The Chronicles of Riddick: Escape From Butcher Bay: FAQ/Walkthrough

         /=XX====XX====XX====XX====XX====X##***##X====XX====XX====XX====XX====XX=\
 0==XX====XX====XX====XX====XX====X##***##X====XX====XX====XX====XX====XX==0
X|                                                                         |X
X|   "The Chronicles of Riddick: Escape From Butcher Bay" Strategy Guide   |X
X|                                                                         |X
X|                             [Xbox Version]                              |X
X|                  Version 7.0 [Revision 20] (March 2012)                 |X
X|                                                                         |X
X|                          By Robert Allen Rusk.                          |X
X|                 Copyright 2004-2012 Robert Allen Rusk.                  |X
X|                                                                         |X
X|                    E-MAIL: rarusk[at]netzero[dot]com                    |X
X|                                                                         |X
 0==XX====XX====XX====XX====XX====0##***##0====XX====XX====XX====XX====XX==0
  \=XX====XX====XX====XX====XX====X##***##X====XX====XX====XX====XX====XX=/

*****************************************************************************

++IMPORTANT: Although this guide for the Original Xbox version of "Escape 
             From Butcher Bay" can be useful for the remake included with 
             "The Chronicles of Riddick: Assault on Dark Athena" it is *NOT* 
             recommended because of difficulty changes and additional 
             chapters not found in the Original Xbox version.

*****************************************************************************

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: Escape From Butcher Bay" is copyright 2004 by
Vivendi Universal Games, 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.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| Table of Contents                                                  [TBCT] |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

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 or sections do CTRL-F (PC) or Clover-F (Mac)
to activate the Find feature in the web browser. Then enter the code like
this:

Main Sections: [xxxx] or [xxxx
Chapters: >KR6 or >ZD12

          <0++++++++++++++++++++++X##***##X++++++++++++++++++++++0>

>>I. Introduction And General Information
  ***************************************
     GEN1. About The Guide
     GEN2. "The Chronicles of Riddick: Escape From Butcher Bay"
     GEN3. Differences Between the Original and the Remake
     GEN4. Controls
     GEN5. Useful Information
     GEN6. Climbing and Using Hangrails
     GEN7. Sneak Attacking
     GEN8. Fighting and Combat
     GEN9. Weapons and Useful Items
     GEN10. Enemies

>>II. The Story Begins.....
  *************************
        TSB1. Escape

     BTH1. 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

     BTH2. The Mines
     ===============
        MNS1. Tower 17
        MNS2. Tower 17 Base (Part One)
        MNS3. Recreation Area [Section A]
        MNS4. Recreation Area [Section B] (Part One)
        MNS5. Tower 17 Base (Part Two)
        MNS6. Feed Ward (Part One)
        MNS7. Tower 17 Base (Part Three)
        MNS8. Recreation Area [Section C] (Part One)
        MNS9. Recreation Area [Section D] (Part One)
        MNS10. Tower 17 Base (Part Four)
        MNS11. Drug Interrogation Room
        MNS12. Feed Ward (Part Two)
        MNS13. Tower 17 Base (Part Five)
        MNS14. Recreation Area [Section C] (Part Two)
        MNS15. Work Pass (Part One)
        MNS16. Power Central (Part One)
        MNS17. Mine Entrance (Part One)
        MNS18. Security Checkpoint
        MNS19. Upper Mines (Part One)
        MNS20. Cargo Transport (Part One)
        MNS21. Mining Core (Part One)
        MNS22. Upper Mines (Part Two)
        MNS23. Cargo Transport (Part Two)
        MNS24. Mine Entrance (Part Two)
        MNS25. Work Pass (Part Two)
        MNS26. Feed Ward (Part Three)
        MNS27. Recreation Area [Section B] (Part Two)
        MNS28. Recreation Area [Section D] (Part Two)
        MNS29. Power Central (Part Two)
        MNS30. Feed Ward (Part Four)
        MNS31. Tower 19
        MNS32. Container Router
        MNS33. Mining Core (Part Two)
        MNS34. Crash Site
        MNS35. Abandoned Equipment Center
        MNS36. Central Storage
        MNS37. Loading Docks
        MNS38. Fuel Transport
        MNS39. Hangar

     BTH3. Cryo Facility
     ===================
        CYF1. Exercise Area
        CYF2. Cryo Pyramids
        CYF3. Facility Control
        CYF4. Corporate Offices
        CYF5. Take Off Platform
        CYF6. Hoxie's Personal Guards

     BTH4. Summaries
     ===============

>>III. Conclusion
  ***************

  /==++====++==\                                             /==++====++==\
 /==++====++====++====++====++====0>>***<<0====++====++====++====++====++==\
| I. Introduction And General Information                                   |
 \==++====++====++====++====++====0>>***<<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 systems such as the Sega Dreamcast, Super Nintendo,
Nintendo 64, Atari Jaguar, PlayStation 1 and 2, Xbox, and Xbox 360.

I currently work at JCPenneys at one of the malls here in San Antonio, TX. 
Retail isn't the best job in the world but JCPenneys has given me the job
stability I did not have much of prior to employment there. This also led to
personal stability that allows me to write and maintain the guides I have
built.

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 BBEdit Lite 6.1 and a Power Mac Workgroup
Server 8550/200 (with a G3 card running at 330 MHz). It is now being
maintained using TextWrangler on a 1.5Ghz Single Core Intel Mac Mini. I view
my work in Safari to help in seeing how it would look on the web and correct
format errors.

I also play Riddick on my NEC MultiSync 3D RGB monitor using a homebrew RGB
box that contains a EL1883 (MacroVision compatible) sync separation chip to
acquire video sync, for RGB use, from Composite Video.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN1. About The Guide                                                    |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

Welcome to my "The Chronicles of Riddick: Escape From Butcher Bay" 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 the game.

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 the game as well as acquire all of the unlockable bonuses. This
means activating most of the Side-Missions available within the game and
collecting all of the Cigarette Packs.

This guide is meant for the Xbox version of the game only. However, a lot of
this information is useful for the PC version (known as the "Developer's
Cut") although it has some stuff that the Xbox version doesn't have.

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.

Starbreeze Studios, the makers of this game, stated that there are no cheat
codes for this game. However, a gentleman by the name of strikt911 was poking
around with the EnviromentXBOX.cfg file within the Riddick disc and was
posting his finds on the GameFAQs TCoR: EFBB message boards. Within he found
this interesting "code":

white, black, dpad right, dpad left, dpad down, dpad up, Y, X, B, A

He says that he can't get this to work anywhere but who knows what you, the
reader, may find.....

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN2. "The Chronicles of Riddick: Escape From Butcher Bay"               |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

When I heard that they were going to make a game based on the movie "The
Chronicles of Riddick" I thought "Just another licensed game". But when I
first saw some of the screen shots of the game, I was intrigued. When I
finally picked up the Xbox Official Magazine (#32) with the demo of Riddick
on it, I became very impressed.

It was one of the best looking games I have ever seen on a console. It also
has good controls and a cool menu system (the cube). I got the full copy the
first day it came out and it was worth the full price I paid for it.

The game has a brilliant dark atmosphere. The voice acting is the best I have
heard in a long time with lots of quotable lines and a good ending. This game
makes you feel like you are actually inside a futuristic prison. That kind of
immersion is very difficult to pull off.

However, it is not a perfect game. The game is a bit short and a bit easy.
But that means that those who have never played an FPS can cut their teeth on
this one. Despite whatever flaws it may have, "The Chronicles of Riddick:
Escape From Butcher Bay" definitely belongs on the list of best licensed
based games to date.

And it was surpassed by "The Chronicles of Riddick: Assault on Dark Athena".
A remake of "Butcher Bay" was included with that release and it has been
vastly improved in every way. After playing around with the remake it was
hard to go back to the original version.

And there were plenty of changes to the remake which leads to the next
chapter.....

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN3. Differences Between the Original and the Remake                    |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

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 remake has been made harder in quite a few areas including the final 
    battle with Hoxie's Personal Guards. This is a major reason why I do not 
    recommend the use of the Original Xbox version guide for the remake and 
    vice versa.

  >>The Security Checkpoint chapter, which is fairly hard in this version, 
    has been made much easier in the remake.

