Chronicles of Riddick: Escape from Butcher Bay Walkthrough :
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Walkthrough - FAQ/Walkthrough___ _ _ ____ ____ _ _ ____ ____ _ _ _ ____ _ ____ ____ ____ ____ | |__| |___ | |__| |__/ | | |\ | | | | |___ [__ | | |___ | | | |___ |___ | | | \ |__| | \| | |___ |___ |___ ___] |__| | ooooooooo. ooooo oooooooooo. oooooooooo. ooooo .oooooo. oooo oooo `888 `Y88. `888' `888' `Y8b `888' `Y8b `888' d8P' `Y8b `888 .8P' 888 .d88' 888 888 888 888 888 888 888 888 d8' 888ooo88P' 888 888 888 888 888 888 888 88888[ 888`88b. 888 888 888 888 888 888 888 888`88b. 888 `88b. 888 888 d88' 888 d88' 888 `88b ooo 888 `88b. o888o o888o o888o o888bood8P' o888bood8P' o888o `Y8bood8P' o888o o888o ____ ____ ____ ____ ___ ____ ____ ____ ____ _ _ |___ [__ | |__| |__] |___ |___ |__/ | | |\/| |___ ___] |___ | | | |___ | | \ |__| | | ___ _ _ ___ ____ _ _ ____ ____ ___ ____ _ _ |__] | | | | |__| |___ |__/ |__] |__| \_/ |__] |__| | |___ | | |___ | \ |__] | | | FAQ/Walkthrough Table of contents- 1.Copywrite 2.Intro 3.Characters 4.Basics a.Controls b.Moving Around c.Combat 1.Reversals 5.Sneaking 6.Weapons a.Guns b.Melee c.Explosives 7.Items 8.Enviormental Objects 9.Enemies 10.Ciggerate packs 11.Walkthrough A.SINGLE MAX 1.The Escape 2.The Arrival 3.Prison Yard 4.Aquila Territory 5.Infirmary 6.Mainframe 7.Prison Yard Riot 8.The Pit 9.Pope Joe's Den 10.Dark Tunnels 11.Showers 12.Guards Quarters 13.Abbot B.DOUBLE MAX 14.Tower 17 15.Tower 17 Base 16.Recreation Area 17.Feed Ward 18.Work Pass 19.Mine Entrance 20.Security Checkpoint 21.Upper Mines 22.Cargo Transport 23.Mining Core 24.Tower 19 25.C Router 26.Crash Site 27.Abandoned Equipment Center 28.Central Storage 29.Loading Docks 30.Fuel Transport 31.Hangar C.TRIPLE MAX 32.Exercise Area 33.Cryo Pyramids 34.Facility Control 35.Corporate Office 36.Take Off Platform 12.Secret Stuff 13.FAQs 14.Plot Synopsis 15.Version History 16.Contact Info 17.Thanks 18.Rate My Work _______________________________________________________________________________ To find a specific section of the guide- -Highlight the section -Press Ctrl+C -Press Ctrl+F -Press Ctrl+V -Click "Find Next" or press Ctrl+F again _______________________________________________________________________________ > * .:. 1.Copywrite .:. * > This FAQ is copywrite (c) 2004 Wasabi X. This may be not be reproduced under any circumstances except for personal,private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. > * .:. 2.Intro .:. * > Welcome to the world of Riddick! Prepare to be confused. The Chronicles of Riddick: Escape from Butcher Bay is a game from the new developer Starbreeze. The franchise started with the movie Pitch Black, now the movie series have continued with Chronicles of Riddick and Chronicles of Riddick: Dark Fury, an anime movie from the director or Reign: The Conqueror, Peter Chung. Now, the franchise has been expanded to the game industry, and it rocks. Chronicles of Riddick: Escape from Butcher Bay is set before Chronicles of Riddick and Pitch Black. > * .:. 3.Characters .:. * > Riddick- Riddick is part of a nigh-extinct race of people known as Furyans. It is unknown why Riddick has been put into Butchers Bay, or why he seeks out. Abbot- Abbot is the head of security at Butchers Bay prison. Riddick makes a bad rep with Abbot upon arrival, Abbot is just searching for the right time to kill Riddick. Hoxie- The warden of the prison, he runs thw show. Jagger Valance- A prison legend, Jagger did something to gain respect of the prisoners and be thrown down in the mines. Pope Joe- A strange holy man who lives down in the Pit. He helps Riddick along his way to escape. Johns- Johns is the mercenary that captures Riddick, but it is unsure whether he is a freind or foe, he helps you, but is it only because of his own greedy intentions? > * .:. 4.Basics .:. * > a.Controls Right Trigger= Shoot/Punch/Loud Neckbreak Left Trigger= Block/Sneak Attack Left Thumbstick= Move Left Thumbstick Clikc= Crouch/Stealth Mode Right Thumgstick= Look Right Thumbstick Click= Eyeshine A= Jump X= Activate/Use Y= Change weapon B= Reload D-pad up= Lean up D-pad right= Lean right D-pad left= Lean left D-pad down= Duck White button= Flashlight Black butoon= Zoom Start= Game Menu Back= Journal/Inventory b.Moving Around Jumping- Pressing A and jumping can get you over gaps or over things. Climbing- Going up to certain things that look climbable and pressing X will have Riddick jump up and grab the ledge. Once thats done you can ether press left or right, to shimmy from side to side, or you can press up and climb up. Shimmying- If you get to a ledge you can shimmy across, do so the same way you would climb crates but press left or right, then you either climb up or drop down using the X button. Hangrails- Hangrails are ladders on the ceiling. If you see one, jump to it or press the X button and you will climb on, than you can go from side to side. To drop from the hangrail, press X. Vents- Once you have a vent tool, look at the vent and use the X button. Hatches and Grates- If you see a hatch or grating, you can usually kick it through with the X button. c.Combat There are many ways to do combat in Riddick, but this section will focus on the hand to hand fighting in the game. Right + Right Trigger= Right hook Left + Right Trigger= Left hook Down + Right Trigger= Upper-cut Up + Right Trigger= Elbow throw Left Trigger= Block There are also some more complex moves you can pull off. Sidestep- D-pad(in any direction) + Right Trigger= A quick sidestep, for jumping around corners. You can also use these in hand to hand fights as dodges. Roll- While in stealth mode, push the d-pad in any direction and than the right trigger. 