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    FAQ/Walkthrough by RARusk

    Version: 7.7 | Updated: 12/03/14 | Printable Version | Search Guide | Bookmark Guide

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    +|                                                                         |+
    +|   "The Chronicles of Riddick: Escape From Butcher Bay" Strategy Guide   |+
    +|                                                                         |+
    +|                             [Xbox Version]                              |+
    +|                Version 7.7 [Revision 22] (December 2014)                |+
    +|                                                                         |+
    +|                          By Robert Allen Rusk.                          |+
    +|                  Copyright 2004-2014 Robert Allen Rusk.                 |+
    +|                                                                         |+
    +|                    E-MAIL: rarusk[at]netzero[dot]com                    |+
    +|                                                                         |+
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    *****************************************************************************
    
    ++IMPORTANT: Although this guide for the Original Xbox version of "Escape 
                 From Butcher Bay" can be useful for the remake included with 
                 "The Chronicles of Riddick: Assault on Dark Athena" it is *NOT* 
                 recommended because of difficulty changes and additional 
                 chapters not found in the Original Xbox version.
    
    *****************************************************************************
    
    Made some substantial format tweaks based on my update of my "Assault on Dark
    Athena" guide.
    
    <+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++>
    
    "The Chronicles of Riddick: Escape From Butcher Bay" is copyright 2004 by
    Vivendi Universal Games, Inc. Licensed by Universal Studios Licensing LLLP.
    All rights reserved. All other trademarks and copyrights contained in this
    document are owned by their respective trademark and copyright holders.
    
    A complete listing of contact and other information can be found at the end
    of this guide.
    
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    | >TBCT. Table of Contents                                                  |
     \=========================================================================/
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    This guide uses a Quick Search Feature which takes advantage of the Find
    feature used by many web browsers. This feature will allow you to go to any
    chapter or section in this guide quickly. To access any of those chapters,
    sections, or to the Table of Contents do CTRL-F (PC) or Clover-F (Mac) to
    activate the Find feature in the web browser. Then enter the code like this:
    
      >KR6 or >ZD12
    
    0============================================0============================0
    | RDK1. Introduction And General Information |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    0============================================0==============================0
    
      GEN1. About The Guide
      GEN2. The Chronicles of Riddick: Escape From Butcher Bay
      GEN3. Differences Between the Original and the Remake
      GEN4. Controls
      GEN5. Useful Information
      GEN6. Climbing and Using Hangrails
      GEN7. Combat, Weapons, and Useful Items
              A. Combat Tactics
              B. Weapons and Useful Items
      GEN8. Sneak Attacking
      GEN9. Enemies
    
    0=============================0===========================================0
    | RDK2. The Story Begins..... |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    0=============================0=============================================0
    
      TSB1. Escape
    
      BTH1. Cellblock A
      ==================
            CBA1. Prison Yard
            CBA2. Aquila Territory
            CBA3. Infirmary
            CBA4. Mainframe
            CBA5. Prison Yard Riot
            CBA6. The Pit
            CBA7. Pope Joe's Den
            CBA8. Dark Tunnels
            CBA9. Showers
            CBA10. Guards Quarters
            CBA11. Abbott
    
      BTH2. The Mines
      ===============
            MNS1. Tower 17
            MNS2. Tower 17 Base (Part One)
            MNS3. Recreation Area [Section A]
            MNS4. Recreation Area [Section B] (Part One)
            MNS5. Tower 17 Base (Part Two)
            MNS6. Feed Ward (Part One)
            MNS7. Tower 17 Base (Part Three)
            MNS8. Recreation Area [Section C] (Part One)
            MNS9. Recreation Area [Section D] (Part One)
            MNS10. Tower 17 Base (Part Four)
            MNS11. Drug Interrogation Room
            MNS12. Feed Ward (Part Two)
            MNS13. Tower 17 Base (Part Five)
            MNS14. Recreation Area [Section C] (Part Two)
            MNS15. Work Pass (Part One)
            MNS16. Power Central (Part One)
            MNS17. Mine Entrance (Part One)
            MNS18. Security Checkpoint
            MNS19. Upper Mines (Part One)
            MNS20. Cargo Transport (Part One)
            MNS21. Mining Core (Part One)
            MNS22. Upper Mines (Part Two)
            MNS23. Cargo Transport (Part Two)
            MNS24. Mine Entrance (Part Two)
            MNS25. Work Pass (Part Two)
            MNS26. Feed Ward (Part Three)
            MNS27. Recreation Area [Section B] (Part Two)
            MNS28. Recreation Area [Section D] (Part Two)
            MNS29. Power Central (Part Two)
            MNS30. Feed Ward (Part Four)
            MNS31. Tower 19
            MNS32. Container Router
            MNS33. Mining Core (Part Two)
            MNS34. Crash Site
            MNS35. Abandoned Equipment Center
            MNS36. Central Storage
            MNS37. Loading Docks
            MNS38. Fuel Transport
            MNS39. Hangar
    
      BTH3. Cryo Facility
      ===================
            CYF1. Exercise Area
            CYF2. Cryo Pyramids
            CYF3. Facility Control
            CYF4. Corporate Offices
            CYF5. Take Off Platform
            CYF6. Hoxie's Personal Guards
    
      BTH4. Summaries
      ===============
              A. Summary of Cigarette Packs
              B. Summary of Side-Missions
              C. Summary of Easter Eggs
    
    0==================0
    | RDK3. Conclusion |
    0==================0
    
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    | >RDK1 Introduction And General Information                                |
     \==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
      \==++====++==/                                             \==++====++==/
    
    My name is Robert Allen Rusk and I am a hardcore gamer with about 30+ years
    of gaming experience. I am an ex-gametester (Broderbund Software, LucasArts
    Games, Point Of View Computing) and an ex-arcade attendant (Namco
    Cyberstation - Pier 39, San Francisco, CA). I also own multiple systems such
    as the Sega Dreamcast, Super Nintendo, Nintendo 64, Atari Jaguar, PlayStation
    1 and 2, Xbox, and Xbox 360.
    
    I started writing guides in 2003 because I felt it was something I could do
    utilizing my writing skills gained in college and gametesting along with my
    passion for vidgames. Over time I have honed my overall writing and
    organization skills plus my creative thinking skills. Additionally, I have
    extended the play value of the games I have written guides and FAQs for many
    times over plus I have received many letters from all over the world.
    
    I am also what one may call an RGB Analog Video enthusiast. I hack most of my
    game consoles to try to get the best possible video from them and that
    usually involves tapping into the RGB Analog video signals and using them on
    the right monitors to achieve my desires. To this end I became a member of
    the GamesX.com mod forum and I post on their "RGB + Video Discussions" forum
    area from time to time.
    
    In addition, I am a member of the X-Otic Computer Systems of San Antonio
    (www.xcssa.org), a group who specializes in Linux, Mac, and other systems. We
    are also a group of hackers and electronics enthusiasts.
    
    I am also a regular forum poster at GameFAQs, an occasional poster at
    AtariAge, Digital Press, GTA Forums, and Video Game Saga. I am also a member
    of The MoFaT (a members only message board set up by "Grand Theft Auto: Vice
    City" players who met on the Vice City message boards at GameFAQs).
    
    Outside of gaming, my interests include "Godzilla" (I have been a G-Fan since
    the age of ten) and "Red Dwarf". I am also a long time soundtrack collector
    with many titles in my possession. As far as favorite sports teams go, my
    teams are the San Antonio Spurs (NBA) [the local team], the Denver Broncos
    (NFL) [although I live in Texas, I am originally from Colorado Springs,
    Colorado] and the Air Force Falcons (NCAA Football).
    
    This guide was constructed using BBEdit Lite 6.1 on a Power Mac Workgroup
    Server. It is now being maintained using TextWrangler on an Apple Mac Mini. I
    view my work in Safari to help in seeing how it would look on the web and
    correct format errors.
    
    I also played this game on my NEC MultiSync 3D RGB monitor using a homebrew
    RGB box.
    
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     /=========================================================================\
    | >GEN1. About The Guide                                                    |
     \=========================================================================/
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    Welcome to my "The Chronicles of Riddick: Escape From Butcher Bay" guide! In
    this guide you will find a lot of useful information in a highly organized
    format that you can use to get the most out of the game. Quotes taken from
    readers' e-mail are presented "as is" and may include spelling and
    grammatical errors.
    
    The main emphasis of this guide is to provide a straightforward way to
    complete the game as well as acquire all of the unlockable bonuses. This
    means activating most of the Side-Missions available within the game and
    collecting all of the Cigarette Packs.
    
    This guide is meant for the Xbox version of the game only. However, a lot of
    this information is useful for the PC version (known as the "Developer's
    Cut") although it has some stuff that the Xbox version doesn't have. Although
    the game has three difficulty settings, this guide was written based on the
    *NORMAL* (default) setting. Most users will play the game on this setting and
    probably won't touch the other two difficulty levels.
    
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    | >GEN2. The Chronicles of Riddick: Escape From Butcher Bay                 |
     \=========================================================================/
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    When I heard that they were going to make a game based on the movie "The
    Chronicles of Riddick" I thought "Just another licensed game". But when I
    first saw some of the screen shots of the game, I was intrigued. When I
    finally picked up the Xbox Official Magazine (#32) with the demo of Riddick
    on it, I became very impressed.
    
    It was one of the best looking games I have ever seen on a console. It also
    has good controls and a cool menu system (the cube). I got the full copy the
    first day it came out and it was worth the full price I paid for it.
    
    The game has a brilliant dark atmosphere. The voice acting is the best I have
    heard in a long time with lots of quotable lines and a good ending. This game
    makes you feel like you are actually inside a futuristic prison. That kind of
    immersion is very difficult to pull off.
    
    However, it is not a perfect game. The game is a bit short and a bit easy.
    But that means that those who have never played an FPS can cut their teeth on
    this one. Despite whatever flaws it may have, "The Chronicles of Riddick:
    Escape From Butcher Bay" definitely belongs on the list of best licensed
    based games to date.
    
    And it was surpassed by "The Chronicles of Riddick: Assault on Dark Athena".
    A remake of "Butcher Bay" was included with that release and it has been
    vastly improved in every way. After playing around with the remake it was
    hard to go back to the original version.
    
    And there were plenty of changes to the remake which leads to the next
    chapter.....
    
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    | >GEN3. Differences Between the Original and the Remake                    |
     \=========================================================================/
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    Listed below are some of the differences between the Original Xbox version of
    "Escape From Butcher Bay" and the remake that is included with "Assault on
    Dark Athena". There are many changes in the remake and, as a result, I do not
    recommend the Xbox version of this guide for it:
    
    0===========================================================================0
    | The remake has been made harder in several areas including the final      |
    | battle.                                                                   |
    |---------------------------------------------------------------------------|
    | The Security Checkpoint chapter, which is fairly hard in this version,    |
    | has been made much easier in the remake.                                  |
    |---------------------------------------------------------------------------|
    | The chapters Security Research 1 and 2 (along with the three Cigarette    |
    | Packs within), previously available only on the PC version, is included   |
    | in the remake.                                                            |
    |---------------------------------------------------------------------------|
    | Graphics have been vastly improved.                                       |
    |---------------------------------------------------------------------------|
    | The music soundtrack has been completely redone.                          |
    |---------------------------------------------------------------------------|
    | The Guards are more aggressive and accurate.                              |
    |---------------------------------------------------------------------------|
    | Riot Guards can no longer be affected by the Tranq Gun.                   |
    |---------------------------------------------------------------------------|
    | The Mini-Gun now has unlimited ammo.                                      |
    |---------------------------------------------------------------------------|
    | Some of the names of the Cigarette Packs have changed. Most of the        |
    | warning labels have changed.                                              |
    |---------------------------------------------------------------------------|
    | Extra Content, from collecting Cigarette Packs, have changed.             |
    |---------------------------------------------------------------------------|
    | Cigarette Pack #51 was moved slightly.                                    |
    |---------------------------------------------------------------------------|
    | It is easier to interact with objects.                                    |
    |---------------------------------------------------------------------------|
    | The Pit chapter is changed. You no longer have to go to the lower level   |
    | to find the Valve to repair the gate.                                     |
    |---------------------------------------------------------------------------|
    | Inclusion of the Weapon Wheel and Weapon Hot Spot to make switching       |
    | between weapons a lot easier and faster.                                  |
    |---------------------------------------------------------------------------|
    | The weapons now have maximum ammo limits.                                 |
    |---------------------------------------------------------------------------|
    | The opening and closing cutscenes with Riddick on U.V. System - Planet 6  |
    | have been removed from the game itself and placed into the Extra Content  |
    | section.                                                                  |
    0===========================================================================0
    
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    | >GEN4. Controls                                                           |
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    0===========================================================================0
    | Move Around.........................|                   Left Analog Stick |
    | Look Around.........................|                  Right Analog Stick |
    | Crouch/Stealth Mode.................|            Left Analog Stick Button |
    | EyeShine............................|           Right Analog Stick Button |
    | Lean Up.............................|                            D-Pad Up |
    | Duck................................|                          D-Pad Down |
    | Lean Left...........................|                          D-Pad Left |
    | Lean Right..........................|                         D-Pad Right |
    | Jump................................|                            A Button |
    | Activate/Talk/Use...................|                            X Button |
    | Reload..............................|                            B Button |
    | Change Weapon.......................|                            Y Button |
    | Flashlight..........................|                        White Button |
    | Zoom................................|                        Black Button |
    | Block/Sneak Attack..................|                        Left Trigger |
    | Shoot/Punch/Loud Neckbreak..........|                       Right Trigger |
    | Game Menu...........................|                        Start Button |
    | Journal/Inventory...................|                         Back Button |
    0===========================================================================0
    
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    | >GEN5. General Information                                                |
     \=========================================================================/
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    Listed in this chapter is general information about the game:
    
    0=========0
    | Profiles \
    0=======================================================>
    
      When you first start the game then you are required to create a Profile. 
      This is where your inventory, game status, Checkpoints, Cigarette Packs 
      (explained later), and unlocked bonuses will be saved. You can have more 
      than one Profile. As a matter of fact you can have many Profiles. With me, 
      I have four Profiles which I have used to play around and get info for this 
      guide.
    