  >>The chapters Security Research 1 and 2 (along with the three Cigarette 
    Packs within), previously available only on the PC version, is included 
    in the remake. Another major reason I don't recommend the use of this 
    guide for the remake.

  >>Graphics have been vastly improved.

  >>The music soundtrack has been completely redone.

  >>The Guards are more aggressive and accurate.

  >>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.

  >>Cigarette Pack #51 was moved slightly.

  >>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 to make switching 
    between weapons a lot easier and faster.

  >>The weapons now have maximum ammo limits.

  >>The opening cutscene with Riddick on U.V. System - Planet 6 has been 
    removed.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN4. Controls                                                           |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

  Move Around...............................................Left Analog Stick
  Look Around..............................................Right Analog Stick
  Crouch/Stealth Mode................................Left Analog Stick Button
  EyeShine..........................................Right Analog Stick Button
  Lean Up............................................................D-Pad Up
  Duck.............................................................D-Pad Down
  Lean Right......................................................D-Pad Right
  Lean Left........................................................D-Pad Left
  Jump...............................................................A Button
  Activate/Talk/Use..................................................X Button
  Reload.............................................................B Button
  Change Weapon......................................................Y Button
  Flashlight.....................................................White Button
  Zoom...........................................................Black Button
  Shoot/Punch/Loud Neckbreak....................................Right Trigger
  Block/Sneak Attack.............................................Left Trigger
  Game Menu......................................................Start Button
  Journal/Inventory...............................................Back Button

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN5. General Information                                                |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

Listed in this chapter is general information about the game:

>>Profiles
  ********
    When you first start the game then you are required to create a Profile. 
    This is where your inventory, game status, Checkpoints, Cigarette Packs 
    (explained later), and unlocked bonuses will be saved.

    You can have more than one Profile. As a matter of fact you can have many
    Profiles. With me, I have four Profiles which I have used to play around 
    and get info for this guide.

>>Game Saving
  ***********
    "The Chronicles of Riddick: Escape From Butcher Bay" has an auto-save
    feature. The first time you enter a new building or area a Checkpoint is
    created. There are a total of thirty six Checkpoints in the game.

    You can backtrack through the game to gain more Cigarette Packs or try 
    new strategies using these Checkpoints.

    However, the spacing between the Main Checkpoints can be 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 off instead of from one of the Main Checkpoints.

>>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.

    Within the game there are four 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 eight health blocks.

>>Cigarette Packs
  ***************
    Strewn throughout the game are 59 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.

    Once you have acquired a Cigarette Pack then it is permanently saved to 
    your current 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.

    You can even start a brand new game under the same Profile and still have 
    all of the Smokes you gained in the previous game. A complete summary of 
    Cigarette Packs can be found near the end of the guide.

>>Side-Missions and Easter Eggs
  *****************************
    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.

    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 guide.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN6. Climbing and Using Hangrails                                       |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

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 press the X 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 press the X 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 press the X 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. Press the X 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 X Button when you are directly above him. This will
allow you to fall down on top of the enemy, killing him instantly.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN7. Sneak Attacking                                                    |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

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, Crouch
(using the Left Analog Stick Button) then quietly come up behind a person and
use the Left Trigger.

If you have no weapon in your hand then you will perform a neckbreak. There
are two forms of neckbreaking. To perform a regular neckbreak (while
Crouching), hold down the Left Trigger and continuously tap the X Button to
overcome their struggling.

You can perform a faster, but louder, neckbreak by pulling the Right Trigger
while standing (sneak up from behind while Crouched then Un-Crouch).

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, or Tranq Gun) to take out lights to darken
areas.

Later in the game you will acquire the ability to see in the dark called
EyeShine. Press the Right Analog Stick Button 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 X Button then drag the body along to
a hiding place. Then either Un-Crouch or press the X Button again to drop the
body.

You can also throw the body with the Right 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.....

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN8. Fighting and Combat                                                |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

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.

    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 two 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 method is the Block-and-Bash method using the Club. This 
    method involves getting right up to a person, block, and bash him with 
    the Club. While this method was very effective in the remake it is less 
    effective in the original.

    One reason is because, even with the Club acting as a shield, you will 
    take damage while blocking with the weapon. Another reason is that it 
    takes a long time to get the Club up into a swing which will allow your 
    opponent to attack you.

    However, one advantage to using the Club is that, even if your opponent
    blocks the attack, he will take damage.

    Another thing to note is that sometimes your opponent may not attack 
    while you are swinging the Club at him. He may block your attacks while 
    waiting for you to stop. This, of course, will allow you to kill him more 
    easily.

>>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 Left Trigger to zoom in (if
    applicable) and the Right Trigger to fire. Reloading is done with the B 
    Button and the Flashlight (if applicable) is turned on/off with White 
    Button.

    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 is another 
    projectile weapon 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 Left Trigger.

    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.

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN9. Weapons and Useful Items                                           |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

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.

>>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).

>>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.....).

>>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.

>>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.....

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >GEN10. Enemies                                                           |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

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.

With that done let's move onto the main portion of the guide starting
with.....

  /==++====++==\                                             /==++====++==\
 /==++====++====++====++====++====0>>***<<0====++====++====++====++====++==\
| II. The Story Begins.....                                                 |
 \==++====++====++====++====++====0>>***<<0====++====++====++====++====++==/
  \==++====++==/                                             \==++====++==/

As the game begins, we see Riddick fighting off a vicious creature on the ice
planet he is hiding at (U.V. System - Planet 6). After the battle, a
mysterious voice speaks to Riddick. The voice talks about Riddick's "gift" -
his eyes. The eyes that allow Riddick to see in the dark.

All this talking about his eyes leads Riddick to look back into his past and
remember his short stay at a triple-max prison called Butcher Bay.....

   0=-=-=-=-=-=-=-=-=-=-=0
  / The Story Begins..... \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >TSB1. Escape                                                             0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
  \ Packs - 3 /                                   \ The Story Begins..... /
   0=-=-=-=-=0                                     0=-=-=-=-=-=-=-=-=-=-=0

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.

After the cutscene, you are on the landing pad with Johns and couple of other
prisoners, Lambert and Pixie. When talking to Lambert, 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, 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, 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."

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >BTH1. Cellblock A                                                        |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

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.

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.

When you get to the next section, 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.

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. You will then be on the
upper platform above the Courtyard. There is also a Guard here. Sneak him and
get the One-Day Security Card he drops and go through the door.

You will enter another split level room. You will also see another Guard.
Sneak him and proceed through 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.

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.

Two Guards will enter the room and go around. Sneak up and kill both Guards.
After killing these Guards 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 and enter the next room.

In the next room is a Guard with a Shotgun. You may want to blow out the
light near the NanoMED Health Unit first before dealing with him. Go in past
the Debris just enough to let him see you then use the Flashlight to lure him
back towards the NanoMED Health Unit to give you more room to dispose of 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, 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 poisonous
gas cloud coming from a broken pipe. If you try to go through the cloud then
you will lose a lot of your health or even die. There is also a Valve nearby
which you turn to shut off the gas. Once you shut off the gas then proceed
forward.

Suddenly, a Guard will throw a Grenade toward you. Back away and let the
Grenade explode. While it is exploding then turn the Valve to turn the gas
back on. Then head back to the nook where the Hatch is.

Turn on your Flashlight then sidestep out and let the Guards see you. This
will get them to fire on you. Then sidestep back to get out of their line of
fire and aim the Flashlight at the Valve. This will get the Guards to run
towards your position. And into the poisonous gas cloud which will kill them
instantly.

Then turn off the gas again and proceed forward into the service-way. 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. As you are climbing, 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 Shotgun. 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:

     ==================
  ++[Cigarette Pack #27]++
     ==================

Jump down, get the weapons from the dead Guards, and use the Elevator. From
there, 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 use your Gun, using
the closed gate as a shield, to get rid of them.

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. 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 then 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
abutment that hid it from view from your previous vantage point, is another
Turret Gun. After destroying it then 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 then 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 then 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 then 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 then head back to the
Courtyard. Along the way, you will encounter another Guard. Drop him and
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, 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. 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, 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 then you
will see a locked gate and:

     ==================
  ++[Cigarette Pack #15]++
     ==================

Pick that up, 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. 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, 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 I will use
the sneak method for best disposal.

