Chronicles Of Riddick, The: Escape From Butcher Bay - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Chronicles Of Riddick, The: Escape From Butcher Bay - Strategy Guide (Page 03).
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| II.7. Mainframe [7MFR] |
0===========================================================================0
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Go through the door ahead and you will be on a catwalk on the upper level of
the large mainframe room. If you look down, you will see the DNA Sampler
machine and it's maintainer.
If you look around the room, you will see a ledge beyond the railing that you
can go on and get around on the upper part of this room. If you can position
yourself correctly you can jump down and drop-kill the maintainer. Or you can
just jump down behind him and sneak him with your blade.
You will also see an Assault Rifle on the ground near one of the room's
corners but you can't pick it up yet.
On one side of the room is a litter can. To the right of it is a door, that
will lead out, and to the left of it is a nook and a set of computers.
To the right of the door is a light and a red crate.
Go over to the DNA Sampler machine and use it. The machine will state that
there is an unscheduled addition to the database and notifies security.
Go and quickly pick up the Assault Rifle. There are two ways you can go about
dealing with the two guards that are about to enter the room.
The first method is to sneak around. Use the Assault Rifle to blow out the
lights at the end of the room. Then go to the nook between the litter can and
computers and crouch. Then switch to your Shiv.
Two guards will enter the room and go around. Sneak up and kill both guards.
The second method is shooting them up. Go behind the red crate and aim at the
door. When they enter, shoot them up to drop them. The crate will provide
some cover while killing the guards.
After dealing with the two guards, arm your Assault Rifle (if you're doing
the sneak method) and get close enough to the door to open it.
On the other side are three nasty guards. Shoot up all three to get rid of
them. On the back wall is a Valve you can shoot to create an explosion to
kill at least one of the guards. The guards will drop two Assault Rifles, a
Gun, and 10 UD.
As you turn the right corner, you will see a open door. But as you approach,
a guard will appear at the door to throw a Grenade towards you. Back away and
let the Grenade explode. The door ahead of you will close but the Grenade
will blow a hole in the wall.
As you near the hole, you will also see a NanoMED Health Unit to restore your
health if you need to. There are two pieces of Debris that need to be
removed. Remove them by "using" them and enter the next room.
In the next room is a guard with a Shotgun. Kill him and go near the door at
the end of the room. Turn left and you will see a Service Panel. Use it to
turn off a large fan above you.
Climb the crates and jump the gap to get to the stopped fan. Crouch and go
through the fan into the next room.
You will see some grating which will allow you to see down into the hallway.
There are two guards down in the hall. Use your Assault Rifle to kill the two
guards below.
After killing the guards, jump down to the floor, go the far end of the hall
and shoot up the guard that will enter the room. He will also drop 5 UD.
In the next room you will see a NanoMED Health Unit. This room opens up to a
larger room with a catwalk that has two guards. Switch to your Gun. Use the
left side of the entryway as cover, zoom in, and pop the guards in the head
from your position. Afterwards, climb up the crates and onto the catwalk.
When you get on the catwalk, another guard will come into the room from where
you entered. Kill him from above, using the Gun, then collect the Assault
Rifles and 5 UD that the two catwalk guards dropped.
Explore the catwalk and you will see.....
0********************0
| Pack of Smokes #13 |
|***************************************************************************0
| Alunda Classics (Might make you strange) |
|***************************************************************************|
| Game Concept Art 22 |
0***************************************************************************0
Pick that up and jump down. You will see an entrance to another hall, which
is in complete darkness, not far from where you initially entered the room.
As you enter the hall, you will see a Service Hatch. However, as you near the
Hatch, a guard will emerge from behind the crate near the Hatch. Kill him and
crouch through the Hatch.
You will enter a dark dank 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. Once you shut off the gas, switch to your Scalpel and
proceed forward.
Then, a guard will throw a Grenade toward you. Back away and let the Grenade
explode. Next, creep through the darkness and sneak the two guards near the
end of the serviceway. The darkness will make it easy to sneak them. After
killing the guards, find the hole in the wall created by the Grenade and
proceed inward.
You will enter another dark room but you can see some crates and light at the
end of the room. As you get past the crates, a guard will enter. Crouch
behind the crates and wait for a few seconds. Turn past the crates and you
will see the guard just standing there. Sneak him then go along the right
wall and toward the end of the room. As you proceed another guard will enter
the room. Sneak him also. Grab the dropped weapons from the dead guards and
proceed to the next room.
