hide results

    FAQ/Walkthrough by the13thJedi

    Version: .66 | Updated: 06/14/04 | Search Guide | Bookmark Guide

    "The Chronicles of Riddick: Escape from Butcher Bay"
    [FAQ/Walkthrough] by the13thJedi - email: Chimera519@hotmail.com
    Table of Contents:
    1.) About this FAQ
         a) Introduction
         b) Version History
         c) Legal Junk
         d) Contact Information 
    2.) Getting Started
         a) Story
         b) Characters
         c) Enemies
         d) Weapons
    3.) The Walkthrough
         3.01 - Escape
         3.02 - The Arrival
         3.03 - Prison Yard
         3.04 - Aquila Territory
         3.05 - Infirmary
         3.06 - Mainframe
         3.07 - Prison Yard Riot
         3.08 - The Pit
         3.09 - Pope Joe's Den
         3.10 - Dark Tunnels
         3.11 - Showers
         3.12 - Guard Quarters
         3.13 - Abbott
         3.14 - Tower 17
         3.15 - Tower 17 Base
         3.16 - Recreation Area
         3.17 - Feed Ward
         3.18 - Work Pass
         3.19 - Mine Entrance
         3.20 - Security Checkpoint
         3.21 - Upper Mines
         3.22 - Cargo Transport
         3.23 - Mining Core
         3.24 - Tower 19
         3.25 - Container Router
         3.26 - Crash Site
         3.27 - Abandoned Equipment Center
         3.28 - Central Storage
         3.29 - Loading Docks
         3.30 - Fuel Transport
         3.31 - Hanger
         3.32 - Exercise Area
         3.33 - Cryo Pyramids
         3.34 - Facility Control
         3.35 - Corporate Offices
         3.36 - Take Off Platform
    4.) Secrets and Side-quests 
         a) Side-quests
         b) Cigarette Pack Locations
         c) Nano-Med Health Station Locations
    5.) Miscellaneous
         a) Frequently asked questions
         b) Cheat Codes
    6.) The End
         a) Credits
         b) Closing
    -----About this FAQ-----
    1.a) Introduction
    Welcome to my FAQ for Escape from Butcher Bay, the amazing FPS from Starbreeze
    Studios and Tigon Games that serves as a prequel to the 1999 film "Pitch 
    Black," and the forthcoming "Chronicles of Riddick." I enjoyed the game so much
    that I decided to try my hand at writing an FAQ to help out those of you who 
    need it. This FAQ will cover everything from an extensive walkthrough, to 
    complete side-quest details, to pinpoint locations of every pack of smokes in 
    the game. With that said, I hope you enjoy this offering and I hope it helps 
    you when you need it.
    1.b) Version History
    -06/07/04 - started work on this FAQ.
    -06/09/04 - finished walkthrough up through checkpoint 13 
                submitted first draft to GameFAQs
    -06/14/04 - finished walkthrough up through checkpoint 24
                revisions made to contact into
                revisions made to legal junk (websites added)
    1.c) Legal Junk
    This document is protected by US Copyright Law, and the Berne Copyright 
    Convention of 1976. It is for private and personal use only - it cannot be 
    reprinted in part or in whole, or reproduced in any way or in any form (written
    or otherwise). It is a free document that cannot be used in any sort of 
    commercial transaction, including selling it or giving it away as a gift. This
    FAQ cannot be referenced, altered, or used by anyone (including webmasters, 
    publishers, and magazine staff) without my expressed written permission. This 
    FAQ was created and is owned by me, George Manning III - 
    Chimera519@hotmail.com. All copyrights and trademarks are acknowledged and 
    respected that are not specifically mentioned herein. This document is 
    copyrighted 2004 George Manning III.
    As of 06/14/2004, only the following websites have permission to post this 
    If anyone finds it anywhere else, please contact me immediately.
    1.d) Contact Info
    I'm known on GameFAQs as the13thJedi. Currently you can find me on the CoR 
    board. My email address is Chimera519@hotmail.com. If you want to contribute to
    this FAQ, shoot me an e-mail. Your contribution will be considered and if I 
    find it necessary, I'll include it in a later version, and full credit will be 
    given where it's due. If you're looking to include the FAQ on your site, please
    be sure to get my permission by e-mail first. Past that, do not e-mail me 
    asking for answer to random questions. Right now, I'm just too busy trying to 
    finish this to answer anything past permission requests from websites. If you 
    need help on something that hasn't been finished yet, check the message boards.
    That's why they are there. And 99% of the time, if you ask nicely, you will get
    an answer.
    -----Getting Started-----
    2.a) Story
    "Welcome to Butcher Bay, the toughest triple-max security prison in the 
    universe. Impossible to escape, or so they say. Inside these walls are dank 
    tunnels, dimly lit corridors, and other hazardous areas filled with guards, 
    savage inmates and deadly creatures that prowl the darkness. Chaos, madness, 
    and death lurk around every corner. Only the cunning will survive. Use your 
    strength to overpower enemies. Use your ability to see through darkness to 
    save you. You are Richard B. Riddick, and only you can break out of this hell."
    2.b) Characters
    coming soon
    2.c) Enemies
    coming soon
    2.d) Weapons
    coming soon
    -----The Walkthrough-----
    3.01 - Escape
    Start off the level by walking up to Johns and talking to him. Take the 
    conversation in any direction you want to because his response is the same for
    both choices. After you're finished with him, you can talk to either of the two
    inmates, or get down to business. Sneak up behind Johns, and when Riddick 
    extends his hands, press the R-trigger. Immediately turn around and head for 
    the service tunnel. Now, if you're wondering where that is, just follow the 
    inmate, he'll open it for you. Once inside, follow the path and turn right. 
    Climb down the ladder. On your right is pack of smokes #37. Pick them up, and 
    hop down. You'll see a maintenance man with his back turned to you. No matter 
    what you do, he will always hear you coming, so don't bother sneaking around. 
    Just walk right up to him and punch him in the face. He'll go down soon enough,
    and when he does, he drops a security card.  Pick it up, and use it on the near
    by keypad. Go into stealth mode, stick to the shadows and sneak to the far end
    of the hall. When the guard wanders by, just sneak up behind him and hit the 
    R-trigger. Grab the vent tool he drops. Then grab his body and drag it into the
    shadows. After you've disposed of the body, walk down the hall that the guard 
    came from. You'll come a large room where Riddick mentions an air vent. Ignore
    it for now and go behind the stack of boxes on your left. Crouch behind them 
    and you'll notice a dark passage. Head through it, and jump down into the hole.