1.Reversals There are many different types of reversals in Riddick, each with its own animation. The basic reversal is as follows, block, and when the enemy attacks, press the right trigger and you will use the enemies weapon against them. This can only be done from close range, but can still be used against enemies who are equiped with guns, as long as they are using a melee attack. > * .:. 5.Sneaking .:. * > Sneaking is a vital part of the game and is used very much. you must master the art of sneaking if you want to stand a chance during the game. There are some very basic things you need to know. Click the left thumbstick to go into sneak mode. While in sneak mode, the screens tint will turn blue if you are in darkness, or it will be regular colors if you are not concealed in darkness. While in sneak mode, you can here a heartbeat if there are enemies near you. If you sneak up on an enemy while in sneak mode and have either your fists, or another melee weapon equiped, you can go behind them and do an instant stealth kill. Every weapon has a different stealth kill(excluding the tranq gun) so try to see all of them. > * .:. 6.Weapons .:. * > a.Guns Gun- Bullets Per Clip- 14 The pistol is pretty weak, but it gets the job done. The key is to stay far away and snipe with it, because it is very accurate where as the rifles and shotguns arean't. Go for headshots for instant death. Tranq Gun- Bullets Per Clip- 1 The tranq gun is one of the most useful in the game. Although it does not kill, and it only has 1 round per clip, it also has unlimeted ammo and stuns the gaurd hit for 10-15 seconds. this is more than enough time for you to go over to the stunned body and press the left trigger, which WILL kill them. The tranq gun will also stun riot gaurds and take out lights. Assualt Rifle- Bullets Per Clip- 38 The assulat rifle is hard to get a hold of. Although it is the most used gun in the game by the gaurds, you need a DNA scan to use it, and for most of the game the gun is not availiable to you. Don't worry, the assualt rifle is very inaccurate, you can survive by other means. It also has a flashlight attachment on it. Shotgun- Bullets Per Clip- 8 The shotgun is not a very good weapon, but you will be stuck with it as your lethal weapon through most of the game. The gun has a flashlight attachment, and is deadly at close range, but sucks at far range. Prototype Rifle- Bullets Per Clip- 14 The prototype rifle is found in the deep depths or Butcher Bay. This is the prototype version of the regular rifle, but it lacks a few things. It does not include DNA encoding, but it has a very small clip and fires really fast. This makes it seem as if you are only firing 5 rounds. Minigun- Bullets Per Clip- 4000 The mingun is fun and great. Although you move very very slow when you have it equiped, it rocks. you will shoot many rounds per second and never have to fear about running out of ammo, and you don't have to worry about enemies, they are nothing when you have this. b.Melee Knuckleduster- A power-up for your fist, thats about it... Shiv- Shivs are knifes. They can come in the form of screwdrivers or shards of glass. They use the same combos as fists, but it does much much more damage than the normal fists or even the knuckleduster. Club- The club is very slow, which makes it innefective in normal combat situation. But it serves its purpose when you really need it. I highly suggest you use a shiv if you have the choice. c.Explosives Grenade- The grenade is just as you would expect. Once it explodes, it creates a firey hell for anything near it. This weapon is esspecially useful for when the monsters break loose and you encounter the big ones. > * .:. 7.Items .:. * > UD Money- UD money is found throughout the world of Riddick. The money can be used for trading or buying stuff throughout the game. You need to keep a steady supply of this stuff if you are planning on keeping some useful weapons. Nanomed Cartridge- Nanomed carts can be used to refill the Nanomed machines. These fill the machines all the way. Smokes- Smokes are found throughout the prison and can be used to unlock special things in the menu. Vent Tool- Vent tools are used to open ventilation hatches. Drugs- Used to trade, nothing more. > * .:. 8.Enviormental Objects .:. * > Nanomed Machine- Nanomed machines are small machines mounted on the walls, and they are your only means of healing. They have 4 small green lights on them. these represent the health squares, when you heal, however many squares it healed you, the squares will dissapear on the machine. When there are no more squares left on the machine, you need to use a nanomed cartridge to refill it. Nanomed Machine+- Found in the last part of the game, there is no difference between the nanomed+ and the nanomed, just different models. Nanomed Station- Nanomed stations are 1 time use stations, but they will increase your health 1 square when you use them. they look like racing arcade games. > * .:. 9.Enemies .:. * > Inmates- Inmates will only be your enemies if you make them be your enemies. So don't get on thier bad side. Maximum Security Light Guard- These guard carry assualt rifles but do not have much armor. They will usually call for backup if you confront them. They can also carry shotguns or guns. Double-max Light Guard- They also carry assualt rifles, but they have armor on them, they can also carry shotguns, but not usually. Light Guard Squad Leaders- Most captains carry only guns or assualt rifles. They arean't the first to spring into combat, but they are equipped. Riot Gaurds- Riot Guards are strong as hell and are almost invernerable, except they have a weak spot on thier backs. They sometimes have mini-guns equipped. > * .:. 