(It should be noted that you can set up a trap to kill guards using the Valve
near the Service Hatch. If any of these four guards start shooting at you, go
back past the Valve and turn it back on. Then use the flashlight attachment
on one of your guns to lure them (duck into the Service Hatch to keep from
them hitting you when they shoot at you). When they run into the gas cloud
they will drop dead. Turn the Valve again to turn off the gas.)
When you enter the next room, you will see a NanoMED Health Unit and a
doorway on the left. Use the Health Unit if needed and switch back to your
Assault Rifle. Enter the doorway.
You will then enter a large room with a bunch of crates. The door will close
behind you and you will hear a guard say "Here he comes". You are about to
walk into an ambush.
Turn right past the first set of crates and confront one of the four guards
in the room. Kill him quickly to get his Shotgun (plus 10 UD) and get into
the alcove. As you peek around the corner, you will see a Light Guard Squad
Leader. Kill him and you will also see two additional guards behind the
crates. One will have a Gun and the other has a Assault Rifle. Kill the one
with the Assault Rifle and climb the nearby crates to climb onto the top of
the alcove. The guard with the Gun is not a good shot so it will be easier to
climb to the top. Once on the top, switch to your Gun and kill the remaining
guard.
After that, a Riot Guard will appear. It will come down the elevator at the
far end of the room. It will try to kill you but you are safe from where you
are at. Switch to your Assault Rifle. It may take awhile but wait for him to
wander to the other alcove in the opposite corner. This will expose his back
and you can shoot it up to kill him. And in doing so you will gain.....
0********************0
| Pack of Smokes #27 |
|***************************************************************************0
| The Beetle Blend (May contain a small amount of poison) |
|***************************************************************************|
| Game Concept Art 01, Riddick Prototype 2 |
0***************************************************************************0
Jump down, get the weapons from the dead guards, and use the elevator. From
there, enter the door ahead of you and into the.....
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| II.8. Prison Yard Riot [8PSR] |
0===========================================================================0
\=========================================================================/
When you enter this room, turn left and go through another door back to
Cellblock A.
Ahead of you, at the end of the room, you will see a litter can. Look right
and you will see a stairway down. You will also hear a warning over the
loudspeakers. Go down the stairway and you will encounter a locked gate. This
gate is near where your cell is. Behind the gate are two guards and use your
Gun, using the closed gate as a shield, to get rid of them.
After that, you will hear a message over the loudspeakers that states that
the turret gun cameras are switching from stun mode to lethal mode. Use the
zoom feature and find the Turret Gun near the end of the hall behind the
locked gate. Then blast it with the Gun.
Go back up the stairway and turn right then turn right at the litter can. You
will see a Valve. This Valve opens the gate. When you reach the Valve and
turn around, you will see a NanoMED Health Unit.
Turn the Valve and head back down the stairway. Go into the Cellblock and
pick up the weapons and 5 UD that the dead guards dropped.
Now you need to head toward the Courtyard but you have to take out the Turret
Guns along the way. Use the Gun since it is more accurate from long range.
From your vantage point, near cell A32 and looking towards A34 (your cell),
you will see a Turret Gun along the left wall and one at the end of the hall
section. Use your zoom feature to destroy both guns then move forward.
As you get to A33/A34, a guard will run around the corner and confront you.
Quickly switch to a Shotgun or Assault Rifle to kill him then proceed
carefully along the left wall. Switch back to your Gun.
As you slowly approach the corner, gently turn right. Near A36, and by a wall
abuttment that hid it from view from your previous vantage point, is another
Turret Gun. After destroying it gently move forward.
Two guards (plus a prisoner) will come from around the corner. They will kill
the prisoner and then head toward your position. Kill them both and proceed
to the corner. One of the guards will drop a NanoMED Cartridge. Carefully
peek around the corner and you will see another Turret Gun. Destroy it and
move forward.
As you turn right at the next corner, you will find another guard. Deal with
him and proceed to the Courtyard entrance. But before you get right up to the
entrance, look up. There is another Turret Gun. Destroy it and go the the
Courtyard entrance.