    Once in the hole, turn right at the corner, then right again to find 10 UDs and
    pack of smokes #1. Go back the way you came. Climb the boxes in the vent room 
    and jump up to the hang rail. Work your way across until a guard wanders in. 
    Wait until he's directly below you and drop down on him. Then, back up the 
    crates, and across the hang rail to the vent hatch. Head in, and follow the 
    vents. Kick out the grating and jump down. Now, you're in a room with an empty
    nano-med unit. To your left is a nano-med cartridge, If you need it, pick it 
    up and put it into the machine. If not, ignore it. Turn left and head down the 
    next hall, and through the door. In this room, you'll find a guard standing by 
    a table on the right side of the room. He will realize your there. When he runs
    up to you, counter his attack by hitting the r-trigger. After you've dealt with
    him, pick up his shotgun, and go over to the table he was standing at and 
    grab pack of smokes #6. Now, head right and climb the boxes. Jump up to the 
    rail and shimmy to your left. When you get to the opening, climb out and head 
    through the door on the left. Head up the elevator and outside. Crouch down, 
    wait a second, then sneak up behind the guard and kill him.  Remember the ammo.
    Turn around, and head down the ladder on your left.  When you find the sewer 
    access hatch, blast off the lock and head through. Turn on your torch, but only
    long enough to get you bearings. And remember to keep crouched. You'll come 
    across a guard. Kill him. And mind the barrels, because if you're too close and
    one gets hit, it can hurt. Turn right, and head down the next hall. Another 
    guard is close, so kill him too, and grab his 5 UDs. After you go so far, 
    another guard will run out after you. Dispatch him, and keep moving, then 
    another guard. Turn left at the flare.  And stay to the left side of the hall. 
    You'll see a barrel around the corner. Shoot it, and the guard next to it will 
    drop. Now just follow the light. Rise and Shine.
    3.02 - The Arrival - Cutscene
    3.03 - Prison Yard
    Welcome to Butcher Bay. You start this level in your cell. After the cutscene, 
    turn around and walk out of the cell. Talk to Barber, the inmate on your right.
    He mentions that Mattson is out in the courtyard talking like he knows you, and
    that you should go talk to him. First things first, head to the courtyard to 
    talk to Mattson. To get there, just head to your right. In the courtyard, he's 
    the guy on the left, just next to the pit. He'll mention that he knew you were 
    coming, and that he has a shiv in his bunk just for you. Go back into the cell 
    block and turn right. The open cell is Mattson's. Go in it and immediately turn
    around. You've been set up. Time to starting earning that reputation. Kill the 
    two goons. And head back to the courtyard to deal with Mattson. After dealing 
    with him talk to Haley, and he'll agree to help you after you take care of 
    something for him. Talk to Red, and make a note of Booger, the guy behind the 
    bars. Head back to your cell and watch the cutscene. After the cutscene, talk 
    to Barber again. He mentions that Rust is waiting for you in the Aquila's 
    block. He also mentions that Waman can help get you a weapon. Turn right and 
    head around the corner. On your left, you'll see and open cell with two 
    inmates, Girish and Waman. Waman wants you to kill Molina. Agree to help him, 
    and leave the cell. The opposite cell belongs to Molina. Walk in, and beat him 
    down. Don't forget to grab his knuckle duster, either. After he's dead, go back
    and talk to Waman to get pack of smokes #25. Now, head back to the courtyard 
    and to the door on the opposite side to cellblock A, Aquila Territory.
    3.04 - Aquila Territory
    Equip the knuckle duster. Follow the path until you come to two aquila's 
    standing near a corpse. Get the jump on the guy standing over the body. When 
    he's dead, go deal with his buddy. The second guy drops 5 UDs and a knuckle 
    duster.  Grab the UDs.  To your left is an open cell door with a Nano-Med unit 
    and pack of smokes #58.  Use the Nano-Med if needed and grab them smokes.  When
    you're done, head back out and continue deeper into Aquila territory. Around 
    the next corner, there are two more Aquila's. Dodge the fire extinguisher that 
    flies your way, and deal with the inmate that sticks around. Careful, because 
    he has a Shiv.  When he's dead, he'll drop the Shiv and 10 UDs. Equip the shiv 
    and keep moving. Around the next corner, you'll see an Aquila kneeling down 
    next to some green liquid. Get closer and he'll light it up, then immediately 
    back away to avoid the blast. Head back down, and you'll have two more goons to
    deal with, one with a Shiv, the other with a duster. Try to deal with the Shiv 
    goon first to avoid taking unnecessary damage. After they're dead, grab the 15 
    UDs dropped, and continue on to Rust.  Shiv his ass, and enjoy the cutscene. 
    Afterwards, head to the open cell on your left and talk to Moondog to get pack 
    of smokes #59. Head back towards the courtyard. On your way, avoid the guard 
    chasing the inmate. And talk to Blueboy to get pack of smokes #57.  Past him, 
    there is a guard patrolling that drops 5 UDs if you drop him. Just wait for him
    to examine the corpse, then get him from behind. Before leaving the area, use 
    the Nano-med station if needed, and remember to unequip your weapon. In the 
    courtyard, talk to Red who rewards you with 30 UDs for downing Rust. Then talk 
    to Booger, who will sell you pack of smokes #26 for 20 UDs. Then, talk to 
    Haley. After you've finished the conversation, head all the way back past your 
    cell to the beginning of level. Before talking to the guard, talk to Shabby, 
    who gives you a secret code for the infirmary area.  Now, talk to Bulder, who 
    agrees to let you go to the infirmary.
    3.05 - The Infirmary 
    As you walk into the infirmary, you'll be greeted by an armed guard.  There is 
    also another guard in the rear of the room, who is not armed. Plain and simple:
    Kill the armed guard first, then his buddy. The armed guard drops the security 
    code for the 2nd of the two doors on your left, (the code shabby gave you is 
    for the first.) After you kill them both, go through the first door on the 
    left. Inside you'll find a scalpel and pack of smokes #12. Leave the room and 
    head towards the second room on your left. Ignore the Nano-Med unit for now, 
    unless you're low on health. When you open the door, you'll be greeted by yet 
    another unarmed guard. Kill him and move along until you find the first 
    Nano-Med health station.  These machines increase your life by one bar and are 
    one time use only.  After you've used the station, turn around and head up the 
    ladder. Keep going until you enter the room with the crate that over looks the 
    infirmary. Walks up to the crate, then when you see the guard's laser through 
    the next doorway, back yourself up into the corner to the right of the door 
    you came in through. Crouch, and wait for him to walk over and turn around. 
