, and back to the Ventilation Hatch. Go through the shaft and back to the Drill Room. But, when you land, then you will find a Beast breaking out of the wall below where you just came from. However, instead of fighting it, just go into the second half of the Drill Room. Once back here then place the PowerCell into the drill and operate it. The drill will go forward and into the steel door ahead. Go through the opening and right to another steel door. Crouch to go through, fight off more of the Creeps, and you will go up a hill and into a broken shaft. This leads you to..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS40. Central Storage 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 Go through the shaft and you will come above a room with a Guard fighting some of the Creeps. You will also see a NanoMED Health Unit too. Ignore the commotion and proceed forward. You will then come up to a Grating. Knock it out, proceed through, and you will end up in a huge room. You are near the top of this room and at what appears to be a dead end. Below is a Guard and a Riot Guard fighting the Creeps. Above you is a Hangrail you can use. Stand up and carefully approach the edge of the ledge then look up. Grab the Hangrail and proceed to the end which should be to the left of where you start. At the end is another doorway and a Ladder. Go up the Ladder and make your way to the second fan. There you will find: ================== ++[Cigarette Pack #52]++ ================== Go back down the Ladder and through the doorway. There you will be ambushed by a couple of Creeps. After blasting them then go around the corner and you will find a way down. Go down and open the door. You will see a Guard fighting more of the Creeps (and have his back to you). Kill the Guard with the Prototype Rifle and the Creeps will stop. The Guard will also drop a NanoMed Cartridge which you should pick up. In this room there are two doors, one ahead of you and one to the right. The door ahead of you has two Guards fighting the Creeps. That room also has a bunch of crates you can climb. The door on the right leads to a room that has three Creeps in it. There is also a stuck Elevator with a Service Hatch that leads to the top. There you can activate the Elevator Controls and you will go down to a lower level. Both of these rooms have passages that lead to the same room but in different places. However, I found that taking the door on the right is a little better. Go through the door on the right and you will see a Creep sitting there and a Shotgun on the floor. Kill the Creep and take the Shotgun. When you turn the corner then you will see a couple more of the Creeps. Kill them and enter the Elevator on the right side. Use the Ventilation Hatch to get to the top of the Elevator. Then use the Elevator Electronics. The Elevator will then go down and grind to a halt. Turn left and you will exit into another hallway. When you turn the corner then you will see another Creep. Kill it and proceed forward to another door. This will open up to a larger room with a Riot Guard fighting both a Beast and some Creeps. Eventually, the creatures will destroy the Riot Guard who will drop a Mini-Gun which you can pick up. However, you must fight off the creatures before you can pick up your new toy. Use the Prototype Gun to destroy the creatures then pick up the Mini-Gun. You might be slowed up because you are carrying the heavy Mini-Gun but the firepower this weapon provides will be more than adequate to fight off the creatures you encounter from here on out. However, the Creeps have a annoying tendency to get up right against you which will prevent you from firing the Mini-Gun until you back up just far enough to use it. After picking up the Mini-Gun then enter the door on the other side of the room and you will see a half-full NanoMED Health Unit to your right. Go left and down the hall to the next door. There you see a corridor with a Riot Guard in the middle. This is at the bottom of the very large room (with the Hangrail) that you entered near the beginning of Central Storage. Waste the Riot Guard with the Mini-Gun. When you get near the now dead Riot Guard then kill the other regular Guard and any Creeps nearby then pick up the Mini-Gun from the dead Riot Guard to replenish your Mini-Gun. Then proceed forward through the next door and to the..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS41. Loading Docks 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ The Mines / 0=-=-=-=-=0 0=-=-=-=-=0 Before you open the second door, there are some things you should know. In the next large room there is a railing with many Turret Guns. You can't destroy them because more will come out. There are also two Guards plus Creeps that will constantly emerge to confront you. The key to this next area is to keep moving no matter what. If you get stuck then you will be an easy target for the Turret Guns. To get ready for this run you should look at the door straight on then sidestep several steps to the right then rotate left to look at the door. You should be looking at the door from a 45 degree angle. Then, just before opening the door, angle your Mini-Gun downward then hold down Fire Weapon to get it firing. Do not release Fire Weapon the entire time you are going through this area. Go through the door and you should see a small group of crates. Go to the left of the crates and straighten out and you should see a Creep trying to get up to you. Blast it before it can get close. The crates should provide a little cover against the Turret Guns. At this point you should see two more crates on either side of the path and a gap in-between. Two more Creeps will try to come up through this gap. Kill them both. Beyond this point you should see a large crate on the left side of this path. Go to the right of it and you should see a Guard. Kill him as you move forward then, when you get to the corner of this crate, sidestep left while rotating right to confront the Guard across the way from you. The large crate will provide cover from the Turret Guns. Once you kill this Guard, and any Creep that tries to interfere, then go to the door which should be to your left (and enters in a small room). There is a Guard in the corner. Kill him before he can fire on you. No matter how good you are or how fast you are you will definitely take a bit of damage. This is why it is important to pick up the NanoMED Cartridge from the earlier Guard. It should be noted that the Guard you killed just outside this door also drops a NanoMED Cartridge. If you want it then switch to your Shotgun and quickly run outside to pick up the Cartridge, killing any Creep that tries to interfere, and run back before the Turret Guns can do any damage. From this small room, enter the Elevator. When the door opens then you will find another Guard with a Shotgun. Take him down and continue forward. In the long hallway is another Creep. Kill it and go to the next door. Behind the next door is a Guard. Kill him and look left. There is a NanoMED Health Unit. Use it if you need to (more than likely you will after going through the previous areas) then turn around and use the Elevator. When you get to the bottom then go through the door at the end of the hall. There you will see the Guard you killed from the other side of the first room. There are also two other Guards here so kill them too. One of them will also drop a NanoMED Cartridge. Go forward and enter the huge cargo Elevator. To the left is the button. Press it to go up. Look toward the front and get ready. At the top is a Riot Guard and two Guards. Even the Riot Guard is no match for the Mini-Gun so blast all of them from your position within the Elevator. There are some explosive barrels to the right of the Riot Guard which you can use to destroy it and at least one Guard. Exit the Elevator and go through the door on the left. At the junction are two Guards waiting in ambush at both sides of the hall. Take them down with the Mini-Gun and a couple of more Creeps will appear. Blast them then proceed. Go left and up the hallway. You will find at least two more Creeps. Destroy them and, when you reach the top part of the hallway, then you will find a room to your right with two windows and a door. There are three Guards here. When you kill them then one Guard will drop a NanoMED Cartridge and another will drop a Grenade. In this room you will find a NanoMED Health Station. This is the last station you will find in the game. Use it to reach your maximum of eight health blocks. *BUT* don't use it quite yet. Go back out of this room and continue up the hall. As you near the corner, a Guard will be waiting at the next corner and will throw a Grenade. Hang back and let it explode then go up and kill the Guard. Go through the next door and into the next Elevator room. Here there are four Guards, two on ground level and two on upper levels. Even with the Mini-Gun in hand you will take some damage. Afterward, switch to your Fist to drop the Mini-Gun and return to the NanoMED Health Station to restore and improve your health. Then go back into the Elevator room and climb the green crate then onto the red crate. Then jump up to the walkway. There you will find a NanoMED Cartridge that the Guard dropped plus: ================== ++[Cigarette Pack #53]++ ================== Near the door is a Hangrail that you can use to get to the other side (you have to jump onto the Guardrail first). You will also find another NanoMED Health Unit and a NanoMED Cartridge. Jump back down and grab the Mini-Gun. Then enter the Elevator and use the button in the far corner. When you reach the top then you will find another Riot Guard. Destroy him and grab his Mini-Gun to replenish yours. You will also hear some gunfire coming from a room directly above the Elevator. There is a Guard here fighting off the Creeps. Do *NOT* kill him. If you do then Creeps will constantly come out from this room to confront you. Go along the left side of the room and find the door (**NOTE: There is a Grenade on top of the yellow crate along the wall). Follow the way to another door. You will then enter a large room with a smaller room with two windows across from you. There is a also a Guard here. Kill him and go into the smaller room. Turn left and you will see an empty NanoMED Health Unit. At the end of the window near the NanoMED Health Unit is a Door Button. *DON'T* press it! Behind the large door you can see through the window is another Riot Guard. Go to the other side of the room and press the Door Button there. This will lead to a corridor and into..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS42. Fuel Transport 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 Here you will have your first encounter with a Heavy Guard. This thing is impervious to your Mini-Gun so you have to find another way to destroy it. Switch to your Shotgun before entering the room. When you enter the room then the first thing it will do is launch a Rocket at you. Go forward and then to the right or left to get behind a pillar for cover. Then it will use its Machine Guns on you since you are close enough to it. Then it will try to move around the pillar to get a better aim on you. Above the center of the Fuel Transport room you will see canisters being transported along rails. These are the fuel canisters. What you want to do is shoot them above the Heavy Guard and have them drop down onto it. If you manage to get about three canisters to explode onto the Heavy Guard then it will be destroyed. The Shotgun is the best weapon to bring down the fuel canisters. What I did was aim the Shotgun at the canisters as I am moving to avoid being shot. The wide spread of the Shotgun will allow you to take down canisters easily. A few Shotgun blasts later, the Heavy Guard is destroyed. And in the process you will also earn the: >>"Kill a Heavy Guard" Accomplishment *********************************** Then go back, pick up your Mini-Gun then take the next door and go to the..... 0=-=-=-=-=0 / The Mines \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >MNS43. Hangar 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Mines / 0=-=-=-=-=0 When you go through the second door then you will find a Riot Guard on the other side of the area. Kill him with the Mini-Gun and go forward. On the left wall are several Shotguns if you need them. There is also another Riot Guard nearby. Destroy him then proceed to the spaceship and freedom. However, there are three Guards in your way but they are no match for your Mini-Gun. When you get close to the spaceship then the door will open and the ramp comes down. Then enter the spaceship. This will start another cutscene. In the cutscene, you will see that Jagger Valance is having some trouble opening the cockpit door. Riddick gives it a shot but Johns interferes again. Riddick and Johns fight and Johns drops his gun. Jagger picks up the gun and tries to help but shoots Riddick instead: Riddick: "Good effort...Bad result." More Guards enter the craft and kill Jagger. Both Riddick and Johns are wounded and are in no condition to fight: Riddick: "You dyin' on me, Johns?" Johns: "No, not yet...They get you good?" Riddick: "I've had worse." Johns: "I thought that this was going to be the day, Riddick...The day one of us kills the other." Riddick: "The day's not over yet." After some patching up, both Johns and Riddick end up in Hoxie's office again. This time Hoxie is putting Riddick into CryoSleep hoping to get him under control once and for all..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BTH9. Cryo Facility | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ The Cryo Facility, also known as The Tower, are where the most unruly of prisoners are sent. Each prisoner is put into CryoSleep and they are awakened for two minutes each day for exercise. Most of the Guards are of the Light Guard variety. There are also a couple of Riot Guards roaming here and there. But the main bulk of the Guarding is done by the Attack Droids which are exclusive to this area. All in all security is actually kind of light. That is primarily due to the fact that the prisoners spend most of their time sleeping. But imagine what would happen if one of them stayed awake long enough to figure a way out..... 0=-=-=-=-=-=-=0 / Cryo Facility \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CYF1. Exercise Area 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cryo Facility / 0=-=-=-=-=-=-=0 You end up in a weird futuristic looking room. You are awakened from your CryoSleep for a two minute exercise period. There doesn't seem to be a way out but look around. The computer says that today is Monday. After two minutes, you will black out and go back to sleep. When you awake again, it's Tuesday. You will also see another prisoner to your right (Magico). You can't talk to him - he is incoherent. To the left of your CryoTube is the CryoTube for Magico. You can enter his CryoTube by getting up to it and activating it. Once inside the CryoTube then you will be transported to..... 0=-=-=-=-=-=-=0 / Cryo Facility \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CYF2. Cryo Pyramids 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cryo Facility / 0=-=-=-=-=-=-=0 When you exit the CryoTube then pick up the Club. After you pick it up then start jumping up the pyramid ahead of you. You will black out partway up but that is okay. If you remained on the ground level then you would be attacked by Screamer Droids. Here you can still be seen but can't be touched. The droids sound an alert and a Riot Guard plus two Attack Droids emerge from a door on one end of the chamber. Climb the pyramid nearest to the door and Crouch at the top. They will shoot at you even though you are at the top but have a difficult time hitting you. When they are far enough away from the door then jump down the pyramid and make a run for it which will lead you to..... 0=-=-=-=-=-=-=0 / Cryo Facility \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CYF3. Facility Control 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 1 / \ Cryo Facility / 0=-=-=-=-=0 0=-=-=-=-=-=-=0 When you get inside then go right. Then the doors ahead will close and another alarm will sound. Notice that two Attack Droids will appear in the area you just came from. Two Screamer Droids will then bust through the floor to confront you. Club them then go through the floor. You will see several more Screamer Droids in the maintenance tunnel. Club them as they approach you then go to the other end. Be careful though, there is a Guard patrolling above. When looking at the wall at this end of the tunnel then turn 90 degrees to your left, jump up but hang on the ledge. The Guard will patrol in a circular pattern. Climb up when his back is to you. After climbing up then confront the Guard and kill him with the Club. He will drop a Gun and a NanoMED Cartridge. There is also a NanoMED Health Unit here. Use it if you need to do so. Go to the end of the room and go down into another maintenance tunnel. There are several more Screamer Droids at the end and will advance one by one. Nail them with the Club (to conserve Gun ammo) then go to the end of the tunnel and climb out. Here you will see a set of stairs leading up. Switch to your Fist, Crouch down, and climb up the stairs. When you get to the top of the stairs then look left. You will see a Guard standing near the far wall. But you will see an entrance to a room near you. When you approach the entrance then you will see a Guard standing near a desk. Carefully enter the room and hug the left side to go behind the computers. Then go to the other side of the room, go from behind the computers, and approach the Guard from his left side. Sneak him and he will drop a Gun and a NanoMED Cartridge. On one of the desks is: ================== ++[Cigarette Pack #54]++ ================== While still Crouched down, exit the room and go right. Sneak the other Guard and pick up his Gun (there is also another Gun on the desk). Then activate the Computer Terminal to your right to open the doors and switch to your Gun. This will bring out a couple of Guards, plus a Screamer Droid, behind you. Shoot the Droid. You will also notice that the Guards won't fire on you unless you get close enough. So take them down with headshots (from afar - use the zoom feature) and get a Shotgun, a Gun, and a NanoMED Cartridge. Grab as many Guns as you can (to maximize ammo) then go back down the stairs and into the maintenance tunnel. There are four Screamer Droids at the end. Shoot them with the Shotgun (you can take them all out with one shot) and proceed forward. As you near the end then another droid will come down. Destroy it and climb up. Go past the dead Guard and into the other maintenance tunnel. At the end are three more Screamer Droids. Shoot these and head to the other end. However, before climbing up, switch to your Gun. Then rotate 180 degrees, climb up, head for the dead end room ahead of you, and turn around. Ahead of you, at the far end, are the two Attack Droids I mentioned earlier. They will not advance unless you advance first. However, they are blocking the only way forward. Even though they have powerful weapons they are not that tough. You can take these guys down with the lowly Gun from a distance. But, because you are on the other end of the corridor, they will launch Grenades at you which travel in a slow arc. Best thing to do is to be on one side of the room when they launch a Grenade attack then quickly sidestep to the other side to limit damage to you when the Grenades explode. While sidestepping, select one of the Attack Droids and shoot at it with the Gun as quickly as possible. It will take about two clips of ammo per Attack Droid to take down. After the Attack Droids are down then head to the other end of the corridor and turn left. Then follow the corridor into a larger room. Here you will find some more Attack Droids but they are in hibernation. There is also a NanoMED Health Unit on the wall you can use to restore any health you lost while fighting the Attack Droids in the previous area. At one end of this room is a Heavy Guard. However, this one has no pilot but you can climb into it and take control. Now this is what I'm talking about! Heavy firepower and near invincibility. And, by climbing into the Heavy Guard, you will also earn the: >>"Control a Heavy Guard" Accomplishment ************************************** The Heavy Guard is a bit of a pain to control but it is very fun to use. You have unlimited ammo for both the Chaingun (Fire/Punch) and the Rockets (Block). The first thing to do is destroy the Attack Droids that are sleeping. After you have done that then head for the large door on the right side of the room. As you approach the door, a Heavy Guard will emerge. You can easily destroy it with your Chaingun. Enter the Elevator behind it and it will take you to..... 0=-=-=-=-=-=-=0 / Cryo Facility \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CYF4. Corporate Offices 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cryo Facility / 0=-=-=-=-=-=-=0 This part is easy but a lot of fun because of the Heavy Guard. However, the regular Guards can damage the Heavy Guard with their guns. But, if you stand still long enough, the Hull Integrity, which is on the upper left corner of the screen, will regenerate. The basic strategy is just follow the hallway and kill everybody you see. About halfway you will hear of reinforcements being deployed. When you go through the next hallway after that announcement then the reinforcements will appear above you. Back up and blast them with either Rockets or the Chaingun. Near the end of the offices, you will encounter three Attack Droids. But these are pushovers thanks to the Heavy Guard. At the end of the offices is an Elevator that will take you to the..... 0=-=-=-=-=-=-=0 / Cryo Facility \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CYF5. Take Off Platform 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Packs - 2 / \ Cryo Facility / 0=-=-=-=-=0 0=-=-=-=-=-=-=0 When the Elevator doors open then you will be confronted by a Guard. Kill him then exit the Elevator. After exiting the Elevator then go left. You will enter a more industrial looking part of the prison. Kill all of the Guards you see and continue forward into the next room. There are two more Guards in this room. Kill them and turn right. You will see a large door and, as you approach it, a Heavy Guard will emerge. You can destroy it easily but the power components in your Heavy Guard will be compromised and you are forced to exit. After exiting then head for the crates on one side of the room. Climb the crate and onto the upper platform. Look right and along the floor and you will find: ================= ++[Cigarette Pack #2]++ ================= Go back down and near the Door Button. Look down and you will find: ================== ++[Cigarette Pack #14]++ ================== If you have been good with your Smokes collecting then you will have acquired all of the Cigarette Packs in the game and earn the: >>"Chain Smoker" Accomplishment ***************************** Now, open the door which should be to the left of the Door Button. Run quickly through this door. Two more Heavy Guards will emerge to confront you from behind so you don't want to hang around. In the following cutscene, it seems that Riddick has run into another dead end. But Johns interferes yet again. This time, however, it is to Riddick's benefit. After Riddick climbs in, a Grenade, launched from one of the Heavy Guards nearby, hits the ship and knocks out Johns. Riddick then takes over the craft and sends it into Hoxie's office window. Riddick carries Johns out of the craft just before it falls out of the window. Then Riddick confronts a shaken Hoxie. After some discussion, Hoxie pushes a button and is transported to a hiding place. This also opens up a couple of hidden rooms where some more Guards emerge to deal with Riddick..... 0=-=-=-=-=-=-=0 / Cryo Facility \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >CYF6. Hoxie's Personal Guards 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cryo Facility / 0=-=-=-=-=-=-=0 For this battle, two of Hoxie's Personal Guards come out of their hiding places to confront you. Although they look like droids they are really very decorative slender versions of the Riot Guard. Their main weapon are dual rapid firing Chainguns. In addition, they are much faster than a standard Riot Guard. And they can see in the dark which means that blowing out the lights will give you no advantage whatsoever. But one of the things that makes these guys tough is that they can cloak to hide themselves. However, they cannot fire when cloaked. They must de-cloak before they can attack you. And even when de-cloaked they are very tough to bring down. But they have a weakness: their heads. When this battle begins then you will find two weapons on the floor: a Shotgun near you, a Shotgun to your left, and a Mini-Gun near one of the pillars to your right. Run up to the Mini-Gun and grab it while the Guards are firing at you. When you grab the Mini-Gun then immediately start firing it at the nearest Guard regardless of whether or not it is cloaked then make your way to the nearest hidden room and hug the right wall. This will provide some protection at least. If you do this quickly enough then you should still have lots of health for the remainder of this battle. Having your health completely maxed out, by using the four NanoMED Health Stations, will definitely help. While in the room, sidestep left and fire the Mini-Gun toward the other hidden room and do a sweep between that room and the pillar on the other side of the room. Also angle your Mini-Gun upwards slightly so you can increase your chances of hitting the heads of the cloaked Guards as they roam the room. Listen for the distinct sound of the cloaking device as they cloak and de-cloak. Especially when it de-cloaks so you can start heading for cover before it can do much damage to you when it fires. When one of them de-cloaks then aim at it with your Mini-Gun and, as you are firing at it, sidestep right to hug the wall as it is firing back at you. This will cause your Mini-Gun to stop firing as you take cover and allow you to regain any health taken off by the de-cloaked Guard as you headed toward the wall. One of the Guards may try to confront you face-to-face. If this happens then try to go around it while firing right into its face. This will take off a nice chunk of your health, since it is firing at you, but you may also take it down in the process. Stay in the hidden room and continue with this pattern until both Guards are destroyed. Another reader, Dean Mason, came up with this additional strategy to dealing with these Guards using the two Shotguns found on the floor. He uses the laser dot for his crosshair and used this to his advantage. When the battle starts, he went and quickly picked up the two Shotguns then went towards the closest Guard. The laser dot crosshair will still detect the Guard even when it is cloaked so you can track it when invisible. Keep as close to it as possible and between you and the other Guard who cannot fire on you when the other Guard is in front of you. Also keep the sight up just a little bit so you can aim at the head when it de-cloaks. When the Guard you are tracking de-cloaks then get up to its face and blast it with the Shotgun which should kill it in about two to three shots. You will lose some health in the process but, if you are quick enough, then you should have enough to deal with the other Guard. Use the pillars for cover as you reload and restore health. Then track the other Guard with your laser dot when it cloaks again and repeat what you did with the previous one. Regardless of method, when you take down the last Guard then you finally beat the game. After disposing of Hoxie's Personal Guards then Riddick finally makes his escape. After all, there couldn't be an "Assault on Dark Athena" and "Pitch Black" if he was still confined here, right? You will also earn the difficulty based Accomplishment if you beat the game on either the Normal or Hard mode. Now, to the next section..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BTH10. "Butcher Bay" Summaries | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed in this section are the summaries of all Cigarette Packs, Side-Missions, and Easter Eggs. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Summary of Cigarette Packs |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Listed below are the summaries of the Cigarette Packs within "Escape From Butcher Bay". They are listed as they are found within the main body of the guide: 0---------------------------------------------------------------------------0 | The Story Begins..... |===========================| The Story Begins..... | 0---------------------------------------------------------------------------0 0===========0 | The Escape \ 0======================================================> ++Cigarette Pack #35 ================== Name: Bloss. Warning Label: Smokers risk loss of bliss. Unlocks: Butcher Bay. Where: At the base of the first Ladder. ++Cigarette Pack #1 ================= Name: Cool Drool. Warning Label: Slippery when wet. Unlocks: Inmate Working Suit. Where: In a hidden room. ++Cigarette Pack #6 ================= Name: Desert Air. Warning Label: Package may induce last breath. Unlocks: Cryo Pyramids Detail. Where: On the metal table. 0---------------------------------------------------------------------------0 | Cellblock A |===============================================| Cellblock A | 0---------------------------------------------------------------------------0 0============0 | Prison Yard \ 0======================================================> ++Cigarette Pack #25 ================== Name: Voodoo Cigarettes. Warning Label: Smoking may seriously affect your death. Unlocks: Large Alien. Where: Activate Waman's Side-Mission and kill Molina. Waman will give you this Pack as a reward. 0=================0 | Aquila Territory \ 0======================================================> ++Cigarette Pack #58 ================== Name: Habibs. Warning Label: Smoke with packaging intact. Unlocks: The Riddick Team. Where: In an open cell. ++Cigarette Pack #59 ================== Name: Just Regular Grass. Warning Label: Enjoy jointly. Unlocks: Pope Joe. Where: Talk to Moondog in a nearby cell after killing Rust. ++Cigarette Pack #57 ================== Name: MBryo 69. Warning Label: Don't smoke while getting pregnant. Unlocks: Riot Guard 1.1. Where: Talk to Blueboy (in hallway) after killing Rust. ++Cigarette Pack #26 ================== Name: The Count's Forest. Warning Label: Excessive chewing may hurt throat. Unlocks: Alien Mechanics. Where: Buy from Booger (in Courtyard) for 20 UD. 0==========0 | Infirmary \ 0======================================================> ++Cigarette Pack #12 ================== Name: Gelding Finest. Warning Label: Cut down to avoid side effects Unlocks: Basilica Interior Detail 6. Where: Activate Shabby's Side-Mission and Kill Molina. He will give you a code for a locked door as a reward. The locked door is inside the Infirmary (Room 1). 0==========0 | Mainframe \ 0======================================================> ++Cigarette Pack #13 ================== Name: Pale Male Classics. Warning Label: For masculinity substitution only. Unlocks: Basilica Interior Detail 7. Where: On the catwalk where the two Guards were stationed. ++Cigarette Pack #27 ================== Name: The Beetle Blend. Warning Label: Roach may obstruct throat if swallowed. Unlocks: Light Guard. Where: Kill the Riot Guard. 