    0============0
    | Game Saving \
    0=======================================================>
    
      This game has an auto-save feature. The first time you enter a new building 
      or area a Checkpoint is created. There are a total of thirty six 
      Checkpoints in the game. You can backtrack through the game to gain more 
      Cigarette Packs or try new strategies using these Checkpoints.
    
      However, there is a lot of spacing between the Main Checkpoints so there is 
      a regular Checkpoint which is at the top of the Checkpoint list in the 
      Checkpoints option in the Main Menu. Every couple of rooms or so the game 
      will auto-save at that point. This will save you a lot of hassle if you 
      wish to continue from where you last left off instead of from one of the 
      Main Checkpoints.
    
    0=======0
    | Health \
    0=======================================================>
    
      When you start the game then you will have four health blocks which are 
      displayed in the upper left corner of the screen. When you are hit then a 
      small part of one of the blocks is reduced. If you stay put for a bit then 
      your health will replenish on its own. It cannot be replenished while 
      running.
    
      If you are hit enough to have one of the blocks disappear then the only way 
      to get it back is by using NanoMED Health Units placed around most areas. 
      These wall mounted units will replenish up to four of your health blocks.
    
      If you encounter an empty unit then you can refill it with a NanoMED 
      Cartridge. Of course, you have to find one first before you can refill a 
      Health Unit.
    
      Within the game there are four NanoMED Health Stations. These sit down 
      units will not only refresh your health, they will increase your maximum 
      health by one block. With these Health Stations you can increase your max 
      health from four to eight health blocks.
    
    0================0
    | Cigarette Packs \
    0=======================================================>
    
      Strewn throughout the game are 59 Cigarette Packs which are also called 
      Smokes. These Cigarette Packs will unlock bonuses that can be viewed in the 
      Extra Content part of the Main Menu. This guide will point out where you 
      can find them. To make things easier most of the chapter headers will note 
      how many Packs can be found within the chapter.
    
      Once you have acquired a Cigarette Pack then it is permanently saved to 
      your current Profile. This means that you can go back to prior Checkpoints 
      and do different things to get more Smokes without worrying about having to 
      get Cigarette Packs you have already acquired.
    
      You can even start a brand new game under the same Profile and still have 
      all of the Smokes you gained in the previous game. A complete summary of 
      Cigarette Packs can be found near the end of the guide.
    
    0==============================0
    | Side-Missions and Easter Eggs \
    0=======================================================>
    
      Within the game you will encounter many prisoners. Some of them don't want 
      anything to do with you. Some of them want to kill you. But others want 
      your help with certain activities. By helping prisoners you are activating 
      Side-Missions. Most Side-Missions are easy and won't take long to complete. 
      You are usually well rewarded by completing them, mostly with Cigarette 
      Packs.
    
      This game also has several Easter Eggs and a complete summary of them, plus 
      the Side-Missions, can be found near the end of the guide.
    
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    | >GEN6. Climbing and Using Hangrails                                       |
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    During the course of the game you may have to climb things to get where you
    need to go. To climb a large crate, for example, go up to it and press the X
    Button. You will then switch to a third person perspective as you grab the
    edge of the crate. Press Up on the Left Analog Stick to climb up or pull Down
    on the Left Analog Stick to climb down.
    
    To climb a Ladder go up to it and press the X Button. Push Up on the Left
    Analog Stick to go up and pull Down on the Left Analog Stick to slide down.
    
    There are times when you have to go left or right while climbing a crate or
    catwalk. While hanging on a ledge go right or left on the Left Analog Stick
    to shimmy horizontally so you can find a place to continue going up (or
    down).
    
    Occasionally, when looking up, then you will see what looks like parallel
    bars. These are Hangrails and they can be used to get to certain areas. To
    use one, look at it and press the X Button to jump on it. Then press up on
    the Left Analog Stick to go forward and pull down on the Left Analog Stick to
    go back. Press the X Button again to jump off.
    
    If an enemy happens to be below you while using a Hangrail then you can do a
    drop-kill by pressing the X Button when you are directly above him. This will
    allow you to fall down on top of the enemy, killing him instantly.
    
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    | >GEN7. Combat, Weapons, and Useful Items                                  |
     \=========================================================================/
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    In this chapter I will go over various means of combat, weapons, and other
    useful stuff within the game:
    
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    | A. Combat Tactics |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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    0==============0
    | Fist Fighting \
    0=======================================================>
    
      This is one of the few games that allow you to fistfight first-person 
      style. The punches you throw are based on what direction your Left Analog 
      Stick is at the time the punch is thrown.
    
      Pull back and you can get a Uppercut. Left will get you a Left Hook. Right 
      will get you a Right Hook. Forward will get you a Elbow. You can also do 
      combos that can knock out an enemy quickly. You use the Block to block when 
      your enemy attacks. This can also make it easier to do a Reversal 
      (explained later).
    
      You can make your fighting more effective when picking up a Knuckleduster, 
      a crude form of Brass Knuckles, which will make your right fist more 
      damaging.
    
      A writer named SayainPrince put up a pretty good Melee FAQ (found at 
      GameFAQs.com) that I recommend reading if you want to get serious about 
      doing combos or learning how to fight better in melee combat.
    
    0================0
    | Weapon Fighting \
    0=======================================================>
    
      You can also use weapons like the Shiv and Club to stab and beat people 
      into submission when you do close combat. There are two methods best used 
      with melee weapons.
    
      The first is the Stab-and-Retreat method that is used with a Shiv or Knife. 
      This method involves stabbing at your opponent then backing off after 
      either a successful attack or he successfully blocks it. Then stab at him 
      again when he runs to attack you.
    
      The second method is the Block-and-Bash method using the Club. This method 
      involves getting right up to a person, block, and bash him with the Club. 
      While this method was very effective in the remake it is less effective in 
      the original.
    
      One reason is because, even with the Club acting as a shield, you will take 
      damage while blocking with the weapon. Another reason is that it takes a 
      long time to get the Club up into a swing which will allow your opponent to 
      attack you.
    
      However, one advantage to using the Club is that, even if your opponent 
      blocks the attack, he will take damage.
    
      Another thing to note is that sometimes your opponent may not attack while 
      you are swinging the Club at him. He may block your attacks while waiting 
      for you to stop. This, of course, will allow you to kill him more easily.
    
    0==========0
    | Reversals \
    0=======================================================>
    
      Another cool thing about fighting up close is the ability to do Reversals. 
      A Reversal is the ability to take an enemy's weapon and turn it against 
      them.
    
      For example, if the enemy has a Shotgun and you get in close, he will try 
      to butt you with it. But if you use Fire/Punch at the right time, usually 
      while blocking, then you will grab the Shotgun and force the enemy to blow 
      his own head off.
    
      If you have a weapon, like a Shiv, then you can perform a lethal counter in 
      which you slash the enemy's throat, killing him instantly. You can even do 
      a Reversal without either you or your enemy having weapons. Each weapon has 
      a different counter animation, some of them quite brutal.
    
      But the key to performing a Reversal is timing. You need to use Fire/Punch 
      just as the enemy starts to attack. This is indicated when your fists or 
      weapon starts to flash. Use the Fire/Punch button when this happens to pull 
      off the Reversal.
    
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    | B. Weapons and Useful Items |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
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    Over the course of the game you will have the opportunity to use guns. When
    using a gun or rifle then you use the Left Trigger to zoom in (if applicable)
    and the Right Trigger to fire. Reloading is done with the B Button and the
    Flashlight (if applicable) is turned on/off with White Button.
    
    Headshots on an enemy is often the best way to bring him down quickly.
    However, when you start firing a gun, then all of the nearby enemies will
    fire on your position regardless of how dark it is because they all know
    where you are from the muzzle flash and noise. In addition, you may end up
    having to reload automatically when your clip runs out which can sometimes be
    at the worst possible moment.
    
    So, it is best to limit the use of guns and rifles unless you can use them
    without the enemies doing any damage.
    
    A complete listing of weapons and items are as follows:
    
    0===========================================================================0
    |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| Melee Weapons |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
    0===========================================================================0
    | Fist | Your basic fist which can be made more powerful with               |
    |      | Knuckledusters (also known as Brass Knuckles).                     |
    |------+--------------------------------------------------------------------|
    | Shiv | A knife-like instrument that can be used to cut up people. Best    |
    |      | used with sneak attacks.                                           |
    |------+--------------------------------------------------------------------|
    | Club | A crude instrument that can be used to beat down anyone. This is   |
    |      | not a quick weapon but can do very serious damage when it          |
    |      | connects.                                                          |
    0===========================================================================0
    |~~~~~~~~~~~~~~~~~~~~~~~~~~| Projectile Weapons |~~~~~~~~~~~~~~~~~~~~~~~~~~~|
    0===========================================================================0
    | Grenades      | An explosive weapon that is thrown at a given target.     |
    |               | Great for clearing a room of enemies.                     |
    |---------------+-----------------------------------------------------------|
    | Tranq Gun     | The Tranquilizer Gun, Tranq Gun for short, is one of the  |
    |               | best weapons to help take down enemies and the best way   |
    |               | to destroy lights, so you can sneak in the dark, with     |
    |               | minimal interference.                                     |
    |               |                                                           |
    |               | The Tranq Gun is a Tazer-like weapon with unlimited ammo. |
    |               | However, it is very slow on the reload so it is not       |
    |               | recommended when involved in group combat.                |
    |               |                                                           |
    |               | When you zap an enemy with it then he will be stunned and |
    |               | go down to the ground. After awhile then the victim will  |
    |               | recover and stand back up. But you can kill him while he  |
    |               | is stunned. After Zapping him you then need to run up to  |
    |               | him and Stomp (or Smack) him to death using the           |
    |               | Fire/Punch button.                                        |
    |               |                                                           |
    |               | In this guide you will see the wording "Stomp" or         |
    |               | "Smack". This is shorthand for "Zap the enemy then go     |
    |               | over and Stomp him" or "Zap the enemy then go over and    |
    |               | Smack him".                                               |
    |               |                                                           |
    |               | One major reason that this is an effective weapon, other  |
    |               | than destroying lights, is that it is silent. If you are  |
    |               | in the dark and you Zap someone and there is another      |
    |               | person there, they won't know where you are at because    |
    |               | they can't hear the Tranq Gun.                            |
    |               |                                                           |
    |               | Therefore it is best to use the Tranq Gun whenever        |
    |               | possible when dealing with enemies. In addition, because  |
    |               | of the Tranq Gun's unlimited ammo you can also save the   |
    |               | ammo of your other weapons for when you really need it.   |
    |---------------+-----------------------------------------------------------|
    | Gun           | Your basic pistol. Not very powerful but is accurate from |
    |               | a distance. This is best used in getting head-shots from  |
    |               | long range plus breaking out lights. Can also be fired    |
    |               | rapidly.                                                  |
    |---------------+-----------------------------------------------------------|
    | Shotgun       | A standard issue Shotgun. Nasty up close but poor from a  |
    |               | distance. It also has a Flashlight attachment that will   |
    |               | brighten up dark areas (and alert nearby Guards if you're |
    |               | not careful).                                             |
    |---------------+-----------------------------------------------------------|
    | Assault Rifle | An automatic rifle that the Guards carry. A pretty solid  |
    |               | weapon that also has a Flashlight attachment. However,    |
    |               | the weapon is DNA encoded.                                |
    |               |                                                           |
    |               | This means that anybody, like a prisoner, not entered     |
    |               | into the database will receive a nasty shock when they    |
    |               | try to pick it up. At some point during the game you'll   |
    |               | be able to get around that.                               |
    |---------------+-----------------------------------------------------------|
    | Prototype Gun | Just like the Assault Rifle but is not DNA encoded. It    |
    |               | has a very rapid fire rate but has less than half of      |
    |               | normal clip capacity. You can pick up regular Assault     |
    |               | Rifles to refill the Prototype Gun since they share the   |
    |               | same ammo.                                                |
    |---------------+-----------------------------------------------------------|
    | Mini-Gun      | A weapon that can be acquired from certain Riot Guards.   |
    |               | The most powerful weapon in the game. Not a whole lot can |
    |               | stand up to it. However, you move very slowly while       |
    |               | carrying it plus, when you switch to another weapon, you  |
    |               | will drop the Mini-Gun.                                   |
    |               |                                                           |
    |               | Another weakness of the Mini-Gun is that, if an enemy is  |
    |               | right up against you, then the Mini-Gun won't fire until  |
    |               | you get some space between you and the enemy. According   |
    |               | to Zachary McNeal you can move a little faster if you     |
    |               | Crouch while walking with it.                             |
    |               |                                                           |
    |               | Finally, unlike the other weapons on this list, this      |
    |               | weapon has a maximum ammo limit, in this case 4,000       |
    |               | rounds.                                                   |
    0===========================================================================0
    |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| Useful Items |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
    0===========================================================================0
    | UD Money          | Universal Denomination. The currency used in the      |
    |                   | Riddick universe. This can be used to buy all sorts   |
    |                   | of items and privileges. There are many ways to earn  |
    |                   | UD within the game.                                   |
    |-------------------+-------------------------------------------------------|
    | Vent Tool         | A useful tool that can open Ventilation Hatches. This |
    |                   | will help you get around many areas.                  |
    |-------------------+-------------------------------------------------------|
    | NanoMED Cartridge | These yellow tubes are used to refill the NanoMED     |
    |                   | Health Units found all around Butcher Bay.            |
    0===========================================================================0
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >GEN8. Sneak Attacking                                                    |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    One of the most important elements of the game is the ability to sneak attack
    which I shorthand "Sneak" or "Sneaking". To pull off a sneak attack, Crouch
    (using the Left Analog Stick Button) then quietly come up behind a person and
    use the Left Trigger.
    