10. Ciggarette Packs .:. * > Here is a list of all the ciggarette packs and what part of the prison they are in. 1. Hogdales Finest, Escape [The Chronicles of Riddick Combo Trailer] 2. Candy Candy, TO Platform [Movie Concept Art 3] 3. Carls Blend, Recreation Area [Game Concept Art 5] 4. Swift, Mining Core [Game Concept Art 16] 5. Charlies, Tower 17 [Game Concept Art 19] 6. Desert Air, Escape [Movie Still 1] 7. Dog Smokes, Feed Ward [Movie Set 1] 8. Black Death, Feed Ward [Movie Set 2] 9. Charlies CC, Feed Ward [Movie Set 3] 10. Pirate, Feed Ward [Game Concept Art 11] 11. Roulette, Feed Ward [Game Concept Art 37] 12. Dr.Filur, Infirmary [Movie Set 6] 13. Alunda Classics, Mainframe [Game Concept Art 22] 14. Space Cowboy, TO Platform [Cigarette List, Starbreeze Technology Demo] 15. Mount Noir, The Pit [Game Concept Art 17, TCoR Novelization] 16. OP, Pope Joe's Den [Movie Concept Art 2] 17. Sensai, Feed Ward [The Chronicles of Riddick Movie Teaser] 18. Yoyall, Tower 17 Base [Game Concept Art 20] 19. Starlife, Tower 17 Base [Game Concept Art 39] 20. Clemens, Tower 17 Base [Game Concept Art 6] 21. Noname, Tower 17 Base [Game Concept Art 29, Riddick Prototype 4] 22. Painful, Recreation Area [Movie Set 9] 23. Cone Puffs, Recreation Area [Game Concept Art 2, Starbreeze Motion Capture] 24. Five Fingers, Recreation Area [Game Concept Art 10] 25. Voodoo, Prison Yard [Game Concept Art 24] 26. The Counts, Prison Yard [Game Concept Art 25, Riddick Prototype 1] 27. The Beetle Blend, Mainframe [Game Concept Art 01, Riddick Prototype 2] 28. Karavan, Dark Tunnels [Game Concept Art 3] 29. Yups, Showers [Game Concept Art 12] 30. Q, Showers [Game Concept Art 31] 31. Gronkos Bar, Guard Quarters [Movie Prop 1, Riddick Prototype 3] 32. Old Timer, Recreation Area [Game Concept Art 28] 33. Guards, Guards Quarters [Movie Set 7] 34. Red Frog, Workpass [Movie Set 4, Riddick First Playable 2] 35. Bloss, Escape [Game Concept Art 32] 36. Tiny Tims, Workpass [Game Concept Art 26] 37. Sicher, Mine Entrance [Game Concept Art 38] 38. Rolles Rock, Mine Entrance [Game Concept Art 21] 39. Nordqvist, Security Checkpoint [Game Concept Art 30] 40. Space Jockey, Upper Mines [Game Concept Art 23] 41. Jimboro, Mining Core [Game Concept Art 27, Riddick First Playable 3] 42. Addictive M, Cargo Transport [Movie Set 10] 43. Iron Lungs, Feed Ward [Game Concept Art 15, Riddick First Playable 1] 44. CA Alderholm, C Router [Game Concept Art 8] 45. 20 Musketeers, C Router [Game Concept Art 4] 46. Robot Smokes, C Router [Game Concept Art 9, Riddick First Playable 4] 47. 68th C Router [Movie Set 8] 48. Maestro, C Router [Game Concept Art 7] 49. Mummy, AE Center [Game Concept Art 13] 50. Count gunther, AE Center [Game Concept Art 14] 51. Cloud No. 17, AE Center [Movie Concept Art 5] 52. Enfermo, Central Storage [Game Concept Art 18] 53. Graes, Loading Docks [Game Concept Art 34] 54. Gawd, Facility Control [Movie Concept Art 1, Game Concept Art 40] 55. Lungbusters, Recreation Area [Game Concept Art 33] 56. Yoshimi, Recreation Area [Movie Set 5] 57. MBryo, Aquila Territory [Game Concept Art 36] 58. Habibs, Aquila Territory [Game Concept Art 35] 59. JR Grass, Aquila Territory [Movie Concept Art 4] > * .:. 11. Walkthrough .:. * > You start the game veiwing a cut-scene. Someone is treking through a snowy wasteland. He(Riddick) takes out his knife and goes into a cave, he slashes the pursueing animal, knocking it on it's ass. The animal sees Riddicks fur and pursues. Then Riddick drops down on the animal and kills it. Riddick talks to "the voice". Riddick flashes back to his stay in Butcher Bay... Johns and Riddick talk a bit, seems you are heading to Butcher Bay, captured by Johns. then you land, and the game begins... /o---------------------------------------------------------------------------o\ |=>-- Now, go back to your cell and wait for Mattsson. Mattsson will give you the shiv, but Rust will come in and try to start something. Abbot will come in before you can kill Rust though. Rust will beat up Mattsson, then leave with Abbot, seems there is a disturbance in the other block. Talk to Barber, he tells you it would be wise to find a weapon before going into Aquila territory. Waman can help you with that. Go on your way to the pit, but go left right after the first left into cell A-37. Talk to Waman in there. Head on your way back to your cell, but instead, go past it, talk to Shabby, he also wants Molina dead. Now, head back to where you talked to Waman, but instead, go into the cell on the opposite side as him, cell A-38. Walk in and start a fight with Molina. Once Molina is dead, grab his knuckleduster and go back and talk with Shabby and Waman. Shabby will give a peice of paper with a code on it, it will help you later in the game. Go back to Waman and talk to him. He will give you a pack of smokes #25, Voodoo. You have completed all that you can now, head into the pit, then across into Aquila Territory. |===================| |4.Aquila Territory | |===================| First off, equip your knuckleduster right away, then go through the corridoor into the main area. You will face 2 guys right off the bat, once they are dead, grab thier money and go into the first open cell you see, it should have a nanoMED machine and pack of smokes #58, Habibs. Heal if you need to and continue down the hall. Take a left at the end of the hall, then dodge the fire extinguisher the inmate kicks at you. Then, go fight the inmate who doesn't run away. Watch out, he has a shiv, keep him blocking or reciving punches to avoid damage, if you are hurt, go back to the nanoMED machine, then continue. Continue down the hall, when you see the goo on the floor, back up, it will explode. Then, go down the hall and fight the 2 inmates with your new shiv. 1 of these guys has a shiv, so kill him first, if you get hurt, go back and heal before going on with this next part. Go up