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.

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]++
     ==================

In one of the earlier versions of the guide, Anthony Peregoy suggested that
you rifle-butt 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 the X Button.

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 one of them.
A reader, Adam Gent, pointed out another way to open up the lockers:

   "Just an addition I'd like to make. I've found that in the hacks' locker 
    room, the easiest way to get into the lockers was to use the shotgun and 
    blast the doors off. You can knock off 3 to 4 locker doors depending on 
    how good your aim is. The only disadvantage is that you may attract any 
    nearby Guards."

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. 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, 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."

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >BTH2. The Mines                                                          |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

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, 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. After dealing with Asif then continue into.....

   0=-=-=-=-=0
  / The Mines \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS4. 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS5. 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 Shiv and he doesn't. He will usually charge
and swing often. Dodge to the left or right so you can switch to your Shiv.

The Stab-and-Retreat technique is a little more difficult to do here because
he charges often. However, his charging and rapid swinging will also increase
your chances of catching him in a Reversal and killing him instantly.

If you wish to use the Block-and-Bash method with the Club then you need to
go into the Feed Ward and talk to Monster to buy a Club (50 UD) from him
first. Most of the time he will just block which will make it easier to kill
him. After killing Baasim then you will get 20 UD and:

     ==================
  ++[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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS6. Feed Ward (Part One)                                               0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
  \ Packs - 5 /                                               \ The Mines /
   0=-=-=-=-=0                                                 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.

The Shiv you already have and the Vent Tool you can get later for free. The
Club is useful if you want to use the Block-and-Bash method for the fights.
It will cost you 50 UD.

On the other side of the room, across from Monster, is a Loose Panel. 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. Go back into the first part of the
Dining Hall to find Sawtooth who happens to be enjoying what passes for a
meal around these parts.

Challenge him to a fight then leave. When you re-enter the connecting room
and look left then you will find a prisoner named 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS7. 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. Sawtooth has a
Shiv of his own so things are more equal. But you are much faster than he is
so quickly switch to your Shiv and do the Stab-and-Retreat method on him.
That is very effective on him and more effective than the Block-and-Bash.
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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS8. 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.

Talking to Wilkins will activate a Side-Mission that involves finding Jagger
Valance. His reward is 50 UD.

But you should already have a lot of money and the last major purchase would
be made before you talk to Wilkins again. So I will skip the Side-Mission for
Wilkins.

Talk to Gulag and 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 then 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS9. 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.

In previous versions of this guide there was a two-part Side-Mission
involving killing Baasim and retrieving the Injector for Twotongue. But you
have already gotten rid of Baasim in the Ring and found the Injector when you
were in the Feed Ward so you don't have to activate the Side-Mission since
you have already done what was required before you talked to Twotongue.

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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS10. 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.

Use your Shiv and do the Stab-and-Retreat method. Since he charges often you
will also have to block when he approaches because of his punches. Because of
his aggressiveness and strength he is more difficult to get into a Reversal.
Be patient and you will eventually drop him.

Using the Block-and-Bash is trickier because he can knock you backwards while
you are blocking and may possibly push you out of the ring. In addition, he
also tends to attack while you are bringing up the Club allowing him to take
off chunks of your health.

However, if he manages to stand there and block a lot then it will make it
much easier to bring him down. 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 Shiv.

For the most part he usually won't charge at you but will just hang back
waiting for you to attack. Go up to him, stab him once or twice, and quickly
pull back before he attacks. He can do some major damage if he connects with
one of his powerful punches. If he hits you then just hang back and recover
before repeating the Stab-and-Retreat method.

If you are really good at doing Reversals and time Bam's attack pattern
correctly then you can get him into a Reversal and drop him right then and
there. If using the Block-and-Bash method then you will find the same
problems with Bam that you did for Cusa although he tends to block more than
Cusa which may make Bam easier than Cusa.

When you do finally kill Bam then he will also drop a nasty looking
Knuckleduster you may want to pick up later. After the fight then a couple of
Guards will approach you and escort you to the.....

   0=-=-=-=-=0
  / The Mines \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS11. 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.

One of the best ways of dealing with Abbott is to use the Stab-and-Retreat
method. Let him come to you, take a couple of quick jabs with your Shiv, and
step away before he can attack. Repeat until Abbott drops dead. However,
because of his toughness this method will require some patience since it will
take awhile to kill him this way.

If you have the Club then start your swing just before he gets to you. You
should hit him just as he starts winding up for a swing at you. Using the
Club in the Stab-and-Retreat method will speed up the process of getting rid
of Abbott.

If he manages to hit you with his Club then go to the opposite side of the
room and let your health recover as he heads back toward you. On rare
occasions, if you are on the opposite side of the room from Abbott, then he
will pause and make a rather obscene gesture with his Club.

Despite his general toughness it is possible to catch him in a Reversal if
you're good enough in doing them. I also have several different ways, from
other people, of dealing with Abbott.

First, from "The Hero":

   "I was using your FAQ to help me defeat abbott in the prison when he 
    fights you with the club. and it didnt work but I did find a way thats 
    incredibly easy to exicute and it ensures winning it also doesnt take as 
    long. okay here it is. You can defeat Abbott easiest by rotating around 
    (clockwise) him causing the effect that would happen if you tricked a dog 
    into chasing its own tail. And while doing this you can constantly attack 
    him using punches the shiv and Im not sure about the club, but anyways it 
    takes him down pretty quick and he cant hit you at all."

Second, from Ashton Green:

   "I have an alternative method for killing Abbot. Stand close to him, and 
    wait for him to start a swing at you. Back off, and if he does a double 
    swing, rush behind him, and grab his neck. Takes a bit of practice, but 
    once you get the feel for it, you can kill him without taking any 
    damage."

Third, from StarRain66 who posted this on the GameFAQs TCoR: EFBB message
boards:

   "The fight is way too simple if you go to the energy chair a couple rooms 
    up. Just Crouch when leaving the chair room and abbott is standing in the 
    generator room doorway with his BACK turned, can you say "easy as hell"? 
    I did that on Hard mode, on Normal I clubbed him to death with the club."

I actually got StarRain66's method to work.....once. The main problem with
that strategy is that Abbott is a fast runner and you need to get the door to
separate you from him in order to make this work.

For the most part he ran way too close to me in order to make it work
consistently. But another reader, AJ, came up with a way to make it work more
consistently:

   "Get close to the door with your back turned to it. Let Abbott come close 
    and he'll raise his stick to hit you. Before he can land his hit, back up 
    through the door. It will take him a few seconds to recover from the 
    missed swing, during which time the door will shut. Then use the medical 
    chair & go back to see him standing with his back turned.

    FYI, it won't work if you don't actually use the chair before returning 
    to the room with Abbott. I found that out the hard way (club to the 
    forehead...doh!)."

Although this is more consistent it doesn't work 100% of the time. Most times
he will swing once and come after you before the door closes. But there are
times when he takes a double swing or, even better, he pauses to taunt. Then
you can get the door to close before he recovers.

If he gets through before the door closes, just get around him and go back to
the previous rooms to try again.

Like AJ (and StarRain 66) said, you have to use the NanoMED Health Station in
this room to make the trick work successfully. Before using the chair Abbott
will wander around in the previous room (you can hear his boots) so if you
open the door again you may get the Club in the forehead instead of Abbott
just standing there with his back turned.

By using the chair, and activating the cutscene, it resets Abbott and will
make him stand with his back turned when you reenter the previous room again
so you can get a cheap Sneak kill.

However, according to DeadmeatX, the above trick will *NOT* work in the PC
version. The door that is used to separate you from Abbott will no longer
close thus making it impossible to pull off this trick.

I also tried playing around with the other two methods but I could not get
them to work for me. However, they appear to be pretty solid enough
strategies to put it in this guide. Maybe you might be able to make them work
for you.

Another reader, Alan McKee, gave me a pretty good way to deal with Abbott:

   "Upon being confronted by Abbot, by moving forward while blocking and 
    punching continously, you force him to back up against the wall or into 
    the corner immediately behind him. He cannot swing the club. Eventually 
    the wall behind him will be splattered with his blood, he'll collapse 
    dead and all without any injury to youself."