    If you have no weapon in your hand then you will perform a neckbreak. There
    are two forms of neckbreaking. To perform a regular neckbreak (while
    Crouching), hold down the Left Trigger and continuously tap the X Button to
    overcome their struggling. You can perform a faster, but louder, neckbreak by
    pulling the Right Trigger while standing (sneak up from behind while Crouched
    then Un-Crouch).
    
    If you have a Shiv in your hand then you can stab them in the neck with it
    when Crouched and in the side when standing. If you have a Gun, Shotgun, or
    Assault Rifle in your hands then you can rifle-butt them.
    
    If the victim is near something dangerous, like a large fan, then you can
    push them into it.
    
    Before Sneaking you may want to get rid of as much lighting as possible. This
    will make it a lot easier to get rid of (or pass by) Guards. Use any gun
    (like the Gun, Assault Rifle, or Tranq Gun) to take out lights to darken
    areas.
    
    Later in the game you will acquire the ability to see in the dark called
    EyeShine. Press the Right Analog Stick Button to turn it on or off. This will
    make it easy to move around when there is very little or no light.
    
    In addition, you may need to hide the body to keep from being discovered.
    While Crouching, grab the body with the X Button then drag the body along to
    a hiding place. Then either Un-Crouch or press the X Button again to drop the
    body.
    
    You can also throw the body with the Right Trigger. Some of my readers, like
    Chase Turner, and those on some of the message boards like to have fun
    throwing the bodies around. I like to throw bodies too but mainly into the
    rock crusher or off cliffs.....
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >GEN9. Enemies                                                            |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    Listed below are the enemies, other than hostile prisoners, that you will
    encounter at Butcher Bay:
    
    0===========================================================================0
    | Turret Guns      | On the walls in most areas of Butcher Bay are Security |
    |                  | Turret Guns that help keep an eye on the prisoners. If |
    |                  | you misbehave, the Turret Guns will either stun you    |
    |                  | and you will be dragged off to your cell (Cellblock A) |
    |                  | or kill you (The Mines).                               |
    |------------------+--------------------------------------------------------|
    | Light Guard      | The Light Guards are lightly armored, usually          |
    |                  | identified by the cap they wear, and relatively easy   |
    |                  | to deal with. But they will quickly call for backup if |
    |                  | the need arises. They can mainly be found in Cellblock |
    |                  | A.                                                     |
    |------------------+--------------------------------------------------------|
    | Double-Max Guard | The Double-Max Guards are helmeted and more heavily    |
    |                  | armored. They are tougher to deal with than their      |
    |                  | Light Guard counterparts. Some of them can be found in |
    |                  | Cellblock A and they are almost exclusive in The       |
    |                  | Mines.                                                 |
    |------------------+--------------------------------------------------------|
    | Squad Leader     | The Squad Leaders wear no helmet or cap and have red   |
    |                  | armor. But they are faster and more accurate than the  |
    |                  | other types of Guards. Abbott can be considered a      |
    |                  | Squad Leader.                                          |
    |------------------+--------------------------------------------------------|
    | Riot Guard       | A Riot Guard is a large mechanoid suit that some of    |
    |                  | the Guards use to keep order. They carry built-in      |
    |                  | machine guns and will kill you with one swipe of its   |
    |                  | massive arms if they get close enough.                 |
    |                  |                                                        |
    |                  | The only weak spot is a panel on the back which has to |
    |                  | be shot at to kill the Riot Guard. The only problem is |
    |                  | getting an appropriate weapon.....                     |
    |------------------+--------------------------------------------------------|
    | Heavy Guard      | The Heavy Guards are large human piloted machines that |
    |                  | are almost indestructible. They have very powerful     |
    |                  | Chainguns plus Rockets that can make short work of     |
    |                  | anything that gets in their way. These can be found in |
    |                  | The Mines and the Cryo Facility.                       |
    |------------------+--------------------------------------------------------|
    | Screamer Droid   | Screamer Droids are small floating droids that roam    |
    |                  | about the Cryo Facility and keep an eye on things.     |
    |                  | They get their name from the fact that they have a     |
    |                  | high pitched squeal that alerts nearby Guards.         |
    |                  |                                                        |
    |                  | They also have have an appendage that resembles a      |
    |                  | stinger and are capable of minor damage when close     |
    |                  | enough. But they can do serious damage as a group.     |
    |                  | They are exclusive to the Cryo Facility area.          |
    |------------------+--------------------------------------------------------|
    | Attack Droid     | Attack Droids are fully robotic Guards that are one    |
    |                  | step above a Riot Guard. They have three Chainguns     |
    |                  | plus Rockets that can make life difficult for anybody  |
    |                  | they happen to be chasing.                             |
    |                  |                                                        |
    |                  | However, despite their firepower, they are weak enough |
    |                  | to be brought down with standard weapons. They are     |
    |                  | exclusive to the Cryo Facility area.                   |
    0===========================================================================0
    
    With that done let's move onto the main portion of the guide starting
    with.....
    
      /==++====++==\                                             /==++====++==\
     /==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
    | >RDK2. The Story Begins.....                                              |
     \==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
      \==++====++==/                                             \==++====++==/
    
    As the game begins, we see Riddick fighting off a vicious creature on the ice
    planet he is hiding at (U.V. System - Planet 6). After the battle, a
    mysterious voice speaks to Riddick. The voice talks about Riddick's "gift" -
    his eyes, the eyes that allow Riddick to see in the dark. All this talking
    about his eyes leads Riddick to look back into his past and remember his
    short stay at a triple-max prison called Butcher Bay.....
    
      0+=+=+=+=+=+=+=+=+=+=+0
     / The Story Begins..... \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >TSB1. Escape                                                             0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 3 /                                    \ The Story Begins..... /
      0+=+=+=+=+0                                      0=+=+=+=+=+=+=+=+=+=+=0
    
    Riddick is being transported to Butcher Bay by a mercenary named Johns.
    Riddick has been captured by him and he intends to collect on Riddick by
    transporting him to one of the most notorious prisons in the galaxy.
    Personally, I would've sent Riddick to Crematoria but that probably wouldn't
    have made much of a game I think.
    
    After the cutscene, you are on the landing pad with Johns and couple of other
    prisoners, Lambert and Pixie. When talking to Lambert, he will encourage you
    to break Johns' neck and Pixie will simply say "You aren't very nice, are
    you?" Talk to Johns and he will respond by confronting you. You will have two
    responses to choose from but you can use either one.
    
    Afterward, Johns will walk over to talk to Pixie who has wandered off. Go
    behind Johns and break his neck. When Johns dies then the Turret Guns near
    the main door will open fire. Pixie will attempt to pick up the Assault Rifle
    that Johns dropped but is electrocuted by it. Lambert will open a hatch in
    the middle of the landing pad and you should run and drop down into the
    hatch.
    
    Follow the path and go down the Ladder. Turn right 90 degrees and look down
    to find:
    
         ======================
      ##[ Cigarette Pack #35 ]##
         ======================
    
    Pick up the Pack and charge toward the technician near the door. You can't
    sneak up on him so beat him senseless and pick up the Class D Security Card
    he drops. Open the door and Crouch down. Go near the corner and wait for the
    Guard to come by. Sneak up behind him and break his neck but go ahead and
    leave the body where it is. You will also need to pick up the Vent Tool he
    dropped.
    
    Turn around and you will enter a larger room with some crates to your left.
    Riddick will then say "Air? Maybe a vent overhead." Turn toward the crates
    and you will see a gap between the crates and the wall. Go through the gap
    and look left. The crates have some glowing sections to them and it looks
    like that there is a path going through them.
    
    Crouch down and enter this hidden path. At the end is a small lighted room
    with a rectangular hole that you drop down through. When you drop down to the
    lower level, follow the path into the larger room and about halfway through,
    look right. You will see a long alcove. At the end of the alcove is 10 UDs
    and:
    
         ===================
      ##[ Cigarette Pack #1 ]##
         ===================
    
    Pick up everything and make your way back to the opening. Climb back up and
    go back through the hidden path into the crate room. Climb the crates and,
    when you get to the top, then turn around and look up. Grab onto the Hangrail
    and proceed to Ventilation Shaft at the end. As you going along the Hangrail
    a Guard will appear below you. You can just leave him alone.
    
    When you get to the Hatch then enter it. Follow the shaft and kick out the
    grating to enter the next room. It has a NanoMED Health Unit and a NanoMED
    Cartridge. To activate the station, go up to it and follow the on-screen
    prompt to insert the cartridge into the station so it can be used. Of course,
    you may not need to use the station but the option is there if you want it.
    
    To the left of the NanoMED Health Unit is a hall that will lead into a larger
    room. When you go left, you will see a Guard with a Shotgun near a metal
    table. He will see your shadow and charge at you but won't fire the Shotgun.
    You can beat up on the Guard if you want but it is better if you can get him
    in a Reversal and use his weapon against him.
    
    After you kill the Guard you can pick up the Shotgun but it is empty. Go back
    to the metal table and you should see:
    
         ===================
      ##[ Cigarette Pack #6 ]##
         ===================
    
    Pick up the Pack and climb the crates and then onto the railing. Shimmy
    right until you can get to the opening in the fence and then climb over. Go
    into the next room and use the Elevator at the end. After riding the Elevator
    then go through the door and you will be outside.
    
    You will see a Guard going from left to right so Crouch down and sneak up on
    him. Dispose of him by either breaking his neck or rifle-butting him. Grab
    his Shotgun to get ammo. Turn around and on the left side of the path not far
    from your position is a Ladder leading down.
    
    Go down the Ladder, turn right, and you will see an overhead light ahead of
    you. Go to this light and look right. You will see a hatch and Riddick will
    say that he will blow off the lock. Conserve your ammo by rifle-butting it
    off instead. Enter the door but, be warned, once you enter there's no going
    back.
    
    Ahead of you are Guards looking for you. You may be tempted to use the
    Shotgun's flashlight but that will give you away. Fortunately, the Guards
    have dropped flares so you are not totally blind. There are explosive barrels
    which you can use to get rid of the Guards but will also do you considerable
    harm if you happen to be too close.
    
    The first long section of the tunnel you get to has three Guards, two with
    Shotguns and one with a Assault Rifle. Keep your flashlight off. When you get
    close to the first corner you will see the first flare and a Guard. Ahead of
    you, against the wall, is a barrel. Fire one shot at it to blow it up to kill
    the Guard.
    
    As you get to the dead Guard you will also get to the next corner. However,
    another Guard, which is further down the tunnel, will be attracted by the
    explosion. Go back near where you started and wait for him to investigate and
    turn back. Then quickly get behind him and kill him with the Shotgun. You
    will also get 5 UD from him.
    
    As you proceed further down the tunnel then another Guard will come from the
    next corner and head in your direction. Aim upwards so you can nail him with
    a headshot when you get close enough. Proceed to the next corner. As you near
    it then another Guard will come around. Kill him quickly before he sees you.
    
    Go around the corner and proceed to the next one. Just as you get to this
    corner, you will see a barrel ahead of you. Shoot it to kill the Guard near
    it before he can confront you. After killing him then proceed to the light at
    the end of the tunnel:
    
      "Rise and shine, jackass."
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >BTH1. Cellblock A                                                        |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    As it turns out, the previous level was nothing more than a dream sequence
    and Riddick awakes back in Johns' ship. After the ship lands, Johns
    introduces Riddick to Hoxie, the warden of Butcher Bay. Hoxie and Riddick
    then exchange some "pleasantries":
    
      Riddick: "Johns said you were ugly up close. For the first time, I gotta
                agree with him."
      Hoxie: "Hmmm....Nice try."
      Riddick: "I do what I can."
      Hoxie: "Already trying to get under my skin, Riddick?"
      Riddick: "It'd be easier...If I had something sharp."
    
    Afterwards, Riddick is taken by Hoxie's second-in-command, Abbott, to be
    processed. This leads through the entrance of the prison and into the main
    credits. After the main credits have run, Riddick is put into his new home
    and deloused.....
    
      0+=+=+=+=+=+=0
     / Cell Block A \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CBA1. Prison Yard                                                        0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                             \ Cell Block A /
      0+=+=+=+=+0                                               0+=+=+=+=+=+=0
    
    After delousing, if you look in your inventory you will see that, even though
    the previous section was a dream, you get to keep the 15 UD you collected.
    
    [There is an Easter Egg involving the toilets in this Cell block. Scroll down
    to the Summaries chapter to learn how to activate it.]
    
    After the cutscene then exit your cell. You will notice Turret Guns on the
    walls of the Cellblock. The Turret Guns will stun you if you misbehave or
    attack the other prisoners. A prisoner named Barber is waiting outside your
    cell. He will tell you of a guy named Mattsson who seems to know Riddick.
    Mattsson is in the Courtyard near the Pit.
    
    Turn left, head toward cell A32, turn right, head toward the gate, and you'll
    meet Shabby which will start your first Side-Mission:
    
      ++Shabby (Start)
        ==============
          He has been beat up very badly by someone named Molina. He will reward 
          you if you kill Molina for him.
    
    From here, go up to the gate and talk to Bulder, the Guard. He will inform
    you that you can't enter the Infirmary but can be dragged in after Rust, the
    big fish in this cellblock, finishes with you.
    
    Turn around and follow the hall. As you move past Barber and turn left, you
    will see an open cell door. As you enter, you will see one prisoner doing
    sit-ups (Girish) and another sitting in his bunk (Waman). Girish has very
    little useful information so talk to Waman:
    
      ++Waman (Start)
        =============
          Listen to what he has to say. He, like Shabby, wants Molina dead when 
          his lockdown expires.
    