However, you will find it locked. You need to trick the guards into opening
it. You have to make your way back near the Infirmary.
Along the way, you will see a guard chasing and killing a prisoner. Deal with
the guard and go forward.
When you make your way near the Infirmary, you will see a guard behind the
locked gate and he will throw a Grenade. Hang back and let it explode. Then
confront and kill the guard. After that guard drops, another guard will
emerge from the Infirmary. Kill him and make your way to his position. Pick
up the Radio Transmitter that the guard dropped and use it. After that head
back to the Courtyard.
Along the way, you will encounter another another guard. Drop him and proceed
forward.
When you enter the Courtyard another cutscene will play. Riddick is ambushed
by a guard and both of them fall into.....
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| II.9. The Pit [9PIT] |
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\=========================================================================/
Riddick survives the fall by using the guard as a cushion. The only rifle he
has to use is the Shotgun from the dead guard and the flashlight attachment
has been damaged. You have six minutes before the light fails. And you need
to find your way out of The Pit.
The Pit is actually the remains of the previous prison and the current
structure was built on top of it. However, they also sealed the convicts
inside the old prison and they have grown quite insane as you are about to
find out.....
At the start, go forward through the doorway. Turn right and then turn right
again. You will see a larger hallway and a large hole in the floor. This will
also be your first encounter with the Dwellers, the insane prisoners from the
last prison. They don't do a lot of damage individually but will seriously
hurt you in a swarming group. They can actually be blown apart by your
Shotgun. Let them get close and you can take out a small group with one shot.
Drop down through the hole in the floor and go left. You will see some
barrels along the way so be careful when shooting. The explosion will take
care of Dwellers but will injure you too if you happen to be too close. There
are also barrels that leak a glowing substance but you can't blow them up
(thankfully).
Follow the hall and turn right at the corner. Partway down the next hall you
will see a hall to your right (first hall junction). Keep going straight. A
little bit further you will see another hall to your right (second hall
junction). Keep going straight again. Almost immediately after the second
hall junction you will reach a junction where you can turn either right or
left (main junction).
Go left and follow the way until you reach a dead end and a Valve. Above you
is a stranger (talking religious speak), a flare, and a locked gate. The
broken Valve will open the locked gate. Grab the Valve and head back the way
you came.
When you get back to the main junction, turn right and immediately turn left
at the next hallway (the second hall junction) to go back up to the upper
level. Go left at the next doorway then left again to go down the large
corridor. Partway down the large corridor you will see a hall to your left.
Ignore it and continue going forward. Eventually you reach the end of the
large corridor and you will have to turn left.
You will then see the flare and Broken Gate Control where you use the Valve.
Put the Valve on the Broken Gate Control and open the gate.
Follow along the path until you see another flare on the ground. At that
point you will see another pathway going left. When you look left, you will
see a locked gate and.....
0********************0
| Pack of Smokes #15 |
|***************************************************************************0
| Mont Noir (Do not mix with fire) |
|***************************************************************************|
| Game Concept Art 17, TCoR Novelization |
0***************************************************************************0
Pick that up, go back to the barrel near the flare and turn left. After going
through some narrow hallways you will enter.....
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| II.10. Pope Joe's Den [10PJ] |
0===========================================================================0
\=========================================================================/
You will encounter the stranger who was above you when you got the Valve. His
name is Pope Joe and he will lead you to his den and safety. Follow him until
you reach his kitchen. You will also see a NanoMED Health Unit and some
Flares that you can use.
Talk to Pope Joe and he will tell you that he needs you to acquire his
blessed Voicebox down near where the Dwellers are. This will also prove to
him that you are not an imposter.
Go back to the elevator and go down. Go left and follow the hallways using
the flares for light. Switch back to the Shotgun when you encounter Dwellers.
At some point you will enter a large room and ahead of you there will be some
barrels and a couple of Dwellers. Blow up the barrels and kill the other
Dwellers before entering the room. Just as you enter the large room, turn
right. You will see a hole in the wall and a small room. In the corner, near
the hole, is a NanoMED Cartridge. If you go to the Cartridge and turn right,
you will find.....