I found that if you run to him, at the beginning of this section, and start
punching you can back him into the corner where the Elevator door is. He will
block every punch but you are still hurting him as evidenced by the blood
splatters.

It will take awhile but you can kill him this way and, as Alan noted, without
getting hurt. It should also be noted that this will also work with the Club
(Block-and-Bash).

When you finally kill Abbott, regardless of method, grab his Club (which has
the writing "Peacemaker" on it which can be seen when in certain rooms like
the Cargo Transport (later on)) 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.

I played around with this some more and found that the Guards on the walkways
(above the Feed Ward and Dining Hall) will turn their attention to Georgie
which will allow you to either sneak by or Stomp the Guards. It is not
absolutely necessary to use Georgie but it can be somewhat helpful in dealing
with the Guards.

Use the NanoMED Health Station and increase your maximum health to six health
blocks (if you haven't already done so). 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS12. Feed Ward (Part Two)                                              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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS13. 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS14. 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS15. Work Pass (Part One)                                              0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
  \ Packs - 1 /                                               \ The Mines /
   0=-=-=-=-=0                                                 0=-=-=-=-=0

Once you enter the Work Pass area then you will see to your left a Riot
Guard. He is letting prisoners in and out of the work area. A prisoner will
walk from where the Riot Guard is to a point just near a key-coded door at
the top of a short ramp.

This prisoner is Shurik and if you talk to him he will ask you to get his
glasses from the Mines. However, he doesn't give any weapons, money, or
Cigarette Packs as a reward for finding his glasses so I will skip his
mission. His reward is to keep an eye on the nearby Riot Guard which I find
to be of little use.

But, another reader, Tom Jacob, gave me more information on Shurik's
Side-Mission:

   "As you know, if the Riot Guard in the Work Pass area sees you go into the 
    office with the Nanomed Cartridge and Pack #34, he'll blast you when you 
    come out. That is, if he sees you. If you go into the office when the 
    Guard's back is turned, he won't become aggressive, and if you've 
    completed Shurik's side mission before going in, Shurik will whistle to 
    you when the Riot Guard's back is turned again, allowing for an easy exit 
    for you."

There is another door on the right side of the room, labeled Power Central,
that is also key-coded. Go inside the key-carded room next to Shurik. Inside
is a NanoMED Cartridge and:

     ==================
  ++[Cigarette Pack #34]++
     ==================

The Riot Guard outside will now be hostile to you, unless you did Shurik's
Side-Mission first and he helps you to safely get out of the room, so when
you exit this small room then make a run for.....

   0=-=-=-=-=0
  / The Mines \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS16. Power Central (Part One)                                          0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
                                                              \ The Mines /
                                                               0=-=-=-=-=0

When you enter the room, 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. After awhile then the lights will come on so go
underneath one of raised floor. Eventually, the lights will go out again so
you can crawl back out and stalk. 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS17. 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS18. Security Checkpoint                                               0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
  \ Packs - 1 /                                               \ The Mines /
   0=-=-=-=-=0                                                 0=-=-=-=-=0

This is probably the hardest part of the game. The point is to try to get
through this room with as little damage as possible. It has been made much
easier in the remake included with "Assault On Dark Athena". In that version
you can use the Hangrail to go over the Guards undetected.

Unfortunately, in the Original Xbox version, you will *ALWAYS* be seen on the
Hangrail and will be attacked and knocked off. You have no choice but to kill
the Guards in order to get through this room.

To start, in this room there 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.

I've had a couple of readers offer suggestions on how to get through this
area and to the second door:

First, from Matt Hemme:

   "Hi, I have a strategy for the Security Checkpoint in Butcher Bay that can 
    get you through without being shot at. When you enter through the door, 
    sneak along the left wall and get behind the boxes on that side of the 
    room. Go around and come to a Guard with his back to you. I sneaked him 
    with the shiv and then immediately dragged his body just back to the 
    shadow I was hiding in. The Riot Guard and Guard 2 will come over to the 
    spot, but stay Crouched behind the boxes and the Riot Guard will return 
    to the big door with his back to the rest of the room. Wait at the big 
    box next to the corpse and wait for Guard 2 to come back. He will notice 
    the dead body. When he turns back around, sneak him and drag his body 
    back into the shadows as well. From this point, you can climb the wall 
    next to the boxes and the corpses. Use t the Hangrail to cross over to 
    the other side and climb up to the catwalk from there.

    I've tried this method a couple times and it has worked each time. It 
    gets you through without taking any damage at all. You can also wait 
    behind the first Guard until his buddy comes over and talks to him. Then 
    wait for Guard 2 to walk away and follow the strategy from there. I've 
    done it both ways."

Second, from feralucce:

   "I found an easier way to get past the security checkpoint in the mines... 
    run to the crate on the left, then WALK, not sneak behind the shadowed 
    crates... the riot Guard will circle to the right of the first crate then 
    go over the shadowed crate and break for it... got hit once... and did 
    not have ot touch the Guards."

Matt's strategy worked a little better than what I was doing originally and
was inspired to tweak things a bit combining elements of his and my old
strategy. I then tweaked it some more and it works even better.

The first thing that you need to do when you go through the door is to run
straight at the crates on the left side (hug the left side too). Don't slow
down and get behind the crates. If all goes well then the first Guard won't
see you but will be distracted a bit. This actually helps.

If the Guards start shooting at you or the Riot Guard gets involved at any
point then do Checkpoint Restart. It is a lot easier than losing a lot of
health or getting killed.

When you get to the dark corner then turn right and you should see the other
Guard. Ahead, past the Guard is some crates that are in shadow. If you look
at the Riot Guard at the other end of the room then you will see that he is
looking in the direction of the door you just came from when you entered the
room so he is distracted too.

Crouch down, turn on your EyeShine, and sneak up on the Guard. Be careful
though. You may get caught on the corner behind the Guard and get stuck.
Sneak the Guard then grab the body when you finish him off.

Drag him to the dark corner. Stand up and turn left. Press the X Button to
climb the wall then Crouch again. Go a little toward the light but not too
close. Then look down.

Now wait for the other Guard to come snooping around. He'll head toward the
dark corner and eventually find the body of the other Guard. Simply drop down
behind him while he is examining the body and sneak him. After killing the
Guard then turn around and Un-Crouch. Since the Riot Guard is looking away
from your direction then just run straight ahead to the shadowed crates.

Staying on the ground was faster than using the Hangrail so I skipped it.
In addition, you don't run the risk of getting the Riot Guard involved.
That's a big plus.

Climb the crates to the top and then onto the walkway. Turn off your
EyeShine. Before you get to the door at the end of the walkway then 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 go into the alcove. Turn on your EyeShine
again, look around on the floor, and find:

     ==================
  ++[Cigarette Pack #39]++
     ==================

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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS19. 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, 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.

If you jump down and go left you will find a large Elevator door (which you
can't open at this point) and some crates to the right of the door. On the
top of the crates is Shurik's Glasses.

I am skipping Shurik's Side-Mission but this is where the Glasses can be
found if you want to do his task. You can also get the glasses a little bit
later in the guide. There are also Moths here that you can collect but that
can be done later also.

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. Press the X Button
to 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, 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 50 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS21. 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 then 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 Stomping 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), a Worker, some
crates, and a Control Panel on the other side of the room.

Then another Guard will come in from the left and into the Forklift Room.
Stomp him then turn around and go down the stairs to the door that opens up
into the Forklift Room. Stomp the Worker then turn off the Control Panel
before any of the Sentry Guns find and shoot at you.

Head down the hallway and, when you reach the first corner, then you will see
three explosive barrels ahead of you. When you turn left then you will see a
Valve on the corner. This information will help you later on.

When you turn the second corner then you will see the core area and a Guard
ahead of you. Stomp him, drag him to the nearby darkness, get up, go back to
the previous corner, and wait. Eventually the Riot Guard will come back up
the path. Let him see you so he can follow you.

When that happens then run back toward the explosive barrels at the first
corner. Position yourself between the barrels and the wall then Crouch down.
Look out toward the Forklift Room. With the barrels to your right then get up
against them as much as possible then wait.