    You'll note that Shabby and Waman both want the same thing but both will give
    different rewards upon completion of the Side-Mission. Exit the cell and go
    left. Follow the hall and you will encounter two prisoners, Jack and Coyne.
    Both of them tell you to talk to Haley who is in the Courtyard. Continue
    onward and you will enter the Courtyard.
    
    In the center is a large hatch which leads to The Pit. Mattsson is to the
    left, the entry to Aquila Territory (at the end) is closed off, Haley is
    ahead, Booger is behind the gate to the right, Red is sitting one of the
    benches, and Charlie Green is wandering around the Courtyard.
    
    Talk to Red and he will tell you to help get rid of Rust. Haley will tell you
    the same thing if you want his help. Booger won't talk to you. Charlie Green
    mumbles something about a bird. Mattsson will tell you that he knew you were
    coming and wants you to take his Shiv which is in his bunk.
    
    Go back out of the Courtyard, past Jack and Coyne, and hang a right at the
    junction. One of the two cell doors, A40, is open. Once you enter, the door
    closes and you will have to deal with two prisoners who want to do you some
    harm. You have walked into an ambush. These guys are not hard to deal with.
    Beat them up and the door will re-open.
    
    Exit the cell and head back to the Courtyard to confront Mattsson. Mattsson
    explains that Rust set him up to it. He will give you the Shiv to set things
    right. Head back to your cell and wait.
    
    In the cutscene, Mattsson will give you the Shiv but Rust interferes. Riddick
    doesn't take too kindly to Rust and comes close to killing him. But Abbott
    barges in and rescues Rust. Rust then takes the Shiv from Riddick. Abbott
    shoves Mattsson toward Rust and Rust attacks Mattsson. Abbott then goes over
    the "natural order of things" with Riddick.
    
    After that, both Abbott and Rust exit the cell leaving you with a wounded
    Mattsson. Exit your cell and talk to Barber. He will tell you that Rust is
    waiting for you in the Aquila block. He recommends that you get a weapon and
    to talk to Waman.
    
    As you get near Waman's cell, you will notice that the cell door across from
    his, A38, is now open. Enter it to find an inmate:
    
      ++Shabby and Waman (Information)
        ==============================
          You found Molina. He seems to be a nice enough person but you have a 
          job to do so beat up and kill Molina to complete the task that both 
          Shabby and Waman requested of you.
    
    Pick up the Knuckleduster Molina drops and head to Waman's cell:
    
      ++Waman (End)
        ===========
          Talk to him and, in return, he will reward you with:
    
               ====================
            ##[ Cigarette Pack #25 ]##
               ====================
    
    Now, head back to Shabby:
    
      ++Shabby (End)
        ============
          Talk to him and he will give you a secret code for a locked door which 
          is inside the Infirmary.
    
    After this then make your way back to the Courtyard. You will see that the
    gate at the end is now open. Go through the gate and into......
    
      0+=+=+=+=+=+=0
     / Cell Block A \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CBA2. Aquila Territory                                                   0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 4 /                                             \ Cell Block A /
      0+=+=+=+=+0                                               0+=+=+=+=+=+=0
    
    Follow the hall and, when you turn the corner, then you will see two
    prisoners beating up on another. One of them will recognize you and run away
    and the other prisoner will go toward you. Continue forward and another
    prisoner will appear. Run past both of them to find an open cell door to your
    left.
    
    This cell has a NanoMED Health Unit on the to wall to your left as you enter.
    Just like you did with Mattson's ambush jump onto one of the bunks to keep
    the prisoners at bay. Beat up both of them and you can get a Knuckleduster
    and 5 UD from one of them. On one of the bunks inside this cell you should
    find:
    
         ====================
      ##[ Cigarette Pack #58 ]##
         ====================
    
    Exit the cell, follow the hall, and turn the corner. You will see two more
    prisoners at the next corner and one of them will kick a Fire Extinguisher at
    you.
    
    Get out of the way and when the extinguisher expires then turn the corner
    again. The goon that kicked the extinguisher has left the scene but the other
    remains. This guy has a Shiv so you will need to be a little more careful in
    fighting him. A good idea is to lure him to the cell with the Health Unit and
    use the bunks to limit his ability to do damage. Once you kill him then you
    can get his Shiv plus 10 UD.
    
    When you get to the next section then you will see two more prisoners. One of
    them will set off a crude bomb while the other one will be near the back.
    Quickly get close enough to get the one in the back to start running towards
    you then back away. If you do this right then the bomb will explode just as
    he gets past it which will kill him.
    
    The one who set off the bomb will have a Shiv. Even so you should make quick
    work of him. He will also drop 15 UD.
    
    At the end of this hall is a set of stairs leading up. This information
    is useful for the next area. Go up these stairs and turn right. You will
    enter a larger room where Rust is waiting.
    
    Rust is armed with a Shiv just like you. He also has the ability to quickly
    attack you right after a block. What this means that if you attack with your
    Shiv and he blocks it he can make a quick attack off it and hit you before
    you can block it. The best method for dealing with Rust is the
    Stab-and-Retreat method. However, because of his ability to quickly
    counterattack after a successful block, you may find yourself taking damage.
    
    If you take a little bit of damage then run away and down the steps I
    mentioned earlier. Rust will not chase you down the steps thus you are safe
    enough to let your health recover. After recovering your lost health, either
    by waiting or by going back to use the NanoMED Health Unit in one of the
    nearby cells, then go back and continue fighting Rust. Continue with this
    pattern until Rust is dead.
    
    In the following cutscene, Riddick looks over Rust's body. Abbott needs a new
    rooster now that Rust is dead and asks Riddick to take his place. But Riddick
    declines the offer much to Abbott's displeasure. After the cutscene then turn
    around back towards Rust's body and turn left. You will see a open cell door
    with another prisoner inside (Moondog).
    
    Enter the cell and Moondog will cower near one of the bunks. Talk to him and
    he wants you to stay away from him. But he will also give you:
    
         ====================
      ##[ Cigarette Pack #59 ]##
         ====================
    
    Exit the cell and head back down the hall retracing your path back to the
    Courtyard. You will also see a Guard chasing and shooting a prisoner. Stay
    out of the way and let them pass. As you turn the corner, you will see
    another prisoner with half of his face tattooed blue (Blueboy). Talk to
    Blueboy and he will say "That was something, man." He will also give you:
    
         ====================
      ##[ Cigarette Pack #57 ]##
         ====================
    
    After talking to Blueboy and turning the corner to the long hall leading out,
    then you will encounter a Guard. If you can kill this Guard then you can get
    5 UD from him.
    
    Before you get into the Courtyard again disengage your Shiv otherwise the
    Turret Guns will stun you and you will lose your weapon. Once back in the
    Courtyard, talk to Red. He will give you 30 UD as a reward. Talk to Booger
    again. He is impressed with you this time and offers you a pack of Smokes.
    Pay 20 UD for the Smokes and get:
    
         ====================
      ##[ Cigarette Pack #26 ]##
         ====================
    
    Talk to Haley and he will give you a wealth of information on the facility.
    He will tell you of The Pit, the Infirmary, and the Mainframe. He will finish
    by telling you to go to Bulder, near the Infirmary, and tell him that he owes
    Haley 150 UD. Go back through the cellblock and talk to Bulder. Bulder is
    unhappy that Riddick screwed up his bet on Rust but he will still let Riddick
    into the.....
    
      0+=+=+=+=+=+=0
     / Cell Block A \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CBA3. Infirmary                                                          0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                             \ Cell Block A /
      0+=+=+=+=+0                                               0+=+=+=+=+=+=0
    
    You will be in a small connecting hall. Switch to your Shiv before entering.
    When you enter the Infirmary then you will see two Guards. One of them will
    have a Assault Rifle and the other is un-armed. You will also see a NanoMED
    Health Unit at the far end of the room.
    
    The armed Guard is wandering around the room. Quickly get up behind him and
    Sneak him. If he turns around then he will swing his Assault Rifle to
    rifle-butt you. Try to catch him in a Reversal quickly because his partner
    will be running up behind you.
    
    After dropping the first Guard then you have to fight the second Guard. He
    will block often and has a quick swing. However, you can use the beds to your
    advantage. After killing the first Guard then jump onto an empty bed. You
    will find that the second Guard will either stand still or won't attack you
    unless you are close enough to him.
    
    When standing on a bed then you can attack him with your Shiv just like you
    could on the floor. If he hits you a couple of times just back off a little
    and let your health recover before attacking him again. After killing both
    Guards then pick up the One-Day Security Card that the first Guard dropped.
    
    Look around the Infirmary. You will see two doors on side of the room. The
    one with the "1" above it can be opened by the code Shabby gave you. The room
    is a crude operating facility but it has a Scalpel and:
    
         ====================
      ##[ Cigarette Pack #12 ]##
         ====================
    
    Grab both the Scalpel and the Pack, exit the operating room, get your
    Scalpel ready, and open door "2". Behind the door is an un-armed Guard. Kill
    him using the Scalpel and proceed forward. When you turn the corner then you
    will see a NanoMED Health Station. Use it to increase your health maximum to
    five blocks.
    
    Climb the Ladder nearby and proceed through the door. Go to the crate and
    Crouch. A Guard will enter from the far door and will pass by your position.
    Sneak him and you can get 5 UD from him. Go through the door at the far end
    and enter the Service Hatch to your right. Follow along the hall and you will
    enter a larger room.
    
    The room has an upper level and a lower level. You are on the lower level and
    two Guards will be on the upper level. You can't kill them so sneak your way
    to the other end of the room. Follow the hatchway and climb the Ladder. Go
    along the short hallway and Crouch through the Service Hatch.
    
    You will then enter a larger room similar to the last one except that you are
    on the upper level. There is also a Guard here. Sneak him then make your way
    to the other end of the room where there is a door. You will then be on the
    upper platform above the Courtyard. There is also a Guard here. Sneak him and
    get the One-Day Security Card he drops and go through the door.
    
    You will enter another split level room. You will also see another Guard.
    Sneak him and proceed through the door near the end of the room. You will
    then enter a smaller room that will lead you to the.....
    
      0+=+=+=+=+=+=0
     / Cell Block A \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CBA4. Mainframe                                                          0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 2 /                                             \ Cell Block A /
      0+=+=+=+=+0                                               0+=+=+=+=+=+=0
    
    Go through the door ahead and you will be on a catwalk on the upper level of
    the large mainframe room. Head to the railing ahead of you. Look down and you
    will see the DNA Sampler machine and its maintainer. To the right, on the
    wall beneath the catwalk, is a light. To the left of the DNA Sampler is a
    crate with a light above it. Knowing where these lights are will help you in
    just a bit.
    
    If you look around the room then you will see a ledge beyond the railing that
    you can go on and get around on the upper part of this room. If you can
    position yourself correctly then you can jump down and drop-kill the
    maintainer. Or you can just jump down behind him and Sneak him with your
    blade.
    
    You will also see an Assault Rifle on the ground near one of the room's
    corners, by the Toolbox, but you can't pick it up yet. Go over to the DNA
    Sampler machine and use it. However, by using the machine, it will notify
    security because of the unscheduled addition to the database. Quickly pick up
    the Assault Rifle which is near the Toolbox in the corner. From this point,
    two Guards will enter the room.
    
    But, before they do, quickly shoot out the light below the catwalk then get
    between the medical crate and the computers then blow out the light above it
    to plunge the room into total darkness. Then Crouch and turn back towards the
    DNA Sampler.
    
    Both Guards will enter the room and go around. After they enter then wait for
    them to pass and go around the crate and to the now un-locked door. After
    going through the door then angle left towards some crates. As you get near
    the crate then three more Guards will appear. Getting behind the crate will
    provide you with some cover.
    
    The moment you fire on them then the alarm will sound but the two Guards in
    the previous room will not come out to attack you. Gently peek around the
    crate and nail a Guard with a headshot. On the back wall is a Valve. Try to
    shoot it when the Guards are close to it to kill most if not all of them. If
    any survive then carefully go around the crate and pick them off. They will
    leave behind two Assault Rifles, a Gun, and 10 UD.
    
    As you turn the next corner then you will see a open door. But, as you
    approach, a Guard will appear at the door to throw a Grenade towards you.
    Back away and let the Grenade explode. The door ahead of you will close but
    the Grenade will blow a hole in the nearby wall.
    
    As you near the hole then you will also see a NanoMED Health Unit to restore
    your health if you need to. There are two pieces of Debris that need to be
    removed. Remove them by "using" them and enter the next room.
    
    In the next room is a Guard with a Shotgun. You may want to blow out the
    light near the NanoMED Health Unit first before dealing with him. Go in past
    the Debris just enough to let him see you then use the Flashlight to lure him
    back towards the NanoMED Health Unit to give you more room to dispose of him.
    
    After you kill the Guard then grab his Shotgun, go back through the hole, and
    go near the door at the end of the room. Turn left and you will see a Service
    Panel. Use it to turn off a large fan above you. Climb the crates and jump
    the gap to get to the stopped fan. Crouch and go through the fan into the
    next room.
    
    You will see some grating which will allow you to see down into the hallway.
    There are two Guards down in the hall. Use your Assault Rifle to kill the two
    Guards below. After killing the Guards then jump down to the floor, go the
    far end of the hall, and shoot up the Guard that will enter the room. He will
    also drop 5 UD.
    
    In the next room you will see a NanoMED Health Unit. This room opens up to a
    larger room with a catwalk that has two Guards. Switch to your Gun. Shoot out
    the light next to the Health Unit. This will keep the two Guards from seeing
    you.
    
    Use the left side of the entryway as cover, zoom in, and pop the Guards
    in the head from your position. Afterwards, climb up the crates and onto the
    catwalk. When you get on the catwalk, another Guard will come into the room
    from where you entered. Kill him from above, using the Gun, then collect the
    Assault Rifles and 5 UD that the two catwalk Guards dropped. Explore the
    catwalk and you should find:
    
         ====================
      ##[ Cigarette Pack #13 ]##
         ====================
    
    Pick up the Pack and jump down. You will see an entrance to another hall,
    which is in complete darkness, not far from where you initially entered the
    room. As you enter the hall then you will see a Service Hatch. However, as
    you near the Hatch, a Guard will emerge from behind the crate near it. Kill
    him and Crouch through the Hatch.
    