0========0 | The Pit \ 0======================================================> ++Cigarette Pack #15 ================== Name: Mont Noir. Warning Label: May pile tar in lungs. Unlocks: New Mecca Day. Where: In a dead-end alcove. 0===============0 | Pope Joe's Den \ 0======================================================> ++Cigarette Pack #16 ================== Name: OP. Warning Label: Do not smoke while sleeping. Unlocks: Sarcophagus Interior. Where: In a small room near the Voicebox. 0=============0 | Dark Tunnels \ 0======================================================> ++Cigarette Pack #28 ================== Name: Karavan. Warning Label: May cause pleasure mirages. Unlocks: Attack Droid. Where: In a narrow cubicle near the wall (and near the gate). 0========0 | Showers \ 0======================================================> ++Cigarette Pack #29 ================== Name: Yup's. Warning Label: Don't become a slave to your character. Unlocks: Civilian Guard. Where: Inside one of the lockers. ++Cigarette Pack #30 ================== Name: Q. Warning Label: Qmulative affliction. Unlocks: Heavy Guard. Where: Inside the Armory (you need the Vent Tool to access). 0================0 | Guards Quarters \ 0======================================================> ++Cigarette Pack #33 ================== Name: Guards. Warning Label: Butts may revolt if kicked. Unlocks: Mining Worker. Where: Buy from the Shopkeeper. ++Cigarette Pack #31 ================== Name: Gronko's Bar. Warning Label: Ethanol premedication recommended. Unlocks: Hoxie's Personal Guard. Where: Talk to Jenkins to get the Liquor. Find Chancellor and give the Liquor to him. He will give you this Pack as a reward. 0---------------------------------------------------------------------------0 | The Mines |===================================================| The Mines | 0---------------------------------------------------------------------------0 0=========0 | Tower 17 \ 0======================================================> ++Cigarette Pack #5 ================= Name: Charlie's. Warning Label: Smoking parents burn babies. Unlocks: Homebox. Where: In the cell next to yours (on the right). 0=======================================0 | Recreation Area [Section B] (Part One) \ 0======================================================> ++Cigarette Pack #56 ================== Name: Yoshimi. Warning Label: Modern style harakiri gut spiller. Unlocks: Jet Chopper. Where: Buy from Pink for 10 UD. 0=========================0 | Tower 17 Base (Part Two) \ 0======================================================> ++Cigarette Pack #18 ================== Name: Yoyall. Warning Label: Never smoke alone. Unlocks: New Mecca Day. Where: Fight and kill Baasim in the Ring. 0=====================0 | Feed Ward (Part Two) \ 0======================================================> ++Cigarette Pack #7 ================= Name: Dog Smokes. Warning Label: Dog breath gas filter not included. Unlocks: Basilica Interior Detail. Where: Buy from Gomer for 10 UD. ++Cigarette Pack #8 ================= Name: Black Death. Warning Label: Smokers suck - then they die. Unlocks: Basilica Interior Detail 2. Where: Buy from Gomer for 15 UD. ++Cigarette Pack #9 ================= Name: Charlie's Chocolate Cigarettes. Warning Label: Slimy, yet satisfying. Unlocks: Basilica Interior Detail 3. Where: Buy from Gomer for 20 UD. ++Cigarette Pack #10 ================== Name: Pirate. Warning Label: You wouldn't steal a cigarette. Unlocks: Basilica Interior Detail 4. Where: Buy from Gomer for 25 UD. ++Cigarette Pack #11 ================== Name: Roulette. Warning Label: One smoker in six dies of cancer. Unlocks: Basilica Interior Detail 5. Where: Buy from Gomer for 30 UD. 0===========================0 | Tower 17 Base (Part Three) \ 0======================================================> ++Cigarette Pack #19 ================== Name: Starlife. Warning Label: Heaven can't wait. Unlocks: Basilica. Where: Fight and kill Sawtooth in the Ring. 0=======================================0 | Recreation Area [Section C] (Part One) \ 0======================================================> ++Cigarette Pack #3 ================= Name: Carl's Blend. Warning Label: May contain tobacco. Unlocks: Narc Land. Where: Activate Gulag's Side-Mission and retrieve his Red Tube. He will give you this Pack as a reward. 0=======================================0 | Recreation Area [Section D] (Part One) \ 0======================================================> ++Cigarette Pack #55 ================== Name: Lung Busters. Warning Label: Inhalation must not exceed exhalation. Unlocks: Billy Bob. Where: Talk to Twotongue after killing Baasim in the Ring. He will give you this Pack as a reward. ++Cigarette Pack #22 ================== Name: Painful. Warning Label: (?). Unlocks: Basilica Interior Detail 9. Where: Buy from Twotongue for 10 Moths 0==========================0 | Tower 17 Base (Part Four) \ 0======================================================> ++Cigarette Pack #20 ================== Name: Clemens. Warning Label: May cause reformation. Unlocks: Lensing Necro. Where: Fight and kill Cusa in the Ring. 0==========================0 | Tower 17 Base (Part Five) \ 0======================================================> ++Cigarette Pack #21 ================== Name: Fortysix and 2. Warning Label: Two days recovery recommended. Unlocks: Lord Marshal's Helmet. Where: Talk to Centurion after killing Bam (and Abbott). ------------------------------------------------------------------------ **NOTE: The name of the above Cigarette Pack is the title of a popular song by the rock group Tool. And we already know from the earlier Easter Egg involving the Guard room doors that the developers are big fans of Tool. 0=======================================0 | Recreation Area [Section C] (Part Two) \ 0======================================================> ++Cigarette Pack #32 ================== Name: Old Timer. Warning Label: Worse than before. Unlocks: Cryo Inmate. Where: Activate The Nurse's Side-Mission and poison Binks' food. He will give you this Pack as a reward. 0=========================0 | Mine Entrance (Part One) \ 0======================================================> ++Cigarette Pack #38 ================== Name: Style. Warning Label: Bow tie not included. Unlocks: Container Router. Where: Inside the shaft near the second Ventilation Shaft door. 0====================0 | Security Checkpoint \ 0======================================================> ++Cigarette Pack #39 ================== Name: Mr. President. Warning Label: Moisten end before insertion. Unlocks: The Ship. Where: In an alcove high above the Security Checkpoint room (and above the Riot Guard). 0=======================0 | Upper Mines (Part One) \ 0======================================================> ++Cigarette Pack #40 ================== Name: Space Jockey. Warning Label: Not for use inside space suit. Unlocks: Upper Mines. Where: On the balcony where the Sharpshooter Guard was patrolling. 0===========================0 | Cargo Transport (Part One) \ 0======================================================> ++Cigarette Pack #42 ================== Name: Addictive Mayor. Warning Label: Vote for major addiction! Unlocks: Police Vessel. Where: On the floor near the sign "Floor 2". 0=======================0 | Mining Core (Part One) \ 0======================================================> ++Cigarette Pack #41 ================== Name: Jimboro. Warning Label: For leaving babylon ganja style. Unlocks: Med Station. Where: Tucked behind a couple of container crates on the far side of the Mining Core room. ++Cigarette Pack #4 ================= Name: Swift. Warning Label: Lessen risk for cancer: die today! Unlocks: Screamer Droid. Where: In the dead-end area which can be accessed by jumping over the railing next to the Forklift. 0=========================0 | Mine Entrance (Part Two) \ 0======================================================> ++Cigarette Pack #37 ================== Name: Sicher. Warning Label: Backup liver to avoid jaundice. Unlocks: Tower 17-2. Where: Activate Valya's Side-Mission and find his secret chamber. The Pack can be found on top of the crates inside the secret chamber. 0=====================0 | Work Pass (Part Two) \ 0======================================================> ++Cigarette Pack #36 ================== Name: Tiny Tim's Blend. Warning Label: Size does matter. Unlocks: Tower 17. Where: Behind the grating. ++Cigarette Pack #34 ================== Name: Red Frog. Warning Label: Might cause revolution. Unlocks: The Dweller. Where: Access the locked room using Abbott's Keycard. 0======================0 | Feed Ward (Part Four) \ 0======================================================> ++Cigarette Pack #17 ================== Name: Sensei. Warning Label: May do in your doings. Unlocks: New Mecca Dawn. Where: Activate Cuellas' Side-Mission and find the Snitch List. He will give you this Pack as a reward. 0=======================================0 | Recreation Area [Section B] (Part Two) \ 0======================================================> ++Cigarette Pack #24 ================== Name: Five Fingers. Warning Label: Commencing final countdown. Unlocks: Small Alien. Where: Activate Jamal-Udeen's Side-Mission and kill all three Blueskins. He will give you this Pack as a reward. 0=======================================0 | Recreation Area [Section D] (Part Two) \ 0======================================================> ++Cigarette Pack #23 ================== Name: Cone Puffs. Warning Label: Smoking makes you pine for air. Unlocks: Basilica Interior Detail 10. Where: Buy from Twotongue for 20 Moths. 0====================0 | Security Research 1 \ 0======================================================> ++Cigarette Pack #60 ================== Name: Flare. Warning Label: For use with asbestos holder only. Unlocks: Riot Guard. Where: On the control console in the Computer Room. 0====================0 | Security Research 2 \ 0======================================================> ++Cigarette Pack #61 ================== Name: Diamond Smokes. Warning Label: Pitch black smoke will shortstop life. Unlocks: Riddick Concept. Where: In a hidden room just after entering the door for E-13. ++Cigarette Pack #62 ================== Name: Smog Hog. Warning Label: Boaring habits sow discontent. Unlocks: Light Guard. Where: In a hidden nook behind some crates. 0======================0 | Feed Ward (Part Five) \ 0======================================================> ++Cigarette Pack #43 ================== Name: Iron Lungs. Warning Label: Corrosion was never so cool. Unlocks: Work Pass. Where: Next to a broken door near the Drug Interrogation Room. You need to access a Grating and go through a shaft to get to the Pack. 0=================0 | Container Router \ 0======================================================> ++Cigarette Pack #44 ================== Name: CA Alderholm. Warning Label: Mental health may be detrimental to your pleasure. Unlocks: Large Door. Where: On the rails on the opposite side of a room. You need to go down a Ladder at the beginning of the room. Then climb a Ladder to access the opposite side of this room and get the Pack. ++Cigarette Pack #45 ================== Name: 20 Musketeers. Warning Label: French cut may harm throat. Unlocks: Recreation Area. Where: While in the lower room, access the Hatch at the end of the room. Hang a right at the junction and enter a room to get the Pack. ++Cigarette Pack #46 ================== Name: Robot Smokes. Warning Label: Recycle as industrial waste after use. Unlocks: Tower 17-3. Where: On a platform in the upper level near where you kill the worker to get the Red Security Card. ++Cigarette Pack #48 ================== Name: Maestro. Warning Label: Whistle blowing not encouraged. Unlocks: Take-Off Platform. Where: Halfway through a Ventilation Shaft. ++Cigarette Pack #47 ================== Name: 68th. Warning Label: Oral experience set to 69 minus one. Unlocks: Cryo Pyramids. Where: On a grated platform near a Turret Gun. 0===========================0 | Abandoned Equipment Center \ 0======================================================> ++Cigarette Pack #51 ================== Name: Cloud No. 17. Warning Label: Smog may be harmful to your health. Unlocks: Riot Guard 1.0. Where: Behind some crates in the room with the Control Panel. ++Cigarette Pack #49 ================== Name: Mummy Lights. Warning Label: Coroners choice, formalin added. Unlocks: Shotgun. Where: In an alcove at the end of the partially covered bridge. ++Cigarette Pack #50 ================== Name: Count Gunther. Warning Label: Blood discoloring may lead to blue complexion. Unlocks: Mini-Gun. Where: Behind a crate in the room where you pick up the Prototype Rifle. 0================0 | Central Storage \ 0======================================================> ++Cigarette Pack #52 ================== Name: Enfermo. Warning Label: Cigarettes cause smoke when lighted. Unlocks: Butcher Bay. Where: When you reach the very large room then use the Hangrail. At the end of the Hangrail there is a Ladder leading up. Climb the Ladder and go to the large fans. The Pack is by the second fan. 0==============0 | Loading Docks \ 0======================================================> ++Cigarette Pack #53 ================== Name: Graes. Warning Label: Toxic fumes when lighted. Unlocks: Home Box 2. Where: On a catwalk in the room where you encounter four Guards (climb the container crates to reach). 0---------------------------------------------------------------------------0 | Cryo Facility |===========================================| Cryo Facility | 0---------------------------------------------------------------------------0 0=================0 | Facility Control \ 0======================================================> ++Cigarette Pack #54 ================== Name: Gawd. Warning Label: Smoke now - burn later. Unlocks: Rolling Slam. Where: On the desk in the small room near a Guard. 0==================0 | Take Off Platform \ 0======================================================> ++Cigarette Pack #2 ================= Name: Candy Candy. Warning Label: Keep within reach of children. Unlocks: Corporate Offices. Where: On the upper platform in the room where you are forced to exit the Heavy Guard. ++Cigarette Pack #14 ================== Name: Space Cowboy. Warning Label: Boldly go as many smokers have gone before. Unlocks: Basilica Interior Detail 8. Where: On the floor near the Door Button (in the room where you are forced to exit the Heavy Guard). 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Summary of Side-Missions |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Listed below are the summaries of the Side-Missions found within "Escape From Butcher Bay". They are listed as they are found within the main body of the guide: 0---------------------------------------------------------------------------0 | Cellblock A |===============================================| Cellblock A | 0---------------------------------------------------------------------------0 0============0 | Prison Yard \ 0======================================================> ++Shabby ====== Mission: Kill Molina when his lockdown expires. ------------------------- How: After Riddick confronts and kills Rust, Molina's door will open. Kill Molina to complete the Side-Mission. ------------------------- Reward: You get a door code for a room inside the Infirmary (Door 1) where you can find a Scalpel and Cigarette Pack #12. ++Waman ===== Mission: Kill Molina when his lockdown expires. ------------------------- How: After Riddick confronts and kills Rust, Molina's door will open. Kill Molina to complete the Side-Mission. ------------------------- Reward: Cigarette Pack #25. 0---------------------------------------------------------------------------0 | The Mines |===================================================| The Mines | 0---------------------------------------------------------------------------0 0=======================================0 | Recreation Area [Section B] (Part One) \ 0======================================================> ++Jamal-Udeen =========== Mission: Kill all the Blueskins. ------------------------- How: There are three Blueskins you need to kill. All three can be found in the Upper Mines area. The first one is Mosely. After your conversation with him then kill him. The other two, Alonzo and Void, will be found where Mosely is after returning from the Mining Core. Void will also drop part of the Snitch List for Cuellas. ------------------------- Reward: Cigarette Pack #24. 0=====================0 | Feed Ward (Part One) \ 0======================================================> ++Cuellas ======= Mission: Obtain the Snitch List for him. ------------------------- How: The Snitch List is in two parts. The first part is behind a panel in the Power Central room. The second part is dropped by one of the Blueskins (Void) in the Upper Mines area. Return the complete list to Cuellas to complete the Side-Mission. ------------------------- Reward: Cigarette Pack #17. 0=======================================0 | Recreation Area [Section C] (Part One) \ 0======================================================> ++Wilkins ======= Mission: Find Jagger Valance. ------------------------- How: Jagger Valance can be found in the Mining Core area. Once you find him then you will complete the mission. Return to Wilkins to get your reward. ------------------------- Reward: 50 UD. ++Gulag ===== Mission: Find the Red Tube for him. ------------------------- How: Gulag's Red Tube can be found behind a hidden panel in the second part of the Dining Hall in the Feed Ward (along with Twotongue's Injector). Return the Red Tube to Gulag to complete mission. ------------------------- Reward: Cigarette Pack #3. ++The Nurse ========= Mission: Put Poison in Bink's food. ------------------------- How: When you kill Motor in the connecting room near the Feed Ward then you can get the Poison he drops. Place the Poison in Bink's food tray. Go back to The Nurse to collect the reward. ------------------------- Reward: Cigarette Pack #32. 0=======================================0 | Recreation Area [Section D] (Part One) \ 0======================================================> ++Twotongue ========= Mission: Get the Injector back from the PPP's and kill Baasim in the Ring. ------------------------- How: Twotongue's Injector can be found behind a hidden panel in the second part of the Dining Hall in the Feed Ward (along with Gulag's Red Tube). Challenge Baasim to a fight in the Ring. Kill Baasim and return the Injector to Twotongue to complete the Side-Mission. ------------------------- Reward: Cigarette Pack #55 plus you can now start trading with him. ----------------------------------------------------------------------- **NOTE: You can kill Baasim and get the Injector before meeting Twotongue thus fulfilling the requirements and therefore no need to activate these Side-Missions. Doing things in this order will *NOT* deny you the "Bell Boy" Accomplishment. 0=====================0 | Work Pass (Part One) \ 0======================================================> ++Shurik ====== Mission: Find Shurik's Glasses for him. ------------------------- How: Shurik's Glasses can be found on top of the crates by the large cargo Elevator door in the Upper Mines area. Return the Glasses to Shurik to complete the Side-Mission. ------------------------- Reward: Shurik will keep an eye on nearby Riot Guard for Riddick so he can enter a nearby room. 0=======================0 | Mining Core (Part One) \ 0======================================================> ++Jagger Valance ============== Mission: Retrieve the Package from Gas Room. ------------------------- How: Jagger will give you a code to enter a gas filled room. Go inside the Gas Room to get the Package. Return the Package to Jagger Valance to complete the Side-Mission. ------------------------- Reward: He will give you two door codes: one to get back up to the Work Pass area and the second to open the Feed Ward Emergency Ventilation door so you can make your way to Tower 19. 0=========================0 | Mine Entrance (Part Two) \ 0======================================================> ++Valya ===== Mission: Find Valya's Secret Chamber. ------------------------- How: You need to ride up the crate Elevator to Floor 3. Enter the next room and climb the large green crates to get on top of the ventilation shaft. Go along the shaft to where it is broken and enter the shaft. Then go along the shaft and enter the next room. Kill the nearby Guard and talk to Valya who will give you a code to enter his secret room. Return to the Mine Entrance and find the keypad to enter the code. You will be raised to a door so you can enter the room. ------------------------- Reward: This Secret Chamber contains Cigarette Pack #37 and a NanoMED Health Station. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Summary of Easter Eggs |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Listed below are the summaries of all of the Easter Eggs confirmed for "Escape From Butcher Bay": 0======================0 | The Toilet Easter Egg \ 0======================================================> Where: The Courtyard. ------------------------- How: After the main credits then you are deloused. Turn around and flush your toilet five times. When you leave your cell then find and enter Waman and Girish's cell. Flush their toilet five times. You will also have to activate Waman's Side-Mission (Kill Molina) (or you can activate Shabby's Side-Mission (Kill Molina) or both)). Talk to Mattsson in the Courtyard then go to his cell. When you enter Mattsson's cell then you are ambushed by two other prisoners. Kill them and then flush Mattsson's toilet five times before leaving the cell. After your first confrontation with Rust then Molina's cell door will open. Kill Molina then flush his toilet five times. After doing that then the Easter Egg will reveal itself within the Courtyard. ------------------------- What: There will be a picture on one of the walls. It will be of three of the developers with the words "Los Tres Amigos" (The Three Friends) at the bottom. 0=========================0 | The "Enclave" Easter Egg \ 0======================================================> Where: Showers. ------------------------- How: After leaving the Showers, hang a right and go into the doorway at the end of the hall. You will enter a room that contains some of the Guards quarters. Find the door for Keenan and ring the doorbell a couple of times. ------------------------- What: You'll hear mostly gibberish but also a mention of "Vatar." Vatar was the main villain of "Enclave", another game made by Starbreeze Studios. The voice is that of the goblin character, a low-ranking enemy in Vatar's forces. 0======================0 | The "Tool" Easter Egg \ 0======================================================> Where: Showers. ------------------------- How: After leaving the Showers, hang a right and go into the doorway at the end of the hall. You will enter a room that contains some of the Guards quarters. This is also where the "Enclave" Easter Egg is located. ------------------------- What: Four of the doors in this room have the names Keenan, Jones, Carey, and Chancellor. According to I_Like_Pancakez, who posted his find at the GameFAQs Message Boards, he noticed that in the G4 special on the making of the game (which is an unlockable on the PC version of the game) that one of the designers was wearing a shirt of the rock band Tool. The designers then included the names of the band members here in this room posted at four of the doors. 0================================0 | "The Great Dictator" Easter Egg \ 0======================================================> Where: Showers. ------------------------- How: After getting past the Guard Quarters then you will go through some hallways as you head to the hangars. Along the way you will pass two Guards, Adenoid and Hynkel. ------------------------- What: According to tenchi574, who posted his find at the GameFAQs Message Boards, he noticed that this was a reference to one of Charlie Chaplin's best movies, "The Great Dictator". In the movie Adenoid Hynkel is the Dictator of the fictitious country of Tomania. 0=============================0 | "Robinson Crusoe" Easter Egg \ 0======================================================> Where: Guards Quarters. ------------------------- How: Go through the door at the other end of the market and take the Elevator upstairs. You will then enter a medium sized room with a couple of Guards, Freitag and Robinson. ------------------------- What: According to Markus Miller this is a reference to the classic book "Robinson Crusoe". And now onto the second game..... /==++====++==\ /==++====++==\ /==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\ | >RDK3. "The Chronicles of Riddick: Assault on Dark Athena" | \==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/ \==++====++==/ \==++====++==/ "The Chronicles of Riddick: Assault on Dark Athena" is the follow-up to the popular "The Chronicles of Riddick: Escape From Butcher Bay". The story takes place shortly after the events of "Butcher Bay" and places Riddick on-board a large Merc pirate vessel known as the Dark Athena. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >ASL1. Bounty Cards and Side-Missions | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Strewn throughout "Assault on Dark Athena" are 60 Bounty Cards. These Cards will unlock bonuses that can be viewed in the Extra Content part of the Main Menu. This guide will point out where you can find them. To makes things easier most of the chapter headers will note how many Cards can be found within the chapter. When you acquire all 60 Bounty Cards then you will earn the "Bounty Hunter" Accomplishment. Once you have acquired a Bounty Card then it is permanently saved to your Profile. This means that you can go back to prior Checkpoints and do different things to get more Cards without worrying about having to get Cards you have already acquired. A complete summary of Bounty Cards can be found near the end of the guide. <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0> Within the game you will encounter many people. Some of them don't want anything to do with you. Some of them want to kill you. But others want your help with certain activities. By helping people you are activating Side-Missions. Most Side-Missions are easy and won't take long to complete. A complete summary of Side-Missions can be found near the end of the guide. On a related note, you can hear some rather amusing conversations amongst people if you walk up to a group without speaking to them. Turn on the subtitles in the Subtitles menu to help catch all of what the people are saying. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >ASL2. Weapons and Other Items | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Below is a brief rundown of the weapons and some of the items that can be found and used in "Assault on Dark Athena": 0==============0 | Melee Weapons \ 0====================================================> >>Fist **** Your basic fist. >>Hairpin ******* A knife-like instrument used to hold hair in place, especially Captain Revas'. But it can also be used as a weapon when things get a little, *ahem*, hairy. >>Combat Knife ************ A step up from the Hairpin and is carried by some of the Mercs you encounter. >>Ulaks ***** The best knife weapon available. These are a pair of vicious looking curved knives that are extremely deadly in a professional's hands. That professional would be Riddick. >>Club **** A crude instrument that can be used to beat down anyone. This is not a quick weapon but can do very serious damage when it connects. The best weapon to use in melee combat. 0===================0 | Projectile Weapons \ 0====================================================> >>Gun *** Your basic pistol. Not very powerful but is accurate from a distance. This is best used in getting headshots from long range plus breaking out lights. Can also be fired rapidly. Maximum ammo for this weapon is 84 rounds. >>Shotgun ******* A standard issue Shotgun. Nasty up close but very poor from a distance. This also has a Flashlight attachment that will brighten up dark areas (and alert nearby Guards if you're not careful).Maximum ammo for this weapon is 64 rounds. >>Assault Rifle ************* An automatic rifle that most Mercs carry. A pretty solid weapon that also has a Flashlight attachment. Maximum ammo for this weapon is 152 rounds. >>SMG *** A rapid fire sub-machine gun. It has a medium range and, because of its rapid fire capability, can take down Mercs quickly. Maximum ammo for this weapon is 240 rounds. >>Sniper Rifle ************ The longest range weapon available. It has a nice zoom feature that can also be used for binoculars when scoping places out. This should be only used sparingly since there are only eighteen rounds for it when you find the weapon. >>Tranquilizer Gun **************** This is a hand-held electroshock stun weapon. It has unlimited ammo but is slow on the reload. But it is also an handy weapon to shoot out lights so you can sneak around in the dark and silently kill your enemies. >>SCAR Gun ******** This is a weapon that fires compressed air capsule mines that can be remotely detonated. It has unlimited ammo but is slow on the reload. It is also a handy weapon to shoot out lights and move crates around to access certain places. It can also be used to kill your enemies. 0=============0 | Useful Items \ 0====================================================> >>Vent Tool ********* A useful tool that can open Ventilation Hatches. This will help you get around many areas. >>NanoMED Cartridge ***************** These red devices are used to refill the NanoMED Health Units found all around the Dark Athena and other areas. Now, for the reasons you need those weapons and items..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >ASL3. Enemies | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed below are the enemies you will encounter on the Dark Athena and other areas: >>Drones ****** The Drones were once human but have been turned into slave cyborgs. They patrol the Dark Athena helping to protect it and have a stiff, stilted, walking pattern. When in remote mode then the lights that adorn their helmets are red. They also have a large gun that is permanently attached to their right arm. More details on Drones in the next chapter. >>Mercs ***** The Mercs are the human crew of the Dark Athena. Usually armored and violent these guys are not to be taken lightly. >>Merc Drones *********** The Merc Drones are Drones that are being remote controlled by Mercs. The lights that adorn their helmets are flashing white and they move and behave the same as a regular Merc. However, they can be turned back into a regular Drone by Zapping it with a Tranq Gun which disconnects them from the Merc controlling it. >>Mechs ***** Mechs are large armored suits with Chaingun and Rocket weapons. They are pretty much indestructible unless you use a heavy weapon and you aren't going to find too many of those laying around the Dark Athena. >>Repair Droids ************* These machines are found outside the ship helping to keep it in shape. They can also attack you if they think you are a threat to the ship. >>Spider Turrets ************** These annoying machines are sent out from the Dark Athena and attach themselves to walls and other objects. They emit a laser sight and look for targets. When they find a target then they will squeal and fire at it. It uses a rapid fire laser and can kill you quickly if you don't either destroy it or get behind cover. >>Alpha Drones ************* These monsters are a huge step up from the regular Drones. They have shoulder mounted Machine Guns and hand mounted Grenade launchers. In addition, they have to be killed up close. But, with the right weapons, this can easily be done. Now for more details on the Drones, including the Alpha model..