the stairs and take a right, you will see a man waiting for you, it's Rust, pull out your shiv and start hacking away. Once he's dead, the prisoners will gawk, Abbot offers you the position of top dog, but Riddick declines. You will be in the same room, but 2 guards will be surrounding you. Unequip your shiv and take a look around, go talk the man in the doorway, he will run away and give you pack of smokes #59, Just regular Grass. Go back to the guards place. To thier left there is a hall, go through, a prisoner will be chased and shot by a guard, you can kill this guard and save the prisoner, but he will then just attack you, so don't. Go to the other end of the hallway. Take a left and talk to Blueboy, he gives you pack of smokes #57. Retrace your steps back to the pit(heal if you need to) and talk with Haley. Haley tells you that you can get to Pigsville from the pit, but you need a rifle, which are all DNA encoded. The only way to get yourself into the DNA databank is to get to the mainframe past the infimary, Haley tells you to talk to Bulder to get there. While you are still in the pit, go to the barred door and talk to Booger behind it, he will now sell you a pack of smokes for 20 UDs. Buy it, and you now have pack of smokes #26, The Counts Finest. While you are still here, talk to Red, he will commend you for the killing of rust and give you some UDs. Go all the way to where the gate between you and freedom is(past your cell) and talk to Bulder, he will open up the gate and you are free to go to the infimary now, so do so. |===================| | 5.Infirmary | |===================| Go into the infirmary and you will not see a pretty sight. Blood is everywhere, the guard tells you to wait for the doctor, you need to kill both the guards. Wait for the guard to turn his back, then run at him and try to snap his neck, if you don't try to use a reversal. After this guard take out your shiv and kill the next one, don't forget the first guard has a security card on him. If you helped Shabby out, you can go inside the operation room(the first door) and get pack of smokes #12, Dr Filuur and a scaple shiv. Go back outside and heal if you need to(then go through the door to the nanoMED machines left. You will immiedaitly be attacked, kill the guard(he is unarmed) and take a right. Right in front of you is a nanoMED Health station. USE IT!!! It will give you another square of health. After that, go up the nearby ladder. Go down the corridor and go through the door at the end on your right. You will be on the balcony above the infirmary. A guard will come out sporting a rifle, so try to reverse his attack, then go through the door he came out of. In this next room crouch down on go through the service hatch to your right. Go through but keep crouched! In this next room, there is a guard looking for you from above on your left, move from pillar to pillar to avoid detection, and never walk into the path of his flashlight. Once on the other side, go through the opening. This corridoor will lead to some grating above you, a guard will be standing on it. Walk through and trun right, then left.You should hit a ladder. A voice will come up saying a riot has started, go up the ladder. If you look through the grating to your right when you go up, you can see a guard killing the inmates, take a left then go through the hatch at the end of the hallway. In this next room, sneak up on the guard and stab/ snap his neck, then go forward until you hit a turn, turn right and go out the door. there will be a guard out here, stab/snap him and continue forward to the keypad.Go through the door(using the keycard the guard you just killed dropped) and take a left. Go through the opening and sneak up on the guard inside, to make this easier, wait until he is looking another way(he usually freezes for a few second while looking to your right) then kill him. Go down the hall and through the door to your left. You will now reach a checkpoint and be entering the mainframe. |===================| | 6.Mainframe | |===================| "The mainframe. Security'll be tight. I like a challange." Walk forward through the door, you should be on a balcony above a big machine, a mechanc type man will be talking to himself. Run to the other side, there should be a locked door, take a left and keep going on the rise, the path should end when it hits the wall. There is a small ladge protruding from the wall, you should be able to walk on it, jump the fence onto it. Keep walking up there until you see something you can land on(you won't take too much damage if you fall all the way, so don't be scared). When you are down, kill the man who was talking to himself(he should be armed with a shiv). Once he is dead, walk over the the computer terminal thats talks and scan your hand. When you are done, the computer will notify security, go grab the assualt rifle on the nearby box(should be just right of the computer) and get ready to fight. When the 2 guards appear, shoot them with your new gun and go through the door they came from. You will have to deal with 3 guards before this hallway is clear, I suggest waiting until they are near the tank, then shooting it. Once they are dead, go down the hallway and heal. A guard will toss a grenade into your room, run away and wait for the explosion. Once it has been done, go to the new hole in the wall and clear the debris(using the X button), then go through the hole. When in this new room, you will have to kill a man with a shotgun, after he is dead, go examine the security panel(just to the left of the locked door). This should trun off the big fan. Go to the opposite side of the room and climb the 2 stacked boxs, climb up another level, then jump the gap between the boxs you are on