The Riot Guard will make his way toward your position. He will then see you
sitting there. Then he will charge you while firing. One of his rounds will
cause the barrels to explode which in turn will cause the Valve across the
corner from you to blow up. This dual set of explosions will kill the Riot
Guard.

The explosions will take off at least three of your health blocks. But the
Riot Guard will always drop a NanoMED Cartridge which will help you to
replenish your health.

The fact that the Riot Guard drops the NanoMED Cartridge leads me to believe
that this was the method you are supposed to use in destroying the Riot Guard
instead of the crate-dropping method suggested on the message boards.

In one of my past e-mails, from someone named "no register", suggested
another method of killing the Riot Guard similar to the above method:

   "Do as I do: Given: The first Guard is dead. Once the second Guard passes, 
    the Riot Guard will be close following. Once you see his eyes, turn on 
    the Shine, stand up, and run through the tunnel from whence you have 
    come. He'll see you and start shooting, but won't likely land a single 
    shot. Go all the way around, past the "Valve" and hide just around the 
    corner--so that you can (using the directional pad) lean out at will to 
    keep an eye on our armored friend. He won't see you--he'll just come in, 
    stop every now and again to look both ways, then advance further. Nudge a 
    little to your right, just enough so that you see the action dialog for 
    the valve.

    Here're something you should know: If you open the valve and he walks in 
    to the fumes it will ignite. So what you want to do is wait for him to 
    get close to the bottle/valve combo. Once he gets in close, quickly hit X 
    and get as far from the valve as you can (essentially back and to the 
    left). Moments after hitting the valve your screen will be filled with 
    light such as you've seldom seen. If you move quickly enough, you'll lose 
    just over a block of health on the difficult setting -- and he'll fall 
    flat on his face, leaving you with a NanoMed Cartridge."

This an effective way of getting rid of the Riot Guard. After playing around
with this strategy I've found a way to make it a little better.

First off, after killing the Guard when entering the core area (and dragging
his body into the darkness), I turned around and zapped all of the lights in
the hall leading back to the Forklift Room (four lights total). This plunged
the hall into complete darkness.

The Riot Guard, for all of his toughness, cannot see in the dark. You can.
Turn on your EyeShine. Go back into the core area and stand in the light so
the Riot Guard can see you. When he starts chasing you then run back toward
the Valve.

Because he can't see in the dark, you won't really need to use the lean
function. Just hang by the corner close to the Valve so you can activate it.
Why can't you just activate the Valve, get to a safe distance, and wait for
the explosion? Because the Riot Guard has to be in the middle of the
explosive cloud you release from the Valve in order for the strategy to work. 

If you open the Valve and wait for him to walk into it then he will cause the
cloud to explode, and causing everything else to explode too, but because he
was at the edge of the cloud instead of in the middle, the explosion will
cause no damage to the Riot Guard and you will waste some good explosives.

Wait for the Riot Guard to get close to you (actually you can get pretty
close to him without being seen), active the Valve, and go left as fast as
you can. The Riot Guard will detonate the cloud and, since he will be in the
middle of the chain of explosions, will drop dead.

If you're quick on your feet, you may lose one health block or less (allowing
you to regain complete health on your own). I should note that the Riot Guard
may investigate then turn around and head back to the core area instead of
coming closer to you. Zap him with the Tranq Gun to lure him back.

If he insists on going back to the core area, let him go and head back to the
corner leading back to the core area. Then stand in the light when he comes
back around and try to lure him again.

Another reader, joachim buyse, came up with another method of getting rid of
the Riot Guard:

   "don't mean to correct you just to tell you a simpler way that will not 
    have you lose any life when trying to eliminate the riot gaurd in the 
    mining core (part 1) after you have picked up pack of smokes #4 go up and 
    down the tunnel and shoot out all of the lights and open the valve on the 
    pssing by... sneak kill the first gaurd and drag him into the darkness 
    behind you. now wait for the riot gaurd to head back... when he gets near 
    you can shoot him down with the tranq gun to get more time... get him to 
    follow you into the darkness and towards the barrels by shooting at him 
    with the tranq gun every time he is about to fire at you... then hide 
    around the corner far away from the valve and as sson as you can see the 
    riot gaurds head you tranq him and move back in a range so he can see you 
    but you are still away from the valve and as soon as you are ready stop 
    tanqing him and let him shoot at you... his bullets will ignite the gas 
    (your tranq won't) and you are in a safe distance and you don't get hurt 
    at all... i did this 4 times and pulled it off with out loosing any 
    health"

And while I was playing around that bit of strategy I came up with another
one:

Instead of shooting out all of the lights in the hallway I just went and
Sneaked the Guard. Then I let the Riot Guard see me and chase me. From there,
I went to a point between the second and third lights back in the hallway. I
then hugged the wall and got close to the concrete abutment that had the
third light (so I can see the corner).

Most of the time when the Riot Guard got to the corner he would see me and
therefore would fire at me. One of his rounds would hit the Valve (which
would be unopened) detonating it and the nearby barrels killing the Riot
Guard.

If he got around the corner without detonating the Valve then I would go back
up the hallway into the Forklift Room. Then I would get him to follow me
around the Forklift then ran back down the hallway and around the corner
before he could get around the Forklift. Then I waited at the corner leading
into the main Mining Core.

When he turned the first corner then he would fire at me again but this time
he would hit the Valve and thus seal his doom.

One of the other methods of killing the Riot Guard, the crate-dropping
method, used the crane inside the core area and the large red container crate
that would get moved around. Wait until the crate was removed then get the
Riot Guard into the area where the container crate sits then keep stunning
him until the container crate was deposited on him thus killing him.

I found that this method was inconsistent due to collision issues. One time I
put the Riot Guard in the middle of the area but the container crate had no
effect. He even charged at me through the crate as though it wasn't even
there!

I did get it to work once when he was on the very edge. Another reason I
don't like this method is because of the other Guards on the end of the core
area that need to be taken care of. If you have to fight the Guards and the
Riot Guard at the same time then it gets kind of tricky.

I did have some fun using this method on the regular Guards themselves. One
time I had a Guard stunned in the deposit area. The crate was being moved
into position when the effect wore off and the Guard just started to get up.
He knew I was there and he screamed "Diiiiiiie!!!!!!" a split second before
the crate came down on top of him and squished him flat!

Then he screamed in pain as he died. When the crate was lifted up again, all
that was left of the Guard was a large red stain (and his Assault Rifle).

Getting back on topic.....

After getting your health back, by using the NanoMED Health Unit near where
you entered this section, head back into the 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS22. Upper Mines (Part Two)                                            0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
                                                              \ The Mines /
                                                               0=-=-=-=-=0

When you exit the Elevator, 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. As noted before, the crates here (which
should be to your left) have Shurik's Glasses on top. Go and get them now if
you are doing that Side-Mission.

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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS23. 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS24. 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS25. Work Pass (Part Two)                                              0
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
  \ Packs - 1 /                                               \ 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, 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 you will see the first Work Pass area and Shurik. Jump down
next to him. If you are doing his Side-Mission, talk to him. If not, or when
you are finished with Shurik, run back through the Recreation Area [Sections
D-A] and to.....

   0=-=-=-=-=0
  / The Mines \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS26. Feed Ward (Part Three)                                            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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS27. 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]++
     ==================

Now go back through Recreation Area [Section C] and to.....

   0=-=-=-=-=0
  / The Mines \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS28. 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 you have completed all of the Side-Missions in the game (that would lead
to getting Smokes or other items) and acquired all of the Cigarette Packs in
this area.

Time to proceed back through the Work Pass area to.....

   0=-=-=-=-=0
  / The Mines \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS29. 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.

 /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
0XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX0
X **IMPORTANT NOTE: If you are using this guide for the PC version or the   X
X                   remake of EFBB within "Assault On Dark Athena" then you X
X                   will be entering the Security Research 1 and 2 areas    X
X                   that are only available in those versions.              X
X                                                                           X
X                   This is a major reason why I recommend *NOT* using the  X
X                   Original XBox version of this guide for either the PC   X
X                   version or the remake within AODA.                      X
0XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX0
 \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

After entering the Hatch then go through the shaft into the next area which
is the upper level above the.....