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >ASL4. Drone Usage | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ After a Drone has been killed then you can use it yourself by doing the Use Drone Gun prompt. When you Use Drone Gun then you pick up the dead Drone and use it as a shield while using the large gun attached to its right arm. Some Drones have unlimited ammo but most have very limited ammunition. The amount of ammo you have is indicated by a gauge on the gun. When it goes down to zero then the gun overheats and you can no longer use it. You can also move with the Drone but only backwards. When you want to use a Drone then it is best to Crouch and drag the body to where you want it to be then Use Drone Gun. After killing an Alpha Drone then you can use its Grenades. However, when you pick one up, a timer will start counting down (indicated by the high pitched noise) until it explodes (about five seconds). If it explodes while it is in your hand then you will either be hurt or killed. When using a Grenade then you must throw it quickly to prevent injury. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >ASL5. "Dark Athena" Accomplishments | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed in this chapter are the Accomplishments exclusive to "Assault on Dark Athena": >>Bounty Hunter ************* Description: Collect all Bounty Cards. Xbox 360 Accomplishment Points: 30 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you find all 60 Bounty Cards. >>Champion of Athena ****************** Description: Complete the Assault on Dark Athena campaign on hard difficulty. Xbox 360 Accomplishment Points: 50 G. PlayStation 3 Trophy Class: Gold. >>Control an Alpha Drone ********************** Description: Find and control an Alpha Drone. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you activate the Alpha Drone Control Station in the "Drone Revolt" chapter. >>Control a Mech ************** Description: Find and control a Mech on the Dark Athena. Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you take the Mech near the end of the "Recycle" chapter. >>Escape the Athena ***************** Description: Find a way out of the Athena. Xbox 360 Accomplishment Points: 30 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this at the end of the "Hangar Bay" chapter. >>Gabril ****** Description: Find and help Gabril. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you destroy all five Signal Jammers for him and contact him back in the "New Venice North (Part Two)" chapter. >>Honest Fighting *************** Description: Find and kill Jaylor in a fair fist fight. Xbox 360 Accomplishment Points: 25 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you kill Jaylor, using only your fists, in the "Celldecks Riot" chapter. >>Kill an Alpha Drone ******************* Description: Find and kill an Alpha Drone. Xbox 360 Accomplishment Points: 25 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you kill an Alpha Drone during the "Village Square Part One)" chapter. >>Kill Spinner ************ Description: Find and kill Spinner. Xbox 360 Accomplishment Points: 25 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you kill Spinner at the end of the "Spaceport" chapter. >>Margo's Locker ************** Description: Find and open Margo's Locker. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when open Margo's Locker during the "Data Pad" chapter. You need to have Margo's Code when can be found on his bunk after you kill Margo during the "Berthing (Part One)" chapter. >>Master of Athena **************** Description: Complete the Assault on Dark Athena campaign on normal difficulty. Xbox 360 Accomplishment Points: 30 G. PlayStation 3 Trophy Class: Silver. >>Master of Drones **************** Description: Complete the Main Decks using only two drones. Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you defeat all seven Mercs using only two Drones during the "Main Decks" chapter. >>Melee Master ************ Description: Find and beat Iron Lord. Xbox 360 Accomplishment Points: 25 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you defeat Iron Lord during the "Berthing (Part One)" chapter. >>Miles' Letter ************* Description: Help Miles and transmit his message. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you transmit Miles' Letter during the "Celldecks Riot" chapter. You need to talk to Miles to activate his Side-Mission then find his letter which is in Exbob's cell. Then you use the Comm Station in the Comm Station Room to transmit it. >>Open the Vents ************** Description: Get a Dark Athena vent tool. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you get the tools Ellen Silverman needs to make a Vent Tool for you during the "Celldecks (Part Three)" chapter. >>Rebel ***** Description: Start a Riot on the Athena. Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this after talking to Max Dacher at the beginning of the "Main Decks" chapter. >>SCAR Gun ******** Description: Find and equip yourself with a SCAR gun. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you grab the weapon off of a crate at the Supply Depot during the "New Venice South (Part One)" chapter. >>Sniper Rifle ************ Description: Find and equip yourself with a Sniper Rifle. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you access the room where Gabril was hiding (just past the Refinery entrance) at the beginning of the "Refinery" chapter. You need to successfully complete Gabril's Side-Mission to get the door to open so you can acquire the weapon. >>Stealth Master ************** Description: Get through the Cargo Bay without being noticed. Xbox 360 Accomplishment Points: 20 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you successfully go through the entire main Cargo Bay area without being attacked by the Drones during the "Cargo Bay" chapter. >>Ulaks ***** Description: Find and equip yourself with a pair of Ulaks. Xbox 360 Accomplishment Points: 10 G. PlayStation 3 Trophy Class: Bronze. Notes: You get this when you kill the Ulak wielding Merc during the "Cargo Bay" chapter. With this done it is time to move onto the main portion of the "Assault on Dark Athena" guide starting with..... /++++++++++++\ /++++++++++++\ /+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\ | >ASL6. The Story Begins..... | \+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++/ \++++++++++++/ \++++++++++++/ Riddick: "They say hope begins in the dark, but most just flail around in the blackness, searching for their destiny." When the story begins then we see Riddick unconscious on a beach of an unknown planet. Then he wakes up and takes a look around..... 0=-=-=-=-=-=-=-=-=-=-=0 / The Story Begins..... \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >TSA1. The Beach 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 3 / \ The Story Begins..... / 0=-=-=-=-=0 0-=-=-=-=-=-=-=-=-=-=-0 You are on the outside of an industrial looking area. You also cannot go in the water. From your starting point, turn left and head forward. You will find a concrete pier. There will also be a door here but it can't be opened. Head past the pier and you should see an open pipe sticking out of a wall. Crouch down, turn on your EyeShine, and proceed forward into the pipe. Continue through the piping until you reach a larger room with a small set of stairs. You will also see a man here (Jemas). But he has been injured and is asking for help. He tells Riddick about his family. They have been killed by some unknown force. When he is done then you have the option to tell him to either get it together or that everything is going to be okay. Use either one, it makes no difference. Turn to your right and you should see a Ladder. As you head to the Ladder then Jemas will eventually drop dead. Climb up the Ladder. When you get to the top then you will see a small corridor. Across from you, on the small platform with the piping and I-beam is: =============== ++[Bounty Card #35]++ =============== If you look left of here then you will find a locked door. Turn right to find a body and an unlocked door. When you open the door then you will open into a larger room but there is a hostile Merc here. He will approach to fight you. Back up and let him into the room where you are at. Here you will have to fistfight him. Use the Block button to block and the Fire Weapon/Punch to swing. He is very easy to take down and probably won't even fight back as you kill him. After killing this Merc then proceed into the larger room. Go to the end, climb onto the small crate, jump up to grab the ledge then shimmy left to climb up to the next level. From here, turn left and head forward until you get to the next ledge. Here you will look down onto another Merc. You can jump down on top of him to kill him. If you miss then you will have to fight him but he is fairly easy to bring down. After you kill this Merc then head into near one of the cubbyholes and wait. A Drone will emerge then head for the dead Guard. Sneak behind him and attack him. You can use the Drone for attacking. When it says Use Drone Gun then you will be able to pick up the Drone and use its attached weapon. When you use the Drone Gun then you will have to fight off two additional Drones one at a time. Once they are down then drop your Drone and proceed forward. Go through the door until you reach a red and white NanoMED Health Unit which happens to be empty. Off to your right is a NanoMED Cartridge. Pick it up, use it with the NanoMED Health Unit then use the Health Unit. This will add an additional block of health to your health bar. To the left of the NanoMED Health Unit is a Ladder. When you get to the top then turn right. There is another Merc, with an Assault Rifle, standing nearby with his back to you. However, no matter how good you are at Sneaking, he will always turn around to confront you. But you are too close to him for him to fire his weapon. So you can fistfight him easily. But you can also get him into a Reversal and turn the weapon on him. Once he is down then pick up his Assault Rifle. Proceed forward a little bit and you will see two more Assault Rifles against the wall. Pick them up and proceed. You will then find a archway leading into a larger area. Ahead of you is a Merc. Pick him off with a headshot. But this will attract three more Mercs who will then emerge to confront you. Use the archway and round corner as cover as you pick off the Mercs one by one. After that then slowly head into the larger area and take down the Shotgun wielding Merc across the way from you. If you head right, after entering this area, you should see a map of the area (Aguerra Prime - New Venice) and you are in the Town Square. Near the body of the dead civilian in a corner of the Town Square is an opening to a small room. This small room has a set of stairs leading down. When you get down then you will enter a long corridor. But, as you proceed forward, the lights start to go out: Riddick: "Embrace the darkness"...... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >ASL7. The Dark Athena | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ As it turns out, the previous level was nothing more than a dream sequence and Riddick awakes back in Johns' ship. Both Riddick and Johns are in cryosleep and heading to an unknown destination. However, Riddick's chamber is de-activated and he is awakened by asteroids hitting the ship. He gets up to investigate. As the ship passes a large asteroid, Riddick sees a large ship beyond. This ship fires a tow cable and pulls Riddick's ship in. The ship is then boarded and Johns is incapacitated even though he is still in cryosleep. Two people enter the ship. A female, Captain Revas, and a Drone. As Captain Revas scans the ship she recognizes Johns and wonders where his companion is. Riddick, however, is just above her head and takes a long sharp Hairpin from her head as she is looking over the ship. After a couple of minutes, Captain Revas and the Drone, which is carrying the unconscious Johns, leave the ship and Riddick emerges from his hiding place. He also remembers Captain Revas from his past..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >DKN1. Cargo Bay 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 5 / \ The Dark Athena / 0=-=-=-=-=0 0=-=-=-=-=-=-=-=0 When you start this chapter then you will still be on Johns' ship. The Hairpin you snagged from Revas' hair makes for an excellent Shiv. From here, follow Revas into the Athena. She stops into a decontamination chamber and you must wait for her to proceed forward before you can enter it. After she leaves then enter the chamber and to the Stand Here square. After leaving the decontamination chamber then you will then enter a large room with some crates to your left and a Keypad and a ship map to your right. Ahead of you is a locked door with some large windows to the right of it. Using the Keypad will activate the security. But, before activating it and going any further, I will explain what I am doing for the remainder of the Cargo Bay chapter. One of the Accomplishments you can earn is "Stealth Master". In order to do this you must go through the entire Cargo Bay area, from this point, without being detected by the many Drones you will encounter along the way. The strategy I will employ from this point of the chapter to the end is designed to acquire this Accomplishment. It requires patience but, in the end, I think it is far more satisfying and employs a lot of Riddick's unique abilities although it will be best to leave your EyeShine off most of the time for it makes it easier to see the shadows you need to hide in. And it involves killing every Drone you encounter - a total of eighteen. I will give each Drone a number as I proceed. This is the order in which I will eliminate them. By killing every Drone then you will also be able to explore the Cargo Bay area, to acquire Bounty Cards (for the "Bounty Hunter" Accomplishment) and useful items, without interference. I should note that you can attract the attention of a Drone without it actually seeing you. If you hear a loud wheezing-like noise then you have attracted a Drone's attention and it will come toward you to investigate. Depending on how much shadow you are in (which dictates how much you can move around without it seeing you and attacking) this can be bad. Although you can use this information to possibly lure Drones into dark areas for killing I prefer to not have them see me at all since they can be unpredictable while they are looking around. They can sometimes turn around while you are trying to Sneak on them while they are investigating. Now, back to the action..... On the opposite end of this room is a group of three crates in an L-shape stack. After activating the Keypad then run to this group, go around it and angle yourself so you are looking at the Keypad, Crouch down and wait. After a few moments, Drone #1 will enter from a nearby door. Slowly get up behind him and Sneak him with the Hairpin. If you go back to where he emerged then you will find a locked door. So pick up Drone #1 and Use Drone Gun to destroy the large windows near the door so you can proceed inside. When you get into the corridor then you will find a couple of small turtle-like creatures which are harmless. At the end of the corridor, near the second drone door, is: ============== ++[Bounty Card #7]++ ============== Pick that up then climb up the crates and use the Hangrail above so you can get at the Ventilation Shaft above the second drone door. Turn on your Eyeshine and go into the shaft. As you proceed then you will enter a shaft junction room. But there is also a little girl behind the grill ahead of you. In the following cutscene Riddick meets Lynn who tells him of the "monsters" and that she is afraid they will turn her into one just they did with her father. She also fears that her mother will end up like one. She also warns him of the Guards with flashlights. She leaves when the Guards get a little too close. Get into the next shaft section and kick out the Grating. Them grab the Ledge and head right all the way to the other end. In the following cutscene you see another drone who is looking for Lynn. But this one is being remote activated by someone else. After a few moments the drone is disconnected and begins to roam on its own. After that, climb up into the next room. Turn right then right again. Ahead of you is a Ladder going down, a NanoMED Cartridge (grab it), and a different looking NanoMED Health Unit that is half full. Go down the Ladder, Crouch down, then turn left. You will then see a long corridor that leads into another room with a crate and a pillar. Stay in the shadow of the crate. On the other side of the pillar is Drone #2. It will start a patrol toward the crate. Wait for it to stop near the crate. Then, after it turns around and heads back in the opposite direction, get up behind it and Sneak it then quickly grab the body and drag it back into the shadow. Drone #3 will appear from the corridor on the other side of this room. He will enter this room and then stop. When he turns around and heads back in the opposite direction then get up behind him and Sneak him. Not far from where you killed Drone #3 is another locked door with a Ladder nearby. Climb down the Ladder to find another Ledge. Grab the Ledge and go left all the way to the end. Climb up and go all the way to the door. This will activate a cutscene. In the cutscene you see Captain Revas and another person, Spinner, talk about Johns. They find that Johns is wanted for taking Riddick from Butcher Bay and that there is a large price on his head they plan to collect. While they are talking, a Guard emerges from the next room with a pair of curved knives (Ulaks) that Riddick eyes from his hiding place. After the cutscene, head back the way you came and look down. You will find a stopped Elevator with a hatch in the middle. Go down and open the hatch. Here you will pull up and kill the Guard who had the Ulaks. After Riddick climbs down to acquire the weapon then you will earn the: >>"Ulaks" Accomplishment ********************** From here, go through the open door and you will enter a room with a pillar that has a NanoMED Health Unit and windows that look out through into the Cargo Bay. To the left of the pillar is a door that leads into the Cargo Bay. Attached to the pillar is a Ladder that goes to the roof of this room and overlooks the Cargo Bay. The Cargo Bay itself is a large two-level area with many large cylinders and crates. There are also many Drones roaming about. It will require skill to get through this area regardless of strategy. The good news is that, even though there are some brightly lit areas in the Cargo Bay, there is also a lot of darkness that you can hide in and do your dirty work. For the Cargo Bay area I am assigning directions to make it easier to navigate and position yourself. When you enter this small room with the pillar and Ladder then you are looking NORTH. The door leading out into the upper level of the Cargo Bay is to the WEST. Crouch down, go through the door, then immediately go north and down to the floor. To your right is the west side of the exterior of the small room and you are in a large area of shadow. Creep up slightly then angle yourself to look northeast. You should see two large groups of crates and cylinders that form a central corridor in the middle of the level. You should then see Drone #6 head south toward the small room then turn to his right to go along the south end of the group of crates nearest you then head up along the left side. Drone #6 is doing a clockwise patrol around this group of crates that form the west side of the central corridor. After Drone #6 starts up the left side of the crates then creep around the corner a little so you can look at the east side of the room. You should see Drone #4 standing still then head south and around a cylinder. Drone #4 is taking a counterclockwise patrol around this cylinder then stop for a few seconds at the north side of the cylinder. However, we need to wait for Drone #5 to come into view. He is doing a clockwise patrol around the large group of crates that form the east side of the central corridor. When Drone #5 turns the corner and heads north into the central corridor then go and head east toward Drone #4 who should now be heading south to go around the cylinder. When you finally get up to Drone #4 then he should be almost on the south side of the cylinder. Get up behind him as he is going around the south end of the cylinder. When he is in the darkness on the east side of the cylinder then sneak him and head into the shadows by the east side of the exterior of the small room then look north. You should now see Drone #6 heading south down the central corridor. But we need to take care of Drone #5 first. This area by the east side of the small room has lots of shadow so you have room to maneuver. After a few moments then Drone #5 will come around the south side of his patrol area. When he turns the corner and heads west, so he can turn north again into the central corridor, then get up behind him and Sneak him before he gets into the light then drag his body back toward the east side of the exterior of the small room. Next, get to where you killed Drone #5 and look west. Wait for Drone #6 to go around the corner, and have his back to you, before getting up behind him and Sneaking him then drag his body into the shadow near the west side of the exterior of the small room. After this, head back to the east side of the room and to the east side of the stack of crates for the east side of the central corridor then look north. You should see another Drone, Drone #7, doing a counterclockwise patrol around a small group of crates, most of which is in total darkness. Turn on your EyeShine. When he turns north and heads along the east side of this stack then get up behind him and Sneak him. Then turn off your EyeShine. Now, go all the way back to the west side of the exterior of the small room, where you dumped the body of Drone #6, and look slightly northwest. You should see a thin pillar with a shadow between it and the large stack of crates. Ahead of that is a second thin pillar with another stack of crates to its left which is in darkness. To the northwest of the first pillar is another stack of crates that are mostly in darkness. There are two Drones on patrol around these stacks. Drone #8 is the one doing a counterclockwise patrol along the stack closest to the first pillar. Drone #9 is doing a clockwise patrol around the stack in darkness near the second pillar. You need to get into the shadow from the first pillar so you can set yourself up for the next couple of kills. You need to look at Drone #9 first. You need to make your move when he is on the west and north side of his patrol area and that Drone #8 has his back to you when he goes north on his patrol route. Once in the shadow then you have to wait until Drone #9 just starts turning north around the south end of his patrol, and has his back to you, and that Drone #8 has just turned north and has his back to you before moving in. While waiting you may want to turn on your EyeShine. Get up behind Drone #8 and Sneak him (leave the body be) then go left around the stack of crates he patrolled and into a corner then turn around and look at the crates for Drone #9. When Drone #9 loops around and heads north along the west side of the crates then get up behind him and Sneak him. Turn off your EyeShine then hug the wall to your left and slowly creep north while gently rotating your vision to look northeast. There are two more Drones here. Drone #10 takes an L-shaped patrol. He stands still near a thin pillar for a few seconds then moves west, turns north, then stops after about twenty feet. After a few seconds he reverses course and goes back to the thin pillar. Drone #11 does a very short north-south patrol route at the north end of the central corridor. He stops for about thirty seconds at one end of his route then turns around, goes to the other end, stops for about thirty seconds and repeats. The timing is tricky for this. You must wait for Drone #10 to turn north while Drone #11 starts going south to make your move. When you make your move then quickly go up behind Drone #10. When you get to him then he will have stopped. Sneak him then quickly head north to the wall ahead and into darkness. If you do this correctly then Drone #11 won't have seen anything. After taking down Drone #10 then slowly creep toward the edge of the darkness. You need to wait for Drone #11 to stop at the north part of his route then start going south again before moving. When you make your move then hug the wall to your right and sidestep around the corner then proceed back into the dark area you were in just a couple of minutes ago. After this then go all the way back to the east side of the group of crates that make up the east side of the central corridor. This is almost the same approach I took with Drone #7 except my focus is on Drone #11. Look towards Drone #11 and you should see two cylinders. One of them casts a large shadow. This is where I am going next. Wait for him to get to the south part of his patrol then turn around before moving into the shadow. Once in the shadow, wait for him to head back south then north again before getting up behind him and Sneaking him. After killing him then you can de-Crouch for you have killed every Drone on the upper level of the Cargo Bay. Now it is time to explore this area. From where you killed Drone #11, head south into the central corridor and towards the exterior of the small room. Look at the floor. You should see a large rectangular area in the central corridor outlined with yellow and black stripes. Just as you enter this region, look left to find a NanoMED Cartridge on the floor inside a nook in the crates. Continue south until you reach the windows for the small room. Turn left and go along the exterior of the small room until you reach a slightly upper level with railings. Climb the railing to get up there. Look on the floor to find: ============== ++[Bounty Card #9]++ ============== Now, go back down, enter the small room, and climb the Ladder to get to the top. Once on the top, turn left and proceed to the railing then turn left again. You should see a Ledge. Climb it then shimmy all the way to the right until you reach the end. You should also be above a beam. Drop down onto the beam and carefully turn around. On this beam you should see: =============== ++[Bounty Card #49]++ =============== Turn around and climb the Ledge again then shimmy all the way back to the roof of the small room. Once back on the roof, head to the opposite side. Here, you should see another Ledge. Climb up to it then shimmy all the way to the left until you reach an upper area with a locked door. On the floor, near the locked door, is: =============== ++[Bounty Card #34]++ =============== From here, get back down to the main floor and head to the northeast section of this level to find the door for the Control Room. When you enter the room then you find Captain Revas making an announcement to the crew. At the southeast corner of this room is a NanoMED Health Unit. Head through the next door ahead to find the controls for the Drawbridge. Activate it then head to the Crane. Activate the Crane controls and you will see the Crane pick up a crate then drop it down to the lower level of the Cargo Bay. The Crane itself also stays on the lower level of the Cargo Bay. Behind the Crane controls is a Ladder leading down. Go down the Ladder then get on top of the Crane. As you look south toward the lower level of the Cargo Bay you will find more Drones. From here, head west along the Crane then drop down to the level below near the crate. Then Crouch down and slowly creep south toward the edge of the darkness then sidestep right around a small crate and stop. Back up slightly until your back is against this small crate. Look ahead of you to find two more Drones, #12 and #13. Drone #13 is the one furthest away from you and has a counterclockwise patrol around a stack of crates. Drone #12 has a clockwise patrol around the stack of crates closest to you. You need to wait for Drone #13 to turn west and head out of view for a couple of seconds before Drone #12 appears and turns south. When this happens then make your move but *DON'T* kill Drone #12. Instead sidestep right and proceed forward to a small crate which is against the wall to your right and get in its shadow. Then turn around and wait for Drone #12 to come by. When he does then get up behind him and Sneak him. After that, get up against the west side of the crates that Drone #12 was patrolling (while staying in the shadows) and look south. You should see Drone #13 heading south with his back to you. Get up behind him and Sneak him. After killing Drone #13 then turn around, head north then go northeast through the gap between the two sets of crates and to a group of three large crates. There is a large opening in this group. Go in the opening but not all the way through. Stay in the shadow and wait. Ahead of you is a cylinder and to your right is a stack of Biohazard crates. At this point Drone #14 will come into view. He has a patrol area that goes around the cylinder and the Biohazard crates. When he gets near the Biohazard crates then get up behind him and Sneak him. Leave the body where it is at. From here, look south. You should see a pier-like structure with a Drone, #17, patrolling in a long elliptical pattern. Near the very south end of this structure, underneath it, are two stationary Drones, #15 and #16. There are no shadows between the Biohazard crates and the pier to successfully creep underneath it without being noticed by the stationary Drones. You have to go another way to get behind them. Head back to where you killed Drone #13 then head south until you reach a dead end made up of large crates. Get up against the cylinder near the large crate ahead of you then quickly climb it and drop to the other side. Remain standing in the shadow as you turn east to look back at the pier. When you see Drone #17 turn back north then Crouch down and quickly head east toward the pier. When you get into the shadow of the pier then stop and look north. You should see the back side of Drone #15. Sneak him. To the east of Drone #15 is Drone #16. Get up behind him and Sneak him. Now, get back to the body of Drone #15 then grab the edge of the pier above. Wait for Drone #17 to turn and head north before climbing up. Then get up behind him and Sneak him. Get back down to the floor, go under the pier and head to the north end then look northeast. You should see a stack of Biohazard crates with a cylinder to the left of it. There is a gap between the cylinder and a small crate nearby. Look through this gap. This is where you should be on the lookout for Drone #18. He will be doing a counterclockwise patrol around a very large container crate. When you see him through the gap then wait for him to get out of view before you get to the gap. When you get to the gap then you should see him going around the south part of the container crate. Get up behind him and Sneak him. After that then you can de-Crouch. You have now killed all eighteen Drones on the Cargo Bay level. If you're wondering why you haven't got the "Stealth Master" Accomplishment yet it is because you are still in the Cargo Bay. Now, for some exploration..... From where you killed Drone #18, head north to a set of stairs leading to a platform east of the Crane. Here you will find a NanoMED Cartridge. Next, head to the southwest corner near where you dropped over from the large crates. In a corner near that spot is where you will find: =============== ++[Bounty Card #19]++ =============== From here, climb back on top of the pier and look south. You will find a large locked door. To the left of this door is a crate with glowing red stripes. Climb this crate to enter the Ventilation Shaft and leave the Cargo Bay area to finally earn the: >>"Stealth Master" Accomplishment ******************************* Proceed forward through the shaft and into..