adn the boxs near the fan. Crouch under the fan and it should lead you to a large vent place. Go to the left and try to get to the end of the hallway, but most likely you will be shot down and have to deal with the 2 guards. Once they are dead, go to the left side of the hallway they were patrolling. You hear a voice on the speaker announcing you are loose, then you will have to deal with another guard before going through the nearby door. In this next room there will be 2 guards on the balcony above, snipe them out and then climb up to where they were. Take their ammo, credits and then search the balcony. You should find pack of smokes #13, Alunda Classics. Once you have cleaned the area out(another guard might walk in unexpecdedly), heal and then go through the opening left of where you came in. WATCH OUT!!! A guard will pop out from behind the box, it can scare you a tad. After he is dead, go through the service hatch. You will be in a room covered with green gas. Run towards the gas and look left, there should be a valve, examine it to cut the gas flow. Go forward, a guard will be talking to another guard. When you get too close one will chuck a grenade, back up, then contiue forward. You might want to turn on your flashlight to kill the 2 guards. Once they are dead, head through the nearby hole in the wall. Go forward into a strange hallway, with some weird thing on the right. When you continue, 2 guards should appear with shotguns, wait until they are near the exploding barrels then blow them both straight to hell, then take a right at the end of the hallway. There should be a nanoMED health unit in front of you, use it if need be. Then walk through the open door to the machines right. Now, this next room is tough, 4 guards are in here and there is a lot of cover for you and them. Focus on 1 guy at a time, and stay behind cover as much as possible. Once they are all dead you will meet your first riot guard. If you have a lot of health, you can destroy it by getting behind it and shooting it's back. But, I suggest the following, run to one side of the room, make sure he sees you. Then, when he is lured out, run into the elevator he came down and go up before he can do too much damage. Once you are up, go through the unlocked door. Then, take a left into cell block A. |===================| |7.Prison Yard Riot | |===================| When you go through the door you will hear some voices talking, nothing vital. Take the second right and heal. Then, go turn the valve in the same room. Go back and take the first left, down the stairs. You will see an inmate get shot. Go down the stairs. Kill the 2 guards, then book it to the right. The cameras shooting! If any cameras start to shoot, destroy them. When you head down the hall, take out the 2 cameras first, then continue. A guard will come around the corner, shoot him. Go to the end of the hall and take a right. You will see another inmate being shot. After that, 2 guards will come around the corner, 1 near, 1 wide. Kill the near one and then snipe the wide one. Then take a right. Get behind the nearby door for cover. Uncrouch and shoot the camera near the entryway to the pit. Once the camera is disabled, go into that entryway. In the small hall leading to the pit, there should be a guard, kill him and go down the hall. Destroy the camera inside this room, the doors locked, you need to open it. Go back the way you came, kill the guard who is pursuing the inamte, then continue backtracking. When you get back to the stairs, look in the opposite direction, kill the 2 men behind the gate. The gate should open, take the radio transmitter. The door to the pit will now be open, so go back there. You will encounter 1 guard on the way there, and then encounter Thor in the hallyway leading to the pit. Thor will ask you to put him outta his misery, you can do it, it doesn't matter. Continue to the pit. A cutscene will intiate. Riddick will be shot outta his rifle, then take the guard down with him, using him as a cushion for the fall. You will now reach a checkpoint. |===================| | 8.The Pit | |===================| You start off with only 6 minutes of flashlight battery due to the fall. This is tricky, as the pit is a large maze. Let's get going. Go through the door directly in front of you when you start out. Go all the way forward until you are forced to take a right.[Note: If you stand at the starting point for a few seconds, you can hear guard saying they think you survived the fall]. Take another right and the enemies will start to appear. You will see a large hole in front of you. Drop down that hole. Once down the hole, take a left. Then go to the end of the hall and take a right. Don't trun until you reach the end of this hall(which should be marked by an overturned toxic waste bin). When you see the bin, turn left. Take another left and go to the end wall. There should be a valve, pick it up and start to backtrack. When you reach the overturned toxic waste(the one you turned left at last time), go right, then take the first left you see. Go up the ramp, then take an immediate left(through a door arch) and then another left. You should be in a large hall. Run down the hall, killing any enemies you see. Make sure to check behind you also, they seem to come frombehind a lot. In the large hall, take the SECOND left turn you see. You should see a flare in this hall. Run to the flare. There should be a small box connected to a large chain right next to the flare. Examine it and Riddick will use the valve. Examine it again to turn the valve, which opens the door. Head theough the newly opened path. You will be in a small corridor thats made out of chain links. Kill any enemies you see and proceed. When you see an overturned toxic