    You will enter a dark, dank serviceway. You will also encounter a poisonous
    gas cloud coming from a broken pipe. If you try to go through the cloud then
    you will lose a lot of your health or even die. There is also a Valve nearby
    which you turn to shut off the gas. Once you shut off the gas then proceed
    forward.
    
    Suddenly, a Guard will throw a Grenade toward you. Back away and let the
    Grenade explode. While it is exploding then turn the Valve to turn the gas
    back on. Then head back to the nook where the Hatch is.
    
    Turn on your Flashlight then sidestep out and let the Guards see you. This
    will get them to fire on you. Then sidestep back to get out of their line of
    fire and aim the Flashlight at the Valve. This will get the Guards to run
    towards your position. And into the poisonous gas cloud which will kill them
    instantly.
    
    Then turn off the gas again and proceed forward into the service-way. Find
    the hole in the wall created by the Grenade and proceed inward.
    
    Do *NOT* use your Flashlight. You will enter another dark room. On your right
    are some crates. Ahead of you, on the floor, is light being projected from
    the room to the left. At the end of this light projection are a couple of
    explosive barrels you can't see. At the very far end of this area is another
    room.
    
    Aim your weapon at the hidden barrels and proceed forward slowly. Another
    Guard will enter the room. Wait for him to take several steps into the room
    then fire one shot at the barrels which will destroy them and kill the Guard.
    
    From this point, sidestep right to get up against the right wall and then
    proceed forward until you come to a stop (because of an angled wall). Then
    rotate left. Another Guard will run into the room then stop and just stand
    there. Nail him with a headshot to take him down.
    
      **NOTE: In the remake you can sneak your way to the other end of the room 
              and let both Guards enter. They will stand there which will allow 
              you to easily Sneak them with your Shiv. Unfortunately, you can't 
              do that in this version.
    
    From this point, proceed into the next room and turn right. When you enter
    the next room then you will see a NanoMED Health Unit ahead of you and a
    doorway on the left. Use the NanoMED Health Unit if needed. Enter the
    doorway. Just as you enter the doorway then you will hear a Guard say "Here
    he comes". You are about to walk into an ambush.
    
    Proceed forward a little bit more and you will hear the door close behind
    you. When that happens then back up all the way to the door and sidestep
    left. A Grenade will be thrown toward you but not close enough to do a lot of
    damage. In fact, because of your position, it will do little damage.
    
    While you are waiting for the Grenade to explode then you will see a Guard
    pop up behind the crates. Wait for the Grenade to explode before doing
    anything. If this Guard just stands there then pop him with a headshot. If he
    runs toward you then fire a burst of rounds to take him down.
    
    After this then proceed forward a couple of steps and rotate right. You
    should see a small group of three crates that is L-shaped. There is a Guard
    near there. If you see him through the gap between the top crate and the wall
    then hit him with a headshot. If not then he is somewhere else in this room.
    
    You should also see some lights through this gap for the alcove in the corner
    of this room. Shoot them out. Next, climb up the crate then head to the now
    darkened alcove. Two more Guards emerge and one will throw a Grenade. The
    darkened alcove will keep them from seeing you. They will wander around the
    room then stop. Pop one then go back in the dark before they can get a bead
    on you. Continue this way until you kill the last Guard.
    
    After killing the last Guard then quickly climb the crates right next to the
    large pillar that is part of the alcove. As you are climbing, a Riot Guard
    will appear. It will come down the Elevator at the far end of the room.
    
    It will try to kill you but you are safe from where you are at. Switch to
    your Shotgun. It may take awhile but wait for him to wander to the other
    alcove in the opposite corner. This will expose his back and you can shoot it
    up to kill him. And in doing so you will acquire:
    
         ====================
      ##[ Cigarette Pack #27 ]##
         ====================
    
    Jump down, get the weapons from the dead Guards, and use the Elevator. From
    there, enter the door ahead of you and into the.....
    
      0+=+=+=+=+=+=0
     / Cell Block A \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CBA5. Prison Yard Riot                                                   0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                               \ Cell Block A /
                                                                0+=+=+=+=+=+=0
    
    When you enter this room then turn left and go through another door back to
    Cellblock A. Ahead of you, at the end of the room, you will see a litter can.
    Look right and you will see a stairway down. You will also hear a warning
    over the loudspeakers.
    
    Go down the stairway and you will encounter a locked gate. This gate is near
    where your cell is. Behind the gate are two Guards and use your Gun, using
    the closed gate as a shield, to get rid of them.
    
    After that then you will hear a message over the loudspeakers that states
    that the Turret Gun cameras are switching from stun mode to lethal mode. Use
    the zoom feature and find the Turret Gun near the end of the hall behind the
    locked gate. Then blast it with the Gun.
    
    Go back up the stairway and turn right then turn right at the litter can. You
    will see a Valve. This Valve opens the gate. When you reach the Valve and
    turn around then you will see a NanoMED Health Unit. Turn the Valve and head
    back down the stairway. Go into the Cellblock and pick up the weapons and 5
    UD that the dead Guards dropped.
    
    Now you need to head toward the Courtyard but you have to take out the Turret
    Guns along the way. Use the Gun since it is more accurate from long range.
    From your vantage point, near cell A32 and looking towards A34 (your cell),
    you will see a Turret Gun along the left wall and one at the end of the hall
    section. Use your zoom feature to destroy both guns then move forward.
    
    As you get to A33/A34, a Guard will run around the corner and confront you.
    Quickly switch to a Shotgun or Assault Rifle to kill him then proceed
    carefully along the left wall. Switch back to your Gun. As you slowly
    approach the corner, gently turn right. Near A36, and by a wall abutment that
    hid it from view from your previous vantage point, is another Turret Gun.
    After destroying it then gently move forward.
    
    Two Guards (plus a prisoner) will come from around the corner. They will kill
    the prisoner and then head toward your position. Kill them both and proceed
    to the corner. One of the Guards will drop a NanoMED Cartridge. Carefully
    peek around the corner and you will see another Turret Gun. Destroy it and
    move forward. As you turn right at the next corner then you will find another
    Guard. Deal with him and proceed to the Courtyard entrance.
    
    But before you get right up to the entrance, look up. There is another Turret
    Gun. Destroy it and go the the Courtyard entrance. However, you will find it
    locked. You need to trick the Guards into opening it. You have to make your
    way back near the Infirmary.
    
    Along the way, you will see a Guard chasing and killing a prisoner. Deal with
    the Guard and go forward. When you make your way near the Infirmary then you
    will see a Guard behind the locked gate and he will throw a Grenade. Hang
    back and let it explode. Then confront and kill the Guard.
    
    After that Guard drops then another Guard will emerge from the Infirmary.
    Kill him and make your way to his position. Pick up the Radio Transmitter
    that the Guard dropped and use it. After that then head back to the
    Courtyard. Along the way, you will encounter another Guard. Drop him and
    proceed forward.
    
    When you enter the Courtyard then another cutscene will play. Riddick is
    ambushed by a Guard and the both of them fall into.....
    
      0+=+=+=+=+=+=0
     / Cell Block A \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CBA6. The Pit                                                            0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                             \ Cell Block A /
      0+=+=+=+=+0                                               0+=+=+=+=+=+=0
    
    Riddick survives the fall by using the Guard as a cushion:
    
      "It ain't the fall that gets ya'.....It's the sudden stop at the bottom."
    
    The only rifle he has to use is the Shotgun from the dead Guard and the
    Flashlight attachment has been damaged. You have six minutes before the light
    fails. And you need to find your way out of The Pit.
    
    The Pit is actually the remains of the previous prison and the current
    structure was built on top of it. However, they also sealed the convicts
    inside the old prison and they have become viciously insane.
    
    These former convicts are known as the Dwellers. They don't do a lot of
    damage individually but will seriously hurt you in a swarming group. However,
    they can actually be blown apart by your Shotgun which will make it easier to
    deal with them.
    
    At the start, go forward through the doorway. Turn right and then turn right
    again. You will see a larger hallway and a large hole in the floor. At this
    point you should now start encountering the Dwellers. Drop down through the
    hole in the floor and go left. You will see some barrels along the way so be
    careful when shooting.
    
    The explosion will take care of Dwellers but will injure you too if you
    happen to be too close. There are also barrels that leak a glowing substance
    but you can't blow them up (thankfully). Follow the hall and turn right at
    the corner. Partway down the next hall you will see a hall to your right
    (first hall junction).
    
    Keep going straight. A little bit further you will see another hall to your
    right (second hall junction). Keep going straight again. Almost immediately
    after the second hall junction you will reach a junction where you can turn
    either right or left (main junction).
    
    Go left and follow the way until you reach a dead end and a Valve. Above you
    is a stranger, a flare, and a locked gate. The broken Valve will open the
    locked gate. Grab the Valve and head back the way you came.
    
    When you get back to the main junction, turn right and immediately turn left
    at the next hallway (the second hall junction) to go back up to the upper
    level. Go left at the next doorway then left again to go down the large
    corridor.
    
    Partway down the large corridor you will see a hall to your left. Ignore it
    and continue going forward. Eventually you reach the end of the large
    corridor and you will have to turn left. You will then see the flare and
    Broken Gate Control where you use the Valve. Put the Valve on the Broken Gate
    Control and open the gate.
    
    Follow along the path until you see another flare on the ground. At that
    point you will see another pathway going left. When you look left then you
    should see a locked gate and:
    
         ====================
      ##[ Cigarette Pack #15 ]##
         ====================
    
    Pick that up, go back to the barrel near the flare, and turn left. After
    going through some narrow hallways then you will enter.....
    
      0+=+=+=+=+=+=0
     / Cell Block A \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CBA7. Pope Joe's Den                                                     0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                             \ Cell Block A /
      0+=+=+=+=+0                                               0+=+=+=+=+=+=0
    
    This stranger is Pope Joe and he will lead you to his den and safety. Follow
    him until you reach his kitchen. You will also see a NanoMED Health Unit and
    some Flares that you can use. Talk to Pope Joe and he will tell you that he
    needs you to acquire his blessed Voicebox down near where the Dwellers are.
    This will also prove to him that you are not an impostor.
    
    Go back to the Elevator and go down. Go left and follow the hallways using
    the flares for light. Switch back to the Shotgun when you encounter Dwellers.
    At some point you will enter a large room and ahead of you there will be some
    barrels and a couple of Dwellers. Blow up the barrels and kill the other
    Dwellers before entering the room.
    
    Just as you enter the large room, turn right. You will see a hole in the wall
    and a small room. In the corner, near the hole, is a NanoMED Cartridge. If
    you go to the Cartridge and turn right then you should find:
    
         ====================
      ##[ Cigarette Pack #16 ]##
         ====================
    
    Pick the items up and go back to the large room. At the end of the large room
    is a smaller room. This is where the Voicebox is located. Get the Voicebox
    and make your way back to the Elevator killing any Dweller that you
    encounter. From here then go back up to Pope Joe.
    
    The cutscene that follows will explain how Riddick gets his EyeShine (night
    vision) capability. Afterwards, Riddick will begin his journey through.....
    
      0+=+=+=+=+=+=0
     / Cell Block A \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CBA8. Dark Tunnels                                                       0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                             \ Cell Block A /
      0+=+=+=+=+0                                               0+=+=+=+=+=+=0
    
    When you regain control then you will be in a short shaft and your vision
    will look quite different thanks to your new EyeShine ability. Press the
    Right Analog Stick Button to switch it on and off. But, for now, leave it on.
    
    Move forward to enter the next room. You will see two entranceways to your
    right but the one nearest to you is the only open one. Go through that
    entrance and you will enter a larger subdivided room.
    
    You will also encounter more Dwellers here. As you go through then you will
    see a gate to your left, in which you can see the other side of the room, and
    a sub-room to your right. Go forward until you can turn left. Then turn left
    again to go into the opposite side of the room.
    
    To your right is another sub-room that has a Ladder. To your left is the gate
    that divides the room. Go close to the gate then turn left. In the narrow
    cubicle near the wall is:
    
         ====================
      ##[ Cigarette Pack #28 ]##
         ====================
    
    Pick that up then go to the Ladder that leads up into the.....
    
      0+=+=+=+=+=+=0
     / Cell Block A \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CBA9. Showers                                                            0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 2 /                                             \ Cell Block A /
      0+=+=+=+=+0                                               0+=+=+=+=+=+=0
    
    When you exit then you will be in the Showers. Turn off your EyeShine and
    disarm. As you exit the Showers, you will hear some rather disgusting noises
    as a Guard is having some intestinal problems. However, you can just leave
    him alone. He won't ever come out unless you turn off his light (or start
    shooting nearby).
    
    You can get yourself into a nice little firefight with the three Guards in
    the Showers area if you want. If you let one of the Civil Guards escape you
    will get a little resistance when you try to get out of the Showers and into
    the next hall.
    
    However, if you kill all three before any of them can escape and sound the
    alarm you will have no problems leaving the locker room area. But I will use
    the sneak method for best disposal.
    
    Crouch down and make your way toward the locker room. There are two Guards
    in the locker room itself (Civil Guard and a Light Guard). Turn off the light
    and turn on your EyeShine. One of them, the Civil Guard (armed with a Gun),
    will come around to turn on the light. Sneak him when he does then turn off
    the light again.
    
    Grab his body (plus his Gun) and drag him to the Showers. Then go back to the
    light switch and turn it back off (because the other Guard has turned it back
    on). The other Guard, however, is armed with a Shotgun and that has a
    Flashlight on it. So try to keep behind him when he gets around the corner.
    Sneak him and you can get his Shotgun plus 5 UD.
    