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >DKN2. Celldecks (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 1 / \ The Dark Athena / 0=-=-=-=-=0 0=-=-=-=-=-=-=-=0 Follow the shaft to a large Grating. This Grating opens up into a larger room. You will hear a Merc, Darby, talking over the intercom to another Merc, Nazin. You are on the upper level of this room and Darby is on the lower level. Open the Grating and sneak inside. To your right is an empty NanoMED Health Unit. Look below to find Darby. Jump down and drop-kill him or jump down and kill him with your Ulaks. After that, look down on the floor. You will see a hatch but it cannot be opened unless you have a Screwdriver. Crouch down and go through the door ahead of you. You are on the upper level of a much larger room which I will call the Control Room (for reference). Where you are at is part of a mostly glass corridor that looks out into the Control Room. There are also three Mercs there. To your left, by the door, is a open hatch that leads down. Go down and you will be under the floor for the corridor that goes around the Control Room (and you will be looking out into the center of the room through an opening). Turn right and proceed forward to the other opening and find a NanoMED Cartridge along the way. Then sneak out, let the Mercs see you then head back underneath. They will stand there and wait for you to come back out. You will notice that two of the Mercs wield Clubs. Go back to the first opening, sneak out, Sneak one of the Mercs at the second opening then go back to the first opening. They will converge on the first opening and wait for you. Then go out of the second opening and repeat the pattern. Continue until the Mercs are dead. Pick up a Club and the Code Card (which is always held by the last Merc killed). Look for the two sets of stairs that go back up to the glass corridor. Between them is another opening going under the corridor. Go into this opening and make your way to the other opening. Along the way you will find: =============== ++[Bounty Card #59]++ =============== After getting back out from under the floor, look around the glass corridor. The door you just came from is for Cargo Deck Maintenance. As you go along the glass corridor from here then you will find a locked door (which leads to the Comm Station Room where you will go later). Near the end of the corridor is a door for Elevator Hangar Bay 15 (with a Keypad). At the end is the door for Cell Block 12B (which is currently locked) and a Locker next to it (with a Keypad). In the center of the Control Room is the Terminal that unlocks Cell Block 12B. Not far from this Terminal is the door leading to the Berthing area (which is currently locked). Use the Terminal to unlock the doors for Cell Block 12B. Then enter Cell Block 12B and to the Control Panel in the center. Enable Cell Communication to allow Riddick to talk to the prisoners. Most of the prisoners, including Johns, are unconscious. But there are some you can talk to. From the Control Panel, turn around and talk to Max Dacher. He tells Riddick about the Athena Mercs and the Newland colony. However, Riddick wants to keep the Mercs occupied. Dacher suggests that Riddick open up the Cell Blocks. But he would need a Vent Tool. Dacher then tells Riddick about Silverman, the woman in this cell block. She can help Riddick get a Vent Tool. After talking to Dacher, turn around and go to a corner of the floor to find Ellen Silverman's cell. When Riddick starts talking to Silverman then she screams obscenities at him. She wants to know where her daughter is. When Riddick tells her that the darkness is protecting her daughter then Silverman calms down. Silverman will help Riddick but she needs a Screwdriver and some other parts. She also suggests talking to someone who knows the ship better than she does. >>Side-Mission Activated (Silverman) ********************************** Get parts for her to make a Vent Tool. Sidestep left to find the cell for Jaylor. Jaylor used to be a member of the crew before he got thrown into the cells. He can tell Riddick about Captain Revas and the Drones. Then Riddick tells Jaylor he needs the parts for Silverman. Jaylor tells Riddick that there is a Screwdriver in a nearby locker but it is code locked. Jaylor will tell Riddick the code but he wants Riddick to kill Margo, the person who got Jaylor incarcerated. >>Side-Mission Activated (Jaylor) ******************************* Kill Margo for him and bring back gold tooth. Jaylor also tells Riddick on how to get to the Berthing area to find Margo. From here, exit the Cell Block and head back to the Terminal. Use it to unlock the Berthing area then go inside..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >DKN3. Berthing (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 4 / \ The Dark Athena / 0=-=-=-=-=0 0=-=-=-=-=-=-=-=0 When you get past the first door then you will be scanned for firearms. You will be fine since you don't have any. After going through the scanner then go through the door ahead and into a larger room. This is the junction room with the Mess Hall door to your left and the Berthing areas to your right. Ahead of you should be three large video screens. To the right of the door you just came through is a NanoMED Health Unit. Go to the video screen directly ahead of you then stop. Look down at the floor. You should see, in large letters, the wording for "Mess Hall" and "Berthing". Between the word "Hall" and "Berthing" there is a small grill. Doesn't look like much, does it? But this grill leads to a hidden room that is just underneath your feet. Unfortunately, you don't have anything to open it at this time. For now, though, just note its location. I will come back to it later. From this point, turn left. Go to the locked Mess Area door and on the floor you will find: =============== ++[Bounty Card #53]++ =============== Turn around and head to the door on the other end of this room which leads into the first Berthing area. However, this alerts three Mercs who will approach you. One of them has a Combat Knife. Arm yourself with the Club so you can Block-and-Bash the approaching Mercs. Stay in the doorway and let the Mercs approach. This will limit the space around them to limit their counterattacks. This will also keep them from getting around you and thus limiting them to one attacker at a time. After killing all three Mercs then pick up the Combat Knife that one of them drops. Head into the first Berthing area. About halfway through you will see a large screen to your right. On the table near the screen is: =============== ++[Bounty Card #28]++ =============== Proceed forward and through the door on the other end the to the door to the second Berthing area. As you go through the second Berthing area then two more Mercs emerge to confront you. One of them has a Club. But they are no match for the Block-and-Bash with the Club. After killing these Mercs then go through the door on the other end. When you turn the corner then you will see another Merc, Margo, run into his quarters and call for Iron Lord. At the other end of the hall, near a set of stairs, you will see Iron Lord emerge. Iron Lord is a very large and strong fighter. He can easily take off half of your health with a couple of punches. But there is a an easy way to deal with him. Quickly run up the stairs ahead and to the locked door. To the right of the locked door is a walkway to a Ventilation Hatch. However, you need a Vent Tool to open it. But you will find that Iron Lord will not chase you onto this walkway. He will stay near the locked door. Get up to him and use the Block-and-Bash method with the Club. If he manages to take off some health then get onto the walkway to recover. After a few bashes he will go down and you will earn the: >>"Melee Master" Accomplishment ***************************** Now, go down the stairs and into the locker room below. Under the stairs is a Grating. Open it then proceed into it. The shaft will lead into a locked room with Margo inside. Block-and-Bash him with the Club until he dies then remove his Gold Tooth: >>Side-Mission Information (Jaylor) ********************************* Killed Margo. Before leaving the room look around to find a desk and you will see: =============== ++[Bounty Card #47]++ =============== You will also find Margo's Code in the nearby bunk. You will need it to get at the "Margo's Locker" Accomplishment. As you exit Margo's Quarters and head back toward the Berthing areas then you will be approached by a Club wielding Merc (who is coming from the Berthing areas). Run back up the stairs to find an un-armed Merc. Kill the un-armed Merc first since the armed Merc is too far away to pose much threat. After that then go down and Block-and-Bash the other Merc to death. After killing the second Merc then go into the room next to Margo's Quarters. These are the Showers and it is here you will find: =============== ++[Bounty Card #24]++ =============== Exit this room then go into the room next to this one. In this room you will find a NanoMED Cartridge on the floor. Then exit this room and go through the Berthing areas back to the junction room. Here, another Merc will confront you. Kill him with the Club then go back to..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >DKN4. Celldecks (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Dark Athena / 0=-=-=-=-=-=-=-=0 Head back to Jaylor and give him the Gold Tooth from Margo and he will reward you with the code to the locker. But Jaylor is upset that Riddick won't "rile" up Silverman up for him. Turns out that Jaylor is quite the nasty person. From here, head to the Locker outside the Cell Block doors. Use the Keypad to open it and get the Screwdriver: >>Side-Mission Information (Silverman) ************************************ Found Screwdriver. Now, head back to the Cargo Deck Maintenance room and open the Grating that you couldn't enter into earlier. Enter the shaft and follow it to the..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >DKN5. Alternator 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 3 / \ The Dark Athena / 0=-=-=-=-=0 0=-=-=-=-=-=-=-=0 At the end of the shaft you will see a glass covered room below with a Drone patrol. Without hesitating, drop down, get behind the Drone, and Sneak him. It's possible that it will fall to a walkway below if it smashes through the glass. Keep your EyeShine on for this section of the level. This walkway will dead-end at a locked shaft door. The other end will dead-end with a broken section. But there is a narrow walkway on the wall above and to the right. What you need to do, regardless of where the Drone falls (inside the room or on the walkway), is to shoot out the glass near the floor on the right side of this room with the Drone Gun so you can access the narrow walkway. Once you shoot out the glass then destroy the lights inside the room. Then drop the Drone onto the walkway if it hadn't already fell there. Drag the Drone a little toward the locked shaft door then look upward. You should see the lights for a couple of walkways above. There are two Mercs patrolling the one for Level 3 (you should see the number 3 on the wall) and one for Level 4. You can kill both of these Mercs with the Drone Gun from the walkway which will make things easier for you later on. For the Level 4 Merc watch for your Crosshair to get bigger before firing a short burst. Continue firing short bursts at him until he drops. After this, climb back up to the glass room then Crouch down and get onto the narrow walkway leading to the other side. When you get to the other end of the narrow walkway then you will see a cutscene of the activation of an Elevator with a light and a shot of patrolling Mercs looking at the other side of the room. Your next objective is to climb these crates on this side of the room while avoiding the light which will go up and down within this very large room (which I will call the Crate Room for reference). If you are seen then you will be shot at. Thankfully, there are tiny corridors within these crates that you can use to hide and time your climb so that you can avoid the light. If you took the time to kill the Mercs on Level 3 and 4 with the Drone Gun then the first part of this climb will be made easier. Start by climbing onto the lower walkway then take the Ladder up to a locked shaft door. Turn left and jump onto the crates to begin climbing up. When you get to the top of the crate wall then you will see an open shaft door that you have to jump to. But, don't jump there yet. Creep to the edge of the crate you are standing on then look at the crate wall and slightly upward. You should see a crate that is sticking out a little bit creating a small ledge. Jump and climb onto the top of this crate to find: =============== ++[Bounty Card #54]++ =============== Now, jump to the open shaft door, Crouch, and enter. Follow the shaft to a small room with a Drone. When it passes then climb up, get behind it, and Sneak it. When you examine this room then you will find that a repair droid has sealed up the shaft you came from. In the middle of this room is a Broken Grating. Open it then drag the Drone into the shaft and pull it into the next room. When you get to the next room then you will see a glass door that needs to be broken. This is why you drag the Drone here - so you can shoot out the glass with the Drone Gun. After shooting out the glass, climb out then look at the other side of the room. Here you will see a weird looking machine. This machine is a NanoMED Health Station. Use it to increase your maximum health to five health blocks. After using the NanoMED Health Station then go through the now broken glass door and head up the stairs. At the top is an un-armed Merc. Block-and-Bash him into submission. Head into the next room where you will find another un-armed Merc. Kill him the same way. Near where the Merc was is a set of stairs leading to a locked door. There is also a crate near the bottom of these stairs. Next to the crate is an opening into the floor. Go down into the opening and into the next opening leading under the stairs. There is a worker here trying to fix something. He knows that someone is here and will investigate. He is also armed with a Combat Knife. But he is still no match for your Club. After killing him then head to where there are some sparks coming from the floor. Near it is a Tranq Gun. Pick it up. The moment you pick up the Tranq Gun then the locked door above you will finally unlock and a Drone will emerge. Zap it then head up the stairs to confront the stunned Drone. Smack it with the Tranq Gun to kill it. Enter the next room where you will find a NanoMED Health Unit. Open the next door and look inside. Here you will see a stack of crates and a walkway. On the walkway you will find two Drones on patrol. Go into the room and you will see the Elevator that had the light you had to avoid earlier. On the opposite side of the room are two additional Drones. The first objective is to blow out the lights so the Drones can't see you. There is one above the crates and two near the top of the wall on the opposite side of the room. Then turn on your EyeShine. Go across to the other side of the room using the now stuck Elevator then Smack the Drones here. Ahead of you is a Ladder leading to the upper level. Find the Drone patrolling this side of the walkway then Zap him, climb up, and Smack him. Then find and Smack the third Drone. You should be near the top of the Elevator. Jump to the top of the Elevator then to the platform ahead. Go through the door and Smack the Drone patrolling here. After that, go back toward the door. On the nearby wall is a large opening for a shaft that runs behind the wall. It is here that you will find: ============== ++[Bounty Card #6]++ ============== Go to the other end of this shaft and look out. You should see a set of stairs. Another Drone will come these stairs. When he gets into view, Zap him then run up and Smack him. Head up the stairs to find another NanoMED Health Unit and a doorway leading up to an upper level with a lot of crates. Climb up onto this level then turn left and go through the large door. Here you will enter into a very large room with multi-level catwalks (I will call this the Catwalk Room for reference). On the main floor are a large number of crates. When you enter the room then you will be spotted and a searchlight will activate. If you are seen by this spotlight then you will be shot at by the Mercs patrolling on the catwalks. You can shoot the spotlight with the Tranq Gun to shut it down. However, it will restart after a few seconds. For directional reference I will do the following: the door you just came from is at the SOUTHWEST corner of this room. Your goal is an elevator which is at the SOUTHEAST corner of the room. From the door, run straight ahead to the northwest corner of the room. The spotlight can't see you here. Now, go along the north wall and head east toward the opposite end of the floor. Stop when you are directly under the spotlight. Near you, to the south, is a group of crates. Climb them to find: =============== ++[Bounty Card #39]++ =============== When you get to the northeast corner of this floor then head south to the Cargo Elevator in the southeast corner. Shoot the spotlight to help keep you from being seen as you head to it. When you use the Cargo Elevator to get to the next floor then you will see that the spotlight will move up to the next floor to follow you. Zap it then head to the Elevator on the other end of the catwalk. When you get up to the next level then Zap the spotlight again then run to the other end to enter the Elevator. When you get up here then you will be confronted by two Mercs. Zap the spotlight then both Mercs and run for the door at the end of this catwalk. When you get through this door then the door will close behind you and lock so the two Mercs can't follow you. In this room is a NanoMED Health Unit and a unlocked door. Go through the unlocked door and turn the corner. You will then see the top of another Elevator. Shoot out the light above the edge of the floor. On this Elevator is another Drone. Zap it then drop down on it to kill it. You will notice that the Elevator is overlooking the Catwalk Room. Near the Drone are the Tool Parts you need for Silverman: >>Side-Mission Information (Silverman) ************************************ Found Tool Parts. After picking them up then press the Elevator Button. The Elevator will then start to go down. You will automatically pick up the Drone to use the Drone Gun. You also cannot drop the Drone during the descent. Although it might be tempting to shoot at the Mercs on the catwalks it is best not to do anything. If you shoot at them then they know exactly where you are at and will shoot back at you and take off some, if not all, of your health. In addition, because of the darkness, the Mercs think that it is the Drone that activated the Elevator and not you. This is another reason why not to shoot at the Mercs. Eventually, the Elevator will go through the room where it was stuck earlier and then go down into the Crate Room. It is here where the Elevator will stop and you will drop the Drone. There is a path that goes under the catwalks opposite the crate wall. There is also a Ladder the goes to some pipes that lead back to the walkway under the glass room where you started this chapter. There is also a light near the Ladder that you can't blow out. If you try to climb the Ladder then you will be shot at by the Mercs above. However, if you used the Drone Gun earlier in this area then these Mercs are already dead and you don't have to worry about them. If you didn't kill the one above the Ladder then use the Tranq Gun to Zap him long enough to get onto the pipes then walk back to the walkway. When you get back to the walkway then climb back into the glass room and into the shaft to make your way back to..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >DKN6. Celldecks (Part Three) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Dark Athena / 0=-=-=-=-=-=-=-=0 When you get out of the shaft and back into the Control Room then you will find two Drones roaming about (one of them being a Merc Drone). Zap them both then Smack them into submission. Head back to Silverman's cell and give her the tools which will earn you the: >>"Open the Vents" Accomplishment ******************************* At this point several of the prisoners that were asleep earlier are now awake. Exbob is busy, well, enjoying himself. Sad Eyes is upset at Riddick for killing her Blueskin friends at Butcher Bay. She was told about her friends deaths by Bonner. When you talk to Bonner, who was also at Butcher Bay, then he apologizes to Riddick for talking about him to Sad Eyes. After all, Riddick is a legend and a hero to those left behind at Butcher Bay and you are supposed to talk about legends like him. Senate, the former captain, will give you some information on Revas but also shows the signs of the poison, given to him by Revas, that has destroyed his mind. His second-in-command, Yoto, was also poisoned the same way and is in one of the other cells. Go and talk to Dacher again now that you have the Vent Tool. He needs a Data Pad so he can open the doors to get at a ship for their escape: >>Side-Mission Activated (Dacher) ******************************* Find him a Data Pad. From here, go back to the Berthing area..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >DKN7. Berthing (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 2 / \ The Dark Athena / 0=-=-=-=-=0 0=-=-=-=-=-=-=-=0 You will now re-enter the Berthing area. However, the weapons scanner is off-line. The Mercs are expecting you. This is confirmed when you re-enter the junction room and see Spinner on the video screen ahead of you telling the other Mercs to kill the intruder (Riddick). In addition, all of the lights are off. Turn on your EyeShine. After Spinner disappears from the video screen then turn right to find a Merc Drone opening the door to the first bunk area. Smack him then head back to the main video screen. Remember when I went through this area earlier and told you about the grill in the floor that leads to a hidden room? Now is the time to open it up. Find the grill between the words "Hall" and "Berthing" on the floor then shoot it with the Tranq Gun. The grill will then fall to the floor below. When looking at the video screen then fall down into the hidden room and turn around. On the floor is: =============== ++[Bounty Card #46]++ =============== There is also a NanoMED Cartridge in this hidden room. After grabbing both items, climb back up then go through the first Berthing area. About halfway through the first Berthing area then you should find a Tranq Gun on a table to your left. As you get to the end of the first Berthing area there will be a Merc Drone in the connecting room ahead. Open the door then Smack the Merc Drone. When you open the door to the second Berthing area then you will find two more Merc Drones. Zap them from a distance then run up and Smack them. Head to the end of the second Berthing area. As you go towards Margo's Quarters you will find four more Merc Drones near the locker room. Zap them from a distance then go up and Smack them going after the one you Zapped first. After killing the last Merc Drone then head up to the Ventilation Shaft at the top of the locker room. With the Vent Tool in hand you can finally enter this shaft. When you get to the end of the shaft then you will fall into the room before the Mess Hall. In this room is a NanoMED Health Unit. When you open the door to the Mess Hall then you will find six Merc Drones at the bend ahead. The thing to do is to Zap as many as you can from a distance to at least turn them back into regular Drones. Then go and Smack the ones still stunned. Keep Zapping and Smacking the Drones until they are all dead. As you turn the bend and head toward the next corner of the Mess Hall you will find a small set of stairs leading up to a slightly higher level of the area. Climb these stairs and on the first table you see you will find: =============== ++[Bounty Card #29]++ =============== From here, head toward the round table with the column in the center and turn left. You should see the next Ventilation Shaft at the other end of the room near the ceiling. Head to the first table you see then climb it and look right toward the wall and upward. You will see a Ledge. Climb it then shimmy left all the way to the Ventilation Shaft. Climb up onto the Ledge then enter the shaft..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >DKN8. Data Pad 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 2 / \ The Dark Athena / 0=-=-=-=-=0 0=-=-=-=-=-=-=-=0 When you get to the end of the shaft then you have to kick out a Grating. But stay in the shaft. In the room below you will find a Drone patrolling. He will stand still so Zap him then exit the shaft and Smack him. After killing the Drone then turn right and you should see some crates. On top of these Crates is: =============== ++[Bounty Card #58]++ =============== Go ahead and blow out the lights above you then look around the next corner and blow out the light in the short hall. In the next large room after the hall you will find two Merc Drones. The darkness will keep them from seeing you. Smack them both. When you enter this large room then you will see some crates on one side and some large windows on the other. Go to the windows and turn right. You should see the entrance for the Storage room. Enter the Storage room and near some crates on the floor you will find: =============== ++[Bounty Card #30]++ =============== Exit the Storage room then go straight ahead to the Comm Station Room. Enter the room then turn left to find a Merc standing near a Comm Station. Stomp him. Next to the Comm Station is a chair. On this chair is a Data Pad: >>Side-Mission Information (Dacher) ********************************* Found Data Pad. On one side of the room is an air shaft with a large fan. The fan is operational right now and you cannot go down the shaft. Near the fan is a Locker. This Locker belongs to the late Margo. If you got Margo's Code from Margo's Quarters earlier then you can open it and get the: >>"Margo's Locker" Accomplishment ******************************* Go and grab the Shotgun within the locker if you want. However, it only has eight rounds at this point. Exit the Comm Station Room, go past the dead Drone, and to the next door while blowing out all of the lights along the way. This will be helpful later. Then go through the door and you will re-enter the Control Room..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >DKN9. Celldecks (Part Four) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Dark Athena / 0=-=-=-=-=-=-=-=0 Go back to Dacher and give him the Data Pad which will complete his Side-Mission. Dacher will tell you about the Comm Stations all around the ship. He can be communicated with from Comm Station through the Data Pad. He can use the Data Pad to do things to help Riddick. From here, head back to the Comm Station Room where you got the Data Pad then use the Comm Station to contact Dacher. Dacher turns off the fan for Riddick. Now, jump into the shaft and into..