   0=-=-=-=-=0
  / The Mines \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS30. Feed Ward (Part Four)                                             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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS31. 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, 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS32. 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,
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, 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 then 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 you 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS33. 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS34. 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 (Game Concept Art 09) in
the Extra Content section).

After the cutscene then jump into the hole the Beast came from and into
the.....

   0=-=-=-=-=0
  / The Mines \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS35. 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, 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 then you will see a Control
Panel (leave that alone) and a short passage into the next room.

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. 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 and get to the Security Door.

Use the ToolRoom Key to open the door and you will see another NanoMED Health
Unit (but this one is full and ready for use). 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,
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 of the Creeps on the way back so keep your eyes open. 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.

Go down the hallway and back to the Ventilation Hatch. Go through the shaft
and back to the Drill Room.

But, when you land, you will find a Beast breaking out of the wall below
where you just came from. Switch to your Grenades and toss one just as it is
about to exit the wall. The blast should kill it. Now go into the chamber
behind the now dead Beast. In the left corner you should find:

     ==================
  ++[Cigarette Pack #51]++
     ==================

Go back and into the second half of the Drill Room. 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 and you will go up a hill and into a broken shaft. This leads you
to.....

   0=-=-=-=-=0
  / The Mines \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS36. 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, 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 a Beast and
some of the Creeps. When he kills that then he will fight the Creeps that
come out from other parts of the room.

In the previous versions of the guide I used the other door (with the two
Guards fighting Creeps) that led me to the other side of this room making it
easier for me to get to the door leading further into Central Storage.

But if you listen to the noise the gun being used by the Riot Guard is
making, it is different than his regular gun. That is because he is using the
Mini-Gun.

So I took the other path this time so I can go behind the Riot Guard. When he
fights off enough of the creatures then I use the Prototype Gun and shoot at
the Riot Guard's back to kill it then take the Mini-Gun for myself.

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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS37. 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, 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 \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS38. 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. In
one of my e-mails, angelos22 suggested a very good way to destroy the
Heavy Guard:

   "You may already know this, but here's what I did: When entering the room 
    with the Heavy Guard, I didn't walk any further when the doors closed, I 
    just stood there ( I may have been in a squat position). The heavy Guard 
    just sits there and fires, he wont come closer to you. It looks like he's 
    firing right at you, but he's not hitting you. I still had 3 grenades 
    left, so I immediately launched all 3 right under him. He was dust in a 
    few short seconds. No running around shooting at barrels. Worked like a 
    charm. Thought you'd like to know!"

I tried this trick but I couldn't destroy it with Grenades (and I had 10 of
them too). But I still used this to my advantage. The Heavy Guard sits there
most of the time but will attack on occasion. He will take a couple of steps
forward, fire off a short burst, then take those steps back.

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 (assuming that it stays in the center instead of trying to come
toward you if you are trying the above tricks). If you manage to get several
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
is that, when I entered the room, I stopped just past the door. Then I hugged
the wall to the right of me. This made it harder for the Heavy Guard to hit
me (because his gun is on his left side - this means he will shoot the wall
instead of me).

Then I switched to my Shotgun. I waited for a canister to come over the Heavy
Guard then I blasted it to bring it down. The way the Heavy Guard just sits
there made this encounter a piece of cake. A few Shotgun blasts later, the
Heavy Guard is destroyed.

After destroying the Heavy Guard, regardless of method, pick up your Mini-Gun
then take the next door and go to the.....

   0=-=-=-=-=0
  / The Mines \
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| >MNS39. 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. To your
left is another Riot Guard. Destroy him and go left.

Ahead is the spaceship and freedom. But there are three more Guards to deal
with. Walk forward while firing the Mini-Gun and they will drop quickly. In
previous versions of the guide I wrote the following:

   "As you approach the ship, a door SHOULD open near the rear of the ship 
    and a ramp will come down. I mention "should" because I've had several 
    readers write to me having problems in which the door doesn't open. I 
    think you have to kill everyone, including the Riot Guards, here to get 
    it to open. I've never had any problems personally because I use the 
    Mini-Gun on everything."

I had a reader, Fredrik Persson, write to me confirming that you do indeed
have to kill the Riot Guards near the ship in order to get the ramp to come
down. When the door opens and the ramp goes down then enter the ship. 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.....

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >BTH3. Cryo Facility                                                      |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

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.

As you exit, you will be attacked by two Attack Droids. Run and hang a left
at the corner. Keep running and you will come to another door. This will lead
you to more Attack Droids but these are in hibernation. Once the door closes
then you are safe. Use the NanoMED Health Unit to get back any health the
Attack Droids took off.

At one end of the 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.

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 (Right Trigger) and the Rockets
(Left Trigger). 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 then 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 very easy but a lot of fun because of the Heavy Guard. 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

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]++
     ==================

Crouch down to get this one so you don't accidentally open the door. If you
have been good with your Smokes collecting then you will have acquired all of
the Cigarette Packs in the game.

Un-Crouch and 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.

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, if you're far enough away from them, they
may fire Rockets at you.

However, if you manage to blow out the chandelier above the room and use your
EyeShine then you can render the cloaking ability of the Guards useless.

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. No question here, pick up the Mini-Gun and point in
their general direction. With the Mini-Gun in hand this fight is over in less
than two minutes (regardless of difficulty).

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?

I'm not going to spoil the particulars of the ending here. Just play and see
for yourself. And, oh by the way, wait until after the end credits too.
Another cutscene will play bringing the story full circle.....

           /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
 /=========================================================================\
| >BTH4. Summaries                                                          |
 \=========================================================================/
           \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/

Listed in this section are the summaries of all Cigarette Packs,
Side-Missions, and Easter Eggs.

  /-=-=-=-=-=-=-=-=-=-=-=-=-\
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| Summary of Cigarette Packs                                               \
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0

Listed below are the summaries of the Cigarette Packs within the game. They
are listed as they are found within the main body of the guide:

   =====================                             =====================
--[The Story Begins.....]=========X##***##X=========[The Story Begins.....]--
   =====================                             =====================

>>The Escape
  **********

    ++Cigarette Pack #35
      ==================
        Name: Bloss
        Warning Label: Do not feed to children.
        Unlocks: Game Concept Art 32.
        Where: At the base of the first Ladder.

    ++Cigarette Pack #1
      =================
        Name: Hogdahl's Finest
        Warning Label: May reduce ability to listen to questions.
        Unlocks: TCoR Combo Trailer.
        Where: In a hidden room.

    ++Cigarette Pack #6
      =================
        Name: Desert Air
        Warning Label: Not for weak throats.
        Unlocks: Movie Still 0.
        Where: On the metal table.

   ===========                                                 ===========
--[Cellblock A]===================X##***##X===================[Cellblock A]--
   ===========                                                 ===========

>>Prison Yard
  ***********

    ++Cigarette Pack #25
      ==================
        Name: Voodoo Cigarettes
        Warning Label: Will make your life a living HELL.
        Unlocks: Game Concept Art 24.
        Where: Activate Waman's Side-Mission and kill Molina. Waman will give 
               you this Pack as a reward.

>>Aquila Territory
  ****************

    ++Cigarette Pack #58
      ==================
        Name: Habibs
        Warning Label: Could cause hallucinations.
        Unlocks: Game Concept Art 35.
        Where: In an open cell.

    ++Cigarette Pack #59
      ==================
        Name: Just Regular Grass
        Warning Label: Will not replace regular "grass".
        Unlocks: Movie Concept Art 04.
        Where: Talk to Moondog in nearby cell after killing Rust.

    ++Cigarette Pack #57
      ==================
        Name: MBryo
        Warning Label: Don't smoke while being pregnant.
        Unlocks: Game Concept Art 36.
        Where: Talk to Blueboy (in hallway) after killing Rust.

    ++Cigarette Pack #26
      ==================
        Name: The Count's Forest
        Warning Label: Makes you less immortal!.
        Unlocks: Game Concept Art 25, Riddick Prototype 1.
        Where: Buy from Booger (in Courtyard) for 20 UD.

>>Infirmary
  *********

    ++Cigarette Pack #12
      ==================
        Name: Dr. Filur
        Warning Label: Not endorsed by real doctors!
        Unlocks: Movie Set 06.
        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).