    Un-Crouch, keep the light off, and look around the locker room. There are two
    sets of lockers, one to each side of the room. Some of them have objects
    inside which can be useful. However, for some reason, the Focus Frame of
    these objects don't work too well within the confines of the lockers (because
    of the open doors) and make it tricky to pick them up.
    
    I've had several readers, including W. David Eldred, Casey Stangel, and Adam
    Gent make suggestions including shooting off the doors or standing in
    specific places to obtain the objects. But the best suggestion came from
    Anthony Peregoy - rifle-butting the doors off.
    
    Switch to the Shotgun, go up to the lockers, do a rifle-butt on the doors,
    and quickly back away. The doors will then fall backwards and may injure you
    if you don't back off. Rifle-butt all of the locker doors to remove them then
    go after the objects. Within the lockers you should find 10 UD, an Assault
    Rifle, and:
    
         ====================
      ##[ Cigarette Pack #29 ]##
         ====================
    
    Another object that you will find is the Civil Guard Clothes which will allow
    you to disguise yourself as a Guard. After you have fully explored the locker
    room, and obtained all useful objects, then turn off your EyeShine, and exit
    into the hallway.
    
    If you got into a firefight with the Guards in the locker room then you will
    have to fight your way out. Shoot the alarm speakers to quiet them and keep
    them from alerting more Guards. After killing the nearby Guards, disarm, and
    turn right toward the NanoMED Health Unit.
    
    If you Sneaked your way through then disarm and turn right toward the NanoMED
    Health unit. Since you did things quietly, and you're wearing the disguise,
    the other Guards don't know what is going on. As long as you don't do
    anything illegal near the patrolling Guards then they will treat you like one
    of them.
    
    You will encounter a lot of Guards in this section. Each Guard has a name and
    a weapon. If you decide to kill a Guard then you will get his weapon to
    replenish yours. Some Guards have other stuff besides weapons. If a Guard has
    something beside his weapon on him I will list it beside his name in case you
    want what he has.
    
    In the corridor outside of the Showers you will find Wikstrom (5 UD)
    patrolling. Turn left at the NanoMED Health Unit and you will enter a larger
    room. These are some of the Guard Quarters. You can have some fun and ring
    the doorbells but none of the Guards will come out. You will find a Guard,
    Wakefield (NanoMED Cartridge), standing watch.
    
    Go to the far end of the room and look down on the floor near the left
    corner. You will see that it is open so jump down into the lower level. The
    lower level is just like the upper one. The only way back up is to grab the
    Vent Tool on the floor.
    
    As you explore the lower level you will see that there is nothing special
    here. The reason to go here is to get the Vent Tool which will be of use
    later. Use the tool to enter the Ventilation Hatch and go back up to the
    upper level. Once back at the upper level then exit the room and go to the
    other end of the long hallway.
    
    Turn left and you will enter an area with some more Guard Quarters. There are
    two floors to this area but there is nothing special on the second floor
    (although if you ring one of the doorbells you will get someone singing "In
    the land of the prison Guard" (Hanna)).
    
    There are three Guards (Kim, Kispert, Oconnor (5UD)) here in this room. From
    where you entered the room go right and to the next hallway. Then you will
    enter into a room where a couple of Guards are having some fun with the
    Elevator (Lowe (5 UD), Brad). Believe it or not, you can snap Brad's neck and
    Lowe will just stand there like an idiot!
    
    But, if you break Lowe's neck first, then Brad will attack you. So if you
    want to kill both of them then break Brad's neck first.
    
    From this room, continue forward and you will enter a large room with some
    more Guard Quarters. The only object of note here is the NanoMED Health Unit
    on the opposite wall. You will find a Guard patrolling (Lucky) and another
    standing watch (Lysachov (5UD)).
    
    Go to the hallway on the other side of this room and you will enter a smaller
    room with a Guard standing next to a door (Adenoid). The door enters into an
    Armory where you can find some Assault Rifles and a Light Guard Armor suit.
    You'll need to enter it through another path and this is where the Vent Tool
    you acquired earlier comes in handy.
    
    Continue into the next hall and you will find another Guard (Hynkel). While
    in this narrow hallway quickly get up behind him and break his neck. Follow
    him back into the hallway and quickly Sneak him. Then go back to the Armory
    door. After a few seconds then Adenoid will leave his post to find his
    friend. Follow him and break his neck when he finds Hynkel.
    
    Continue to the other end of the hallway and you will enter into a larger
    room which is the Hangar Room. To the right you will see a large door with
    "Hangar A412" painted above. There is also another Guard here (Youngvalley).
    Wait near him for a few seconds then he will walk away to investigate the
    hallway. Follow him and break his neck when he finds the bodies.
    
    Go back to the Hangar Room and you will notice a railing on one side. Jump
    over it and you'll land in a dark lower area of the room. Turn on your
    EyeShine and look around. At one end of this area you will see a locked door.
    At the other end you will see a Ventilation Hatch. Go through the Hatch and
    to the Grating. The Grating will open into the Armory. In one corner of the
    Armory, on the floor and near a stack of crates, you should find:
    
         ====================
      ##[ Cigarette Pack #30 ]##
         ====================
    
    Next, get the Light Guard Armor nearby. You won't be able to leave the room
    without it. Also grab the four Assault Rifles on the wall. Open the door and
    re-enter the Hangar Room. If you go forward and to the next hallway then you
    will find a locked door. The hallway is a dead end - for now. Go back to the
    Hangar Room.
    
    Switch to your Gun then shoot out all of the lights here and in the dead-end
    hall. Switch to your EyeShine.
    
    Now use the Retina Scanner by the Hangar door. It won't let you through. You
    need some better eyes and Riddick decides that Abbott's eyes are the ones he
    needs. In addition, using the Scanner will alert a Guard and he will enter
    the dead-end hallway through the previously locked door. Head back to and
    stop at the railing.
    
    The Guard will run past and stop near the hangar door. You can either kill
    the Guard or just leave him be - he won't do anything but look around the
    immediate area. Go back to the dead-end hallway and through the now unlocked
    door. Then go up the stairs and to the.....
    
      0+=+=+=+=+=+=0
     / Cell Block A \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CBA10. Guards Quarters                                                   0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 2 /                                             \ Cell Block A /
      0+=+=+=+=+0                                               0+=+=+=+=+=+=0
    
    Go through the next door and you will eventually find a large propaganda
    poster that has the words "Yeah right" scrawled on it. There are two openings
    on either side of this poster and both take you to the large garden market. 
    You will encounter more Guards here but they carry little in the way of bonus
    objects you get when you kill them. Two of the Guards carry NanoMED
    Cartridges and that's about it.
    
    Find the Guard named Jenkins and he will give you a bottle of Liquor. Find
    the Guard named Bondo near the other side of the market. Talk to him and he
    will reveal information about Abbott's gun shipment. As you look around the
    market then you will see one shop open. Talk to the Shopkeeper and he will
    offer you several things: Smokes, Shotgun shells, Assault Rifle ammo, a
    Combat Knife, and a Light Armor uniform. Buy the Smokes and get:
    
         ====================
      ##[ Cigarette Pack #33 ]##
         ====================
    
    Talk to the Shopkeeper again and ask about Abbott. The Shopkeeper has a
    special package for Abbott and asks Riddick to take it to him. Riddick agrees
    and acquires the Rifle-Case. It is important to note that if you go in with
    guns blazing then the Shopkeeper will immediately close up shop making it
    impossible to buy anything from him (or acquire the Case).
    
    Go through the door at the other end of the market and take the Elevator
    upstairs. You will enter a medium sized room with a couple of Guards
    (Freitag, Robinson). Take the door on the right and you will encounter
    Chancellor. He will give you 50 UDs for some Liquor. Give it to him and you
    will get the 50 UDs plus:
    
         ====================
      ##[ Cigarette Pack #31 ]##
         ====================
    
    Killing Chancellor will get you a NanoMED Cartridge. Go back to the previous
    room and go through the other door. Go forward and past Conroy, the
    patrolling Guard, and you will end up on the level above the market.
    
    Go past John, another Guard, through the next door, and you will enter some
    more Guard Quarters. When you reach the Valve, you will also be at a junction
    where you can go either left or right. If you go right then you will go
    through a hallway that has a NanoMED Health Unit then a room that has a
    Service Panel, and some more Guard Quarters.
    
    You can use the Service Panel to turn off most of the lights in this quadrant
    of Guard Quarters. You can also sneak up and kill the two Guards patrolling
    this small area for additional ammo and a NanoMED Cartridge (Soup has the
    Cartridge).
    
    When you get back to the main portion of Quarters and get near the door for
    Elliot (near the Valve and blue vending machine) then the door will open and
    a Guard named Hanna will check out the area you just exited from.
    
    When he enters the darkness then Sneak him before he finds the bodies you
    left behind. The small hallway leading to the main entrance to Elliot's
    Quarters also contains an Assault Rifle. I should note that he only comes out
    if you have turned off the lights regardless of whether you killed anybody or
    not.
    
    Of course, the best thing is to simply not kill anybody at all and just make
    a beeline for Abbott's billet.
    
    Proceed forward and to the other path. There is a long hallway, that has two
    Guards patrolling it (Martinez and Little Mad). At the end, turn right and
    then, after climbing the short stairs, turn left. You will now enter another
    set of Guard Quarters that are guarded by two more Guards (Karmac, Measle).
    It is here you will find Abbott's Quarters.
    
    If you did not talk to the Shopkeeper then you will find a Rifle-Case on the
    floor near Abbott's door. Pick it up. Then go to his door and tell him he has
    a package. You will then be allowed to enter the Quarters and face off
    against.....
    
      0+=+=+=+=+=+=0
     / Cell Block A \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CBA11. Abbott                                                            0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                               \ Cell Block A /
                                                                0+=+=+=+=+=+=0
    
    When you enter his Quarters then you will engage in a shootout with Abbott.
    There are three options in dealing with him.
    
    With the Assault Rifle, charge in, keep behind some cover, and pop out when
    he reloads to hit him with a few rounds. Duck back behind some cover when he
    starts firing again. Keep up with this pattern and you will take him down.
    
    You can also use the Gun here too. While in the entranceway then hug the
    right wall before you open the second door. Go forward enough to open the
    door but stay in the hallway. Back up to the now closed door you just entered
    from. 
    
    Zoom in with the Gun and gently go left until you see Abbott. He will usually
    just stand there (either in the open or behind some cover) so you can just
    hit him with as many head shots as possible. The Gun is best for head shots
    which is why you use the weapon here. He will take some chunks of health from
    you too but if you're good with your aim and trigger speed you can get
    through this quickly.
    
    If you bought the Combat Knife then you can try this suggestion by Calvin
    Hobbes. Get up close to Abbott, avoiding his gunfire, and use the Combat
    Knife against him.
    
    If you stab him rapidly, and stay right in his face, then he won't be able to
    shoot you and you can take him down with little damage (although it might
    take awhile - he is pretty tough). If you're lucky then you may be able to
    get him in a Reversal and end this battle a little quicker.
    
           <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
    
    In the following cutscene, just as Riddick is about to get Abbott's eyes,
    Johns intervenes. Johns is going to take Riddick to another slam but he too
    is thwarted by Hoxie. The scene then switches to Hoxie's office where he is
    rather upset with both Riddick and Johns:
    
      Hoxie: "I should just have them put slugs in both of your heads right 
              now."
      Riddick: "Why ruin a nice carpet?"
    
    Hoxie then engages in some rather painful negotiations (for Johns anyway).
    After dealing with Johns then Hoxie sends Riddick to The Mines..."Down below
    the surface where the sun never shines...":
    
      Hoxie: "I expect things could get ugly."
      Riddick: "I'll be disappointed if they don't."
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >BTH2. The Mines                                                          |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    The Mines are part of the Butcher Bay facility. Here the prisoners are sent
    deep underground. Some of them are tapped to help in the mines, most are sent
    down here because they misbehaved in the above Cellblocks. Virtually all of
    the Guards here are of the Double-Max kind. There are also more Riot Guards
    too. And there are many more Security Turret Guns on the walls here and, if
    you misbehave, they shoot to kill.
    
    Escape will be much more difficult this time.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS1. Tower 17                                                           0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    After the lengthly cutscene you will start off in your cell. When you exit
    your cell then you will notice a Guard to your left and a doorway to your
    right. Before going to the door, enter the cell to the right of yours. Flip
    the bunk and you should find:
    
         ===================
      ##[ Cigarette Pack #5 ]##
         ===================
    
    Pick it up and then go to the door. Follow the hall and you will enter the
    Elevator that leads to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS2. Tower 17 Base (Part One)                                           0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    On the ride down then you will notice a prisoner named Rael. You won't be
    able to talk to him until the ride ends. After the ride ends then talk to him
    and he will tell you about Jagger Valance and the fights. You need to fight a
    Blueskin in order to proceed further.
    
    You will also need to talk to Centurion to arrange a fight. Rael also
    suggests that you talk to Dogbone for more information. Go through the door
    and follow the hall until you reach a large open area with several prisoners.
    One of the things you will notice is a large yellow circle with the number 17
    on the ground.
    
    This is the Ring that you will fight in. To the left you will see a figure
    against the wall. This is Centurion. You will need to arrange your fights
    through him. Near the door you exited from is Dogbone. He will tell you he
    needs proof of how badass you are. You can choose one of two paths.
    
    Either defeat Bam, a very tough Guard, in the Ring or get caught with drugs.
    Either way will get you into the Drug Interrogation Room so you can face
    Abbott. You need to set up a confrontation with Abbott to proceed further
    within the game. The easiest way is to get caught with drugs. But the most
    profitable way is by fighting. The fighting path is what I will take here.
    