    Stealth kill him and he'll drop 5 UDs.  Move through the next door, and into 
    the service hatch on the right.  Now, stay crouched in the next part, because 
    you have to sneak past this guard.  Just stay close to the left hand wall, and 
    keep an eye on where he points his torch. Time your movements, and you should 
    be able to sneak by without alerting him. Get to the other service tunnel and 
    keep moving.  A guard above you will more than likely spot you.  But if you 
    move quick enough, he probably won't be able to hit you.  Immediately 
    thereafter, Riots will break out in the cell blocks. Don't bother yourself with
    anything you might hear though. No one can touch you. Just head up the ladder 
    and through the service hatch. You'll see a guard walking away from you. Sneak 
    up behind him and kill him. Then head to the opposite end of the room and 
    crouch in the shadows. Move forward, and the door will open, revealing a guard 
    walking away with his back turned to you. Pay close attention to the 
    searchlight though, you don't wanna get spotted in this area. Just wait until 
    it moves on, sneak behind the guard, kill him, and drag the body back to the 
    room. While paying attention to the searchlight, grab the security code he 
    drops and head for the door directly in front of you. Move into the next room 
    with caution - There is a guard patrolling who sometimes happens to be facing 
    your direction when you open the door. If he is, rush him and try to counter 
    with the shiv. If not, sneak up behind him and stealth kill him. After you deal
    with him, head through the door on the left hand side of the room.
    3.06 - Mainframe
    Walk out onto the catwalk, and wait for the maintenance man to get close enough
    for a drop kill. Use the DNA encoder, and get that Rifle! Head left of the 
    door, so you can't quite see it. You'll be in the guard's blind spot. Now, just
    wait for the troops to come through the door, and pick them off easy. Shoot 
    out the lights, and head for the door. 3 troops are on the other side, so move 
    carefully.  When the door opens, try to hit the gas tank on the far wall. If 
    you're fast enough, you should be able to down 2 of 3 before they even realize 
    what happened. Drop the 3rd with your new toy, and don't forget to grab the 
    gun, extra ammo, and 10 UDs they drop. Now, turn right, and move forward. A 
    guard in the far doorway will toss a grenade out. Back up to avoid the blast. 
    Then move forward and use the nano-med unit if needed. Pick the debris off of 
    the hole to the right, and climb through. Take out the guard and grab relieve 
    him of his shotgun while you're at it. Now, use the service panel on the right 
    to turn off the fan, and climb the crates to get to it. Shoot out the light on 
    the opposite wall to give yourself the cover of darkness. And take out the two 
    guards patrolling the area (one on the left, one on the right.) Hop down and 
    head right. Shoot out the light in the next room, hug that wall, and wait for 
    the guard to wander in. Kill him, and grab his 5 UDs. Shoot out the next light.
    In the next room there are two guards waiting on the catwalk above.  So edge 
    your way out and try to pick them off one at a time. Use the Nano-Med if 
    needed, Then climb up to the catwalk and grab the goods they drop, ammo and 5 
    UDs. Now, turn around and wait for the guard to come wandering in from where 
    you just came. Shoot him when you have the shot. And don't forget to grab pack 
    of smokes #13 on the opposite end of the catwalks. Head back down, and go into 
    the hall to the left of where you came in. Train your sight on the far left 
    hand corner, past the service and nail the guard when he rolls out. Move 
    through the service hatch and turn off the valve on the right. Move forward 
    until you hear a guard shout "grenade!" Back up to avoid the blast. Then move 
    forward again while crouched, and two guards will slowly come into view. Don't 
    worry, they can't see you if your torch is off. And they can't hear you if you 
    crouch. Do with them what you will, though I prefer quietly shiving them one at
    a time. When you're done, turn around and go through the hole that they just 
    made for you when they tossed that grenade. After you get into the larger room,
    and guard will run out towards you, shoot him, then another will run out. 
    Yup..... Lambs to the slaughter..... When they're both dead, head in the 
    direction they came, and use the nano-med if needed.  Head through the door on 
    the left hand side of the room and get ready to dodge a grenade.  There are 4 
    guards in this room. One on your right, three on your left. Kill righty first,
    then shoot out the light in his general vicinity, and run over there for cover.
    Now, pick off two of the three remaining guards. Leave the one with just the 
    gun alive. Now, climb up the crates and take out the last guy. The immediately 
    get onto the catwalk to your right. As the elevator lowers, you'll come face to
    face with one of the riot guards, the bastards of Butcher Bay. These guys can 
    only be killed with weapon fire from behind or above. Hence, the reason for 
    being on the catwalk. There are other ways to do it, but this method is the 
    safest. Stand at the edge closest to the elevator to lure him towards you, back
    off a bit, then jump to the boxes between you and the elevator. Line him up, 
    and fire until he goes down. Jump down to gather the spoils: ammo, 10 UDs, and 
    pack of smokes #27. Head to the elevator, and hit the switch. Follow the path 
    until you hit cellblock A.
    3.07 - Prison Yard Riot
    When you get to cellblock A, you'll see two hallways on your right. Take a 
    right at the far hall and go turn the valve. Turn around and head back to the 
    dark hallway you just passed. Also, take note of the nano-med and use it if you
    need to. When you get to the dark hall, head down and you'll see an inmate get 
    shot to ribbons. Now, the best suggestion I can offer for this level is to move
    slow and steady. Use your zoom as much as possible, and blow out all of the 
    lights you come across. Doing those three things ensures that you're always at 
    a safe distance from any potential danger. Stand where the dead inmate is and 
    zoom out into the cellblock, you should see two guards. Take them out from a 
    distance, and slowly move forward. If you zoom, you'll notice a turret back 
    near the gate, one shot takes it out. Head further out and turn right, on the 
    wall across from your cell is a turret. Take it out, then turn right a bit more
    and aim for the turret at the very end of the hall. Now head down the hall 
    until another guard comes running out from the left. Take him out, the take out
    the turret on the right hand side between cells 35 and 36. Move forward a bit 
    more and an inmate will run your way, only to be shot seconds later. Be careful
    here, because there are two guards just around the corner. Take them out and 
    move forward. Be sure to grab the nano-med cartridge one of them drops. At the 
    end of the hall near Mattson's cell is another turret, so be sure to shoot it 
    before you get to close. When it's done, move into the hall that leads to the 
    yard. At the end of the hall is a crouched guard. Take him out and move towards
    him. There is another turret to the right of his body, so sneak out and destroy
    it. Move forward and you'll see that the gate to the yard is locked. So turn 
    around, and head back toward the infirmary entrance. You'll run into another 
    inmate being chased by a guard just outside your cell. Take him out, then keep 
    moving. As you turn right, you'll see a guard standing behind the gate. He 
    tosses a grenade the second you round the corner, so move back to avoid the 
    blast. Take him out from a distance and slowly move forward. The gate will open
    and another guard will run out. After he's dead, go and grab the radio 
    transmitter he drops. Now turn around and head back for the yard. Only one more
    guard to deal with, and you'll see him run out of the narrow hallway that leads
    to the yard. When he's toast, just get to the yard to finish the checkpoint.