0********************0
| Pack of Smokes #16 |
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| OP (Do not smoke while sleeping) |
|***************************************************************************|
| Movie Concept Art 02 |
0***************************************************************************0
Pick that up and go back to the large room. At the end of the large room is a
smaller room. This is where the Voicebox is located. Get the Voicebox and
make your way back to the elevator killing any Dweller that you encounter. Go
back up to Pope Joe.
The cutscene that follows will explain how Riddick gets his EyeShine (night
vision) capability. Afterwards he will begin his journey through.....
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| II.11. Dark Tunnels [11TU] |
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\=========================================================================/
When you regain control, you will be in a short shaft and your vision will
look quite different thanks to your new EyeShine ability. Use the Right
Analog Stick Button to switch it on and off. But for now leave it on.
Move forward to enter the next room. You will see two entranceways to your
right but the one nearest to you is the only open one. Go through that
entrance and you will enter a larger subdivided room. You will also encounter
more Dwellers here. As you go through, you will see a gate to your left, in
which you can see the other side of the room, and a subroom 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 subroom that has a
ladder. To your left is the gate that divides the room. Go close to the gate
then turn left. In the narrow cubicle near the wall is.....
0********************0
| Pack of Smokes #28 |
|***************************************************************************0
| Karavan (?) |
|***************************************************************************|
| Game Concept Art 03 |
0***************************************************************************0
Pick that up then go to the ladder that leads up into the.....
/=========================================================================\
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| II.12. Showers [12SH] |
0===========================================================================0
\=========================================================================/
When you exit, you will be in the Showers. Turn off your EyeShine and disarm.
As you exit the Showers, you will hear some rather disgusting noises as a
guard is having some intestinal problems. However, you can just leave him
alone. He won't ever come out unless you turn off his light (or start
shooting nearby).
You can get yourself into a nice little firefight with the three guards in
the Showers area if you want. If you let one of the Civil Guards escape you
will get a little resistance when you try to get out of the Showers and into
the next hall. However, if you kill all three before any of them can escape
and sound the alarm you will have no problems leaving the locker room area.
But for now I'll go back to the sneak method.
Crouch down and make your way toward the locker room. There are two guards
in the locker room itself (Civil Guard and a Light Guard). Turn off the light
and turn on your EyeShine. One of them, the Civil Guard (armed with a Gun),
will come around to turn on the light. Sneak him when he does then turn
off the light again.
Grab his body (plus his Gun) and drag him to the Showers. Then go back to the
light switch and turn it back off (because the other guard has turned it back
on). The other guard, however, is armed with a Shotgun and that has a
flashlight on it. So try to keep behind him when he gets around the corner.
Sneak him and you can get his Shotgun plus 5 UD.
Uncrouch, keep the light off, and look around the locker room. Go the set of
lockers on the left side of the room and open them. Within the lockers you
will find 10 UD, an Assault Rifle, and.....
0********************0
| Pack of Smokes #29 |
|***************************************************************************0
| Yup's (Tastes like wet dognuts) |
|***************************************************************************|
| Game Concept Art 12 |
0***************************************************************************0
In one of the earlier versions of the guide, Anthony Peregoy suggested that
you riflebutt the doors off of the lockers to help get at the Assault Rifles
within. But another reader (and fellow San Antonion) W. David Eldred came up
with something better.....
"Hey Dude, Old gamer here ( 51 years young ) with another way to get the
assault rifles in the lockers next to the guard's showers. You stated
that you had to rifle butt the doors off their hinges in order to click
on the rifles to get their ammo. This is incorrect. I , too, was
frustrated that I could open the locker doors by X-clicking on them
only to find that I couldn't get the ammo until I happened to look way
down at my (Riddick's) feet and the clickable link for the assault
rifle came up at the very top of the screen. I X-clicked and got the
ammo! It works on both of the assault rifles on either side of the
locker room."
I also had another reader, Casey Stangel, make a similar suggestion.....
"This is in reference to your Chronicles of Riddick walkthrough. You
mention that when you come to the locker room in the showers that a
reader had suggested rifle-butting the doors of the lockers or
otherwise you would not be able to access the assault rifles. Not
true... get right in front of the door after you have opened it then
look down until the caption no longer mentions the locker door. Lo and
behold, Assault Rifle will now pop up and you can take it. All there is
to it, just look down until the sub-caption for Assault Rifle appears.
I had the problem at first also."