waste bin, take a left. Follow this hall, when you see an opening to the left, take it. There should be a cig. pack in front of a barred fence. Get the smokes, Pack #15, Mont Noir. About face and turn left, then right. Then left again, then right again. You will rwach a checkpoint. |===================| | 9.Pope Joes Den | |===================| Pope Joe will talk to you right away. Follow Joe into the elevator. Joe will talk to you about "The Dwellers"(the strange enemy you faced) and how someone told him you would come. Follow the Pope, when he stops, talk to him. Joe will send you on a mission to get his voicebox. Grab 12 flares from the nearby box, and heal if you need to, then go out the way you came in. Go to the elevator and take it down. Exit the elevator and look left. There will be an overturned toxic waste bin. Follow the path behind it. Take a left at the end of the pathway through a door arch. Take a right and follow the path down to the next door on the right. Enter the room, and get ready to kill, more Dwellers. Go straight forward into the next room. Kill the Dweller and grab the voicebox. Don't go back to the den now however, go through the large crack in the wall on the left side first. In this small room is a nanoMED cartridge, and Pack of smokes #16, OP. Now, make your way back to the den of Pope Joe with the voicebox in hand. On the return trip, there will be many Dwellers in the corridors, but they are no match for your shotgun. Once you are back safe and sound with Pope Joe, heal, then talk to him. It will go to a cut scene. Pope Joe will stich you up. Joe will show you a hidden path. Something weird then happens. Riddick will hear "the voice". Riddick is blind! The voice gives him sight!!! You now have the eyeshine ability, click to right thumbstick to toggle it on or off. |===================| | 10.Dark Tunnels | |===================| Use your new eyeshine, its quite useful. Go forward then uncrouch. Take the first right that you can. Go straight forward, killing any Dwellers that cross your path. When you hit the end of the hall, take a left, then another left, then go straight again. Kill the 3 Dwellers that attack you and then take a right through the opening. On the right side of this place, there is a ladder leading up into a sewer grate, go up. A cut-scene will show Riddick emerging from the Dark Tunnels. You are at the next checkpoint. |===================| | 11.Showers | |===================| Disable your eyeshine. Go out of the shower area and turn left. Go into stealth mode. Run up to the stall door and start shooting. A guard with a shotgun will run into the room, take care of him and the man in the stall, then take their ammo. Another strategy is to turn off the lights in the stall, then kill him when the guard emerges. Either way, kill the 2 guards. Afterwards, switch off the lights near the arch that leads into the locker rooms, then go in. In the locker room, open every locker and grab whats inside, this includes the civil guards clothes, the assualt rifle and pack of smokes #29, Yup's. Once you have everything, exit the room via the exit across from where you entered. Equip your regular gun just to be safe, but I don't think anyone will notice you. Take a right after the ext, heal if need be, left go through the door just left of the machine. Here's a tricky part, go into this room and snap the guard neck, then hide the body and do the same to the guy patrolling the hall. As long as the alarm does not sound, you are safe, and this way you can get some extra ammo. Go back to the first hall, and take the path you didn't the first time. You will be in a large room with many guards. But none of them know you. In this large room, take a right into a small hall. Then take a left, you will see 2 guards who jammed the elevator. Don't mess with them, they can and will dicover you. Move along to the next hall. Take a left and go around, heal if need be, then go the the hall opposite to where you came in. Take the first left to see a large machine and wires hanging from the walls. Take a right and then a left in the next hall. Turn right at the no smoking sign, then take a right once you get out of the small hall. You should see a large closed door that says "Hangar A412" above it. Talk to the nearby guard. He's a tad drunk... Then go up to the retina scanner just left of the door and examine it. You will need some eyes....Abbots. Go to the hall opposite to where you entered the Hangar port. A guard will come running in. You might need to kill all the guards in the room now to proceed. Do so, then go down the next hall and to the next chackpoint. |===================| | 12.Guard Quarters | |===================| You will see a big billboard in front of you. Exit via the left or right doorways into a large hall. Your new objective is to find Abbot's place. Talk to Jenkins in the large hall, he will give you a bottle of booze. Go to the end of the hall. There will be 2 doors, one on the left, and one on the right. Go in either one, if you went in the right side, you should see an elevator button but it won't do anything. So go into the nearby door and search for the switch. Press the switch to go up. Exit the elevator and take a right. Talk to Chancellor and he will offer you 50 UDs for the booze. Take the trade and he will also give you pack of smokes #31, Gronkos Bar. Also, before you get too far, you can go back to the main hall and find one open shop, but the smokes there to get pack of smokes #33, Guards. Go back to the elevator, but instead of going in, just go straight forward. You will end up in the next part of the guards quaters. Go down the stairs and take a left, go through the door and straight forward over the balcony looking over the main