    3.08 - The Pit
    When the custscene ends, you'll receive a message telling you that the light on
    the shotgun was damaged by the fall, and the light will automatically shut down 
    in 6 minutes. Don't worry though, if you follow my directions, by the time you 
    reach the end of the checkpoint, you'll have around 4 minutes left on the timer
    before the light goes out. As soon as you get control of Riddick, turn 
    completely around and head through the door behind you. You'll see your first 
    "dweller" as you head through the door. Follow him and head straight until you 
    get to the ramp that leads to the lower level. Once at the bottom, you'll be 
    confronted by two dwellers in front of you, and two behind. At close range, 
    they go down with one shot, so try to conserve ammo by waiting until the last 
    moment before you shoot. After you've dealt with them, head right from the 
    bottom of the ramp, then immediately turn left. Now, just head to the end of 
    the hall and take another left. Follow this hall until you find the valve 
    handle. Pick it up, turn around and go back the way you came. Deal with the 
    dwellers as they come, and watch your ammo. Once you get to the ramp, head up 
    and take the left doorway. Once through it, turn left and follow the hall to 
    the end. Then take the last left and follow it until you'll see a flare on the 
    ground. Use the valve handle on the right wall just after the flare. Open the 
    gate and cross the bridge. Take the left at the intersection and follow it 
    until you see the next flare. There is a short dead end on the left hand side 
    before the flare that has pack of smokes #15. Now, just head through the 
    doorway next to the flare and follow it until you reach Pope Joe.
    3.09 - Pope Joe's Den
    As soon as you find Joe, un-equip the shotgun. Doing this stops the timer that 
    will kill the light, so you'll be able to use it in the upcoming mission. 
    (Note: This will not work if you load the game at checkpoint 9, you have to 
    play straight through from the pit.) For now, just follow Joe. He comes to a 
    stop in a room with a nano-med unit on the right, and flares on the left. Stock
    up on both if you need to (you shouldn't need the flares, but grab them just in
    case,) then talk to Joe. He'll ramble on for a second and then he'll tell you 
    that he wants you to get his "blessed voicebox" back for him. What choice do 
    you have but to agree. When he's finished mumbling, he gives you some extra 
    shotgun ammo. Un-equip the shotgun once again to preserve the battery. Head 
    back to the elevator, and go down. Take the left path when you step out of the 
    elevator and equip the shotgun when you feel the need. Follow the linear path 
    until you find yourself standing outside a large room will two barrels and a 
    few dwellers inside. Shoot the barrels and kill off the remaining dwellers. 
    Step into the room and turn right.  Go into the hole to find a nano-med 
    cartridge and pack of smokes #16. After you collect the goods, step back into 
    the large room and to the doorway opposite the one you entered. Inside is Joe's
    voicebox. Grab it, and head back. Take out the dwellers, and work your way back
    to Joe to finish the checkpoint.
    3.10 - Dark Tunnels
    After that interesting cutscene takes place, Riddick now has the ability to see
    in the dark. The eyeshine as it's referred to has both it's up and it's downs. 
    On the plus side, you can now move through the pitch black with the ability to 
    see what no one else can see, which is great for using moving through areas 
    unnoticed and finding hidden items such as smokes, UDs, ammo, etc. On the 
    downside, this means that whenever you have the eyeshine on, you're extremely 
    sensitive to light, which means environmental light, as well as the lights on 
    enemy weapons can now effectively blind you. So, while being a great asset, it 
    also has its costs. That said, on with the walkthrough.
    Move forward through the doorway on the right. Then head straight taking out 
    dwellers as they come until you see a doorway on your left. Go through it and 
    turn left. As you move forward, you'll see an opening on both sides. Through 
    the opening on the left you'll find pack of smokes #28. After you collect the 
    smokes, go back to the opening on the right, then up the ladder to pigsville.
    3.11 - Showers
    As you start, you'll find yourself in the middle of the showers. Do a 180 and 
    go into stealth mode. As you move on, you'll see two bathroom stalls on the 
    left, ignore them for now and stick to the left wall until you get to the light
    switch next to the locker room. Hit the switch to turn off the lights and turn 
    on the eyeshine. Stay next to the wall and wait for one of the guards to walk 
    in. Kill him dead then head back to the first stall and kill the guard on the 
    other side. Now, move back to the spot where you killed the first guard and 
    either wait for the second one to come after you, or head into the locker room 
    and kill him. Try not to move too far out though, because whether or not the 
    guards outside the locker room will attack you depends on how far into the 
    locker room you are when the shooting stops. If you can kill them all closer to
    the shower area, you'll stand a better chance of the guards outside the locker 
    room not noticing the disturbance, thus making it easier for you to move among 
    them. When the three guards are dead, open the lockers to find a total of 20 
    UDs, pack of smokes #29, and most importantly, a guard outfit. There are also 
    two assault rifles, which are a little tricky to get. For some reason, they 
    can't be picked up by simply opening the locker doors, you will have to either 
    use melee attacks or shoot the doors off each locker to collect the ammo. Equip 
    the guard clothes, and head for the locker room exit. From here, turn right. 
    You'll see a nano-med unit, and a doorway to its left. Use the nano-med if you 
    need to and go through the door. Walk to the back of the room. On the left side
    in the corner, you'll notice a railing and a hole. Jump down into the hole into
    the room below to find a vent tool. After picking up the vent tool, go through 
    the vent hatch to get back up to the top level. You're done in this room so now
    leave and head down the hall past the locker room and into the next area. What 
    you do here is pretty much up to you, but I prefer blending in as opposed to 
    killing everyone in sight. It makes moving around the level much easier and 
    slightly more entertaining, because some off what the guards here have to say 
    can be both interesting and amusing. That said, as soon as you enter the room, 
    head right through the small hallway. You'll pass two guards standing outside 
    an elevator with a crate shoved into the doorway. Stick around for some comic 
    relief, or continue on to the next area. The next room you'll come to has a 
    large hole in the middle, and a nano-med unit on the opposite wall. Keep moving
    into the hallway to the right of the unit and you'll see a guard standing in 
    front of a doorway. Ignore him for now and turn right. Follow the hall until 
    you see a railing on your left, a hallway in front of you, and the hanger area 
    entrance on your far right. Jump over the railing and down into the lower area.