Arm yourself with either a Shotgun or a Gun and open the locker that has the
Assault Rifle. Point the laser sight at the bottom of the locker where the
wall meets the base. At the top of the screen should be the Focus Frame for
the Assault Rifle and you can pick it up by pressing X.
Now go to the set of lockers on the other side of the room. Open the doors
and within these lockers you will find 15 UD, an Assault Rifle, and Civil
Guard Clothes that will disguise Riddick and make him look like a Civil
Guard.
Now that you have fully explored the locker room, turn off your EyeShine, and
exit into the hallway.
If you got into a firefight with the guards in the locker room you will have
to fight your way out. Shoot the alarm speakers to quiet them and keep them
from alerting more guards. After killing the nearby guards, disarm and turn
right toward the NanoMED Health Unit.
If you sneaked your way through, disarm and turn right toward the NanoMED
Health unit. Since you did things quietly, and you're wearing the disguise,
the other guards don't know what is going on. As long as you don't do
anything screwy near the patrolling guards they will treat you like one of
them.
You will encounter a lot of guards in this section. Each guard has a name and
a weapon. If you decide to kill a guard you get his weapon to replenish
yours. Some guards have other stuff besides weapons. If a guard has something
beside his weapon on him I will list it beside his name in case you want what
he has.
In the corridor outside of the Showers you will find Wikstrom (5 UD)
patrolling.
Turn left at the Health Unit and you will enter a larger room. This is some
of the guard quarters. You can have some fun and ring the doorbells but none
of the guards will come out. You will find a guard, Wakefield (NanoMED
Cartridge), standing watch.
It is here that you can find another Easter Egg.....
0EEEEEEEEEEEEEEEEEEEEEE0
| Easter Egg (Enclave) |
|EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0
| Find the door with the name "Keenan" and ring the doorbell a couple of |
| times. You'll hear mostly gibberish but also a mention of "Vatar." Vatar |
| was the main villain of Enclave, another game made by Starbreeze Studios. |
| The voice is that of the goblin character, a low-ranking enemy in Vatar's |
| forces. |
0EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE0
Go to the far end of the room and look down on the floor near the left
corner. You will see that it is open so jump down into the lower level. The
lower level is just like the upper one. The only way back up is to grab the
Vent Tool on the floor.
As you explore the lower level, you will see that there is nothing special
here. The reason to go here is to get the Vent Tool which will be of use
later. Use the tool to enter the Ventilation Hatch and go back up to the
upper level. Once back at the upper level, exit the room and go to the other
end of the long hallway.
Turn left and you will enter an area with some more guard quarters. There are
two floors to this area but there is nothing special on the second floor
(although if you ring one of the doorbells you will get someone singing "In
the land of the prison guard" (Hanna)). There are three guards (Kim, Kispert,
Oconnor (5UD)) here in this room. From where you entered the room go right
and to the next hallway.
Then you will enter into a room where a couple of guards are having some fun
with the elevator (Lowe (5 UD), Brad). Believe it or not, you can snap Brad's
neck and Lowe will just stand there like an idiot! But if you break Lowe's
neck first Brad will attack you. So if you want to kill both of them break
Brad's neck first.
From this room continue forward and you will enter a large room with some
more guard quarters. The only object of note here is the NanoMED Health Unit
on the opposite wall. You will find a guard patrolling (Lucky) and another
standing watch (Lysachov (5UD)).
Go to the hallway on the other side of this room and you will enter a smaller
room with a guard standing next to a door (Adenoid). If you go to the screen
near the guard and look through (you'll have to jump), you can see another
room that has some Assault Rifles and a suit. This is the Armory and yes,
there is a way inside.
Continue forward into the next hall. You will find a guard (Hynkel)
patrolling the hall and nearby area. Get behind him and sneak him. At the end
of the hall you will enter a larger room which is the Hangar Room. To the
right you will see a large door with "Hangar A412" painted above. Near the
door is a guard that will just sit there (Youngvalley). To the left you will
see a dark sub-room that you have to jump over the railing to get into. Go
ahead and jump over the railing.
Turn on your EyeShine and look around. At one end of the room you will see a
locked door. At the other end you will see a Ventilation Hatch. This is the
reason you went and got the Vent Tool earlier, so you can open this Hatch. Go
through the Hatch and to the Grating. The Grating will open into the Armory.