>>Mainframe
  *********

    ++Cigarette Pack #13
      ==================
        Name: Alunda Classics
        Warning Label: Might make you strange.
        Unlocks: Game Concept Art 22.
        Where: On the catwalk where the two Guards were stationed.

    ++Cigarette Pack #27
      ==================
        Name: The Beetle Blend
        Warning Label: May contain a small amount of poison.
        Unlocks: Game Concept Art 01, Riddick Prototype 2.
        Where: Kill the Riot Guard.

>>The Pit
  *******

    ++Cigarette Pack #15
      ==================
        Name: Mont Noir
        Warning Label: Do not mix with fire.
        Unlocks: Game Concept Art 17, TCoR Novelization.
        Where: In a dead-end alcove.

>>Pope Joe's Den
  **************

    ++Cigarette Pack #16
      ==================
        Name: OP
        Warning Label: Do not smoke while sleeping.
        Unlocks: Movie Concept Art 02
        Where: In a small room near the Voicebox.

>>Dark Tunnels
  ************

    ++Cigarette Pack #28
      ==================
        Name: Karavan
        Warning Label: (?).
        Unlocks: Game Concept Art 03
        Where: In a narrow cubicle near the wall (and near the gate).

>>Showers
  *******

    ++Cigarette Pack #29
      ==================
        Name: Yup's
        Warning Label: Tastes like wet dognuts.
        Unlocks: Game Concept Art 12.
        Where: Inside one of the lockers.

    ++Cigarette Pack #30
      ==================
        Name: Q
        Warning Label: Will make your skin crawl.
        Unlocks: Game Concept Art 31.
        Where: Inside the Armory (you need the Vent Tool to access).

>>Guards Quarters
  ***************

    ++Cigarette Pack #33
      ==================
         Name: Guards
         Warning Label: Only for the Guards at Butcher Bay.
         Unlocks: Movie Set 07.
         Where: Buy from the Shopkeeper.

    ++Cigarette Pack #31
      ==================
        Name: Gronko's Bar
        Warning Label: Will only taste OK combined with alcohol.
        Unlocks: Movie Prop 01, Riddick Prototype 3.
        Where: Talk to Jenkins to get the bottle of Liquor. Find Chancellor 
              and give the bottle of Liquor to him. He will give you this 
              Pack as a reward.

   =========                                                     =========
--[The Mines]=====================X##***##X=====================[The Mines]--
   =========                                                     =========

>>Tower 17
  ********

    ++Cigarette Pack #5
      =================
        Name: Charlie's
        Warning Label: Smoking parents may give birth to wrinkly children.
        Unlocks: Game Concept Art 19.
        Where: In the cell next to yours (on the right).

>>Recreation Area [Section B] (Part One)
  **************************************

    ++Cigarette Pack #56
      ==================
        Name: Yoshimi
        Warning Label: Do you realize that everyone you know someday will 
                       die?
        Unlocks: Movie Set 05.
        Where: Buy from Pink for 10 UD.

>>Tower 17 Base (Part Two)
  ************************

    ++Cigarette Pack #18
      ==================
        Name: Yoyall
        Warning Label: Smoking makes pregnant women look cool.
        Unlocks: Game Concept Art 20.
        Where: Fight and kill Baasim in the Ring.

>>Feed Ward (Part One)
  ********************

    ++Cigarette Pack #7
      =================
        Name: Dog Smokes
        Warning Label: Not even healthy!
        Unlocks: Movie Set 01.
        Where: Buy from Gomer for 10 UD.

    ++Cigarette Pack #8
      =================
        Name: Black Death
        Warning Label: Nicotine may build character.
        Unlocks: Movie Set 02.
        Where: Buy from Gomer for 15 UD.

    ++Cigarette Pack #9
      =================
        Name: Charlie's Chocolate Cigarettes
        Warning Label: Emits toxic gas if heated.
        Unlocks: Movie Set 03.
        Where: Buy from Gomer for 20 UD.

    ++Cigarette Pack #10
      ==================
        Name: Pirate
        Warning Label: Danger inside.
        Unlocks: Game Concept Art 11.
        Where: Buy from Gomer for 25 UD.

    ++Cigarette Pack #11
      ==================
        Name: Roulette
        Warning Label: One of the included cigarettes will cause instant 
                       death.
        Unlocks: Game Concept Art 37.
        Where: Buy from Gomer for 30 UD.

>>Tower 17 Base (Part Three)
  **************************

    ++Cigarette Pack #19
      ==================
        Name: Starlife
        Warning Label: Do not eat contents.
        Unlocks: Game Concept Art 39.
        Where: Fight and kill Sawtooth in the Ring.

    ++Cigarette Pack #3
      =================
        Name: Carl's Blend
        Warning Label: Not worth dying for.
        Unlocks: Game Concept Art 05.
        Where: Activate Gulag's Side-Mission and retrieve his Red Tube. He 
               will give you this Pack as a reward.

>>Recreation Area [Section D] (Part One)
  **************************************

    ++Cigarette Pack #55
      ==================
        Name: Lung Busters
        Warning Label: Tracheotomy tickles.
        Unlocks: Game Concept Art 33.
        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: Movie Set 09.
        Where: Buy from Twotongue for 10 Moths

>>Tower 17 Base (Part Four)
  *************************

    ++Cigarette Pack #20
      ==================
        Name: Clemens
        Warning Label: Cigarettes causes smoke!
        Unlocks: Game Concept Art 06.
        Where: Fight and kill Cusa in the Ring.

>>Tower 17 Base (Part Five)
  *************************

    ++Cigarette Pack #21
      ==================
        Name: No-Name
        Warning Label: (Picture of broken heart).
        Unlocks: Game Concept Art 29, Riddick Prototype 4.
        Where: Talk to Centurion after killing Bam (and Abbott).

>>Recreation Area [Section C] (Part Two)
  **************************************

    ++Cigarette Pack #32
      ==================
        Name: Old Timer
        Warning Label: Designed to make you dizzy.
        Unlocks: Game Concept Art 28.
        Where: Activate The Nurse's Side-Mission and poison Bink's food. He 
               will give you this Pack as a reward.

>>Work Pass (Part One)
  ********************

    ++Cigarette Pack #34
      ==================
        Name: Red Frog
        Warning Label: Contains poison, nuclear waste, hazardous gas, and 
                       death.
        Unlocks: Movie Set 04, Riddick First Playable 2.
        Where: Access the locked room using Abbott's Keycard.

>>Mine Entrance (Part One)
  ************************

    ++Cigarette Pack #38
      ==================
         Name: Rokles
         Warning Label: This product of New Poland is extremely strong.
         Unlocks: Game Concept Art 21.
         Where: Inside the shaft near the second Ventilation Shaft door.

>>Security Checkpoint
  *******************

    ++Cigarette Pack #39
      ==================
        Name: Nordvist Nicotine
        Warning Label: Will get you in the mood.
        Unlocks: Game Concept Art 30.
        Where: In an alcove high above the Security Checkpoint room (and 
               above the Riot Guard).

>>Upper Mines (Part One)
  **********************

    ++Cigarette Pack #40
      ==================
        Name: Space Jockey
        Warning Label: Not for use inside space suit.
        Unlocks: Game Concept Art 23.
        Where: On the balcony where the Sharpshooter Guard was patrolling.

>>Cargo Transport (Part One)
  **************************

    ++Cigarette Pack #42
      ==================
        Name: Addictive M
        Warning Label: Might make you give up smoking.
        Unlocks: Movie Set 10.
        Where: On the floor near the sign "Floor 2".

>>Mining Core (Part One)
  **********************

    ++Cigarette Pack #4
      =================
        Name: Swift
        Warning Label: Might turn you into a couch-potato.
        Unlocks: Game Concept Art 16.
        Where: In the dead-end area which can be accessed by jumping over the 
               railing next to the Forklift.

    ++Cigarette Pack #41
      ==================
        Name: Jimboro
        Warning Label: Time flies like the wind. Fruit flies like bananas.
        Unlocks: Game Concept Art 27, Riddick First Playable 3.
        Where: Tucked behind a couple of container crates on the far side of 
               the Mining Core room.

>>Mine Entrance (Part Two)
  ************************

    ++Cigarette Pack #37
      ==================
        Name: Sicher
        Warning Label: (blank).
        Unlocks: Game Concept Art 38.
        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.