    Turn around and move into the darkness to find a vent hatch. Open it and move 
    through the vents until you come to a grating. Kick it out and hop down. In the
    next room over, you'll find yourself some nifty light guard armor, a bunch of 
    extra assault rifles, and pack of smokes #30. Use the keypad to open the door 
    and go to the left to get to the hanger area entrance. Once there, use the 
    retinal scanner. Unfortunately, getting out of Butcher Bay isn't gonna be that 
    easy. What's worse is your cover has been blown and the nearby guards will now 
    attack you. From this point, you can either A: go back through the level and 
    kill everything that moves (This can score you extra ammo and 15 UDs,) or B: 
    Follow the hallway to the right and into the next checkpoint. It's up to you, 
    but the more UDs you have, the better, because having all that extra cash later
    in the game can make life in Butcher Bay much easier.
    3.12 - Guard Quarters
    Walk through the door and head right. Talk to Jenkins in the courtyard, and for
    listening to him whine, he'll give you his bottle of booze. When you're 
    finished, turn right and talk to the shopkeeper Yu. First thing to do is get 
    some information on Abbot. Yu will mention that he has a package for Abbott, 
    and you could deliver it. After you get the package, you can take a look at 
    what he has to sell.
    -Pack of Smokes #33 for 5 UDs
    -Shotgun Ammo for 20 UDs
    -Assault Rifle Ammo for 20 UDs
    -Light Armor Uniform for 130 UDs
    -Combat Knife for 50 UDs
    By the time you get to Yu, all you should really need is the smokes since you 
    already have the uniform and plenty of ammo. You can buy the knife if you want 
    it, but I strongly recommend that you don't. 50 UDs is a waste of money for 
    something you can only carry until the end of this checkpoint. When you're 
    done, head to the elevator in the back of the courtyard. Exit the elevator and 
    go through the door on the right. Talk to Chancellor, and he'll offer 50 UDs 
    for that bottle of booze Jenkins gave you. Agree to the trade, and he'll also 
    give you pack of smokes #31. Leave the room and head through the door that's to
    the left of the elevator. Now just follow the path until you reach the T 
    intersection. The right path leads to a nano-med unit, as well as a service 
    panel that cuts the power to some of the halls in the area. The left path leads
    you to Abbot. There really isn't anything worth doing in this area that you 
    haven't already done. And there is nothing useful to be gained by killing all 
    of the guards, so at this point, head left and go get Abbot. You'll find his 
    apartment at the dead end of the left path. It's the 2nd apartment on the left.
    Ring the doorbell and tell him you have a package to get inside.
    3.13 - Abbot
    As soon as you walk through the door, Abbot opens fire. This guy is a chump 
    though, and killing him is easier than breathing. Just remember to keep moving,
    and keep shooting. He'll go down soon enough. When he does, just sit back at 
    watch the plot thicken.
    3.14 - Tower 17
    After the cutscene, head out of your cell and into the next cell on the right. 
    Flip the bunk and pick up pack of smokes #00. Now head out of the cell, into 
    the door on the right, and into the elevator.
    3.15 - Tower 17 Base
    From this point on, the game tosses many more choices at you than it did 
    previously. Just follow the walkthrough, and you'll get through with everything
    you need, as well as room to spare.
    When the elevator stops, step outside and speak to Rael. He will mention three 
    names that will be of interest to you: Jagger Valance, Dogbone, and Centurion.
    When you're finished talking to him, head through the door on the right and 
    down into the courtyard. On your left, you'll see Dogbone. He mentions that 
    you'll need to prove yourself. And in order to do that, you need to Kill Bam in
    the ring, or get ahold of some drugs, get to the interrogation room, and beat 
    the tar out of Abbot. For the sake of collecting all the packs of smokes in the
    game, the walkthrough will cover the fighting method. When you're finished 
    speaking with Dogbone, walk over to the guy wearing the hat. That's Centurion, 
    and he arranges all of the fights in double max. Now, the only way to get out 
    of the courtyard is to step into the ring. So agree to fight. Your first fight 
    will be with Herman, the blueskin guarding the gate on the far end of the room 
    (under the large, yellow "No Talking" sign.) You're also going to want to make 
    a note of Ropes. He's the guard standing near the door across from Herman. If 
    you pay him 10 UDs, he'll let you in to use a medstation. But keep in mind, 
    it's only good for 4 energy bars. So try to use it sparingly. After speaking 
    with Herman, walk back to Centurion and talk to him. Now get ready to fight. 
    Now, there really isn't any better advice I can give other than to remember to 
    block, and learn to chain your hits. Being fast and unrelenting is the best way
    to win any fight in Butcher Bay. If you haven't fought much up to this point, 
    use Herman for practice by reloading this checkpoint and fighting him over and 
    over until you feel confident in your skills as a fighter. I'll also note that 
    you should win this fight with all 5 bars intact. It's the easiest fight of 
    five and having full health as much as possible cuts down the uses of the only
    medstation in the area. So anyway, when Herman is dead, you'll be awarded with 
    20 UDs. From this point, the money you have will have a significant impact on 
    how your game will progress. At this point, if you followed my walkthrough, you
    should have 210 UDs - more than enough to get you everything you'll need in 
    double max. Speak to Centurion, and pay 5 UDs to get the name of another 
    fighter. Centurion will suggest Baasim. Exit the courtyard through the gate to 
    the recreation area.
    3.16 - Recreation Area
    The first room you will come to has three doors. Straight ahead, a door that 
    leads to Tower 19 which can never be opened. On the right, the door that leads 
    to the feed ward. And on the left, the huge door to the courtyard that reads 
    "No F****** in the Courtyard." You need to find Baasim, so head left into the 
    courtyard. Right off the bat you'll notice a large "A" on the ground, two 
    inmates to the left, two guards to the right, and a bunch of moths flying 
    around. First things first - getting a weapon. Walk over to the inmates, Asif 
    and Crickett, and speak to Crickett. Buy the awesome shiv he is selling for 30 
    UDs. Then take note of where his buddy Asif heads, but don't follow him just 
    yet. Instead, take the small door to the left that leads to section "B" of the 
    courtyard. And while you're in this area, try catching as many moths as you 
    can. Having a pocket full of bugs comes in handy a little later on. In the 
    next area, you'll see Baasim, challenge him to a fight. After you're finished, 
    speak to the others in the area. One of them is Jamaal-Udeen. He wants you to 
    kill all of the blueskins for him in exchange for a reward, agree to it. Then 
    talk to the ugly guy wearing the hood. This is Pink. And he's selling pack of 
    smokes #56 for 10 UDs. After you've spoken to everyone, head to section C.