First thing you should do is get the Light Guard Armor. You won't be able to
leave the room without it. If you listen, the guard (Adenoid) outside will
say that he hasn't heard from the other guard (Hynkel) for some time and will
investigate. Open the door and go back into the hallway. Adenoid will be
standing there at the next corner leading back to the Hangar Room. Sneak him
and go back to the Armory. When you enter the Armory again, look right and
down on the floor. There you will see.....
0********************0
| Pack of Smokes #30 |
|***************************************************************************0
| Q (Will make your skin crawl) |
|***************************************************************************|
| Game Concept Art 31 |
0***************************************************************************0
Pick that up and then get the four Assault Rifles. Exit the Armory and make
your way back to the Hangar Room. If you go forward and to the next hallway,
you will find a locked door. The hallway is a dead end. Go back to the Hangar
Room.
Switch to your Gun, zoom in on Youngvalley, and pop him in the head. Then
shoot out all of the lights in the Hangar Room and in the hall leading to the
next door. This area should be in complete darkness except for the light in
the previous hallway. Leave that one alone and make sure that Adenoid's body
can be seen. Switch to your EyeShine.
Now use the Retina Scanner by the Hangar door. It won't let you through. You
need some better eyes and Riddick decides that Abbott's eyes are the ones he
needs.
In addition, using the Scanner will alert a guard and he will enter the dead
end hallway through the previously locked door. Hug the wall and stop at the
litter can. The guard will run past and spot Adenoid's body. He will walk to
the body instead of investigating the door. Get up to and sneak the guard.
Go back to the dead end hallway and go through the unlocked door. Go up the
stairs and to the.....
/=========================================================================\
0===========================================================================0
| II.13. Guards Quarters [13GQ] |
0===========================================================================0
\=========================================================================/
Go through the next door and you will eventually find a large propaganda
poster that has the words "Yeah right" scrawled on it. There are two openings
on either side of this poster and both take you to the large garden market.
You will encounter more guards here but they carry little in the way of bonus
objects you get when you kill them. Two of the guards carry NanoMED
Cartridges and that's about it.
Find the guard named Jenkins and he will give you a bottle of liquor. Find
the guard named Bondo near the other side of the market. Talk to him and he
will reveal information about Abbott's gun shipment.
As you look around the market, you will see one shop open. Talk to the
Shopkeeper and he will offer you several things: Smokes, Shotgun shells,
Assault Rifle ammo, and a Light Armor uniform. Buy the smokes and get.....
0********************0
| Pack of Smokes #33 |
|***************************************************************************0
| Guards (Only for the guards at Butcher Bay) |
|***************************************************************************|
| Movie Set 07 |
0***************************************************************************0
Talk to the Shopkeeper again and ask about Abbott. The Shopkeeper has a
special package for Abbott and asks Riddick to take it to him. Riddick agrees
and acquires the Rifle-Case.
Go through the door at the other end of the market and take the elevator
upstairs. You will enter a medium sized room with a couple of guards
(Freitag, Robinson). Take the door on the right and you will encounter
Chancellor. He will give you 50 UDs for some liquor. Give it to him and you
will get 50 UD plus.....
0********************0
| Pack of Smokes #31 |
|***************************************************************************0
| Gronko's Bar (Will only taste OK combined with alcohol) |
|***************************************************************************|
| Movie Prop 01, Riddick Prototype 3 |
0***************************************************************************0
Killing Chancellor will gain you a NanoMED Cartridge.
Go back to the previous room and go through the other door. Go forward and
past Conroy, the patrolling guard, and you will end up on the level above the
market.
Go past John, another guard, through the next door, and you will enter some
more guard quarters. When you reach the Valve you will also be at a junction
where you can go either left or right. If you go right, you will go through a
hallway that has a NanoMED Health Unit then a room that has a Service Panel,
and some more guard quarters.
You can use the Service Panel to turn off most of the lights in this quadrant
of guard quarters. You can also sneak up and kill the two guards patrolling
this small area for additional ammo and a NanoMED Cartridge (Soup has the
Cartridge).
When you get back to the main portion of quarters and get near the door for
Elliot (near the Valve and blue vending machine), the door will open and a
guard named Hanna will check out the area you just exited from. Once he
enters the darkness, sneak him before he finds the bodies you left behind.