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >DKN10. Main Decks 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 4 / \ The Dark Athena / 0=-=-=-=-=0 0=-=-=-=-=-=-=-=0 Riddick uses the Ulaks to cling to the wall as he watches two Mercs below. Interrupt Conversation to drop down onto the two Mercs and kill them. Then find and Stomp the third Merc in this room. After that, blow all available lights in the room. Go up to the Comm Station to Contact Dacher. Dacher will tell you about the Drone Control Room nearby and that he will shut the door behind Riddick when he enters it. Dacher will also tell Riddick how to open the cell doors which will earn you the: >>"Rebel" Accomplishment ********************** But then Revas interrupts the conversation. After the conversation between Riddick and Revas you will now be attacked by Merc Drones. Blowing out the lights before they enter the room will be advantageous for you. Go near the crate near the door leading out. When the two Merc Drones enter the room then Smack them. Then go through the door, past the junction, and to the end of the hall where you will find: =============== ++[Bounty Card #11]++ =============== From here, turn around then turn right at the junction and head to the next door blowing out all lights as you go. This leads to a large room with an Elevator on the right side. Blow out the light in this room. On the left side of this room is the door to the Drone Control Room. Enter it to find two Mercs. Stomp them both. One of them will drop an Operator Key which will allow you to use the Drones. You will also find that Dacher has locked the door behind you to keep the Mercs out. On one side of this room is a stack of crates. Climb it to find: =============== ++[Bounty Card #41]++ =============== After getting the Bounty Card then use one of the Drone Control Stations to operate a Drone. This part of the level is how you can earn the "Master of Drones" Accomplishment. You must get through this part with only two Drones to get it. When you enter the first Drone then you will see two Mercs to your right. Kill them both. After that, look at your screen. You will find eight circles in the upper left corner. This is the health status of the Drone. When it empties then the Drone dies. You also have unlimited ammo so don't skimp when firing. This first Drone that you operate is in a corridor with five Drone chambers. There is also another corridor nearby that has five additional Drone chambers. So there is a total of ten Drones that can be used for this area. On the opposite end of the corridor from where the Mercs were standing you will find a NanoMED Health Unit. Near the dead Mercs is the door to the Armory which is locked. You will also find the Grating to a large fan. Shoot the lock at the top to open it but don't enter it yet. Shoot out the glass at the end of the corridor and enter into the next room. This is a multi-level room with a Ladder. The Drones can't climb Ladders so you cannot go further in this room. However, go and blow out all of the lights in this room and corridor. When that is done then enter the fan to kill the first Drone. When you take control of the second Drone then go through the now stopped fan and enter the second half of the Drone area. Blow out all of the lights except for the one at the end. This will give you an advantage for the next part ahead. In addition, something will start cutting through the door to the Drone Control Room. You need to kill as many Mercs as you can before the door is cut open and you must leave the machine. There are a total of seven Mercs you must kill to get the Accomplishment. There are cubby areas along the left side of the corridor you can use to hide while trying for the Mercs. Headshots are crucial for quick and instant kills to maintain the health of your Drone. If no Mercs are coming into the corridor to confront you then head to the unlocked door at the end, open it up, let the Mercs see you through the glass, then head back into the darkness. If you still have your second Drone when you kill the last Merc then you will finally earn the: >>"Master of Drones" Accomplishment ********************************* Another method to obtaining this Accomplishment, according to Joshua Spicer, is to *NOT* enter the Drone Control Room but combat the Mercs *BEFORE* going into the room. After killing the Merc Drones in the Comm Station room then drag both of them to the junction. Blow out all of the lights then head toward the Drone Control Room. Stomp the one guy that comes out to confront you then get close enough to the elevators to get them to activate. After that then head back to the dead Merc Drones and Use Drone Gun (and activate Eyeshine). When the Mercs exit then they will head toward you. Use the Drone Gun to eliminate as many of them as you can. When the Drone Gun runs dry then quickly drop it and pick up the other one. Continue shooting at the Mercs until most of them are dead. Drop the Drone then switch to your Tranq Gun (or pick up the Assault Rifles) and pick off any surviving Mercs near the Elevator. When you kill the last one then you will get a message from Captain Revas. When you kill the last guy in the Drone Control Room, and activate a Drone, then you will get the Accomplishment. However, regardless of method, and once the Mercs are dead (and at least your first Drone as well), then the remaining Drones are released. Kill as many of them as you can with your Drone until your Drone dies or the door is opened and you have to leave the machine. Then leave the room and kill the remaining Drones in the Drone corridors using the Tranq Gun. If you are fast enough in killing the Mercs then you can use a couple of the remaining Drones in the first corridor to kill off the other Drones before the door opens. So it is possible to kill everything before the door opens and this will make things a lot easier. To save time you can ignore the room with the Ladder until after you are finished with the Mercs and Drones. After killing everything regardless then turn on your EyeShine and go through the corridors picking up all of the available weaponry then head into the Armory to pick up additional weapons and a NanoMED Cartridge. Now, head into the room with the Ladder and blow out the lights (if you haven't already done so). There will be a Merc on the upper level. Zap him then climb up and Stomp him. Ahead of the Ladder you just climbed is another Ladder leading to a lower corridor. Don't go down. Instead, from the Ladder, turn left and follow the railing around to another corridor. There is another Merc hiding in this corridor. Stomp him then head to the locked door at the end and it is on the floor nearby that you will find: ============== ++[Bounty Card #2]++ ============== Now, head to the railing that looks down into the lower corridor. You should see three Mercs patrolling down here. From up here on the upper level go and blow out all of the lights to darken the corridor. After that then head to one of the pillars with wires running through it (it should have a panel that says AT-3/1 Control) nearest the corridor where you found Bounty Card #2. Near it is a Hangrail that you can use to traverse to the corridor at the end of this area. When you get to this corridor at the end of the Hangrail then go forward and turn the corner to find: ============== ++[Bounty Card #5]++ ============== When you get to this upper corridor then you will generate more Mercs below and on the other upper area you came from. However, you can easily avoid them and get through the unlocked door below. The flooring here is made up of grills which can be easily shot out with the Tranq Gun. Shoot out the ones near the lights below to blow them out so the Mercs can't see you. Then Zap the nearest Mercs from you (to stun them), drop down then go through the unlocked doors leading to the..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >DKN11. Gravity Generator and the Drone Mile 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 4 / \ The Dark Athena / 0=-=-=-=-=0 0=-=-=-=-=-=-=-=0 Just before the door leading to Gravity Generator 2 you will see a NanoMED Health Unit (half full) to your right. When you enter the Gravity Generator then you will go into an extremely large room with a rotating machine in the center. You will also see two Mercs standing in front of you when you open the door. Stomp them both. When you kill them you will see their bodies fly off and to the Gravity Generator. As you near the inner edge of the platform where you are standing then you will be pulled toward the Generator. If you fly off then you will die. You will also get a chance at a new weapon: the SMG. However, when you kill a Merc here, then the weapon will also go flying unless it sticks to one of the consoles along the inner edge of the platform. From the door you entered from, turn left and you should find a couple of Mercs heading toward your position near the first bend (the column with the glowing lines). Zap them from a distance then Stomp them when it is safe to approach them. Now, from the column with the glowing lines, look toward the Generator. You should also see a console just to the right. Right on the edge, right behind this console is: =============== ++[Bounty Card #22]++ =============== Look at the side of the console and let the Gravity Generator slowly pull you toward the edge until you can grab the Bounty Card. After that, go along the platform toward the door at the end. As you get to the next bend go and blow out the nearby lights. As you get near the door, three Mercs will emerge. The darkness will help you as you nail them from a distance with the Tranq Gun then run up and Stomp them. When you go through the next door then you will find what is known as the Drone Mile (bodies being transported for Drone use along a track) which can be seen through the glass on one side of the next corridor. Blow out the light above then slowly make your way down the corridor. As you get to the second set of stairs leading down then you should see three Mercs at the next bend. Zap all three from a distance then run up and Stomp them. When you get to the next bend then you will find two more Mercs at the end of the corridor. Zap them both from a distance then go up and Stomp them. Near the dead Mercs is the door leading back out into the Gravity Generator. As you go through the door you will see a large metal door slam shut to your left. However, don't go there yet. From the door, which will lock behind you, look right. You should see a ledge. And at the end of this ledge is: =============== ++[Bounty Card #14]++ =============== Now, head toward the large metal door. When you get near the door then you will find an open hatch which you need to jump down into. Follow the shaft until you get the prompt to Climb Up. After climbing back up then head toward the door at the end. As you approach the door, three more Mercs emerge nearby to look for you. Zap them from a distance then go up and Stomp them. When you enter the door then blow out the light then hug the left wall. Two more Mercs will emerge from both sides of the corridor. But the darkness will keep them from seeing you so you can Zap them safely then Stomp them when they are down. From where you killed these two Mercs you can see a half full NanoMED Health Unit on the wall. Looking left you can see a locked door. So go right and through the unlocked door. Here, you will enter into another large room with wide glass columns with machinery. Start blowing out the lights as you enter this room. Ahead at the first bend are three Mercs. Using the darkness you created as cover, Stomp them. Continue to blow out the lights as you go around the bend and head to the end of the room where there is another door. There is another Merc here. Stomp him then blow out all nearby lights. Before going through the door, switch to your SMG. Get close enough to the door to open it and look inside. There are several Mercs waiting in the next room. Of interest is a large oval shape on the floor in the background. This is the window to a deep exterior shaft. Zoom in on this shape then fire one round at it. This will shatter the window and suck out all but one Merc. Use the SMG to kill the remaining Merc while the air is being sucked out. When he dies then his body will be sucked out just before an emergency door closes the window. Now the room is empty and safe for passage. Just as you get to the next door then blow out all nearby lights with the Tranq Gun. When you open the next door then you will see an SMG wielding Merc behind a crate. As he starts firing at you, blow out the light just beyond the door then back away to let the door close. When you open the door again then Zap this Merc then Zap the Merc to his left. When you run up to these Mercs then Zap a third Merc near the second bend of this corridor. Stomp the first two Mercs you Zapped then run up and Stomp the third one. Near the third Merc, and near some crates, is: =============== ++[Bounty Card #57]++ =============== From here, follow the corridor until you reach another large room. This is a Drone Rail Track room. To your right, on a higher platform, are two Merc doctors (armed with SMGs). But, before we deal with them, go straight ahead to the end of the room where you will find, in the corner: =============== ++[Bounty Card #26]++ =============== Now, go back near the door and Zap the Mercs from a distance then run up to them and Stomp them. Near them is a NanoMED Health Unit and the Rail Power switch. Activate the switch. Next, head across the bridge nearby to the Drone-Track. Climb on the Drone-Track and head to..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >DKN12. Recycle 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 4 / \ The Dark Athena / 0=-=-=-=-=0 0=-=-=-=-=-=-=-=0 When you reach the end of the Drone-Track then you will find yourself in a large room, completely darkened, with a small number of crates. There are also three Mercs on the other side and they will use their flashlights to find you. Keep your EyeShine off to prevent the flashlights from overwhelming your vision. Back up all the way to the wall and Zap all three of them with the Tranq Gun so you can safely Stomp them. After that, switch to your SMG and blow out one of the windows nearby. Enter into the next room, switch to your Tranq Gun, and blow out the light. You will also see another window looking into the Operating Room. Switch to your SMG to blow out the window. Stay in the darkened room and pick off the three Merc doctors in the next room. When they are down then enter the Operating Room. You will hear someone asking for help. It is one of the unfortunate souls on the operating table. This person is Miles. He has a letter he wants to send out to let his family know what has happened to him. Agree to help him: >>Side-Mission Activated (Miles) ****************************** Find his letter and send it out. This is necessary for the "Miles Letter" Accomplishment. After the conversation then you can go ahead and put him out of his misery if you want. Go up to the dead doctors and pick up their weaponry including a Gun. Then use the Gun to blow out the next window ahead. In the next room you will see a lower level to your left. On the wall at this lower level is a NanoMED Health Unit. On this same lower level, on the opposite end from the NanoMED Health Unit, is: =============== ++[Bounty Card #42]++ =============== On the upper level, in a corner, is a Ventilation Hatch. But I'm not going there yet. Instead, head out into the corridor and turn left. Go down the corridor blowing out every light along the way with the Tranq Gun. As you near a corner you will find two more Merc doctors with Scalpels. Stomp them both. Continue all the way to the end until you hear Riddick declare a dead-end. Now, start heading to the other end of the corridor blowing out all of the lights along the way. When you reach the end of this corridor then you will enter a large room with a ramp, to the left, leading up to an upper platform on the opposite side of the room. This is the Waste Disposal Room. On the upper platform are two Mercs, one to each side. Stomp the nearest one then use the pillars for cover as you find and Zap the other Merc so you can safely Stomp him. After killing both Mercs, explore the room. On the upper platform you will find a large button for the Weight Triggered Trap Door. However, you can't use it right now. At the end of the ramp on the right side of the room is a short hall leading to a locked door. Near this locked door is: =============== ++[Bounty Card #37]++ =============== Blowing out all of the lights in the corridor and killing all of the Mercs here will make things easier later on. From the Waste Disposal Room, go back to the Ventilation Hatch. Enter the Ventilation Hatch and follow it to the end. It will open up into a large room with crates. You will be behind some crates when you enter the room. There are also four Mercs in this room. Start by blowing out the lights nearby. Then creep out around the side of the crate and start Zapping some of the Mercs. A couple of them will use flashlights to find you. Zap them first then Zap the others. Either go out and Stomp them or use an Assault Rifle or SMG to kill them from a distance. As you look out into the large room you should see some large windows on the left side of the room. Use the SMG to blow out these windows. In the corridor behind the windows are two more Mercs. Get out to where you can see them then Stomp them. However, while you were killing these two Mercs, two more Mercs enter the large room from the room with the NanoMED Health Unit and position themselves near where you entered. You should be in the corridor with the two now dead Mercs. Carefully peek out and Zap the two Mercs then run out and Stomp them. Now, from where you killed these two Mercs, turn and face the opposite end. Head all the way to the opposite end of the room and turn right. You should see a small wall, a pillar, and a large crate. Near the large crate, on the floor, is: =============== ++[Bounty Card #13]++ =============== From here, go through one of the large windows back into the corridor and turn right. As you proceed forward you should start hearing Drones. You will come to the edge leading down into another large room. But, before you go down, blow out the light ahead of you with the Tranq Gun. When you go down then you will start a cutscene with a Merc who has spotted Riddick and requests for Drone backup. When the cutscene ends, regardless of your orientation when you jumped down, then you will be facing the Merc. Turn around and you should see a stack of Biohazard crates. Now, quickly sidestep left then run forward to the large door. As you run to the door you should see another stack of Biohazard crates to the right. When you get to the door then sidestep right to get behind the crates (for cover) then quickly rotate left and up to blow out the light above to plunge this end of the room in darkness. Then rotate to face the crates and climb them before the Drones converge on your position. After climbing the crates, rotate left and you should see a platform. Climb over the railing to get on the platform. As you get on the platform then you should see, on the floor of the platform: ============== ++[Bounty Card #8]++ ============== All told, there will be a total of seven Drones wandering this room plus the one Merc on the other end. Most of the Drones are Merc Drones. Two Drones will be positioned near the Merc platform at the other end of the room. Up on the higher platform you will have a much easier time dealing with these threats. However, you are not totally immune to their gunfire. But you do have limited cover from a couple of small cylinders. Keeping Crouched for this battle will also help. The first thing you should do is to Zap the Merc Drones to convert them back into easier to deal with regular Drones. Then Zap a Drone and switch to either an Assault Rifle or SMG to kill it before it recovers. The other Drones will fire on your position but the platform and cylinders should absorb most of their attacks. After killing all of the nearby Drones then jump down and head to the other side of the room then turn left to look at the lighted side to find the two remaining Drones. Zap them then switch to another range weapon to kill them. After that, it is just the one lone Merc. Zap him then quickly climb up and Stomp him. Up here on this platform is a NanoMED Health Unit and a Comm Station. Blow out the light above, and completely plunge this room into total darkness, before contacting Dacher. When you contact Dacher then he informs you that there is a Mech heading in Riddick's direction. Dacher recommends luring it to the Waste Disposal Room and using the trap door. After the conversation, a Merc enters the room from the large door at the other end. Because the room is completely dark he cannot see you. Zap him from a distance then run up to him and Stomp him. Ahead of you is the large door which is now opened. This leads back out into the long corridor. If you followed the strategy earlier of blowing out all of the lights then it should be dark. Turn on your EyeShine. Enter the corridor and turn right. As you start up the corridor then you will start a cutscene with the Mech. After the cutscene, run up the corridor and sidestep left so you can use the crates as cover as you run. The darkness of the corridor should help keep the Mech from getting a good bead on you. Once you turn the corner, you should be in good shape and still have all of your health. Continue running and enter the Waste Disposal Room. Go up the nearby ramp and stop at the pillar to regain your health (while the Mech follows you into the room). Then run up to the Weight Triggered Trap Door Switch and activate it. This will plunge the Mech into the trash room below. Riddick decides to follow him down. You will notice that the Mech's view window is damaged and provides a weak point for Riddick. The trash room is reasonably dark so you should activate your EyeShine when you regain control. When this next battle starts then you will be looking at the Mech which has not moved yet. From here, turn right until you are looking at the wall. You should also see a trash wall to the left. Run to the wall then turn left and get between this trash wall and the main wall. Then run forward until you see a large cylinder to your left. There is also a gap between this cylinder and a crate. If you moved fast enough to get to this point then the Mech should start moving toward you. Switch to your Assault Rifle and take a couple of shots at the exposed head then sidestep left or right to avoid the Mech's attacks. You will notice that the Mech will just stand in this gap. This makes this part easy. After the Mech finishes firing then sidestep back and take a couple of more shots at the exposed head and sidestep back into cover. Continue doing this pattern until the Mech is dead. If you explore the trash room then you will find two Assault Rifles and an SMG. Now, go and mount the Mech and you will earn the: >>"Control a Mech" Accomplishment ******************************* When you enter the Mech then Dacher will tap into your feed and inform you that things are getting out of hand. Jaylor attacked Silverman and she ran off. From here, head to the large door ahead. Use the Fire Weapon button to fire the Mech's Chaingun. You will also notice that the left side of the screen is currently damaged. You will notice on the right side of the screen there is a gauge. If you fire for too long then the guns will overheat and you cannot fire until they cool down enough. This gauge will let you know when you get close to overheating. Short controlled bursts will help prevent overheating at the wrong time. On the bottom of the screen is a damage gauge. If it is reduced to zero then the Mech is destroyed and you will die. After you enter the large door, proceed forward through the corridor and kill any Merc in your way. Eventually you will come to an unlocked door. When you open the door then you will see the Airlock door. But the computer within the Mech will warn you about the damage to your craft and suggests that you use a Mech Repair Station. Just to the right of the door is a Mech Repair Station. Enter it to completely repair your Mech. This will also give you the ability to fire Rockets with the Block button. But you have a limited number of Rockets - a total of seven. You can replenish them by using a Mech Repair Station. There is no limit to how many times you can use a Mech Repair Station. From here, enter the Airlock and proceed..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >DKN13. Outside 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Dark Athena / 0=-=-=-=-=-=-=-=0 When you get outside then you should see some large cannons attacking Aguerra Prime. Go forward up the ship. As you do, and get near a central corridor, a Mech will emerge. Use the Chaingun and Rockets to quickly destroy it. In this corridor you will also find several Repair Droids that will attack you. Use the Chaingun to destroy them. When you get past this central corridor then sidestep left and proceed forward. When you get to the corner to turn right then you should see another Mech Repair Station (to your left). Use it to replenish your Rockets. From here, proceed forward and turn left at the opening. There is a Mech above the door at the other end. Fire a Rocket at him then sidestep to avoid his Rocket. It should take about three Rockets to destroy him. Then turn around and use the Mech Repair Station to replenish your Rockets. When you try to head toward the door at the end then two more Mercs will emerge from either side of the path. Focus on one Mech and destroy it with a combination of the Chaingun and Rockets then destroy the other the same way. Then head back to the Mech Repair Station to replenish Rockets and repair your Mech. After that then head to the Airlock at the end of this area. As you re-enter the ship you will be informed by Dacher that he has to move on and that you should try to contact him. This will lead to..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >DKN14. Celldecks Riot 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Dark Athena / 0=-=-=-=-=-=-=-=0 After you go through the Airlock then you will be in a large corridor. As you proceed then you will encounter another Mech. Use a combination of the Chaingun and Rockets to destroy it. As you turn the corner then you will see another Mech Repair Station. Use it to replenish your Rockets then head to the next door. This door leads back into the Cellblock and into a cutscene. You will see two Mechs kill Senate, Bonner, and Exbob. In addition, you will see Revas take the unconscious Johns away while ordering the two Mechs to kill Riddick. Again, use the combination of Chainguns and Rockets to destroy both Mechs. If they inflict too much damage before you can destroy them both then turn around and run to the Mech Repair Station. After you destroy both Mechs then head into the now empty Cellblock and to the locked door to trigger the Exit Mech prompt. When you exit the Mech then you should see an open Ventilation Shaft to the left of the locked door. However, before you go there, turn right and head into Johns' former cell. This cell was Miles' cell before he was taken away to be converted into a Drone. His letter is on the right wall as you enter the cell: >>Side-Mission Information (Miles) ******************************** Found Miles' Letter. Now head into the Ventilation Shaft and to the end. In the following cutscene you see Ellen Silverman and her daughter. Ellen manages to cut open the Grating but is shot dead by Jaylor. Open the Grating and enter back into the Control Room. Jaylor is hiding and wants to fight Riddick but wants to do it barehanded. If you do not disarm after a certain amount of time then he will come out of his hiding place with an SMG and it will make it harder to kill him. To make him come out of his hiding place barehanded, disarm yourself. One of the Accomplishments you can get requires that you fight him barehanded. To get this Accomplishment, head to the central pillar. Block then hit Jaylor once. If he blocks and hits you then head to the other side of the pillar and recover your health as he approaches you. He is slow on the approach so you can easily recover any health lost and make your next attack. If you successfully hit him then try to hit him again. If he hits you then back away to the other side of the pillar and repeat the pattern. Once you kill him with your fists then you will get the: >>"Honest Fighting" Accomplishment ******************************** If you are not interested in this Accomplishment then disarm to get Jaylor out of his hiding place then re-arm yourself with any weapon and kill him. After killing Jaylor then head back to the Comm Station Room area and turning on your EyeShine as you proceed. As you get near the large room prior to the Comm Station Room you will start a cutscene with Lynn who is upset over her mother's death. Riddick consoles her the best way he can then she scurries off. Remember when I said to blow out all of the lights here earlier? This is because Sad Eyes, the female Blueskin who wants to kill you because of what you did to her brothers at Butcher Bay, is lurking in this room. The blackness will make it hard for her to see you even though she will use the flashlight on her SMG to find you. However, if you climb the crates on the left side of the room as you enter then she behaves like you aren't in the room. Zap her with the Tranq Gun then jump down and Stomp her. After that, go into the Comm Station Room and contact Dacher. Dacher has managed to secure a ship and is waiting for you. He also warns Riddick about additional Mercs waiting for him. He gives Riddick the code to the Hangar Bay then ends the transmission. After the transmission, you will also notice a prompt to send Miles' Message. Go ahead and do so which will earn you the: >>"Miles Letter" Accomplishment ***************************** From here, head back to the Control Room and hang a right. Go to the Elevator Hangar Bay 15 door. Enter the code to enter the Elevator and go to the..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >DKN15. Hangar Bay 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 2 / \ The Dark Athena / 0=-=-=-=-=0 0=-=-=-=-=-=-=-=0 When the door opens then you will see one Mech and hear another Mech you can't see. You can't fight them so you need to find another way. The Mech you can see is on the right side of the open door. On the left side of the open door you can see some railings. Make a quick run to the railings and jump over them to go down to a lower area. If you are quick enough then the Mechs won't do anything. In this lower area you can see a Ventilation Shaft. Turn on your EyeShine and enter the shaft and proceed to a small room under the floor. It is here that you will find: =============== ++[Bounty Card #40]++ =============== From here, proceed forward until you reach a Ladder. Climb up the Ladder and Crouch down. Then look toward the Mechs. At the top of the room you should see a small ship. To the left you should see a stack of large crates. In the middle you should see a platform. To the right of center you should see a short platform and some pillars. While staying in the dark, creep your way toward the platform in the center. Then climb up. Unfortunately, the Mechs will see you and fire at you. Turn left and jump toward the walkway. Once on the walkway, shoot out all of the nearby lights to create darkness to protect you. Head toward the Airlock door. To the left of this door is an unlocked door that leads to a control center. Inside is a Merc so open the door, Zap him then Stomp him. When inside the control center then head to the panel at the end to Power Up Ship (which powers up the ship at the top of the room) then head back to the door to find the panel to Activate Elevator (which will raise the middle platform). Then exit the room and jump to the middle platform and Crouch down to keep the Mechs from hitting you. Look up and Redirect Turret. From here, turn around and jump back to the walkway and go back to the control center. When inside the control center then find the panel to Test Weapon System. When you activate the panel then you will fire the weapon, from the small ship, at one of the giant glass panels which causes the Mechs to be sucked out into space. After the room re-pressurizes then leave the control center and head back to the floor. Climb on top of the short platform to find: =============== ++[Bounty Card #16]++ =============== After this, head back to the Airlock where Dacher is waiting inside. He tells you to give him one minute to open up the door. After awhile, the Airlock door opens. Go through the door and into the ship. When you get into the ship then you will find a NanoMED Health Unit and a door to your right. Go through the door and to the large central room. Here Riddick will find Dacher sitting in a chair. However, he is dead - his throat cut. Then Revas jumps down from above and knocks away all of Riddick's range weapons (Assault Rifle, Tranq Gun, SMG, Shotgun, Gun) from his inventory. You now have to fight her with your melee weapons. You are automatically armed with your Knife. But go ahead and switch to your Ulaks. Use the Block-and-Stab method to fight Revas. Don't worry about your health since you will automatically get it all back later. After a few hits you will take Revas' weapon, a Hairpin, and shove it through her neck. As she falls to the ground, Riddick will try to activate the ship but it is non-operational. Riddick heads to one of the escape pods. As he activates an escape pod he sees Lynn come into view through the window. She wants to come but it is too late. But then she turns and backs away as Revas comes into view from the left side of the window! Despite what you did to her she has managed to survive. And by jettisoning away from the Athena you will earn the: >>"Escape the Athena" Accomplishment ********************************** But Revas won't let you escape so easily. After she angrily derides you then she fires a rocket at your escape pod. The rocket hits the pod and Riddick tumbles out of control towards..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >ASL8. Aguerra Prime | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Aguerra Prime is mostly covered with water, leaving a few peaks of land above the surface. It is inhabited by colonists who work the deep sea mines. They mine the mineral Sicherite and Thallium which is used to produce long lasting Heim-drive coils for space travel. The colonists come from a diverse range of cultural backgrounds and live peacefully on the few areas of land available. This also makes them very easy targets for the vicious pirate Mercs of the Dark Athena who are in the process of harvesting more bodies for their Drone Program. Originally, the Drone Program, created by Captain Irvin Senate, was to take death row prisoners from the various prisons around the galaxy and turn them into Drones to be used as cannon fodder for armies willing to pay for them. This was a reasonable way to turn useless convicts into something more useful and at the same time open up space in prisons for more convicts. But Gale Revas wanted to take it one step further. She wanted to raid defenseless colonies, in addition to acquiring death row inmates, to make larger Drone armies to make more money. Captain Senate refused. So Revas slowly poisoned the Captain and his second-in-command, Yoto, until they went mad then she staged a mutiny and became Captain herself. And began her plan to make larger Drone armies to sell. Which leads her to the peaceful colony of Aguerra Prime. And to where Riddick has crash landed..... 