hall. Go through the next door and it looks like you are now in the halls where the guards rooms are. Go down the hall all the way. The path will split, take a right. You will see a guard, pass him and activate the control panel, the halls will now be in darkness. Turn on your eyeshine and snap the necks of the civil guard and the regular guard. Then go back to where the path split, and take the other path. Going down the hall, you will run into Little Mad and Martinez. Continue up the stairs just right of where you met them. Go down this hall. In this large room, you can see a case on the floor, pick it up, it's the rifle case. Now, Abbot's apartment is right by here, so ring his doorbell. Pick the following options to get into the apartment: -Try to trick Abbot into opening the door Easy stuff. Now equip your rifle and go in. |===================| | 13.Abbot | |===================| This fight is easy stuff. Shoot him up, if you need to reload, take cover behind a wall, once he is dead, a cut-scene will go. Johns will save Abbot. You will now be sent to the mines, DOUBLE MAX. /o---------------------------------------------------------------------------o\ |=>-- Now that you have done ALL of that. Go talk to Cusa. He seems... confident. Now, you have a few things to do before you head back to the ring. First off, there are moths scattered all around the recreation area, you have to capture them. To capture them, just wait until they get close to you, then press X. When you get one, talk to Twotongue, he will then give you a list of items that are availiable. He has a pack of smokes ready for 10 moths, so start getting them. Once you have 10, go back to Twotongue and trade for Pack of Smokes #22, ???. Okay, now you have 1 more task to do before you head to the ring. Go to the Feed Ward and look for Bink's food. It should be on a table on the left side. Poison the food and let the sparks fly, go back to Nurse to get your reward. Pack of Smokes #32, Old Timer. Now you can head back to the ring. Go back to the ring, talk to Centurion, and let the fight commence. Cusa is a pushover, circle him and cut him up with your shiv, he's too slow to react to the things you are capable of throwing at him. Once he is dead, you get 20 UDs, and Pack of Smokes #20, Clemens. Go talk to Centurion for your final fight. Centurion suggest Bam, but he also says that if you beat Bam, Abbot will be sent down. You will go directly from talking into a fight. Pull out your shiv ASAP. Bam is very powerful, take a swipe, then back up. Once you do this a few times, he will go down, he's not that hard. You will skip to a cutscene where Riddick is interrogated by Abbot, "the voice" starts talking, and Riddick starts rampaging! Your new mission? Kill Abbot once and for all. Abbot is one hard mother. He blocks like a crazy man, and has a club at his disposal. That's right, he can hurt you even when you are blocking. So, you can complete this fight 2 ways: 1- Use your fists of fury and never let up, hope to god you get a counter or he never has a chance to attack; or 2- Duck in, swipe, duck out. Rise, repeat, until he's down. Either way, he has an assload of health, it will take awhile. It doesn't help that you have no weapons... just keep trying, don't get discouraged. Another tip, the hall Abbot came from, once your health is down, go into that hall and go through the door across from the way Abbot entered the room you started in. Then take a left. In here is a NanoMED Health Station, if you are low on health, use it, you get an extra health square also, this makes the fight MUCH easier. When Abbot goes down, take his club and his key card. Use the Health Station(if you haven't already) and go out the door near the station. Use your new key card to enter the feed ward. Make your way to Georgie, and pay him the 50 UDs he requests to distract the guards for you. Now, make your way back to the ring in Tower 17. Pick up Bam's dropped knuckleduster, and then talk to Centurion. He was told not to give you any more fights, but gives you the 20 UDs he owes and give you Pack of Smokes #21, ???. Now, go to section D. Go to the farthest door from you, and go in. Here you will find the entrace to the work pass. Go through. |===================| | 18.Work Pass | |===================| When you get in, take an immediate right, DO NOT LET THE GUARDS SEE YOU. When you get into the door labeled "Power Central" go into stealth mode. Take a right, and duck under the cover. Wait until the lights are shut off and the guards are split up, then work your way to stealth killing both, then take care of the mechanic and take his vent tool. After they are dead, take a look around. To the left of the machine the mechanic was at is some grating, kick it in and go into it to get a pack of smokes. Then, go to the grating left of that one for the next part. Go through the vent, and up the conviently placed ladder. Go through the next vent, and onto the top of the elevator. Now, you will be in the mines. |===================| | 19.Mine Entrance | |===================| You will start by seeing a cut-scene. Your mission, find Jaggar. When the cut-scene ends you will be on top of the elevator, wait until both the guards clear out and then jump down. Go out of the front door of the elevator and creep across the bridge like the guards should be doing ahead of you. If one of them sees you flee back into the elevator and let them follow. They are stupid enough to do so and you should be able to ambush them and take them out with ease. Once they are both dead, cross the bridge laid out in front of you. You will see a level and a platform to the right, but you can't get up it, so go to thr right. There will be a small corridor. Go through that corridor. On