    Walk up to Gulag and Wilkins, and speak to each of them. Gulag tells you that 
    he wants a red tube hat was stolen by the PPPs back. Agree to it. Wilkins wants
    to know if Jagger Valance is still alive. You're looking for Jagger anyway, so 
    agree to help him. Now, there are also 2 other inmates in the area, Craps and 
    The Nurse. Craps asks you if you wanna roll the dice. I've done this, and I 
    don't find any use for it. So just ignore him. Nurse, mentions that a K3 in the
    diner owes him. So agree to help him collect. Now, head to the last section of 
    the courtyard, and speak with two-tongue, the jittery guy pacing around the 
    room. He needs two things from you: His injector back from the PPPs, and 
    Baasim's head on a plate. For now, you're finished in this area. So head back 
    to Centurion and get ready to fight. Now, Baasim is a little tougher than 
    Herman. But remember that nice, sharp Shiv you bought from crickett? Equip it 
    and Baasim goes down quick. After the fight you receive 20 UDs and pack of 
    smokes #18. Go ahead and pay Centurion 5 UDs for another name, and he suggests 
    Sawtooth, who can be found in the Diner. Pay Ropes to use the medstation if you
    need to, then head for the Feed Ward.
    3.17 - Feed Ward
    When you enter the feed ward, you'll see three inmates chatting in the middle 
    of the room. Behind them, standing next to the bench, is Cuellas. Talk to him 
    and he tells you he wants his snitch list back. Agree to help him, and move 
    through the door. In the next room, the path goes two ways. There is an inmate 
    on the left named Georgie, who tell you that there is no surveillance in the 
    area. Now, head back to the entrance and go around the right path. When you 
    round the corner, you'll run into a blueskin who happens to be pretty upset 
    that you killed his buddy in the ring. Immediately back off and equip the Shiv.
    When fighting this guy, stay AWAY from doorways. If the cameras catch you 
    fighting, it's all over. So stay in the right side of this room. When the 
    blueskin goes down, unequip the shiv and grab the poison he drops. Now, head 
    into the Feed Ward. Sawtooth is the guy sitting at the 2nd table on the left. 
    Challenge him to a fight. Then, check the table he's at, and poison Bink's 
    food. Now head into the back of the diner. On the right hand side, you'll see 
    two guys at a table eating food. One of them is Monster, who happens to be 
    selling some items and weapons. He's selling a vent tool for 15 UDs, a Shiv for
    25 UDs, and a Club for 50 UDs. Obviously, you don't need the Shiv. And while 
    the vent tool is tempting, you'll be able to pick up another one later on, free
    of charge. That leaves the Club. You have more than enough UDs at this point. 
    The club is a powerful weapon that inflicts massive damage with each hit. But 
    unfortunately, that damage comes with a price. The club is extremely slow in my
    opinion, and has a tendency of leaving you open for enemy attacks all to often.
    But it will be handy later on, so go ahead and grab it. After you're finished 
    with Monster, turn around and focus your attention on the doorway. The PPP, 
    Asif should be heading your way right about now. So just wait for him. When he 
    comes in, he'll open a loose panel on the wall to the right of the doorway. 
    Wait for him to leave, then walk over to it. Opening the loose panel, you'll 
    find Gulag's Red Tube, Twotongue's injector, and best of all, the 30 UDs you 
    just paid Crickett in exchange for you're Pitch Black lookin' Shiv! Good deal, 
    huh? Anyway, after collecting the goods, head back to the area where you fought
    the pissed off blueskin. On the left you'll see Gomer. He seems to have the 
    cigarette market in Butcher Bay cornered, and for a total of 100 UDs, you can 
    pick up pack of smokes #7 (10 UDs), #8 (15 UDs), #9 (20 UDs), #10 (25 UDs), and
    #11 (30 UDs.) Now, you're finished with this area, and you have two options: 
    First, you could continue fighting, and by doing so, get all of the smokes that
    come as rewards for winning. Or, you could go see Twotongue, get his drugs, and
    go the drug route. But going that route means you miss out on at least three 
    packs of smokes. So head back and speak to Centurion to get the fight with 
    Sawtooth started. 
    Sawtooth has a Shiv, but luckily he's kind slow. I preferred the Shiv in this 
    fight: it's fast, effective, and quick with chains. When the fight is over, you
    get 20 UDs, and pack of smokes #19. Now go ahead and pay another 5 UDs for the 
    next name. This time, it's Cusa, the big guy in section D of the recreation 
    area. On the way be sure to speak to Gulag, who rewards you with pack of smokes
    #3, and The Nurse, who rewards you with pack of smokes #32. You also should 
    have been able to grab a few moths by now, so go ahead and speak to Twotongue 
    who will reward you with pack of smokes #55. Now just give him a moth, and 
    he'll agree to trade with you. At this point, unless you're going the drug 
    route, there is only one item of his that should concern you. He's selling pack
    of smokes #22 in exchange for 10 moths. Go ahead and grab them. He's also 
    selling another pack of special smokes for 20 moths, but those will have to 
    wait for now. When you're finished with Twotongue talk to Cusa, then head back 
    to Centurion to get the fight started. 
    Cusa is a mean dude. He's big, fast, and powerful. Once again, I used the shiv.
    Just do your best to stay out of his way, and remember to chain attacks. When 
    Cusa goes down, you get another 20 UDs, and pack of smokes #20. Go ahead and 
    pay Ropes to use the medstation if needed. Now, the only one left to fight is 
    Bam. Go ahead and pay Centurion 5 UDs, and the fight will immediately start.
    Bam is a push over in my opinion. He's not that fast, and his only weapon is a 
    knuckle duster. Just pound on him with the club or shiv, and he goes down fast
    enough. When the fight is over, you're immediately taken to the drug 
    interrogation room to face Abbot. After the short cutscene, the fight starts. I
    prefer using the club on Abbot, especially for higher difficulties. It does 
    good damage, and the overhead swing can stun Abbot for a second or two. The 
    Shiv can also be useful, but it all depends on how you choose to fight. Abbot 
    is fast, and that club of his does some mean damage, even when you block. So, 
    before long you might find yourself running pretty low on health. If this 
    happens, just run through the doors, and take a left. You'll find yourself in a
    room with a Nano-Med health station. Use it to replenish your health, and add
    another bar to your overall health. Then, just keep at Abbot until he drops. 