0=-=-=-=-=-=-=0 / Aguerra Prime \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >AGP1. Culvert 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 3 / \ Aguerra Prime / 0=-=-=-=-=0 0=-=-=-=-=-=-=0 When you start this part of the game then you are on a beach just outside of a town. The only weapons you have are your melee weapons (Club, Ulaks, Combat Knife). You will also be looking at your escape pod. From here, turn left and proceed along the beach until you reach the rock wall. Then turn left and head into a large pipe. Follow the pipe until you reach a railing overlooking a drainage stream. Turn right and proceed forward until you reach a locked gate (with a dead colonist behind it). Turn left and climb up. Follow the way into a large round room that looks like a giant well. Turn right and follow the walkway and jump down onto the lower portion from the broken section then climb up onto the next section. Go along the path and into a short hallway. You will hear a Drone nearby. Switch to your Club and let it approach then use the Block-and-Bash method to club it into submission. Then Use Drone Gun and angle a little to your left. You should see a crate here and a pillar. Fire once to alert the two nearby Drones. When they approach then use the Drone Gun to kill them both. When they are dead then drop the Drone. Next to the nearby crate is a metal pillar and next to that is a metal stair railing. Go to the stair railing and look the wall. You will also be looking behind the crate. Right next to the crate, on the floor, beyond the stair railing, is: =============== ++[Bounty Card #15]++ =============== From here, follow the path and up the stairs until you reach a fence overlooking another drainage stream. Turn left and follow the stream until you reach a crate then turn left to enter a small room and climb up the nearby Ladder. Once at the top of the Ladder then proceed forward and into the next room. Then proceed up the Ladder which is behind a small section of chain-link fence on the left side of the room. When you get to the top then you will be outside under a large cliff. This cliff is over the water and has lots of small buildings attached underneath the cliff and to the rock wall You are also on the roof of a building. A door for the Control Room is nearby but it is locked. Look down and you should see the walkway leading to another door. Drop down and head to the locked door ahead. Look right and you should see a missing section of railing. Go through here and drop down to the next level. From here, look right and upward. You should see what looks like a metal beam. This is a Ledge. Grab it and shimmy left to the next section of land. Then drop down, walk onto the tin roof then drop down and head to the next building. There is another Ledge here on the left wall. Climb it then shimmy left until you reach a walkway then climb up. To your left is another walkway you need to climb up. When you get up then you should see a locked door to your right. Turn left and follow the walkway until you reach a crate. Climb the crate then climb up to the next level. You should see a metal support beam and a pipe that has a Hangrail underneath. Climb the Hangrail and head to the end. When you drop down then Crouch. Proceed carefully along the narrow walkway until you reach a Ladder. Climb up the Ladder then jump onto the half-pipe, which should be to your right, that has the Hangrail underneath. Proceed forward and to the next Ladder. After you climb up the Ladder, look upward to find another Ledge. Climb it, shimmy left, and climb up. You should be on a platform behind a chain-link fence and with a crate ahead of you. And on this platform you will find: =============== ++[Bounty Card #52]++ =============== From here, jump the crate then jump the chain-link fence to land near the unlocked door for the Control Room. Enter the room and turn right to find the panel to Redirect Waste Flow. When you activate this panel then you will see the half-pipe change direction. This will also lock the door you entered from and unlock the Pump Room door. When you enter the Pump Room then you will hear a Merc Drone nearby. To your left, as you enter the room, is the stairway leading down. The Merc Drone is heading up these stairs. Drop down behind it and Sneak it. Proceed down the stairs and into the Pump Room. Turn left and go down to the lower level. Then turn right and follow the wall until you reach the next door, which should be to your left. When you go through the door then you will be back at the crate that you had to climb to reach the Hangrail. You will also see the Hangrail almost directly above you and leading to the right side of the screen. Climb back up and get on the Hangrail. Go to the end, drop down, and follow the pipe and into a large dark room. Find the half buried crate and climb it then climb up to the walkway. Then turn right, find the Ladder and climb up. Turn right and go through the door which will take you back outside. Turn right and head down to a door with the sign "New Venice South". But don't go through the door. If you look at the fence then you should see an open section where there is no fence. Look down and grab the Ledge. You should see yourself climb down and hang from the edge. Shimmy right then drop down. From here, turn left and climb up the Ladder. Then turn right and enter a small room with a very unusual looking piece of machinery. This machinery is a NanoMED Health Station. Use it to increase your maximum health to six blocks. From the NanoMED Health Station, turn left and head to the railing then turn left and go to the locked door. When you get to the door then look left and down and you should see a narrow ledge. At the end of this ledge is: =============== ++[Bounty Card #33]++ =============== From here, sidestep left to drop down then turn right. You should then enter a large room with a bridge leading to a locked door. There is a Merc Drone patrolling on one of the platforms below. You can avoid this Merc Drone by looking left to find a large pipe near the bridge then dropping down all the way to ground level. Then proceed forward and turn left to find a large pipe. From here, enter the pipe and follow it to..... 0=-=-=-=-=-=-=0 / Aguerra Prime \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >AGP2. New Venice South (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 4 / \ Aguerra Prime / 0=-=-=-=-=0 0=-=-=-=-=-=-=0 Continue along this pipe until you reach a junction room with a tall Ladder and bodies being dropped down into this room. You should also hear some Merc Drones above you. Climb up the Ladder and Crouch down when you get to the top. You should see four Merc Drones ahead of you. You cannot take them all on with just your melee weapons. Stay in the darkness and wait. Wait for two of them to march forward to another part of the town. This will leave two of the Merc Drones. Both of them will have their backs to you. Then the one on the right will head to a patio nearby. When he moves then get up behind him and Sneak him. Then go and Sneak the other one before he turns around. Then drag his body back into the darkness near the Ladder. After a few moments another Merc Drone will appear from behind and to the right. When he is far enough away then get up behind him and Sneak him. This area of the town, where you have been Sneaking the Merc Drones, is what I will call Section 1 for reference. From where you have just Sneaked the previous Merc Drone, turn right. You should see a set of stairs. Climb these stairs then turn 180 degrees. You should see a NanoMED Cartridge on the floor ahead of you. Grab it. Climb down the stairs and turn left. Then proceed forward into the Town Square. In the center of the Town Square is a gas canister that has been used to knock out all of the town's inhabitants. From the gas canister, turn left and proceed down the path and into another open area. To your right you should see the gate for the Supply Depot. Ahead of you, near the wall, is a dead colonist. Turn left at the dead colonist and you should see a dead-end. On the left side of this dead-end is a nook that you have to Crouch down to enter. Inside this nook is: ============== ++[Bounty Card #3]++ ============== Remember this nook. It will come in handy later. Head back to the Town Square and go past the gas canister to enter a short passage until you reach a wall. To your left is a set of stairs and to your right is a short tunnel with a curved archway. Go through this tunnel and you will enter a small area with a crate and another passageway leading into another part of the town. You should also see an upper area with two locked doors and a small wooden bridge that traverses the passageway. I will call this area Section 2 for reference. Go through the passageway ahead, hug the left wall, and stop near the end. The last Merc Drone from the initial group is in the next area (which I will call Section 3). When he gets close enough to your position then run out and Block-and-Bash him into submission with the Club. When you look around Section 3 then you will find a railing overlooking the water with a building on the other side that is connected to the rest of the town by a damaged bridge. In the far background you will see the Dark Athena which has landed to acquire more bodies for their Drone Program. This is your main objective - to return to the Dark Athena. Now, grab the Drone and pull him toward the railing. Then Use Drone Gun and look through the nearby tunnel with the curved archway and fire one shot into the next area. There are two more Merc Drones here and your gunfire will alert them. When they appear then use the Drone Gun, in short controlled bursts, to kill the both of them. Then drop the Drone and head to the next area of the town which I will call Pavlo's Place. You should see another gas canister. Ahead and to the left of the gas canister is a door with a window. Behind this window is an inhabitant, Pavlo. Ask Pavlo about his tattoo and he will tell you about the Dark Athena and a nasty weapon called the SCAR Gun. He also gives you the key to the Supply Depot and wants you to come back with a Gas Mask for him: >>Side-Mission Activated (Pavlo) ****************************** Get a Gas Mask for him. From Pavlo's door, look to your left. You should see the corner of a passage with a Ladder on the left wall. Climb the Ladder to enter the upper part of Section 2 then run forward to cross the wooden bridge. When you get to the wooden walkway after the bridge then Crouch down, proceed to the end, then turn right and enter a small open room. This room has a Ladder leading down to the main Ladder where you started this part of the game (and back at Section 1). Down at the Ladder's base is a Merc Drone. When he turns to head out then jump down and Sneak him. Then head back up the Ladder, Crouch down, and creep to where you can see the Town Square but just enough in the dark to where you can't be seen. Another Merc Drone will be patrolling the area below. He will go around the gas canister then head off to the left towards the Supply Depot Gate. Just before he disappears, drop down, get behind him, and Sneak him. Drag the Merc Drone to the Supply Depot Gate. Open the Gate and Use Drone Gun. Ahead of you, on the path, is a Merc Drone. Kill him with the Drone Gun and proceed to his position. When you get to his position then you will be at a path junction with a path to your right as well as the one ahead. Use Drone Gun and look ahead. Another Merc Drone will come into view. Kill him with the Drone Gun then drop your Drone and proceed forward past the Drone you just shot. You will get to what appears to be a tin metal shelter. There is a path to your left. Proceed down this path until you reach the Supply Depot. When you get here then you will see a Ladder leading up to the roof area. But don't go up yet. Go around the corner past the wooden door. You should see a platform that you need to jump to. On this platform you will find: =============== ++[Bounty Card #43]++ =============== Now, jump back and head up the Ladder. When you get to this part of the roof then you should see a crate and a Ventilation Hatch. But don't go in the Hatch yet. Climb the crate then climb up to the next area of the roof. And it is here that you will find: =============== ++[Bounty Card #32]++ =============== Now, climb back down and enter the Ventilation Hatch. When you enter it then you will also alert the Mercs who will now send out Spider Turrets to kill you. Go through the short shaft and drop down into the next room. Nearby is a NanoMED Health Unit and some shelves. On the shelves is a Gas Mask: >>Side-Mission Information (Pavlo) ******************************** Found Gas Mask. And on a nearby crate is the SCAR Gun. Acquiring it will also earn you the: >>"SCAR Gun" Accomplishment ************************* The SCAR Gun has a slow fire rate and unlimited ammo. But it is a nice weapon indeed. When you fire a SCAR Round, using the Fire Weapon Button, then it will stick to an object. To detonate it use the Block Button. You can stick up to five SCAR Rounds on an object before detonation. The more rounds you can detonate, the more damage you can inflict. The number on the LED display tells you how many rounds you have active. You can use the SCAR Gun to kill people, destroy objects, and even move crates. To start, use a couple of SCAR Rounds to move the crates out of the doorway then use a single round to blow open the wooden door leading out. When you exit and start toward the pathway then you will see a Spider Turret jump down onto the pathway then jump onto the wall on the right. The Spider Turret will then deploy a laser sight to start looking for targets. When the Spider Turret finds a target it will squawk then start firing. It can kill you very quickly so it is best to destroy them as soon as possible. When the Spider Turret attaches to the wall then fire a single SCAR Round at it and detonate it to remove it. Next, head up the pathway. As you get about partway, a Merc Drone will appear ahead. A single SCAR Round will make quick work of him. Proceed until you turn the bend and get close to the tin metal shelter. Slowly turn the corner right and you should see a Merc Drone with his back to you and a Spider Turret on a small rock. Hit them each with a SCAR Round then back away from the corner and detonate to get rid of them. Now, from the tin metal shelter, sidestep left and go onto a branch of the path leading back to town. Hug the rock to your right and aim along the dirt path. A Merc Drone will soon appear. Hit him with a quick SCAR Round and take him down. This will also alert another Merc Drone. Do the same to him when he appears. Head back to the tin metal shelter and take the other path. As you proceed slowly along the path you will see another Spider Turret appear on the wall ahead and head to the left side. Stop where you are at and hit it with a SCAR Round. From your position, look ahead toward the path junction. In the distance you should see another Merc Drone. Nail it with a SCAR Round. To the right of the Merc Drone, on one of the poles is another Spider Turret. From this distance you can barely see it. Use the Crosshair of your gun to find it and, when it gets bigger, then nail it with a SCAR Round. Proceed forward a little bit then sidestep right a little. You should now see another Spider Turret on the left side of the path junction. Nail it with a SCAR Round then proceed to the path junction. When you reach the path junction then turn 180 degrees and head back the way you came. As you near the end of the metal part of the walkway then you should see another Spider Turret climb the large rock ahead of you. Stop and nail it with a SCAR Round when it stops to set up. Now, head back to the Supply Depot. As you head straight at the building, fire a single SCAR Round at the window ahead of you but don't detonate. When you get close enough then a Spider Turret will emerge from the window above where you stuck the SCAR Round. Detonate it when it emerges. By going back to the Supply Depot and destroying the Spider Turrets along the way you have made it easier to come back to use the NanoMED Health Unit should you need it and for a task that you can do later in the game. From here, go all the way back to the Supply Depot Gate but stay back a little. You will see the laser of a Spider Turret just around the corner and up. Peek around the corner to find the Turret on the corner of the building and near the roof. Nail it with a SCAR Round. Then look into the Town Square. You should see the gas canister in the background. To the left of the gas canister you should see a lighted console of some kind. Fire a SCAR Round onto the wall just to the left of this console but don't detonate. Proceed forward to the Town Square. As you get close to it then you will see another Spider Turret land and head toward where you stuck the SCAR Round. Detonate it to destroy the Spider Turret as it is heading into position. As you are destroying the Spider Turret, a Merc Drone will run towards you. Head to the nook where you found Bounty Card #3 and enter it. Even though you can see the Merc Drone he cannot see you and you can easily take him down with the SCAR Gun when he is close enough. After this, head to the Town Square but hug the left wall and stop at the nook which should be on the left wall. Rotate gently right and up and you should see another Spider Turret on the corner of the building with the "Peace" mural. Destroy it with the SCAR Gun. Then creep around the corner to find another Merc Drone. Kill him with the SCAR Gun. If he manages to evade the attack then use the nearby nook and wait for him to come around so you can kill him. When you are in the Town Square then look down the path and into Section 1. You should see a Spider Turret on the far wall. Destroy it with the SCAR Gun. From here, turn left, go past the gas canister and into the short passage and, when you get to the wall, then turn left and proceed up the stairs and turn 180 degrees. You should see an angled metal walkway with an overhang in the near background and a garage door and a painted red and white advertisement above it in the far background. By the garage door is a Merc Drone. Kill him with the SCAR Gun. Then fire a single SCAR Round at the wall just above the garage door and slowly proceed forward. When you get close enough then a Spider Turret will appear and crawl on the wall. Detonate the SCAR Round to destroy it. As you get near the end of the overhang then slowly creep around the corner to your right and re-enter the upper part of Section 2. You should see another Merc Drone across the way from you. Destroy him with a SCAR Round. After that then proceed forward and turn right at the garage door then turn left before the wooden bridge. You should be on an upper platform with the passage leading to Section 3 to your right. Slowly creep toward the edge of this platform. You should hear the skittering of a Spider Turret and the breathing of a Merc Drone. As you near the edge, slowly rotate left to find the Spider Turret attached to the wall. Destroy it with the SCAR Gun then look down and do the same to the Merc Drone. Then jump down and get to where you can look through the tunnel towards Pavlo's Place. A Merc Drone should appear in the background. Kill him with the SCAR Gun. In the far background, on the wall, is another Spider Turret. Destroy it with the SCAR Gun. Now, turn right and jump over the railing and onto the dirt. Slowly go to the edge and overlook the bridge. On the bridge railing near you is a Spider Turret. A Merc Drone is patrolling the near section of the bridge. Near the building on the far end is another Merc Drone. On the building, on each side of the entry way, are two more Spider Turrets. From this position use the SCAR Gun to destroy everything on the bridge. Jump back over the railing and go to Pavlo's Place. When you get there then you will see his door open with a Merc Drone inside. Kill him with the SCAR Gun. When you enter Pavlo's Place then you find Pavlo dead. This will also complete his Side-Mission. You will also notice that there is a NanoMED Health Unit attached to one of the walls inside Pavlo's Place. From here, go and start crossing the bridge. When you get partway across the bridge then you will see a Spider Turret appear on the left side where it is damaged the most. Destroy it with the SCAR Gun. Then stick a SCAR Round on the wall just above the door ahead. As you get near the door a Spider Turret will appear and crawl down the wall. Detonate the SCAR Round to destroy it. You will find that the door ahead is locked. So climb to the upper level to the left of the entry way then climb the crate to grab the Ledge and shimmy right so you can climb up. Destroy the wooden door and enter the hall leading into the next section. You will be on a platform above a small courtyard. You will also see a Merc Drone below you. Kill him with the SCAR Gun. Turn left and you will see some small crates. Climb the crates then grab the Hangrail above and proceed to the platform on the other side of the courtyard. Turn around and look down to find another Merc Drone. Kill him with the SCAR Gun. This will also unlock the door leading back to New Venice South. After killing the Merc Drone, turn right and proceed to the locked door. Look down on the platform to find: =============== ++[Bounty Card #31]++ =============== Jump down and enter the next door to go to..... 0=-=-=-=-=-=-=0 / Aguerra Prime \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >AGP3. Village Square (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 2 / \ Aguerra Prime / 0=-=-=-=-=0 0=-=-=-=-=-=-=0 When you enter this area then you should see a locked gate ahead of you. Nearby is a couple of small rocks. Climb the rocks then look through the rectangle created by the metal bars over the top of the closed gate. In the background you should see the upper level of a building with a locked door. There is a Merc Drone patrolling this area. Kill him with the SCAR Gun. From these rocks, turn left and proceed to a metal bridge. As you get closer you should also see a wooden section of this bridge. Destroy the wooden section and climb up. From here, turn right and proceed to the end of this platform. Then turn left, drop down, and turn left again to find a wooden door. Destroy the door and enter the house. Look out through the door. Eventually two Merc Drones, one after the other, will appear and patrol the nearby area. Stay in the house and pick them both off with the SCAR Gun. After this, look on the nearby table to find: =============== ++[Bounty Card #21]++ =============== Then exit the house, go through the archway and turn left. You should see a wooden scaffold and some crates. Destroy the scaffold then go into it to find, on the ground: ============== ++[Bounty Card #1]++ ============== Stay near the crates and look out towards the stairs. Two more Merc Drones will eventually come into view. Use the crates as cover and kill both of them with the SCAR Gun. Climb up the stairs ahead of you to find a NanoMED Health Unit. There is also a tunnel to your left. Go through the tunnel and exit the other end. You should see a set of stairs. Go up the stairs and you should enter a large open area with a large circular pattern on the ground. To your right is another tunnel. Enter this tunnel and blow out all of the lights within. When you get to the other end then you will see a large monstrosity burst through a large door. This is an Alpha Drone. The Alpha Drone has two primary weapons: Grenades and a Chaingun. It will use the Grenades most often only using the Chaingun when you are close enough to it. You must get close up to it to kill it. The SCAR Gun will not kill it. It can only stun it. To stun it you must stick five SCAR Rounds to it then detonate. When it goes to one knee then run up to it to get the Kill Alpha Drone prompt so you can kill it. The tunnel you are in will provide you cover as you attack the Alpha Drone. However, there is one problem with dealing with the Alpha Drone. There appears to be a collision detection problem with regards to the Alpha Drone's Grenades. A lot of times they can go through solid objects and explode in areas they shouldn't. This means that some of the Grenades will go through the tunnel walls and explode in the tunnel. Try to stay as far from them as possible even in the tunnel. Now, when it first appears, then stick a SCAR Round on it and head to the opposite end of the tunnel while it is firing at you. Then poke out, stick another SCAR Round on it and run back into the tunnel when it counterattacks. Head back to the opposite end of the tunnel and repeat the pattern. If you miss with a SCAR Round then explode the active ones and re-start the pattern. When you stick all five rounds on it then get to the tunnel entrance closest to it, explode the rounds which will stun it, run up to it to activate Kill Alpha Drone, and kill it (with the Ulaks). And in the process you will also earn the: >>"Kill an Alpha Drone" Accomplishment ************************************ Now, look back at where it came from. There is now a metal gate blocking the next way through. Your SCAR Gun cannot destroy it. Stand next to the dead Alpha Drone and grab one of its Grenades. When you grab one then a timer will count down. When the timer expires, which takes a few seconds, then the Grenade explodes. You do not want to have it in your hands when it does. Take a Grenade and throw it at the gate. This should blow a nice hole in it. Crouch and go through the hole. Then follow the walkway and through the next couple of doors to..... 0=-=-=-=-=-=-=0 / Aguerra Prime \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >AGP4. New Venice North (Part One) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 4 / \ Aguerra Prime / 0=-=-=-=-=0 0=-=-=-=-=-=-=0 When you exit through the second door then you will see some crates at the end of the tunnel. Beyond the tunnel is a bridge leading to a locked door. Run to the locked door and turn right. Ahead of you are two Mercs and a Merc Drone. Use the SCAR Gun to take them all down from this bridge. If you are having trouble trying to kill them from here then head back to the crates at the end of the tunnel and use them for cover. The locked door you are at is an entrance to the Communications Center. Go to the other end of the bridge and look at the locked door. To your right is a wooden door for the building across the way. Blow it open from here with the SCAR Gun. Head towards the dead Mercs. As you get near them then you will seen and attacked by additional Mercs inside the Communications Center. Go back to the bridge and use the Communications Center for cover as you attack the Mercs. Once these Mercs are dead then head to the first set of dead Mercs to pick up an Assault Rifle and a Shotgun. You will also see that there is no way to cross to the next building. On the wall of the building across from you is a blinking yellow light. Use the SCAR Gun to activate the bridge. When you cross the bridge then another Alpha Drone will appear at the other end of this area and start hurling Grenades at you. Quickly run through where you blew open the wooden door. In this room you will find a NanoMED Health Unit and a set of stairs. Climb the stairs and get to an open doorway and to where you can see another wooden door. Don't go forward yet. Stick a SCAR Round on the wooden door and another on the wall near the upper left corner of the wooden door. When you move forward then another Spider Turret will appear and jump near the upper left part of the wooden door. Back up and sidestep right to get out of view then wait for it to set up then detonate both rounds to blow open the door and destroy the Spider Turret. From here, run through the now open doorway and turn the corner to see another wooden door. Blow it open then run all the way back across the bridge to the other side of the area. From your position you are out of range of the Alpha Drone's Grenades. Find the Alpha Drone with your Crosshair and stick five SCAR Rounds on it. He won't move from his position so this will be easy to do even from this distance. Then quickly run all the way back to the doorway closest to his position, detonate the rounds to stun him, run up to him, and kill him. Near the dead Alpha Drone is a tin metal shed. Grab a Grenade and throw it at the shed. The Grenade will destroy the shed. On a shelf you will find: =============== ++[Bounty Card #27]++ =============== You will also find a NanoMED Cartridge on another shelf above the Bounty Card. Back up a couple of steps and look right. You should see a set of steps leading down. At the end of the steps is a shaft. Enter the shaft and follow it to a small room where you will find: =============== ++[Bounty Card #18]++ =============== From here, go all the way back to the room with the NanoMED Health Unit and look out the door. You should see the bridge to the Communications Center. Cross the bridge and pick up all of the weapons from the dead Mercs. Then enter the Communications Center and look right. You should see a wooden door. Blow it open and you should see another wooden door. Blow that open and proceed forward. Continue until you reach a small docking area. By the crates is where you will find: =============== ++[Bounty Card #48]++ =============== Go back into the Communications Center and look right. You should see a Video-Link and a brick shelf. Climb the shelf, look left, and climb up. Here, in the attic, ahead of you is: =============== ++[Bounty Card #20]++ =============== Then climb down and Activate Video-Link. You will then see a colonist, Gabril, needing your help. He needs you to destroy the five Signal Jammers in order to get additional help. Agree to help him: >>Side-Mission Activated (Gabril) ******************************* Destroy five Signal Jammers for him. Doing his Side-Mission will get you two Accomplishments. Go out the door then stop and look right to find the sign for New Venice North. Just to the right of the sign you will see a large construct with two circles on top of a pole. This is a Signal Jammer. Use the SCAR Gun to destroy it: >>Side-Mission Information (Gabril) ********************************* Destroyed one Signal Jammer. It should be noted that the Signal Jammers will not appear until you activate this Side-Mission. So it is impossible to destroy them before you talk to Gabril. From here, head to the doorway for the room with the NanoMED Health Unit then look right and upward. On the upper right corner of your screen, on the hill, is another Signal Jammer. Destroy it with the SCAR Gun: >>Side-Mission Information (Gabril) ********************************* Destroyed two Signal Jammers. Now let's head back to..... 0=-=-=-=-=-=-=0 / Aguerra Prime \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >AGP5. Village