the other side there is a guard. He should be facing towards a large door, sneak up on him and slit his throat. Take his UD money when he is dead and head through the door he was facing. You will now be at the Security Checkpoint. |======================| |20.Security Checkpoint| |======================| Go through the door right in front of you once the loading screen is finished. Immediatly go into stealth mode. This is one of the hardest parts of the game, so be patient and don't give up if it takes you a few tries to pass all of this. There are 3 guys in this room. 2 guards and one riot guard. The riot guard is going to be your worst enemy. You goal? Get up. Near where the riot guard stands on the far right side of the room there are ton's of boxs stacked on eachother, you will be able to climb these. However, this really is not possible to do without alerting the riot guard. So, first things first, on the left side of the room, there are some boxes with lot's of shadows. Get behind those and work your way aeound them until the guards back is exposed. Kill him quickly, then duck back into the cover. The riot guard should see you. When they start to go over to their dead pals body, go around the other way! Now, quickly run your ass over to the stacked boxes where the guard used to be. Get on top of both, this can be challanging due to the fact that if you are hit with a bullet while climbing, you stop. But, if you get up both boxes, you are safe. Once on top of both boxes, climb up to the scaffolding. When up there, there should be a door to your right, but you want the cigs first, right? Right to the right of the door is a weird thing inbetween 2 ledges. Jump the fence and land on the tinyest ledge, then work your way to the middle, when in the middle section, climb the ledge that should be to your right, there is a small area in here that holds a pack of cigs! Pack of Cigs #39, Nordqvist Nicotine. Once you have that, head back to the door(the other are doesn't have anything) and go through. Head down the stairs, once you reach the door, checkpoint, you are now in the Upper Mines. |===================| | 21.Upper Mines | |===================| Go into stealth mode and make your way across the corridor with many windows, but make sure noone sees you. Take a left, then do it again, but this time, jump through the first window onto a box, then jump down into the shaded area. Peek out from the box and make sure noone is looking. If you see a guard, hide again, and work your way onto taking him out STEALTHFULLY!!! Not doing it the stealth way will screw you, they have much better weapons that you. If you kill someone, hide their body in the shadows. Once you have killed any lurking guards on your level, head down the corridor you were looking at when peeking from behind the original boxes. There should be a door at the end of this hall, in that door, some stairs, go up them. At the end of these stairs there is another door, go through and you will be on a scaffolding with another door infront of you. Go through that door also. This is pretty tricky, in this room, there is 1 guard, and one "blueskin". The blueskin seems to be in a bit of a situation, sneak kill the guard and talk to him. He says the best way to Jagger is to take the sharpshooters key card and head through the door next to him. After you know this, kill him, he's a blueskin, remember? You're supposed to. After killing him, head back the way came, but take a left onto a new area. This will be a very small room, take a left through the door onto the balcony, out here to your right there will be Pack of Smokes #40, Space Jockey. Into the room will stroll the sharpshooter, kill him and take his card, then book it back to the door and go through. Once inside, you are safe, and in the Cargo Transport. |===================| | 22.Cargo Transport| |===================| Go through the door right in front of you. YAY! A NanoMED machine. Use it. Then, look behind you, it's some smokes, Pack of Smokes #42 Addictive Mayor. Once that's done, hop onto one of the things going down on the left side of the NanoMED. Down there, you will see a dead guard and a guy, talk to the living man. Buy the Tranq Gun from him ASAP! It will make your life so much easier. Then, when you are done, hitch a ride back upstairs via the box on that will rise on the right side of the room. Go up to the third floor with this. Once on the third floor, go to the right and there will be a big door, go through this door into the Mine Entrance. Go through the door in front of you and take a right. See those boxes? Climb. When on top, jump towards the metal vent and press X, on the metal vent, go right. There should be a break in the vent, jump down. Go through this vent until you reach the opening. In this next room, take a right and stealth kill the guard. Then talk to Valya. He's pretty crazy, but he gives you the code to his "chamber" which has lot's off good things in it. Nothing else is in the room, so go back the way you came. Once you are back in the room where you climbed the boxes, go through the vent hatch just right of the said boxes. Follow this vent until you get to an opening. Look, you are back in the room you started in! Drop down and go through the only other open vent there is. Midway through the vent there should be a hatch above you. Go through it. It's the old elevator. Drop down into it and cross the old bridge. Remember that keypad and mini-elevator thing you could not go up before on the left side? Now you can, so do so. Up here there will be a NanoMED Health Station, so your life should be at 7 squares now. Also in here are some boxes, climb around and find Pack of Smokes #37, Sicher. |
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