    As you go through the area then you will see four more prisoners (Thunder,
    Silencio, Steele, and Harman). Harman is by the door that leads into the
    Recreation Area and won't let you through. You will also notice a Guard,
    Ropes, standing by a door. He will offer you the use of a NanoMED Health Unit
    for 10 UD. This is a way to regain your health after fighting. Talk to
    Centurion. He will tell you of the rules.
    
    It will cost you 5 UD to fight but he will let you fight the first time for
    free. You have to find a person to challenge and Centurion suggests Harman,
    the Blueskin by the Recreation Area door. Go to Harman to challenge him then
    go back to Centurion to get things started.
    
    You will notice that the rail defense is deactivated for the fights. The
    fights down here serve as entertainment for the Guards and prisoners. This
    also weeds out some of the troublesome convicts. So an arrangement has been
    made to let the fights happen without being shot at by the Turret Guns.
    
    There are only two rules for fights: 1) stay in the Ring and 2) stay in the
    Ring until one of the combatants is dead. Simple enough. If you get knocked
    way out of the Ring then you will lose the fight. You will have to fight
    again to regain respect.
    
    The person you were fighting with will stand next to Centurion. Talk to
    Centurion to start another go-round with the person you challenged. I found
    this out when fighting Cusa. He hit me so hard with one of his powerful
    punches he knocked me back about fifteen feet and out of the Ring!
    
    If you managed to knock your opponent out of the circle and he doesn't get
    back then your opponent will die and you will win the fight.
    
    One trick is to use Checkpoint Restart if it looks like you are either going
    to lose or that you are going to lose a lot of health during a fight. You
    restart near Centurion so you don't have to do any backtracking. If you do
    restart then it is best to do it as your dead opponent is hitting the ground.
    
    There are a total of five fights you must win to get to Abbott. Harman is the
    first one you have to fight.
    
    When you start fighting him use the Block-and-Stab method (even though you
    don't have a Shiv). He is not hard to deal with and after a few punches he
    will go down. After the fight then the rail defense re-activates and you will
    gain 20 UD.
    
    It is important to note that if you get caught with drugs to set up your
    face-off with Abbott you will not be able to set up any more fights
    regardless of how many of them you have already done.
    
    After killing Harman then talk to Centurion again. He will recommend Bassim
    who is in the Courtyard (Recreation Area). From here, go through the large
    door and enter the.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS3. Recreation Area [Section A]                                        0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    Follow the hallway until you enter a larger room with a very large door to
    the left and two doors to the right and and front. The door labeled Tower 19
    is closed off. There is also a door labeled Feed Ward. For now let's go
    through the large door and into the Recreation Area.
    
    The Recreation Area is divided into several sections. The first section you
    have entered into is labeled "A" (look at the floor). You will see two
    prisoners in front of you (Asif and Cricket). To the right are a couple of
    Guards. If you approach these Guards, they will search you for drugs. If you
    had any drugs on you they will take you to Abbott. Of course, you don't have
    any so they will just send you away.
    
    You will also notice some bugs flying about. These are Moths. These Moths are
    used to make drugs and Poison. You will need to gather a total of thirty one
    Moths to get the most out of them. To get a Moth, go up near one, wait until
    it flies low and close to you (while looking at it with the Right Analog
    Stick), and press the X Button when it is right up to you.
    
    When you go from room to room you should always be on the lookout for Moths.
    After acquiring the Moths in this section then talk to Cricket. He will offer
    you a Shiv for 30 UD. Buy it and he will give the money to Asif who will take
    the money to a safe place. You could follow him but he will stop by the Feed
    Ward door. After dealing with Cricket then continue into.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS4. Recreation Area [Section B] (Part One)                             0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    In this area you will find four more prisoners (Pink, Baasim, Izz-Udeen, and
    Jamal-Udeen). After acquiring all of the Moths in this section then talk to
    Pink. He will offer you some cigarettes. Buy it for 10 UD and get:
    
         ====================
      ##[ Cigarette Pack #56 ]##
         ====================
    
    Izz-Udeen will just tell you to get lost. Talk to Jamal-Udeen:
    
      ++Jamal-Udeen (Start)
        ===================
          He will ask you for proof that the Blueskins are gone (there are three 
          of them you have to kill).
    
    It should be noted that you can't talk to Jamal-Udeen while he is praying.
    Next, talk to Baasim and challenge him to a fight. Now go back to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS5. Tower 17 Base (Part Two)                                           0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    Talk to Centurion to start the fight between you and Baasim. The difference
    in this fight is that you have a Shiv and he doesn't. He will usually charge
    and swing often. Dodge to the left or right so you can switch to your Shiv.
    The Stab-and-Retreat technique is a little more difficult to do here because
    he charges often. However, his charging and rapid swinging will also increase
    your chances of catching him in a Reversal and killing him instantly.
    
    If you wish to use the Block-and-Bash method with the Club then you need to
    go into the Feed Ward and talk to Monster to buy a Club (50 UD) from him
    first. Most of the time he will just block which will make it easier to kill
    him. After killing Baasim then you will get 20 UD and:
    
         ====================
      ##[ Cigarette Pack #18 ]##
         ====================
    
    You'll also notice that you automatically disarm when the fight is over which
    is a good thing considering that they re-activate the Turret Guns after each
    contest. Heal up if you need to (pay Ropes 10 UD). Now go back and talk to
    Centurion. He will recommend Sawtooth who is in the Feed Ward (Dining Hall).
    Go back to the entrance of the Recreation Area and enter the.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS6. Feed Ward (Part One)                                               0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 5 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    Go through the hall and you will enter a room with four prisoners (Zuni,
    Trigo, Barrasa, and Cuellas). Talk to Cuellas:
    
      ++Cuellas (Start)
        ===============
          He is the leader of the Surenos gang. He talks about a Snitch List that 
          has been taken from him and wants your assistance in getting it back.
    
    Enter the second Feed Ward door and you will see a wall in front of you. You
    have entered into a connecting room that joins the actual Dining Hall with
    the room now behind you. You will also hear some noise to your left. You will
    encounter Georgie who will show you the room he is looking into. It is a room
    with no cameras and has some Guards beating up on a prisoner. This allows the
    Guards to do whatever they want to anybody without any witnesses.
    
    You will also see a NanoMED Health Station in the other room. The connecting
    room you are in also has no cameras so you can do some mischief here if you
    want to.
    
    As you go near the Dining Hall then you will encounter another prisoner,
    Motor, who is upset that you killed Harman and will charge you. In this
    connecting room you can fight without being seen. Use your Shiv to kill him
    and pick up the Poison he drops.
    
    I should note that you should not do anything illegal, including fighting, in
    the doorway to the Dining Hall since the Turret Guns can see you there.
    
    After fighting Motor then Asif will enter the connecting room. Get up to him
    (as long as you are not at the entrance to the Dining Hall) and kill him. He
    will also drop the map to the stash where Cricket and Asif keep their money.
    The stash is inside the second part of the Dining Hall.
    
    After killing Asif then enter the Dining Hall. The Dining Hall is divided
    into two rooms with a connecting section between them. The connecting section
    has two doors at both ends that are locked.
    
    In the first Dining Hall room you will see several prisoners (Shivers,
    Sawtooth, Matthies, and Binks). In the second Dining Hall room there are two
    prisoners (Chang and Monster). Only Monster is of any use. He can offer a
    Vent Tool, a Club, and a Shiv. The Shiv you already have and the Vent Tool
    you can get later for free. The Club is useful if you want to use the
    Block-and-Bash method for the fights. It will cost you 50 UD.
    
    On the other side of the room, across from Monster, is a Loose Panel. Move
    the panel and you will find inside a small hiding place a Red Tube, an
    Injector, and the 30 UD you paid for the Shiv (even though you killed Asif
    before he deposited it). Go back into the first part of the Dining Hall to
    find Sawtooth who happens to be enjoying what passes for a meal around these
    parts.
    
    Challenge him to a fight then leave. When you re-enter the connecting room
    and look left then you will find a prisoner named Gomer. He will offer you
    cigarettes. As a matter of fact he has five Cigarette Packs so go and buy
    them now. They'll increase in price the more you buy.
    
    For 10 UD:
    
         ===================
      ##[ Cigarette Pack #7 ]##
         ===================
    
    For 15 UD:
    
         ===================
      ##[ Cigarette Pack #8 ]##
         ===================
    
    For 20 UD:
    
         ===================
      ##[ Cigarette Pack #9 ]##
         ===================
    
    For 25 UD:
    
         ====================
      ##[ Cigarette Pack #10 ]##
         ====================
    
    For 30 UD:
    
         ====================
      ##[ Cigarette Pack #11 ]##
         ====================
    
    One of my readers, Steve101, came up with a cool tip to help you get the
    above Smokes for free:
    
      "Firstly, if you collect cigarette packs, they're immediately saved to your 
       profile, so even if you go back to an earlier checkpoint before you picked 
       up the cigarette pack, then it's still there, but it says that you've 
       already found that pack. But in double max, in the feed ward area, where 
       you can buy five packs of smokes from Gomer, if you then reload the 
       checkpoint as you enter the feed ward again, then you actually haven't 
       lost any UD's for buying the smokes, but because when you bought them it 
       was saved, it still counts as having found them! Because the checkpoint is 
       so close to Gomer, you can still reload without having to redo a lot of 
       stuff, and so saving 100 UD's!"
    
    After buying the last Cigarette Pack from Gomer then do Checkpoint Restart.
    You will re-start just after you challenged Sawtooth so there is practically
    no backtracking. When you re-enter the connecting room again and see Gomer
    then just ignore him since you got the Smokes from him the first time. This
    is how you get his five Cigarette Packs for free.
    
    Now go back through the rest of the Feed Ward area and back to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS7. Tower 17 Base (Part Three)                                         0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    Talk to Centurion to start the fight between you and Sawtooth. Sawtooth has a
    Shiv of his own so things are more equal. But you are much faster than he is
    so quickly switch to your Shiv and do the Stab-and-Retreat method on him.
    That is very effective on him and more effective than the Block-and-Bash.
    When you kill Sawtooth then you will get 20 UD and obtain:
    
         ====================
      ##[ Cigarette Pack #19 ]##
         ====================
    
    Sawtooth will also drop his Shiv but you already have one so you don't need
    it. Go back and talk to Centurion and he will recommend Cusa. Cusa can be
    found in Recreation Area [Section D].
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS8. Recreation Area [Section C] (Part One)                             0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    Go through Recreation Area [Sections A and B] and into Recreation Area
    [Section C]. You will encounter four more prisoners (The Nurse, Wilkins,
    Gulag, and Craps). Don't forget to collect Moths in this section before
    talking to anyone.
    
    Talk to Craps to play dice. You bet 5 UD to play and there are several ways
    to bet with the payout changing on each one. You can win some good money
    playing the dice but it not absolutely necessary to play. An interesting
    option to raise some cash if you need it.
    
    Talking to Wilkins will activate a Side-Mission that involves finding Jagger
    Valance. His reward is 50 UD. But you should already have a lot of money and
    the last major purchase would be made before you talk to Wilkins again. So I
    will skip the Side-Mission for Wilkins.
    
    Next, talk to Gulag:
    
      ++Gulag
        =====
          He will tell you about a red tube he needs that was stolen by the PPPs 
          (Cricket and Asif). Agree to help him. When you were in the Feed Ward 
          earlier you found the Red Tube in Cricket's and Asif's stash so talk to 
          Gulag again which will complete his Side-Mission and he will reward you 
          with:
    
               ===================
            ##[ Cigarette Pack #3 ]##
               ===================
    
    Next, talk to The Nurse:
    
      ++The Nurse (Start)
        =================
          He wants your assistance in collecting some debts. Binks owes him some 
          money. Go and put Poison in Binks' food (Feed Ward).
    
    Now move on through the next door and into.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS9. Recreation Area [Section D] (Part One)                             0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 2 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    Three more prisoners await you (Twotongue, Cusa, and Flores). Flores has
    little useful information. Collect all of the Moths here before talking to
    anybody else. Find Cusa and challenge him to a fight. If you think Cusa is
    scary when he accepts your challenge, try talking to him afterwards.
    
    Next, talk to Twotongue. He wants a favor from you so agree to help him.
    After that he will mention that you have his Injector and killed Baasim so
    all he needs is a Moth so you can do business. An important piece of
    information concerning Twotongue is that he has two Side-Missions. One of
    them involved killing Baasim and retrieving his Injector.
    
    However, by following the order of this guide, then you have already killed
    Baasim in the Ring and found Twotongue's Injector when you were in the Feed
    Ward so you don't have to activate these Side-Missions since you have already
    done what was required before you talked to Twotongue. For giving him his
    Injector back and killing Baasim then Twotongue will give you:
    
         ====================
      ##[ Cigarette Pack #55 ]##
         ====================
    
    He will then ask for a Moth before you can get anything else from him. If
    you've been good in acquiring all of the Moths in the Recreation Area
    sections then you should have about sixteen Moths. Give him one of the Moths
    and he will offer you some stuff to buy: Poison (10 UD), G-Smack (10 UD),
    Special Smokes (10 Moths).
    
    You'll notice that for the Smokes you use the Moths to pay for. Twotongue has
    two Cigarette Packs for you to buy. The first one is 10 Moths and the second
    one is 20 Moths. Buy the first Cigarette Pack and get:
    
         ====================
      ##[ Cigarette Pack #22 ]##
         ====================
    
    One of my readers, E.T.Webb, wrote to me telling me what the Japanese writing
    on Cigarette Pack #22 may mean:
    
      "Pack of smokes 22 is japanese, the top bit is ITAI (Owch!) and the Kanji 
       means Death (maybe)."
    
    Another one of my readers, Michael Spencer, gave me a bit more info on the
    Japanese writing.....
    
      "Itai" used as an exclamation says the same thing we mean when we say 
       "ouch", but in grammatical context it's an adjective meaning "painful". 
       Both are correct, and honestly, translations into natural English are far 
       better for most people anyway. Nobody wants to watch a movie where someone 
       burns his hand, jerks back, says "ITAI!" and the subtitle reads "Painful!" 
       :-)
    
       For a textbook-basic example: "boku no atama wa itai desu." --> "My head 
       is painful" (or) "My head hurts." (or) "I have a headache."
    