Square (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Aguerra Prime / 0=-=-=-=-=-=-=0 Crouch and go through the opening in the metal gate. When you get through it then stop and Un-Crouch. On the hills in the far background and to the right is another Signal Jammer. Destroy it with the SCAR Gun: >>Side-Mission Information (Gabril) ********************************* Destroyed three Signal Jammers. From here, go to the locked gate and open it then head back to..... 0=-=-=-=-=-=-=0 / Aguerra Prime \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >AGP6. New Venice South (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Aguerra Prime / 0=-=-=-=-=-=-=0 Head all the way back to the Town Square. Head through the short passage leading to the set of stairs and the tunnel with the archway. With the set of stairs to your left, look up. You should see another Signal Jammer at the top of the rocky hill. Destroy it with the SCAR Gun: >>Side-Mission Information (Gabril) ********************************* Destroyed four Signal Jammers. From here, head back to the Supply Depot. When you get to the end of the walkway at the Supply Depot then turn left and look up to find the last Signal Jammer. Destroy it with the SCAR Gun: >>Side-Mission Information (Gabril) ********************************* Destroyed five Signal Jammers. Now go all the way back to..... 0=-=-=-=-=-=-=0 / Aguerra Prime \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >AGP7. New Venice North (Part Two) 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Aguerra Prime / 0=-=-=-=-=-=-=0 And back to the Communications Center. Activate the Video-Link to talk to Gabril to complete his Side-Mission. He is pleased with your efforts and tells you where he is at which is just inside the Refinery entrance. He will wait for you but, unfortunately for Gabril, a Merc has opened the door behind him and is about to put a brutal end to Gabril's life. By completing this Side-Mission then you will also earn the: >>"Gabril" Accomplishment *********************** You will get the second Accomplishment attached to this Side-Mission later in the game. From the Communications Center, head through the room with the NanoMED Health Unit and to the second door looking out towards the dead Alpha Drone. To your right is an upper level you can climb. After climbing up then head left. You will eventually come to a Ladder. Climb down and you should find another Ladder with a wooden cover. Destroy the cover and head down. Once you are off the Ladder then blow out the nearby light with the SCAR Gun. Then turn around and head to the junction. Go around the right corner and blow out the light there. Look left and you should see another light. Blow out that one too. At this point you should turn on your EyeShine. Near the junction are two rectangular crates. What you want to do is to use the SCAR Gun to move them in such a way as to block the passage. After doing that then go to the crates. This will attract the attention of four Mercs. Back off and head back near the Ladder. The crates will prevent the Mercs from coming closer. Then it is just a matter of peeking out, sticking a SCAR Round on a Merc, sidestepping back into cover, and detonating to kill the Merc. Repeat until all four are dead. Then go over the crates and collect the dropped weapons (including a Shotgun, two Assault Rifles, and an SMG). From the dead Mercs then go around the next corner and to the Elevator. However, the Elevator is stuck on the upper floor. Look up to see the bottom of the Elevator. You should see four latches that is holding the Elevator in place. Stick a SCAR Round on all four latches then detonate to bring the Elevator down. Once at the top then turn around to go through the doors leading to..... 0=-=-=-=-=-=-=0 / Aguerra Prime \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >AGP8. Old Town 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 4 / \ Aguerra Prime / 0=-=-=-=-=0 0=-=-=-=-=-=-=0 When you get through the second door then you will see a bunch of crates to your left and a catwalk above. Look to your right to find a stack of crates. Climb this stack to get onto the catwalk to find a NanoMED Cartridge. Go back down to ground level and out the door. Ahead of you is a bridge, three crates, and a depression. Head to the gap between the crates and look down. Near the entrance of the shaft within this depression is: =============== ++[Bounty Card #50]++ =============== After acquiring Bounty Card #50 then climb up out of the depression and onto the nearby stack of crates to get onto the bridge. When you get onto the bridge then turn right and proceed forward until you reach the concrete railing then turn right again. Just ahead of you, on the floor, is: =============== ++[Bounty Card #17]++ =============== After acquiring the Bounty Card then jump back down from the bridge. Just a few steps from the stack of crates is a pair of wooden doors. Blowing them apart will allow you access to a room with a half full NanoMED Health Unit. From the wooden door closest to the stack of crates, head forward and turn right. Then go to the covered bridge which will lead you to the center of this area. You should see the sign for the Arena. But the door is closed. You should also see several crates. Use the SCAR Gun to move a couple of them against the door to the Arena. On the other side of this area is the Arena Access Control. Blow up the wooden door and enter. Then activate the Door Button. The door of the Arena will now open. However, two Merc Drones will emerge. But, because of the crates, they are stuck at the entrance. This will make it easier to take them both down. After killing both Merc Drones then jump over the crates and head into the Arena. When you enter the Arena then you should see a large central column, two doors to either side of this column, and two cubbyholes to either side of the screen. The door behind you will also lock. You are now trapped inside. Go around the column to find two Mercs on the walkway above. Quickly stick them both with SCAR Rounds then detonate to kill them. You should also see a door below the walkway. Now, head back to your original position then sidestep left to look at the left door. A Merc Drone will appear when the door is opened. While you are waiting, blow out all of the nearby lights. This will darken the room a bit. When the Merc Drone appears then kill it with any weapon. Then sidestep left a little more to look at the center door. Another Merc Drone will appear when the door opens. Kill it when it appears then switch back to your SCAR Gun. Head into the nearby cubbyhole and position yourself in the darkness and looking out at the last door. Three Merc Drones will appear when the door opens. However, because you are in this cubbyhole, they don't see you. And they won't move until they do. This makes them easy prey for the SCAR Gun. When you tag one then it will move to confront you. But quick detonation will prevent it from harming you. Do this to all three Merc Drones. After killing the Merc Drones then the central column will come down revealing itself to be an Elevator. And there is a Alpha Drone on it. The Elevator will help protect you from the Alpha Drone despite the enclosed space. Back up to one corner of the room, stick a SCAR Round on the Alpha Drone when it comes into view then move to the next corner as it is launching a Grenade. Repeat until you have successfully stuck five SCAR Rounds on it then detonate, run up while it is going to one knee, then kill it. After killing the Alpha Drone then look up into the Elevator shaft until you see a large yellow button. Climb up onto the Elevator and use the SCAR Gun to shoot the button so you can go up. When at the top then head left to find a Ladder down into a small crate filled room. There is a NanoMED Health Unit on one wall and the Arena Control Button on another. When you press the button then this will open the door opposite the one you entered from. Go onto the nearby catwalk, jump down and go through the open door into the next area. When you go through the door then you will hear the roar of an Alpha Drone to your left. Quickly veer right and get behind the building before it can fire. Follow the way until you see a set of stairs going up. However, as you get near the stairs, a Spider Turret appears. Back off then use the SCAR Gun to carefully destroy it. Head up to where the Spider Turret was, turn the corner and destroy the wooden door ahead. Then enter the next room and destroy the second wooden door. Go through the second wooden door and turn left. You should see a lower area with a wooden fence and a crate. Near the crate is where you will find: =============== ++[Bounty Card #38]++ =============== Climb back up to the upper level. You should see the entrance to the Refinery. Near the entrance is the Alpha Drone. Move forward enough to get its attention then head back to the room. From here you can peek out one door, stick a SCAR Round on it then go to the other door and do the same thing. Once all five SCAR Rounds are stuck on it then run up near it, detonate, then kill it as soon as it goes to one knee. After that, look at the Refinery entrance. Then turn right and head to a large cylinder then look left. You should see a gate to a room with some weapons and a Bounty Card. This gate is held in place by three latches. Stick a SCAR Round on each latch then detonate to open up the room. Then grab the weapons and: =============== ++[Bounty Card #44]++ =============== Now let's go and enter the..... 0=-=-=-=-=-=-=0 / Aguerra Prime \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >AGP9. Refinery 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 5 / \ Aguerra Prime / 0=-=-=-=-=0 0=-=-=-=-=-=-=0 Once you get through the second door then turn right to find an open door. This is where Gabril was hiding out at and you will find his body on the floor. Next to the deactivated Video-Link panel are two Sniper Rifles. Grab them to earn the: >>"Sniper Rifle" Accomplishment ***************************** From here, head out of the room and turn right to find the Elevator. Go into the Elevator to head up. When you reach the top then you should see a large locked door with the number 9 on it. But you will also see the laser sight of a Spider Turret above and to the right. Look around to find the Spider Turret and use the SCAR Gun to destroy it. To your right, from the Elevator door, you should see a Ledge. But it is too high up. Use the SCAR Gun to move one of the nearby crates so you can grab the Ledge and climb up. When you climb up then you should see a NanoMED Health Unit in front of you and a Hangrail above you. Climb the Hangrail and go through a narrow passage into the next room. You will be on the higher level of a very large, and mostly darkened, room with two large columns. Down below are three Mercs. Use the SCAR Gun from here to kill them. If you look to the other side of the room then you should see the control panel for the Rail Track. Jump down to the crates below the platform you are on, run to the panel to de-activate the Rail Track then run back to the crates so you can climb back up. Four Mercs will now appear at the next door. From your higher position they will have a hard time hitting you. Use the SCAR Gun on the ones you see. Those you can't see you will have to lure into view. Use the Assault Rifle and fire in their general direction to make them come into view then switch back to the SCAR Gun to finish them off. Jump down and head through the next door into the next area. You will see a ramp leading up to the next refinery platform. As you get near the end of the ramp then you will be attacked by four Merc Drones. Go back to the door and pick them off as they approach you. After that, head up to the platform. You should see a large cylinder next to the ramp leading to the next refinery platform. But, nearby, is a small crate at the edge of the platform not far from the ramp leading down. Use the SCAR Gun to move the crate towards the door you just came from. What you want to do is move the crate to the corner of the building closest to the ramp leading back to the previous room. Once it is in position then jump onto the crate and look towards the Rail Track. On one side of this building are three half cylinders embedded in its wall. Jump onto these half cylinders and then onto the roof. Then jump onto the Rail Track itself. Carefully go around the large crate and head to the next one. Near the large crate, on the Rail Track, is: =============== ++[Bounty Card #25]++ =============== As you get to the Bounty Card then you should also hear the sounds of nearby Spider Turrets. Climb back down and head to the ramp leading down to the next refinery platform. From the top of the ramp you should see a large pipe overhead. A Spider Turret is here. Destroy it with the SCAR Gun. Proceed about halfway down the ramp and stop. You should see two large cylinders on the right side of the ramp and two large columns in the background. You should see the laser sight of a Spider Turret on the back side of one of the cylinders. There is also a Spider Turret on the left column. Destroy it. Creep to the base of the ramp, stop, and look at the right column. Then look through the gap between the right column and the cylinders. You should see a Spider Turret on the far wall. Destroy it. Now, slowly creep around until you can see the Spider Turret on the cylinder itself. Destroy it. Then look at the left column. You should see the laser sight of another Spider Turret. Creep around until you can see it then destroy it with the SCAR Gun. Near the left column, on the small building, is a NanoMED Health Unit. On the other side of the room are three large vats. As you get close to them then you will be attacked by Mercs stationed on the upper level of these vats. Use the cylinders as cover as you pick them off. Now, go through the vats until you see a platform with some small crates. There are two Mercs here, one on the upper platform and one beneath it. Pick them off then use the SCAR Gun to move a crate so you can climb up to the platform. When you get up here then you should see a doorway ahead of you and a NanoMED Health Unit to the right of it. Go through the door to the corner, stop, and turn right. You should see the ramp leading to the next room. You will also see at least one Merc Drone wandering about the area. Pick them off with the SCAR Gun from here. From here, head back to the previous platform and turn right. Then go forward to the wall and turn left. You should see a very large pipe. Get onto the pipe and follow it all the way to the end to find: =============== ++[Bounty Card #56]++ =============== Get back to the platform and turn right then climb the first Ladder you see. Then go around the vat to find a catwalk that will let you go forward or left. Go left then go around the middle vat to another catwalk that will let you go left or right. Go right and to the other side of the next vat to find: =============== ++[Bounty Card #55]++ =============== From this Bounty Card, go back to the catwalk and go left to go around the middle vat then turn left back at the first catwalk. Go around the other side of the next vat to find the panel to Unlock Containment Sector. When you activate this panel then four Mercs will emerge. Two of them will come through the doorway near the NanoMED Health Unit. The other two will be in the next room. Get back to the catwalk and pick off the two Mercs near the doorway. Then jump down, go through the doorway and to the corner. Look into the next room to find a Merc to the left. Pick him off with the SCAR Gun. Head back out of the doorway, jump down to the lower level, and go left to find another door leading to the same room. As you go through the short tunnel leading into the next room you will hear Spider Turrets. At the far end of the room, on the very large cylinder, is a Spider Turret. Destroy it. You should also see the laser sight of another Spider Turret positioned above and to the right of the end of the tunnel. Gently creep around until you can see it then destroy it. Next, slowly rotate left and you should see a metal column. To the left of the column, and by a small crate, is a Merc. Nail him with the SCAR Gun. Slowly creep left a little more and you should see another Spider Turret on the wall. Destroy it. Exit the tunnel and go to the very large cylinder. Go around the cylinder to find, on the floor: =============== ++[Bounty Card #51]++ =============== Now, go to the base of the ramp leading up. Look to the upper end of the ramp and you should see two metal columns. To the right of the right column is another Spider Turret. Destroy it. Head to the small crate where you killed the Merc. Look towards the door leading to the next room. To the left of the door is another Spider Turret. Destroy it. From the small crate, go right and around the side of the building. Follow the way until you get near the end. There is a Spider Turret on the wall so destroy it. When you get to the end of the path then you should see, on the floor: =============== ++[Bounty Card #36]++ =============== Now, turn around and go back to the metal column near the small crate and stop. Ahead of you is a large cylinder. To the right of the large cylinder, in the darkness, is another Spider Turret. Destroy it. Go to the cylinder and look back at the door. You should see the laser sight of another Spider Turret on the right side of the door. Slowly sidestep left until you can see it then destroy it. From here, go through the doors leading to the..... 0=-=-=-=-=-=-=0 / Aguerra Prime \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >AGP10. Spaceport 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 4 / \ Aguerra Prime / 0=-=-=-=-=0 0=-=-=-=-=-=-=0 When you open the door then you should see a room with a crate on the left, two small cylinders (standing), one small cylinder (laying on its side), and a small crate near that cylinder. To your right you should see a ramp leading up. But first, go behind the two small cylinders to find, on the floor: =============== ++[Bounty Card #23]++ =============== Now, head to the base of the ramp leading up. Ahead of you should be the next part of this room. There is a crate directly ahead of you and one to your right. There is also a doorway on the left. But there is a Spider Turret in the next hallway. Creep up the ramp and slowly turn left to find the Spider Turret on the hallway wall. When you find it then use the SCAR Gun to destroy it. Then head into the corridor and turn right. Follow the corridor and it will lead you into a large area. This large area has a very large pit in the center. Going over the pit is the Rail Track. There is also a path on the right side of the pit leading to the other side of this area. As you proceed down this path then you will attract the attention of two Mercs. Run back to the corridor and use it for cover as you kill the two Mercs with your weapon of choice. After killing the two Mercs then head to the other side of the area. In the corridor ahead you will see a Merc standing next to a blue button. Kill him. However, as you approach the dead Mercs position, a gate will drop down preventing you from entering the corridor. You need to find another way in. But, before you do anything else, you should use the SCAR Gun to move the crate closest to you toward the stack of crates in the background and blow out the two lights in the corridor. This will help you later. Turn around and head back. As you proceed you should see two thick wires with lights on the left side of the path. Follow the wires to the end and it should terminate at the catwalk above. But there is no way to get up there. On the wall nearby you should see two large yellow buttons. Stick SCAR Rounds on each and detonate to bring down a Ladder. Climb up the Ladder and turn left. Proceed forward until you reach the end of this catwalk. You should see a catwalk attached to the metal wall ahead of you that you can reach with the nearby beams. You will also hear the skittering of Spider Turrets. Instead of heading to the next catwalk, drop back down to ground level. Look up at the Rail Track and you should see a large crate. To the right of this crate, on the wall, are two Spider Turrets. Destroy them with the SCAR Gun. Then look up to see the catwalk attached to the metal wall above. Turn left, while looking up, and proceed forward on the path until you see the end of the catwalk. To the right, on the large cylindrical part of the wall is another Spider Turret. Destroy it. Slowly proceed near the edge of the pit then look upward again. There should be a narrow beam crossing over the Rail Track. There is a Spider Turret on it. Destroy it. Now, head back to the first corridor and look out towards the other end of the area. On the metal wall, above and right of the center of your screen, is another Spider Turret. Destroy it. Next, go back up the Ladder and get onto the catwalk attached to the metal wall. Turn left and proceed to the end of the catwalk. You should see an entry leading to a small platform attached to the cylindrical part of the wall. But don't go on this platform yet. Look through the entry and directly ahead of you. On another cylindrical portion of the wall in the background is another Spider Turret. Destroy it. This should take care of all of the Spider Turrets in this area. Jump onto the small platform and go onto the Rail Track. Head to the other end of this area. As you get near the large crate, look down. On one of the beams is a Bounty Card. But it is a little tricky to get to. When you get to the end of the large crate then turn left. You should see a beam leading to two large pipes. Go to the end of the beam and carefully get down onto the smaller of the two pipes. Crouch down for better control and slowly proceed along the pipe until you are directly above a catwalk. Drop down then proceed to the beam where you can get: =============== ++[Bounty Card #45]++ =============== To get back up, turn around and jump onto the large pipe. Turn right and carefully jump onto the narrow bar then carefully drop back down onto the large pipe. Crouch back down then slowly proceed back to the beam where you started. Another option is, since you permanently save the Bounty Card to your profile when you pick it up, is to just drop into the pit and kill yourself. However, you will restart at the top of the Ladder prior to destroying the Spider Turrets meaning you will have to destroy them again. After passing the large crate then head to the closed door with the flashing red light then turn left to find the opening down to the next corridor on the other side of the gate. Ahead of you is another room with some crates. In another part of this room are four Mercs. If you blew out the lights here in the corridor then it will make it harder for them to see you. Use the SCAR Gun to move the nearby crates to block the entrance. They will slowly approach you to investigate to noise. Pick them off one by one until they are dead. After the battle, you should see a NanoMED Health Unit on the wall of this corridor if you need it. Now proceed through the next room until you reach the next pair of doors. When you open the second door then you will look out into a large room. From the opening you should see a large metal column to your left, a small building ahead of you in the background, and a cylinder. To the right of the large metal column is a Spider Turret. Destroy it with the SCAR Gun. Sidestep right then look back at the large metal column. You should see another Spider Turret on the wall just to the left of the large metal column. Destroy it. Then proceed a couple of steps inside and look right. Deep into the dark corner is another Spider Turret. Destroy it. While still looking into the dark corner, turn on your EyeShine. You should see another large cylinder in the background. Sidestep left a little and you should attract the attention of two Merc Drones. Use the SCAR Gun to kill them from your position. Then turn off your EyeShine and look at the nearby large cylinder. Creep around the cylinder until you see the Spider Turret on the side of the small building. Destroy it. Now, go to the left side of the small building where there are three half-cylinders on the side. Right in the corner, near the half-cylinders, is a small rounded extension on the floor where you can jump onto it then onto the half-cylinders to reach the roof. And on the roof you will find: =============== ++[Bounty Card #12]++ =============== (Thanks to Warren Taylor for pointing out the extension on the floor.) From here, jump down and head to the Elevator ahead of you. When you reach the top of the Elevator then take a couple of steps forward and stop. You should see two small buildings - one to your left and one on your right. Ahead of you is an archway with a stack of crates to its left. And you will hear the chittering of Spider Turrets. Wait for a little bit and you should see two Merc Drones come into view in the background. Then turn around and use the Elevator to go back down to the lower room and climb the crate back to the roof from where you got Bounty Card #12. The Merc Drones will eventually head to the Elevator but cannot activate it. From your position you can safely pick them off with any weapon. After killing the Merc Drones then head back up the Elevator, take two steps, hug the left small building and stop. Look up and to the right and you see a large cylinder on top of the right small building. If you creep forward a little then you should see a large metal column come into view. There is also a Spider Turret up here as well. Use the SCAR Gun to destroy it. Creep forward a little more and you should see another Spider Turret on the same column. Destroy it as well. Now bring the gun back down to eye level and creep forward a little more to reveal another Spider Turret on the large metal column. Destroy it. And by destroying this Spider Turret then you will also destroy the last one. You will no longer have to worry about them for the rest of the game. From here, follow the way until you reach another large area with two more small buildings, to your right, and two more large vats in the background. However, Spinner will open a large door to taunt you then turn loose an Alpha Drone. Head back up the ramp and near the first archway. The archways on the lower area will keep the Alpha Drone from coming up to chase you. Stick him with five SCAR Rounds from this safe distance then run down the ramp, detonate the rounds, and kill it when he gets to one knee. After killing it, look around. Nearby is a small building with two large cylinders, bound together, on the top. On one end is a small cylinder with a red triangle. Grab a Grenade and throw it at this cylinder to destroy it. Back far away when you do. The explosion will cause the two large cylinders to fall into the small building which will create a larger explosion that destroys the door. Go inside the small building to find a NanoMED Cartridge on the floor along with: ============== ++[Bounty Card #4]++ ============== Now, go to the vats at the end of the room. You should see a Ladder on the vat to the right. Climb it and go around the vat to find a narrow corridor leading to the next room. When you get there then you should be be looking down into it. There are also three Merc Drones down there. Use the SCAR Gun to safely pick them off from up here. Then drop down and go right then left. At the base of the small set of stairs, to the left, is the panel for Rail Power. If you go a little further you should see a NanoMED Health Unit on the right wall. Activate Rail Power and follow the large crate into another large room. But Spinner will notice something funny and stop the Rail Track. There is also an Alpha Drone in this room. Use the stack of crates plus the crate you followed as cover as you stick enough SCAR Rounds to stun it so you can kill it. One very annoying aspect of this fight is that the Grenades can easily go through the stack of crates at the right angle making this a bit harder than it needs to be. After killing it then another Alpha Drone will appear behind the stack of crates. Use the same method on this one as well. After killing the second Alpha Drone, Spinner will now come into the room from the large Airlock door. He will be in a Mech and you have no weapon that can take him down. Except for one. As he is taunting you, head to the Alpha Drone closest to the Airlock door and wait for the Take Grenade prompt. Then, when he appears, Take Grenade and throw it at him. One direct hit is all it takes to bring him down and earn the: >>"Kill Spinner" Accomplishment ***************************** Now, head to Spinner and Take Executive ID Card: Riddick: "In the end, everybody bleeds the same." After that, then head into the Airlock and into the next section of the guide..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >ASL9. Return to the Dark Athena | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ By entering the Airlock then you have returned to the Dark Athena. But you still have some work to do in order to escape from Aguerra Prime..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >RDA1. Crate Room 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 1 / \ The Dark Athena / 0=-=-=-=-=0 0=-=-=-=-=-=-=-=0 After entering the Airlock then stop at the Keypad. Just beyond the next couple of doors is a large crate room with four tough Mercs inside. But there is a way to make this a much easier battle. When you use the Keypad then go through the next door and hug the right wall as you proceed to the next door. When you open the next door then take an immediate right and jump onto the Rail Track while heading to the corner. Then turn left and run to the next corner which is protected by a large crate. This narrow gap between the crate and the wall makes an excellent spot for picking off the Mercs. Even better is the fact that the Mercs can't go onto the Rail Track. After they initially fire on you as you make your way to this hiding spot then they will then go to look for you. Peek out, stick a SCAR Round on a Merc, pull back as the others fire on you, then detonate to kill the selected Merc. Repeat until all four Mercs are dead. Next, leave your hiding place and grab the Merc weapons then go to the other side of this room. There should be a stack of large crates against the wall. Climb it all the way to the top to find: =============== ++[Bounty Card #10]++ =============== From here, jump down and head to the large column near the center of the room then turn left to find the Quarantine Checkpoint door. When you go inside then you will find yourself in a circular room with a NanoMED Health Unit on the right side, an InterCom Station on the left side, and a glass door ahead of you. When you use the InterCom Station then you will see Lynn. She somehow managed to escape from Revas and knocked out the engines to the ship in an effort to strand the Dark Athena. In addition, she mentions that she can make the Drones not hurt them anymore. As the conversation ends, Riddick is confronted by Revas who is on the other side of the glass door. She commands her nearby Mercs and Drones to kill Riddick. But then the Drones kill the Mercs and the glass door gets covered up with blood. After about a minute, the door unlocks and you enter into..