>>Work Pass (Part Two)
  ********************

    ++Cigarette Pack #36
      ==================
        Name: Tiny Tim's Blend
        Warning Label: Stronger than you might think.
        Unlocks: Game Concept Art 26.
        Where: Behind the Grating.

>>Feed Ward (Part Three)
  **********************

    ++Cigarette Pack #17
      ==================
        Name: Sensei
        Warning Label: Could actually make you smarter.
        Unlocks: TCoR Movie Teaser.
        Where: Activate Cuellas' Side-Mission and find the Snitch List. He 
              will give you this Pack as a reward.

>>Recreation Area [Section B] (Part Two)
  **************************************

    ++Cigarette Pack #24
      ==================
        Name: Five Fingers
        Warning Label: You'll die anyway.
        Unlocks: Game Concept Art 10.
        Where: Activate Jamal-Udeen's Side-Mission and kill all three 
               Blueskins. He will give you this Pack as a reward.

>>Recreation Area [Section D] (Part Two)
  **************************************

    ++Cigarette Pack #23
      ==================
        Name: Cone Puffs
        Warning Label: Might not be worth it.
        Unlocks: Game Concept Art 02, Starbreeze Motion Capture.
        Where: Buy from Twotongue for 20 Moths.

>>Feed Ward (Part Four)
  *********************

    ++Cigarette Pack #43
      ==================
        Name: Iron Lungs
        Warning Label: Over 100% chance of getting you killed.
        Unlocks: Game Concept Art 15, Riddick First Playable 1.
        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.

>>Container Router
  ****************

    ++Cigarette Pack #44
      ==================
        Name: CA Alderholm
        Warning Label: Smoking may encourage drinking.
        Unlocks: Game Concept Art 08.
        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: Do not use all at once.
        Unlocks: Game Concept Art 04.
        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: Robots have no lungs.
        Unlocks: Game Concept Art 09, Riddick First Playable 4.
        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: Can you spell DOOM?
        Unlocks: Game Concept Art 07.
        Where: Halfway through a Ventilation Shaft.

    ++Cigarette Pack #47
      ==================
        Name: 68
        Warning Label: Unbearable suffering guaranteed.
        Unlocks: Movie Set 08.
        Where: On a grated platform near a Turret Gun.

>>Abandoned Equipment Center
  **************************

    ++Cigarette Pack #49
      ==================
        Name: Mummy Lights
        Warning Label: Smoking may seriously damage your complexion.
        Unlocks: Game Concept Art 13.
        Where: In an alcove at the end of the partially covered bridge.

    ++Cigarette Pack #50
      ==================
        Name: Count Gunther
        Warning Label: Maybe you shouldn't smoke these, because it is not so 
                       good.
        Unlocks: Game Concept Art 14.
        Where: Behind a crate in the room where you pick up the Prototype 
               Rifle.

    ++Cigarette Pack #51
      ==================
        Name: Cloud No. 17
        Warning Label: May cloud your mind.
        Unlocks: Movie Concept Art 05.
        Where: In the room where the Beast emerges from.

>>Central Storage
  ***************

    ++Cigarette Pack #52
      ==================
        Name: Enfermo
        Warning Label: Beware of tobacco-rush.
        Unlocks: Game Concept Art 18.
        Where: When you reach the very large room then use the Hangrail. At 
               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.

>>Loading Docks
  *************

    ++Cigarette Pack #53
      ==================
        Name: Graes
        Warning Label: Think twice before using.
        Unlocks: Game Concept Art 34.
        Where: On a catwalk in the room where you encounter four Guards 
               (climb the container crates to reach).

   =============                                             =============
--[Cryo Facility]=================X##***##X=================[Cryo Facility]--
   =============                                             =============

>>Facility Control
  ****************

    ++Cigarette Pack #54
      ==================
        Name: Gawd
        Warning Label: There is no smoking-section in heaven.
        Unlocks: Movie Concept Art 01, Game Concept Art 40.
        Where: On the desk in the small room near a Guard.

>>Take Off Platform
  *****************

    ++Cigarette Pack #2
      =================
        Name: Candy Candy
        Warning Label: Shouldn't be compared to candy.
        Unlocks: Movie Concept Art 03.
        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: For men with strong character only!
        Unlocks: Cigarette List, Starbreeze Technology Demo.
        Where: On the floor near the Door Button (in the room where you are 
               forced to exit the Heavy Guard).

  /-=-=-=-=-=-=-=-=-=-=-=-=-\
 /-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0
| Summary of Side-Missions                                                 \
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0

Listed below are the summaries of the Side-Missions found within the game.
This includes Side-Missions that I chose not to do within the guide:

   ===========                                                 ===========
--[Cellblock A]===================X##***##X===================[Cellblock A]--
   ===========                                                 ===========

>>Prison Yard
  ***********

    ++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.

   =========                                                     =========
--[The Mines]=====================X##***##X=====================[The Mines]--
   =========                                                     =========

>>Recreation Area [Section B] (Part One)
  **************************************

    ++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, 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.

>>Feed Ward (Part One)
  ********************

    ++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.

>>Recreation Area [Section C] (Part One)
  **************************************

    ++Wilkins
      =======
        Mission: Find Jagger Valance.
        -------------------------
        How: Jagger Valance can be found in the Mining Core area. Once you 
             find him 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.

>>Recreation Area [Section D] (Part One)
  **************************************

    ++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.

>>Work Pass (Part One)
  ********************

    ++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.

>>Mining Core (Part One)
  **********************

    ++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.

>>Mine Entrance (Part Two)
  ************************

    ++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 then 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
| Summary of Easter Eggs                                                   \
 \-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=0

Listed below are the summaries of all of the Easter Eggs confirmed for the
Xbox version of "The Chronicles of Riddick: Escape From Butcher Bay":

>>The Toilet Easter Egg
  *********************

    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.

>>The "Enclave" Easter Egg
  ************************

    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.

>>The "Tool" Easter Egg
  *********************

    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.

>>"The Great Dictator" Easter Egg
  *******************************

    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.

>>"Robinson Crusoe" Easter Egg
  ****************************

    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".

  /==++====++==\                                             /==++====++==\
 /==++====++====++====++====++====0>>***<<0====++====++====++====++====++==\
| III. Conclusion                                                           |
 \==++====++====++====++====++====0>>***<<0====++====++====++====++====++==/
  \==++====++==/                                             \==++====++==/

0================0
| General Notices \
0===============================================>

  This document is copyright (c) Robert Allen Rusk (RARusk) 2004-2012.

  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 work is dedicated to the popular "Grand Theft Auto" game series 
  but some of my other work include "Bully", "The Darkness", and "Hitman" 
  titles.

0===================0
| Additional Sources \
0=======================================================>

  --"The Chronicles of Riddick: Escape From Butcher Bay" (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

0=========================0
| Additional Contributions \
0=======================================================>

  --Anthony Peregoy         --Rosemary Javurek         --I_Like_Pancakez
  --The Hero                --sithicus                 --Dean Mason
  --Tony Marshall           --Peter Kirby              --Alan McKee
  --strikt911               --Michael Spencer          --Luke Adkins
  --Caryl Preston           --aiat soltani             --joachim buyse
  --Chase Turner            --eddie walker             --"Chris ."
  --E.T.Webb                --Lauri Härsilä            --Barac Wiley
  --ali tapal               --Adam Gent                --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

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.

  >>Vivendi Universal Games and Tigon Games
    ***************************************
      For their roles in helping to make TCoR:EFBB 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.

  >>Ieatdirtoo, LiMpBiZkitFan, SayainPrince, The13thJedi, WasabiX
    *************************************************************
      For being part of the small group of people making guides for this 
      wonderful game.

  >>DeadmeatX
    *********
      Special thanks goes to him for his work on the PC version (he is 
      currently the only person to have done one for the Director's Cut), 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: Escape From Butcher Bay".

<===XX====XX====XX====XX====XX====X##***##X====XX====XX====XX====XX====XX===>

     
DEMOS
PATCHES - CHEATS
REVIEWS
GAME VIDEOS
NEWS ENTRIES
THIS WEEK'S MOST POPULAR DOWNLOADS