    When he goes down, grab his keycard. I also like grabbing his club as a nice 
    little trophy for the victory. After you have the card, head past the 
    medstation room, and use the card reader to open the door. Make sure you don't 
    have any weapons equiped though, as you're going back into the Feed Ward, and 
    the turrets will kill you on site. From the Feed Ward, head back to Centurion
    to collect the final 20 UDs as well as pack of smokes #21. Now, head for the 
    entrance to the Work Pass area in section D of the courtyard to finish the 
    3.18 - Work Pass
    As you walk in the door, you'll notice a riot guard to the left. Wait for
    Shurik to enter through the door the riot guard is guarding, and go speak to
    him. During the conversation, he'll mention that he left his glasses down in 
    the upper mines. Agree to help him. Then turn right and head for the far door.
    When you get to the door, turn around and zoom in on the riot guard. When he's
    facing the opposite direction, use the keypad and enter the door. Immediately
    go into stealth, turn to the right, and turn on the eyeshine. Head underneath
    the platform in front of you. Circle around under the platform, and on the
    other side, you should see two guards and a mechanic. Sneak up behind the first
    guard and take him out quietly. Then, move to the left and circle around behind
    the second guard, and do the same. Now, you just have to deal with the 
    mechanic. When they're all dead, pick up the vent tool. Now, there is a Nano-
    Med unit on a wall on the right side of the room, So use it if needed. On the 
    wall to the right of the unit, you'll notice a loose panel. Behind the panel, 
    you'll find 15 UDs, and part one of the list of rats that Cuellas wanted. On 
    the opposite side of the room, you'll find to gratings. The grating on the 
    right has 20 UDs behind it. After collecting, head to the grating on the left.
    Follow the vents until you come to an open space. For the sake of preparation,
    head for the hole on the right side. Stand just next to it, and face down.
    3.19 - Mine Entrance
    As soon as the elevator stops, look down, and wait for the second guard. Drop 
    down on top of him for a quick kill. Then, while in stealth, sneak up to his 
    buddy and dispatch him. Now, turn around and get back on to the top of the 
    elevator. With the eyeshine on, look around for a vent hatch. Open it up, and 
    follow the vent up the ladder. Eventually you'll come to a grating, but don't 
    kick it out yet. Turn off the eyeshine and wait for the guard to pass. As soon
    as he is out of sight, kick it out. He'll notice, but won't see you. Wait until
    he moves on, then sneak up to him and kill him. Drag his body into the vent, 
    and follow the direction he was headed. On the right side, you'll see another 
    vent hatch. Jump in and follow the vent around the corner. Take the first left 
    to find pack of smokes #33. Now, kick out the grating and move back just a 
    touch. In a second, you'll see a guard pass underneath you. Jump down behind 
    him, and take him out. Now, head back to the vent hatch, and follow the vents 
    to the next room. You'll drop down on to a stack of crates. At the end of the 
    room directly in front of you is a guard. Sneak up behind him and push him down
    into the fan. Now, turn around and find the service panel to shut the fan off.
    In the corner underneath the vents you came in through, you'll find 10 UDs. Now
    head back to the fan and drop down. Keep a close eye on where you are, and try 
    to drop down directly onto the guard below. Pick up the 5 UDs he drops and head
    for the security checkpoint.
    3.20 - Security Checkpoint
    Before the walkthrough, I just wanted to add a quick note. I have played this 
    checkpoint over and over. Each time, trying to find a way through without being
    spotted. And thus far, haven't found one. If anyone manages to find a way, let 
    me know.
    As soon as you start, crouch and go through the door. Now, slowly head down the
    hall and stay to the left. Get behind the boxes on the left side of the room 
    and sneak to the far wall. You should come out right behind a guard. Just wait.
    In a minute or two, his buddy will come over and start a conversation about
    you. Wait until the conversation is over, then slowly creep over to the guard 
    and quietly take him out. Now, if you're lucky, no one will see or hear you. If
    not, you're in the same boat as me. As soon as I grabbed the body the other 
    guard noticed me and all hell broke loose. But I noticed that this works to the
    advantage. Lure both the light and riot guards into the corner. And when they
    are searching for you, circle back around the crates and haul ass to the door
    near where the riot guard was standing. Now, when you get there, you can go two
    ways. First, you could simply go through the door on the bottom. There is a 
    Nano-Med station on the other side, and it is quicker. But doing so means you 
    miss a pack of smokes, and you don't have the luxury of cover in the next area
    that you would have if you do this: Instead of going through the door, jump on
    the ledge to the left of it, then up on top of the crates. From the crates,
    turn to your right and you'll see a catwalk. Jump over the rail onto it, and go
    towards the door to your right. Don't go in just yet, instead look to the right
    of the door and you'll see a small ledge. Hop over the rail on to the ledge, 
    and climb up to find pack of smokes #39 hidden in the darkness. Now, get back 
    over the rail, through the door, and down the stairs.
    3.21 - Upper Mines
    Head through the door and you'll find yourself on a catwalk. To the far right,
    there is another catwalk with two guards patrolling, so move forward between 
    windows making sure not to be seen. Make sure you wait until the guards have 
    looked away before moving around the corner. Then quickly run to the cover of
    darkness. Now, look down through the second window and wait for the guard to
    turn his back, then jump down under the boxes, sneak up behind him, and cut 
    his throat. Head towards the back of the hall, and another guard will come out
    from the right. You can either wait for him in the darkness, and take him out
    quietly, or you can you can rush him in the hopes of pulling of a quick 
    counter. In some cases, you won't have a choice, so you're forced to opt for 
    the later. At any rate, when both guards are dead, walk through the door, and
    follow the stairs up to the catwalk. At the end of the catwalk on the left is a
    door. Crouch and go through it. Inside, you'll find a guard harassing Mosely, a
    blueskin. Take out the guard and talk to Mosely, who mentions that the best way
    to Jagger Valance is through the door he's standing next to. First you're gonna
    need a keycard. To get the keycard, turn around, and go through the door 
    opposite of the one you came in through. Now, you'll have to rely on both luck 
    and skill to kill the guard. Because the chances of him seeing you all depend 
    on where he is when you enter the room. Either way, kill him, and take his 
    security card. Go out onto the catwalk to grab pack of smokes #40. Now, head 
    back to Mosely. Remember the side mission that involves killing all the 
    blueskins? Yep, Kill poor Mosely, then head through the door via the security 
    3.22 - Cargo Transport
    Upon entering the room, turn right and you'll see a nano-med unit. Use it if 
    needed and check the floor for pack of smokes #42. Now, jump in to the cargo
    elevator to the bottom floor, and you will find a dead guard and an inmate 
    named Armadaro. He will mention that the guard had a tranq gun. (DO NOT KILL 
    HIM. He will not drop the gun.) Buy it for 50 UDs. (Note: shoot him with it for
    a bit of comic relief....) Now head back in the cargo elevator and ride it all 
    the way up to the third floor. On the third floor, head through the door on 
    your right. In the next room, there is a vent hatch. Ignore it. Instead, climb
    to the top of the yellow crates. When you get to the top, jump onto the vents.