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >RDA2. Drone Revolt 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ Cards - 1 / \ The Dark Athena / 0=-=-=-=-=0 0=-=-=-=-=-=-=-=0 Earlier in the game you had to either kill or evade the Drones. But, thanks to Lynn, they are now on your side. When you go through the glass door then you will see a Drone just standing there. He won't hurt you so just leave him alone: Riddick: "Eventually, all servants turn on their masters." From here, turn left and proceed through the corridor until you reach another glass door. This door leads into a large room with a walkway above. There are five Mercs in this room including two on the walkway. There are also two Drones here. The Mercs are focused on the Drones which effectively distracts them from you. Pick off the Mercs on ground level to protect the Drones. Then go further into the room to look for the Mercs on the walkway to you can kill them. Next, go into the Elevator that leads to the Executive Deck and to Prototype Testing and head up: "Where there's hated, sow justice. Where there's injury, pardon. Where there's doubt, hope. And may a swift and certain death befall anyone who stands in my way. Ain't much of a prayer, but it sounds good." When you exit the Elevator then turn right. On the left wall is a door. On the right wall is a NanoMED Health Unit. Next to it is a locked door through which you can see four circular red glass pillars. Now, go through the open door and you should see an Alpha Drone Control Station to your left. However, before using it, go forward to the wall ahead and turn left. You should see an alcove with a glass door. Blast the glass and enter the alcove to find, on the floor: =============== ++[Bounty Card #60]++ =============== And with that you will have collected all of the Bounty Cards in the game. This will also earn you the: >>"Bounty Hunter" Accomplishment ****************************** Now, go and use the Alpha Drone Control Station which will also earn you the: >>"Control an Alpha Drone" Accomplishment *************************************** When you take control of the Alpha Drone then you have command of a Chaingun which you use with the Fire Weapon Button and Grenades which you use with the Block Button. There is also a Damage Meter on the upper left corner of your screen. But the Alpha Drone is much tougher than a standard Drone. This next part is pretty straightforward. Go through the door ahead and through the corridors killing every Merc you come across with the Alpha Drone's weapons. Eventually you will come to a door. Go through the door and kill the four Mercs with a Grenade. Then turn left to find Lynn in a vent. Get Lynn and leave the room. Follow her instructions to the next room while killing all of the Mercs you come across. When you get to the next room then drop her off in a vent so she can go to the computer room and open an Elevator that leads to a ship. After that, you are then removed from the Alpha Drone Control Station. Exit the room and you will find that the locked door by the NanoMED Health Unit is now open. You should also see the bodies of some Mercs and an Alpha Drone. Go to the body of the Alpha Drone and look through the open door. At the other side of the room, past the four red glass columns, is an Elevator. Before moving any further, fire a SCAR Round at the Elevator button, on the right side of it, and detonate it to open it. From here, as you enter and move forward through the room, then you will be confronted by..... 0=-=-=-=-=-=-=-=0 / The Dark Athena \ /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\ | >RDA3. Captain Gale Revas 0 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/ \ The Dark Athena / 0=-=-=-=-=-=-=-=0 Captain Revas is extremely upset at Riddick for ruining years of work. She is also wearing a very tough suit of armor with the ability to fire small rockets as well as a small machine gun. Doing melee combat on her is practically suicide. In addition to the armor, she has a kick motion that is unblockable and will do major damage to you as well as pushing you far enough away so she can use her weapons. Projectile weapons also have no effect. Even the Sniper Rifle is useless. But there is an easy way to defeat her using only the SCAR Gun. You need to push her into the open Elevator shaft to get rid of her. Only the SCAR Gun is capable of doing this. Next, go to either the right or left side of the room and position yourself between the red glass columns. It should be noted that these columns will disintegrate if hit enough times with Rockets so they are temporary cover at best. Look toward the open shaft and stick Revas with a SCAR Round but don't detonate. At some point she will pause in front of the Elevator shaft. Detonate the SCAR Round when she does. She will fall to the ground and backward. While she is on the ground, stick her with another SCAR Round. When she stands straight up and puts her hands up in a fighting position then detonate to make her fall down again and push her closer to the open shaft. Keep repeating this pattern until you knock her into the shaft and start the final cutscene with her and Riddick. After disposing of Revas, both Riddick and Lynn enter a nearby Elevator to make their escape from the Dark Athena and Johns (at least temporarily): Riddick: "When I say goodbye, it's forever." You will also earn the difficulty based Accomplishment if you beat the game on either the Normal or Hard mode. Now, onto the next section..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >ASL10. "Dark Athena" Summaries | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed in this section are the summaries of all Bounty Cards and Side-Missions. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Summary of Bounty Cards |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Listed below are the summaries of the Bounty Cards within "Assault on Dark Athena". They are listed as they are found within the main body of the guide: 0---------------------------------------------------------------------------0 | The Story Begins..... |===========================| The Story Begins..... | 0---------------------------------------------------------------------------0 0==========0 | The Beach \ 0======================================================> ++Bounty Card #35 =============== Name: Manje Curr. Wanted: For war crimes and treachery against his own people on Mabashiri 2. Reward: 625,000 UD. Unlocks: Aguerra Ghost Drone. Where: On a small platform inside a small corridor. 0---------------------------------------------------------------------------0 | The Dark Athena |=======================================| The Dark Athena | 0---------------------------------------------------------------------------0 0==========0 | Cargo Bay \ 0======================================================> ++Bounty Card #7 ============== Name: Jaybird Fries. Wanted: For poaching the queen's swans on TR19-46. Reward: 67,000 UD. Unlocks: Athena NanoMED. Where: In a small corridor next to a locked door near the beginning of the Cargo Bay. ++Bounty Card #9 ============== Name: Chugger Slich. Wanted: On Orion-4 for 124 counts of arson. Reward: 920,000 UD. Unlocks: Athena Merc. Where: On an upper level next to the glass room on the upper level of the Cargo Bay area. ++Bounty Card #49 =============== Name: "Polarbear" Mygaw. Wanted: For stabbing seven people with an ice pick. Reward: 10,000 UD. Unlocks: Gale Revas. Where: On a beam in the upper level of the Cargo Bay area. Use a Ledge to shimmy over to it. ++Bounty Card #34 =============== Name: Jestin Thrints. Wanted: For the murder of a prominent talk show host. Reward: 420,000 UD. Unlocks: Cargo Bay Room. Where: On an upper level on one side of the upper level of the main Cargo Bay area. Use the Ledge to shimmy over to it. ++Bounty Card #19 =============== Name: Tagger Nills. Wanted: For 16 counts of assault & 3 counts of kidnapping. Reward: 650,000 UD. Unlocks: Spinner. Where: In a corner near some crates on one side of the lower level of the main Cargo Bay area. 0=====================0 | Celldecks (Part One) \ 0======================================================> ++Bounty Card #59 =============== Name: George Homely. Wanted: For impersonating a state official with the intent to kill his wife. Reward: 15,000 UD. Unlocks: Lynn Silverman. Where: Under the floor that goes around the Control Room. 0====================0 | Berthing (Part One) \ 0======================================================> ++Bounty Card #53 =============== Name: Treakin Badba. Wanted: For the murder of four piano teachers & a tuba player. Reward: 725,000 UD. Unlocks: Margo Marvins. Where: On the floor next to the locked Mess Hall door. ++Bounty Card #28 =============== Name: Bracer Neglina. Wanted: For setting fire to a bingo parlor & killing 8 people using a knitting needle. Reward: 800,000 UD. Unlocks: Berthing Area. Where: On a table halfway through the first Berthing area. ++Bounty Card #47 =============== Name: "Madhouse" Magee. Wanted: For bludgeoning 3 people to death with a gold club. Reward: 625,000 UD. Unlocks: Jaylor. Where: On a desk inside Margo's Quarters. ++Bounty Card #24 =============== Name: Lawrence "Render" Unconscious. Wanted: For selling large quantities of illegal mind-altering drugs to minors. Reward: 25,000 UD. Unlocks: Berthing Diner. Where: Inside the Showers next to Margo's Quarters. 0===========0 | Alternator \ 0======================================================> ++Bounty Card #54 =============== Name: Helium Brown. Wanted: For the massacre at pig pool. Reward: 920,000 UD. Unlocks: Multiplayer Pickups. Where: On top of the crate wall on a small ledge. ++Bounty Card #6 ============== Name: Horis Mondlion. Wanted: As a suspect in the robbery of the Grandelle-Hall estate on p7-632. Reward: 15,000 UD. Unlocks: Bonner. Where: Inside a shaft that runs behind a wall. ++Bounty Card #39 =============== Name: Conyard Pudack. Wanted: For detonating highly explosive materials in a public place killing 32 people. Reward: 35,000 UD. Unlocks: Cell Decks Room. Where: On top of some crates in the Catwalk Room of the Alternator area. 0====================0 | Berthing (Part Two) \ 0======================================================> ++Bounty Card #46 =============== Name: Nedrick Veran. Wanted: For imprisoning two people in his basement for 26 years. Reward: 175,000 UD. Unlocks: Ironlord. Where: In a hidden room underneath the floor. Find the words "Mess Hall" on the floor. Between the word "Hall" and "Berthing" you will see a grill. Shoot it out with the Tranq Gun to gain access. ++Bounty Card #29 =============== Name: Stoney Matheson. Wanted: For the destruction of the only house of ill-repute in Besrond City. Reward: 325,000 UD. Unlocks: Sad Eyes Grinder. Where: On a table in the Mess Hall. 0=========0 | Data Pad \ 0======================================================> ++Bounty Card #58 =============== Name: Ethan "The Bullet" Fromere. Wanted: For abducting a religious leader and holding him hostage. Reward: 25,000 UD. Unlocks: Max Dacher. Where: On some crates near the Comm Station Room area. ++Bounty Card #30 =============== Name: Johnny "The String" Casino. Wanted: For bigamy, larceny & manufacturing methods of false identification. Reward: 25,000 UD. Unlocks: Ellen Silverman. Where: In a Storage room near the Comm Station Room. 0===========0 | Main Decks \ 0======================================================> ++Bounty Card #11 =============== Name: Nexta Ignernt. Wanted: For the assassination of President Ari Chen on Logos IV. Reward: 800,000 UD. Unlocks: Exbob. Where: At the end of the short hall near where you start the Main Decks chapter. ++Bounty Card #41 =============== Name: Alain Isrea. Wanted: For unintentionally dismembering 2 family members in a struggle for a game controller. Reward: 265,000 UD. Unlocks: Executives Hall. Where: Inside the Drone Control Room on a stack of crates. ++Bounty Card #2 ============== Name: Harry Pentwine. Wanted: For illegal, inhumane & unexpected pain research on subway passengers. Reward: 30,000 UD. Unlocks: Riddick Render. Where: Near a locked door on the upper level of the Main Decks area. ++Bounty Card #5 ============== Name: "Bouncer" Reckwin. Wanted: For throwing a law officer through a 8th floor window. Reward: 720,000 UD. Unlocks: Starbreeze Team Photo. Where: At the end of a corridor that can only be accessed by a Hangrail on the upper level of the Main Decks area. 0=====================================0 | Gravity Generator and the Drone Mile \ 0======================================================> ++Bounty Card #22 =============== Name: Kari Merrystar. Wanted: For 18 counts of kidnapping & murder. Reward: 12,000 UD. Unlocks: Drone Mile Machine Room. Where: At the edge of the path behind a console. ++Bounty Card #14 =============== Name: Clubber Brassbat. Wanted: For questioning in regards to several buried bodies found on his property. Reward: 20,000 UD. Unlocks: Drone Mile Transport Track. Where: On the narrow ledge by the door. ++Bounty Card #57 =============== Name: Programmer Jay. Wanted: For guiding his cult followers to commit a mass suicide. Reward: 500,000 UD. Unlocks: Athena. Where: By some crates in a corridor. ++Bounty Card #26 =============== Name: Hans Larsson. Wanted: For hacking into financial facility computers on RZ14, and withdrawing all funds held there-in. Reward: 990,000 UD. Unlocks: SubMachine Gun. Where: In a corner at the Drone Rail Track room. 0========0 | Recycle \ 0======================================================> ++Bounty Card #42 =============== Name: Babcock Walters. Wanted: For several counts of murder & memorabilia theft. Reward: 798,000 UD. Unlocks: How to make a Ghost Drone. Where: Near a NanoMED Health Unit in a room just past the Operating Room. ++Bounty Card #37 =============== Name: Flamer Patrice. Wanted: For bludgeoning his wife to death, then disposing of the body in a public park. Reward: 46,000 UD. Unlocks: Sniper Rifle. Where: Near a locked door inside the Waste Disposal Room. ++Bounty Card #13 =============== Name: "Big Daddy" Bullocks. Wanted: For 37 counts of malicious sexual assault & battery. Reward: 352,000 UD. Unlocks: Aguerra. Where: Behind some crates at one end of a crate filled room. ++Bounty Card #8 ============== Name: Drayson Grey. Wanted: For inventing an infectious flesh-eating virus in the former colony of Pegrend 13. Reward: 845,000 UD. Unlocks: Athena Assault Rifle. Where: On an upper platform inside the room where you ambushed by several Drones. 0===========0 | Hangar Bay \ 0======================================================> ++Bounty Card #40 =============== Name: Matt Docrew. Wanted: For sabotaging fundamental circuitry on a colony transport vessel, resulting in 34902 deaths. Reward: 55,000 UD. Unlocks: Athena Exterior. Where: In a small room under the floor. ++Bounty Card #16 =============== Name: "Screamer" Streger. Wanted: For holding the employees of a convenience store hostage and two counts of rape. Reward: 178,000 UD. Unlocks: Miles' note to his wife. Where: On a small platform in the middle of the Hangar Bay. 0---------------------------------------------------------------------------0 | Aguerra Prime |===========================================| Aguerra Prime | 0---------------------------------------------------------------------------0 0=========0 | Culvert \ 0======================================================> ++Bounty Card #15 =============== Name: Pally Peedleborn. Wanted: For developing illegal home-brewed beverages that cause unwanted side effects. Reward: 235,000 UD. Unlocks: Aguerra Town 4. Where: Behind a crate near a set of stairs. ++Bounty Card #52 =============== Name: Veris Braggina. Wanted: For strangling 8 people with a piano wire. Reward: 65,000 UD. Unlocks: Irvin Senate. Where: On an upper level behind a chain-link fence. ++Bounty Card #33 =============== Name: Dally McLester. Wanted: For willful violation of construction codes resulting in 12010.5 deaths. Reward: 920,000 UD. Unlocks: Gravity Core. Where: On a narrow ledge near a NanoMED Health Station. 0============================0 | New Venice South (Part One) \ 0======================================================> ++Bounty Card #3 ============== Name: Miss Kissy. Wanted: For killing 10 people using a specially formulated poisonous lipstick. Reward: 29,000 UD. Unlocks: Aguerra Town 2. Where: In a small nook not far from the Supply Depot Gate. ++Bounty Card #43 =============== Name: Fravin Candown. Wanted: For shooting 11 co-workers in the back of the head. Reward: 345,000 UD. Unlocks: Aguerra Town. Where: On a ledge at one side of the Supply Depot. ++Bounty Card #32 =============== Name: Serth Yaltrow. Wanted: For collaboration with a known criminal in order to obtain large quantities of illegal narcotics. Reward: 35,000 UD. Unlocks: Underwater Base. Where: On the roof of the Supply Depot. ++Bounty Card #31 =============== Name: "Raizer". Wanted: For drowning two women and shooting their three boyfriends. Reward: 756,000 UD. Unlocks: Aguerra Settlement. Where: On an upper walkway just before the door leading to the Village Square. Use the Hangrail to go over to it. 0==========================0 | Village Square (Part One) \ 0======================================================> ++Bounty Card #21 =============== Name: Slinger Remnan. Wanted: For breaking and entering as well as willful destruction of private property. Reward: 274,000 UD. Unlocks: Aguerra NanoMED. Where: In a small room on the table. ++Bounty Card #1 ============== Name: Jimmy Greshner. Wanted: For shoplifting & armed robbery. Reward: 45,000 UD. Unlocks: SCAR Gun. Where: Under a wooden scaffold that you have to destroy with the SCAR Gun to access. 0============================0 | New Venice North (Part One) \ 0======================================================> ++Bounty Card #27 =============== Name: Trip Strider. Wanted: For planting explosives with the intention of blowing up a public gaming hall. Reward: 56,000 UD. Unlocks: Aguerra Civilian. Where: On a shelf of a tin metal shed that you need to destroy with an Alpha Drone Grenade. ++Bounty Card #18 =============== Name: Cornwald Sanders. Wanted: For murder, arson & tax evasion. Reward: 898,000 UD. Unlocks: Aguerra Mood Concept. Where: In a small room that can only be accessed by entering a small shaft. ++Bounty Card #48 =============== Name: Marck Killinfel. Wanted: For the beating death of six individuals found dumped in a decorative fountain in the city. Reward: 198,000 UD. Unlocks: Alpha Drone Render. Where: On a small docking platform that can be accessed by destroying two wooden doors with the SCAR Gun. ++Bounty Card #20 =============== Name: Holly Jo. Wanted: For numerous bombings of civilian transports. Reward: 897,000 UD. Unlocks: Water Creature. Where: In the attic of the Communications Center building. 0=========0 | Old Town \ 0======================================================> ++Bounty Card #50 =============== Name: Ben Dere. Wanted: For attempted genocide on the planet Alku. Reward: 895,000 UD. Unlocks: Alpha Drone. Where: In a depression under a bridge. ++Bounty Card #17 =============== Name: Acora Minola. Wanted: For the shooting deaths of 27 family members, who all lived in the same 3 room house with her. Reward: 56,000 UD. Unlocks: Aguerra Bridge. Where: On an upper level that can be accessed by climbing a bridge. ++Bounty Card #38 =============== Name: Zitmo Rager. Wanted: For extortion, murder & shooting a public com station. Reward: 765,000 UD. Unlocks: Aguerra Bridge 2. Where: Under a crate just past the Arena. ++Bounty Card #44 =============== Name: "Croucher" Ulong. Wanted: For attacking pedestrians with a box cutting knife, five counts of assault with a deadly weapon. Reward: 123,000 UD. Unlocks: Spider Turret. Where: In a small room with weapons that can be opened with the SCAR Gun. 0=========0 | Refinery \ 0======================================================> ++Bounty Card #25 =============== Name: Stigner Yerassa. Wanted: For the destruction of 2 class C military ships. Reward: 78,000 UD. Unlocks: Aguerra Sunken Industry. Where: On the Rail Track next to a large crate. You need to move a small crate with the SCAR Gun to a point next to a small building so you can climb onto the roof then onto the Rail Track. ++Bounty Card #56 =============== Name: Kaiula Beni. Wanted: For distributing unexpectedly lethal adult toys. Reward: 245,000 UD. Unlocks: Aguerra Town 3. Where: At the end of a very large pipe. ++Bounty Card #55 =============== Name: Bresser Ratt. Wanted: For burning down a bookstore that refused to sell his auto-biography, "Docile Persuasion". Reward: 11,000 UD. Unlocks: Aguerra Refinery 2. Where: On an upper level of a large refinery vat. ++Bounty Card #51 =============== Name: Kivak Ragellen. Wanted: For developing a lethal chemical powder & marketing it as a sugar substitute. Reward: 145,000 UD. Unlocks: Aguerra Refinery. Where: Behind a very large cylinder. ++Bounty Card #36 =============== Name: Corison ManGuard. Wanted: For vandalism & sexual assault on Aguerra Gamma. Reward: 754,000 UD. Unlocks: Pavlo. Where: At the end of a path that goes around a building. 0==========0 | Spaceport \ 0======================================================> ++Bounty Card #23 =============== Name: Uric VanDelvin. Wanted: For piracy & murder. Reward: 29,000 UD. Unlocks: Aguerra Refinery 3. Where: Behind two small cylinders at the beginning of the chapter. ++Bounty Card #45 =============== Name: Ty Withrope. Wanted: For several acts of cannibalism. Reward: 145,000 UD. Unlocks: Alpha Drone Control Room. Where: On a small beam under the Rail Track bridge. You must carefully climb down using the nearby pipes to access. ++Bounty Card #12 =============== Name: Crank Richters. Wanted: For armed robbery, assault & battery. Reward: 220,000 UD. Unlocks: Alpha Drone Machine. Where: On the roof of a small building. Use the SCAR Gun to move a small crate next to the building so you can climb to the roof. ++Bounty Card #4 ============== Name: "Lucky" McFall. Wanted: For breaking into a city morgue and committing acts of necrophilia. Reward: 10,000 UD. Unlocks: Loading Dock. Where: In a small building where you fight an Alpha Drone. You have to use an Alpha Drone Grenade to destroy a small cylinder on the roof of this building to cause a bigger explosion to open the door so you can get this Card. 0---------------------------------------------------------------------------0 | Return to the Dark Athena |===================| Return to the Dark Athena | 0---------------------------------------------------------------------------0 0===========0 | Crate Room \ 0======================================================> ++Bounty Card #10 =============== Name: Tocker Pudwill. Wanted: For extortion of funds using the name of a fake charity. Reward: 725,000 UD. Unlocks: Alpha Drone Alcoves. Where: On top of a stack of large crate on one end of the Crate Room. 0=============0 | Drone Revolt \ 0======================================================> ++Bounty Card #60 =============== Name: Pressy Banba. Wanted: For single-handedly inciting a civil war on Chasyx Azere. Reward: 454,000 UD. Unlocks: Yoto. Where: In a small alcove that you can access by destroying the glass doors. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Summary of Side-Missions |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Listed below are the summaries of the Side-Missions within "Assault on Dark Athena". They are listed as they are found within the main body of the guide: 0---------------------------------------------------------------------------0 | The Dark Athena |=======================================| The Dark Athena | 0---------------------------------------------------------------------------0 0=====================0 | Celldecks (Part One) \ 0======================================================> ++Ellen Silverman =============== Mission: Get parts for her to make a Vent Tool. ------------------------- How: You have to complete Jaylor's Side-Mission first to get access to a locker that has a Screwdriver then go through the Alternator area to find Tool Parts on top of an Elevator. ------------------------- Reward: You get a Vent Tool that you need so you can access other parts of the ship. ++Jaylor ====== Mission: Kill Margo and bring back his Gold Tooth. ------------------------- How: Go the the Berthing area to confront Margo. You have to climb a shaft to access his locked quarters. After killing him then retrieve his Gold Tooth. ------------------------- Reward: You get the code to open a nearby locker so you can get a Screwdriver. This is part of the necessary tools you need to make a Vent Tool with Ellen Silverman. 0=======================0 | Celldecks (Part Three) \ 0======================================================> ++Max Dacher ========== Mission: Get him a Data Pad. ------------------------- How: After getting Ellen Silverman to make a Vent Tool for you then talk to Max Dacher who will give you this Side-Mission. You need to go to the Comm Station Room where a Data Pad can be found on the chair. Grab it and bring it back to Max. ------------------------- Reward: He will help you by doing certain things when you access Com Stations around the Dark Athena. 0========0 | Recycle \ 0======================================================> ++Miles ===== Mission: Find his letter and send it out. ------------------------- How: Talk to Miles in the Operating Room first to start this Side-Mission. After exiting the Mech during the Cellblocks Riot chapter, hang a right and enter Johns' cell. You will find Miles' Letter in a crack in the wall. Grab it then go back to the Comm Station Room and transmit it. ------------------------- Reward: You get the "Miles' Letter" Accomplishment. 0---------------------------------------------------------------------------0 | Aguerra Prime |===========================================| Aguerra Prime | 0---------------------------------------------------------------------------0 0============================0 | New Venice South (Part One) \ 0======================================================> ++Pavlo ===== Mission: Get a Gas Mask for him. ------------------------- How: After rescuing him from the Merc Drones then he will give you the key to the Supply Depot Gate so you can get to the Supply Depot to acquire the Gas Mask for him and the SCAR Gun for yourself. When you return to his house with the Gas Mask then you find that another group of Merc Drones managed to enter his house and kill him. ------------------------- Reward: You gain access to a NanoMED Health Unit inside his house plus the "SCAR Gun" Accomplishment for acquiring the weapon. 0============================0 | New Venice North (Part One) \ 0======================================================> ++Gabril ====== Mission: Destroy five Signal Jammers. ------------------------- How: After contacting him from the Communications Center then you have to destroy the Signal Jammers. Two Jammers are at New Venice North, one at the Village Square, and the last two are at New Venice South. When you destroy the Jammers then go and contact Gabril. He is happy that you succeeded and will wait for you. However, as he is talking to you, a Merc has come up behind him and is about to end his life. ------------------------- Reward: You get the "Gabril" Accomplishment for destroying the Signal Jammers and the "Sniper Rifle" Accomplishment when you get to where Gabril was hiding (just past the Refinery entrance) to find the weapon on the table by the Video-Link. And with that, it's time to wrap things up..... /==++====++==\ /==++====++==\ /==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\ | >RDK4. Conclusion | \==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/ \==++====++==/ \==++====++==/ 0================0 | General Notices \ 0===============================================> This document is copyright (c) Robert Allen Rusk (RARusk) 2009-2012. This guide may only be distributed and/or posted in its original format (and, most importantly, UNALTERED in any way). If you wish to post or use excerpts from this guide then please ask for my permission first before doing so (especially if you work for a magazine or website). A lot of time and effort was spent putting this thing together and that should be taken into consideration. And remember..... "Respect is everything." Although my guides and FAQs can be found at many sites around the internet, the latest versions of my work can always be found first at GameFAQs since that is my primary contribution site. A complete listing of all of my work can be found here: >>http://www.gamefaqs.com/features/recognition/33493.html Most of my guides are dedicated to the popular "Grand Theft Auto" game series but some of my other work include the "Hitman" games, "Bully, and "The Darkness" titles. 0===================0 | Additional Sources \ 0=======================================================> --"The Chronicles of Riddick: Assault on Dark Athena" (Game Manual) --"The Chronicles of Riddick" (Unrated Director's Cut DVD) --GameFAQs "The Chronicles of Riddick: Escape From Butcher Bay" Message Board --AceOfBlades (Elevator Shortcut) --StarRain66 (Abbott Strategy) --DeadmeatX's "The Chronicles of Riddick: Escape From Butcher Bay" (PC Version) Guide --GameSpot --Enclave Easter Egg --GameFAQs "The Chronicles of Riddick: Assault on Dark Athena" Message Board 0=========================0 | Additional Contributions \ 0=======================================================> --Anthony Peregoy --Rosemary Javurek --I_Like_Pancakez --The Hero --sithicus --Dean Mason --Tony Marshall --Peter Kirby --Alan McKee --strikt911 --Joshua Spicer --Luke Adkins --Caryl Preston --warren taylor --joachim buyse --Chase Turner --eddie walker --"Chris ." --E.T.Webb --Lauri HŠrsilŠ --Barac Wiley --ali tapal --Dexter Lowe --JemyM --Ashton Green --Jason Eng --angelos22 --Matt Hemme --Miguel Guido --Manuel Ortun Sobrino --feralucce --Calvin Hobbes --Fredrik Persson --blade2188 --tenchi574 --Srikumar Chari --Norman Mohrholz --Zachary McNeal --no register --W. David Eldred --Tom Jacob --Steve101 --AJ --hayder hayder --Casey Stangel --Michael Spencer --aiat soltani --Adam Gent 0========0 | Credits \ 0=======================================================> Credits and thanks go out to the following: >>Starbreeze Studios ****************** For demonstrating that licensed games don't have to suck and for being friendly toward FAQ writers. >>Universal Studios, Tigon Games, and Atari Interactive ***************************************************** For their roles in helping to make TCoR:AoDA the great game it is. >>GameFAQs, IGN, and many other gaming sites ******************************************* For providing a place for writers like myself to publish our work and help other gamers while indulging in one of our favorite pastimes. >>DeadmeatX ********* Special thanks goes to him for his work on the PC version of "Escape From Butcher Bay", for helping reveal one of the game's Easter Eggs, and for permission to use his Upper Mines map. And finally, my biggest thanks of all goes to you the reader (and especially those who have made suggestions as well as those who took the time to write me). 0====================0 | Contact Information \ 0===============================================> E-MAIL: rarusk[at]netzero[dot]com FACEBOOK: Robert Allen Rusk (San Antonio, TX, USA) LINKEDIN: http://www.linkedin.com/pub/robert-allen-rusk/15/539/59b BLOG: http://rarusk.livejournal.com XBOX LIVE GAMERTAG: RARusk So now I've come to the end of yet another gaming adventure and looking forward to new ones. I hope that my guide helps you in getting the most out of "The Chronicles of Riddick: Assault on Dark Athena". <===++====++====++====++====++====<<##0##>>====++====++====++====++====++===>