The small hallway leading to the main entrance to Elliot's quarters also
contains an Assault Rifle. I should note that he only comes out if you have
turned off the lights regardless of whether you killed anybody or not.
Proceed forward and to the other path. There is a long hallway, that has two
guards patrolling it (Martinez and Little Mad). At the end, turn right and
then, after climbing the short stairs, turn left. You will now enter another
set of guard quarters guarded by two more guards (Karmac, Measle). It is here
you will find Abbott's quarters.
If you did not talk to the Shopkeeper, you will find a Rifle-Case on the
floor near Abbott's door. Pick it up. Then go to his door and tell him he has
a package. You will then be allowed to enter.
/=========================================================================\
0===========================================================================0
| II.14. Abbott [14AT] |
0===========================================================================0
\=========================================================================/
Once you enter his quarters, you will engage in a shootout with Abbott. There
are two options in dealing with him.
With the Assault Rifle, charge in, keep behind some cover, and pop out when
he reloads to hit him with a few rounds. Duck back behind some cover when he
starts firing again. Keep up with this pattern and you will take him down.
You can also use the Gun here too. While in the entranceway, hug the right
wall before you open the second door. Go forward enough to open the door but
stay in the hallway. Back up to the now closed door you just entered from.
Zoom in with the Gun and gently go left until you see Abbott. He will usually
just stand there (either in the open or behind some cover) so you can just
hit him with as many head shots as possible.
The Gun is best for head shots which is why you use the weapon here. He will
take some chunks of health from you too but if you're good with your aim and
trigger speed you can get through this quickly.
In the following cutscene, just as Riddick is about to get Abbott's eyes,
Johns intervenes. Johns is going to take Riddick to another slam but he too
is thwarted by Hoxie. The scene switches to Hoxie's office where he engages
in some rather painful negotiations (for Johns anyway). After dealing with
Johns, Hoxie sends Riddick to The Mines.
/==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==\
0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0
| III. Double Max [DBM] |
0===XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX===0
\==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==/
Double Max is the second level of Maximum Secirity. The Mines are part of the
Double Max portion of the facility. Here the prisoners are sent deep
underground. Some of them are tapped to help in the mines, most are sent down
here because they misbehaved in Single Max.
Virtually all of the guards here are of the Double Max kind. There are also
more Riot Guards too. There are many more Security Turret Guns on the walls
here and if you misbehave, they shoot to kill.
You could also encounter a Heavy Guard here in Double Max. A large human
piloted machine it is almost indestructible. It has a very powerful chaingun
plus rockets that can make short work of anything that gets in it's way.
Escape will be much more difficult this time.
/=========================================================================\
0===========================================================================0
| III.1. Tower 17 [1TWR] |
0===========================================================================0
\=========================================================================/
After the lengthly cutscene, you start off in your cell. When you exit your
cell, you will notice a guard to your left and a doorway to your right.
Before going to the door, enter the cell to the right of yours. Flip the bunk
and you will find.....
0*******************0
| Pack of Smokes #5 |
|***************************************************************************0
| Charlie's (Smoking parents may give birth to wrinkly children) |
|***************************************************************************|
| Game Concept Art 19 |
0***************************************************************************0
Pick that up and then go to the door. Follow the hall and you will enter the
elevator that leads to.....
/=========================================================================\
0===========================================================================0
| III.2. Tower 17 Base (Part One) [2TBO] |
0===========================================================================0
\=========================================================================/
On the ride down you will notice a prisoner named Rael. You won't be able to
talk to him until the ride ends. After the ride ends, talk to him and he will
tell you about Jagger Valance and the fights. You need to fight a Blueskin in
order to proceed further. You will need to talk to Centurion to arrange a
fight. Rael also suggests that you talk to Dogbone for more information.
Go through the door and follow the hall until you reach a large open area
with several prisoners. One of the things you notice is a large yellow circle
with the number 17 on the ground. This is the Ring that you will fight in. To
the left you will see a figure against the wall. This is Centurion. You will
need to arrange your fights through him.
Near the door you exited from is Dogbone. He will tell you he needs proof of
how badass you are. You can choose one of two paths. Either defeat Bam, a
very tough guard, in the Ring or get caught with drugs. Either way will get
you into the Drug Interrogation Room so you can beat up Abbott.
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