    Walk on top of the vents all the way back to the entrance, you'll see that the 
    vent is broken. Climb in, and follow it until you come to a room with a guard
    and the inmate, Valya. Shoot the guard, stomp his head, then talk to Valya.
    For rescuing him, he rewards you with the code to access the keypad just after
    the bridge in the mine entrance. Keep that in mind, but for now, just head back
    to the upper mines. Go past the area where you killed the sharpshooter that 
    dropped the security card, and you'll find yourself on a catwalk above a guard
    barking out orders to an inmate named Quintana. Tranq the guard, then quickly
    climb down to stomp his neck. Speak with Quintana, and he'll mention that 
    Shurik left his glasses on the crates by the elevator. Now, go check them out
    to find the glasses. Now, go all the way back to the bottom of cargo transport
    where you bought the tranq gun from Armadaro. Walk through the door to the left
    to get to the Mining Core.
    3.23 - Mining Core
    Upon entering, take out the guard at the other end of the room. Now, use the
    Nano-Med Unit if needed, and then blow the lights in the room. Head through the
    door at the bottom of the stairs, and you should draw the attention of the near
    by riot guard (and maybe even the mechanic.) Lure him into the room, and up the
    stairs. When he's at the top, jump over the rail and into the room below. If
    you're lucky, that's where he'll stay. Now, head to the other side of the
    forklift and access the service panel to shut off the rail defense. Hop over 
    the railing and take a left to find pack of smokes #4. Remember to grab the
    moths here as well. Then, turn around and jump on to the equipment to get back
    out. Head down the tunnel on the right, shooting lights and guards you go. At 
    the end of the tunnel, take a right and go behind the crates. Meet Jagger 
    Valance. Upon talking to him, he mentions that he needs you to get a package 
    for him before he will help you escape. Agree to it, then go around the back of
    the boxes and take out the guard that's keeping an eye on the miners. Take him 
    out and move to the right side of the mines, next to the railway. Take out any
    guards you come across, and head around to the back of the crates, in the right
    hand corner of the mines to find pack of smokes #41. Turn around and go up the
    ramp. Take out the guard if you haven't already, and head down the hall on the
    right. Slowly move forward and take out the two guards inside. Use the Nano-Med
    unit in needed, then use the keypad to access the gas room. Jump over the crate
    and move to the hole in the back. Through the hole, in the back of the next 
    room is a dead body, and a package. Get the package, and head back to Jagger.
    From here Jagger tells you to get to get to tower 19 to see Jupiter. First 
    things first though. Leave the mining core through the cargo transport by 
    taking an elevator to the upper mines. When there, head to the area where you 
    killed Mosely, and you'll find the two remaining blueskins waiting for you. 
    Tranq and kill both of them to retrieve the final part of the snitch list. Now,
    just get back to the mine entrance. It doesn't matter how you get there, just
    get there. When you get to the mine entrance, don't forget to access the keypad
    next to the bridge to open the door to Valya's secret area, which houses a Nano
    -med station, as well as pack of smokes #37. Also, Make sure you have 20 moths 
    before you leave the mines. When you're ready, head to the elevator and use the
    keypad to head back up.
    At the top, exit the elevator and turn left. Shoot out all the lights, and head
    for the far wall. kick out the grating to find pack of smokes #36. Turn around,
    and climb the nearby crate, then the wall. shimmy all the way to the left and
    climb up. stay crouched, and move slowly. For safety sake, shoot out all of the
    lights, both near and far, to avoid being seen. Now, look up and you should see
    a hangrail. Climb up on to it and cross over the riot guard to the opposite
    wall. Now, drop down on to the wall and take out the remaining lights in the 
    work pass area. Make sure the riot guard is facing the other direction, unequip
    your weapon, and jump down. Go give Shurik his glasses, and use the keypad next
    to him to enter the control room. Inside you'll find a nano-med cartridge and
    pack of smokes #34. Now, head back to the courtyard/recreation area to finish a
    few side quests. In section D, talk to Twotongue and trade the 20 moths for
    pack of smokes #23. Then speak to Wilkins in section C. After he receives the 
    news that Jagger is still alive, he rewards you will 30 UDs. Then speak to 
    Jamal-Udeen and he'll give you pack of smokes #24 for killing all of the blue-
    skins. Now, head to the feed ward. Give the snitch list to Cuellas, and he will
    reward you with pack of smokes #17. If you feel like it, pay Georgie 50 UDs to
    distract the guards for you. This will pay off in a little while, and UDs are
    not going to be needed much more past this. So I'd recommend paying him the 50
    UDs. Now, you're finished with this place, so head back to the work pass area,
    and back into the power control room.
    Take out the guard standing in front of the door in the far right corner of the
    room, and use the keypad to get through the door. Once inside, jump in to the
    ventilation hatch, and follow the vents to the upper feed ward. Drop down and 
    take out the guard. Turn right and move through the door in to the next area. 
    Blow the lights, and head down the stairs. On the right, there is a service 
    panel that cuts the power, so go ahead and hit the switch. On the left, there
    are two guards, and grating on the left wall. Kick it in and follow the vents 
    to find pack of smokes #43. Head back into the vents, and go past the area 
    where you just killed the two guards. Follow the path, and take the right where
    you'll find two more guards. Kill them boths, then jump into the vent hatch to 
    get to the next checkpoint.
    3.24 - Tower 19
    Move to the edge of the vent, and look down. Wait until you see a guard through
    the grating, then jump down. If your aim and your timing are right, you'll land
    right on the guard, killing him and cushoning your fall. Pick up the white key-
    card he drops and use the computer terminal. Now, turn around and use the nano-
    med unit if needed, and head through the hall to the left. Use the keypad to 
    unlock the door, and walk into the cell area to speak with Jupiter. Back into 
    the cell when the shooting starts, and wait for a home box to lower down. When 
    one comes in reach, jump off the cell and out on to it.
    Coming soon
    -----Secrets and Side-quests-----
    4.a) Side-quests
    coming soon
    4.b) Cigarette Pack Locations
    coming soon
    4.c) Nano-Med Health Station Locations
    coming soon
    ----- Miscellaneous-----
    5.a) Frequently Asked Questions
    coming soon
    5.b) Cheat Codes
    As of today's date 06/14/2004, there are no cheat codes for "Escape from 
    Butcher Bay."
    -----The End-----
    6.a) Credits
    Thanks to tons of folks who e-mailed me about how to pick up the rifle ammo in 
    the locker room.
    6.b) Closing
    coming soon

    FAQ Display Options: Printable Version