       The kanji on the label is indeed 'shi', or death. Open up character map 
       and find Unicode character 6b7b with a font with Japanese support, like MS 
       Mincho. That's the symbol. It's used in words and phrases that deal 
       specifically with death, like "death penalty" and "a death benefit", and 
       oddly enough, in "shikyuu wo ukeru" meaning "to be hit by a pitch" (in 
       baseball)."
    
    You should have about five Moths left so you need an additional fifteen to
    buy the second Cigarette Pack. If you thought about doing the same trick you
    did with Gomer (buying the Smokes then restarting the checkpoint to get your
    money back) here with Twotongue, forget it. You have to buy the first
    Cigarette Pack before you are allowed to buy the second.
    
    Now go back through the Recreation Area [Sections C-A] and back to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS10. Tower 17 Base (Part Four)                                         0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    Talk to Centurion to start the fight between you and Cusa. Cusa is fast and
    very strong. He will swing often and can do considerable damage if he
    connects. He also has a charged punch that will hurt you even if you block
    it. Plus if he hits you just right then he can knock you clear out of the
    Ring.
    
    Use your Shiv and do the Stab-and-Retreat method. Since he charges often you
    will also have to block when he approaches because of his punches. Because of
    his aggressiveness and strength he is more difficult to get into a Reversal.
    Be patient and you will eventually drop him.
    
    Using the Block-and-Bash is trickier because he can knock you backwards while
    you are blocking and may possibly push you out of the ring. In addition, he
    also tends to attack while you are bringing up the Club thus allowing him to
    take off chunks of your health. However, if he manages to stand there and
    block a lot then it will make it much easier to bring him down.
    
    For killing Cusa you will get 20 UD and:
    
         ====================
      ##[ Cigarette Pack #20 ]##
         ====================
    
    Now all that's left is Bam. Go heal up near Ropes if necessary and return to
    Centurion. He will help arrange the fight between you and Bam. Bam will enter
    the Ring slowly giving you ample time to switch to your Shiv.
    
    Bam sometimes throws a three punch combo and he also has a charged punch that
    can take off health while blocking. He is also armored making him tougher to
    kill.
    
    However, for the most part he usually won't charge at you but will just hang
    back waiting for you to attack. Go up to him, stab him once or twice, and
    quickly pull back before he attacks. He can do some major damage if he
    connects with one of his powerful punches and combos. If he hits you then
    just hang back and recover before repeating the Stab-and-Retreat method.
    
    If you are really good at doing Reversals and time Bam's attack pattern
    correctly then you can get him into one and drop him right then and there. If
    using the Block-and-Bash method then you will find the same problems with Bam
    that you did for Cusa although he tends to block more than Cusa which may
    make him easier than Cusa.
    
    Don't worry if you lose some of your health in this fight because you will
    get it all back later. When you finally kill Bam then he will also drop a
    nasty looking Knuckleduster you may want to pick up later in the game. After
    the fight then a couple of Guards will approach you and escort you to
    the.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS11. Drug Interrogation Room                                           0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    Here you will meet Abbott again who is still a bit pissed at you from your
    previous encounter. After roughing you up a bit then he lets his Guards have
    a little fun. But the mysterious voice that talked to Riddick earlier in the
    game encourages him to unleash his inner fury. This display of power results
    in the deaths of the Guards and Abbott flying through the nearby door:
    
      "Now look what you made me do."
    
    Now it is just you and Abbott. Again. It should be noted that regardless of
    what health you had left after your fight with Bam you will have full health
    when this confrontation begins.
    
    Abbott is armed with a Club and can seriously hurt you with it. He can go
    around your blocks and hit you on your side. He is also pretty well armored
    making him hard to kill.
    
    One of the best ways of dealing with Abbott is to use the Stab-and-Retreat
    method. Let him come to you, take a couple of quick jabs with your Shiv, and
    step away before he can attack. Repeat until Abbott drops dead. However,
    because of his toughness this method will require some patience since it will
    take awhile to kill him this way.
    
    If you have the Club then start your swing just before he gets to you. You
    should hit him just as he starts winding up for a swing at you. Using the
    Club in the Stab-and-Retreat method will speed up the process of getting rid
    of Abbott.
    
    If he manages to hit you with his Club then go to the opposite side of the
    room and let your health recover as he heads back toward you. On rare
    occasions, if you are on the opposite side of the room from Abbott, then he
    will pause and make a rather obscene gesture with his Club.
    
    Despite his general toughness it is possible to catch him in a Reversal if
    you're good enough in doing them. I also have several different ways, from
    other people, in dealing with Abbott.
    
    First, from "The Hero":
    
      "I was using your FAQ to help me defeat abbott in the prison when he fights 
       you with the club. and it didnt work but I did find a way thats incredibly 
       easy to exicute and it ensures winning it also doesnt take as long. okay 
       here it is. You can defeat Abbott easiest by rotating around (clockwise) 
       him causing the effect that would happen if you tricked a dog into chasing 
       its own tail. And while doing this you can constantly attack him using 
       punches the shiv and Im not sure about the club, but anyways it takes him 
       down pretty quick and he cant hit you at all."
    
    Second, from Ashton Green:
    
      "I have an alternative method for killing Abbot. Stand close to him, and 
       wait for him to start a swing at you. Back off, and if he does a double 
       swing, rush behind him, and grab his neck. Takes a bit of practice, but 
       once you get the feel for it, you can kill him without taking any damage."
    
    Third, from StarRain66 who posted this on the GameFAQs TCoR: EFBB message
    boards:
    
      "The fight is way too simple if you go to the energy chair a couple rooms 
       up. Just Crouch when leaving the chair room and abbott is standing in the 
       generator room doorway with his BACK turned, can you say "easy as hell"? I 
       did that on Hard mode, on Normal I clubbed him to death with the club."
    
    I actually got StarRain66's method to work.....once. The main problem with
    that strategy is that Abbott is a fast runner and you need to get the door to
    separate you from him in order to make this work. For the most part he ran
    way too close to me in order to make it work consistently. But another
    reader, AJ, came up with a way to make it work more consistently:
    
      "Get close to the door with your back turned to it. Let Abbott come close 
       and he'll raise his stick to hit you. Before he can land his hit, back up 
       through the door. It will take him a few seconds to recover from the 
       missed swing, during which time the door will shut. Then use the medical 
       chair & go back to see him standing with his back turned.
    
       FYI, it won't work if you don't actually use the chair before returning to 
       the room with Abbott. I found that out the hard way (club to the 
       forehead...doh!)."
    
    Although this is more consistent it doesn't work 100% of the time. Most times
    he will swing once and come after you before the door closes. But there are
    times when he takes a double swing or, even better, he pauses to taunt. Then
    you can get the door to close before he recovers. If he gets through before
    the door closes, just get around him and go back to the previous rooms to try
    again.
    
    Like AJ (and StarRain 66) said, you have to use the NanoMED Health Station in
    this room to make the trick work successfully. Before using the chair Abbott
    will wander around in the previous room (you can hear his boots) so if you
    open the door again you may get the Club in the forehead instead of Abbott
    just standing there with his back turned.
    
    By using the chair, and activating the cutscene, it resets Abbott and will
    make him stand with his back turned when you reenter the previous room again
    so you can get a cheap Sneak kill.
    
    However, according to DeadmeatX, the above trick will *NOT* work in the PC
    version. The door that is used to separate you from Abbott will no longer
    close thus making it impossible to pull off this trick.
    
    I also tried playing around with the other two methods but I could not get
    them to work for me. However, they appear to be pretty solid enough
    strategies to put it in this guide. Maybe you might be able to make them work
    for you.
    
    Another reader, Alan McKee, gave me a pretty good way to deal with Abbott:
    
      "Upon being confronted by Abbot, by moving forward while blocking and 
       punching continously, you force him to back up against the wall or into 
       the corner immediately behind him. He cannot swing the club. Eventually 
       the wall behind him will be splattered with his blood, he'll collapse dead 
       and all without any injury to youself."
    
    I found that if you run to him, at the beginning of this section, and start
    punching you can back him into the corner where the Elevator door is. He will
    block every punch but you are still hurting him as evidenced by the blood
    splatters.
    
    It will take awhile but you can kill him this way and, as Alan noted, without
    getting hurt. It should also be noted that this will also work with the Club
    (Block-and-Bash).
    
    When you finally kill Abbott, regardless of method, grab his Keycard then go
    through the connecting hall to the next room where the NanoMED Health Station
    is. Through the window near the NanoMED Health Station you will see Georgie
    again. He is amazed that you are on the other side and wants to help you by
    distracting the Guards on the walkways for 50 UD.
    
    When you get up to the upper level of the Feed Ward later in the game then
    Georgie will start yelling at the Guards and they will be distracted by him.
    This will make it easier to Sneak or Stomp the Guards with the Tranq Gun
    (which you can get a little later in the game). It is not absolutely
    necessary to use Georgie but it can be somewhat helpful in dealing with them.
    
    Use the NanoMED Health Station and increase your maximum health to six health
    blocks (if you haven't already done so). From there, go left and you will
    encounter a door that can only be opened by Abbott's Keycard (which will also
    open up several others). Before opening the door make sure you are un-armed
    for it will open back into the.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS12. Feed Ward (Part Two)                                              0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    .....and near the Surenos gang (the room prior to the connecting room to the
    Dining Hall). If you are armed when you enter the room then you will be
    killed by the Turret Guns. Go left, back through the connecting room, and
    into the first Dining Hall:
    
      ++The Nurse (Information)
        =======================
          Binks is roaming around this room. Find his tray on one of the tables 
          and place some Poison in it to complete The Nurse's task.
    
    Now go back through the connecting room, through the first part of the Feed
    Ward area, and to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS13. Tower 17 Base (Part Five)                                         0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    Talk to Centurion. He can't arrange any more Ring fights for you but will
    give you 20 UD for the last fight plus:
    
         ====================
      ##[ Cigarette Pack #21 ]##
         ====================
    
    Go back to the Ring and pick up the Knuckleduster that Bam dropped (if you
    want) then go back through Recreation Area [Sections A and B] to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS14. Recreation Area [Section C] (Part Two)                            0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    Go and talk to The Nurse:
    
      ++The Nurse (End)
        ===============
          He is pleased that Binks paid him back and he will reward you with:
    
               ====================
            ##[ Cigarette Pack #32 ]##
               ====================
    
    If you run low on money then you can borrow money from The Nurse and, of
    course, he expects you to repay him. Unfortunately, once you borrow money
    from him, there's no way to repay him (there's no option to repay him when
    you talk to him). As a result, there'll be a little surprise waiting for you
    later.
    
    But, if you follow this guide right, then you won't need to get money from
    him (besides, if you have more than 10 UDs you won't be allowed to borrow
    from him regardless). Go through Recreation Area [Section D] and into the
    connecting hall leading to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS15. Work Pass (Part One)                                              0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    When you enter the Work Pass area then you should see a Riot Guard to your
    left. He is letting prisoners in and out of the work area.  A prisoner will
    walk from where the Riot Guard is to a point just near a key-coded door at
    the top of a short ramp:
    
      ++Shurik (Start)
        ==============
          He can't help you get into the mines but has a favor to ask of you. He 
          has left behind his glasses in the mines and needs them back.
    
    He is also standing next to a key-carded door but I will go there later. For
    now though, let's go to the other side of the area and enter.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS16. Power Central (Part One)                                          0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    When you enter the room then you will walk into some crates and you will
    notice that the lights are out. There is a Worker trying the fix the lights
    and a couple of Guards roaming the room. You will also see a raised floor
    that you can crawl underneath.
    
    Stalk and Sneak the Guards and Worker. After awhile then the lights will come
    on so go underneath the raised floor. Eventually, the lights will go out
    again so you can crawl back out and stalk. After killing all three people in
    the room then pick up the Vent Tool that the Worker dropped (you can also
    pick up his Screwdriver if you want).
    
    On one side of the room is a NanoMED Health Unit. On the same side of the
    room is another door labeled Feed Ward Emergency Ventilation. On a wall, at
    this side of the room and in-between the two groups of crates on the raised
    floor, is a Loose Panel:
    
      ++Cuellas (Information)
        =====================
          Open the Loose Panel to find 15 UD and the first page of a Snitch List. 
          This is the List that Cuellas wants. You still need to find the other 
          page though.
    
    Now go to the other side of the room. You will see a Grating when you get to
    the top of the stairs. On the other side of the Grating is a short shaft
    where you can find 20 UD. Along the same wall is another Grating. Go through
    that and you will end up on top of a Elevator. The Elevator will take you
    to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS17. Mine Entrance (Part One)                                          0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    After the Elevator stops then you will be at the Mine Entrance. There are two
    Guards in the Elevator. Although you can drop down and Sneak them it may be
    best to leave them alone for now. Later on you will get access to a useful
    weapon that will make dealing with them a lot easier.
    
    From your starting point, turn on your EyeShine and proceed forward to the
    Ventilation Hatch. After you enter the Hatch then go straight until you reach
    the base of the Ladder. Make sure you are Crouching when you reach the
    Ladder.
    
    Go up the Ladder and continue forward until you reach another Grating. Turn
    off your EyeShine and wait for the Guard on the other side to pass. Kick out
    the Grating a couple of seconds after he passes the crates. Sneak out slowly
    and hug the crates to your left.
    
    If you didn't Crouch at the base of the Ladder then you would automatically
    stand up when you exit the shaft and increase your chances of being seen.
    After a few seconds of looking around (investigating the noise you made) then
    the Guard will proceed away from you. Sneak up behind him and kill him.
    
    Hug the right wall and make your way to the Ventilation Hatch. On the other
    end of the room is a Guard standing by a locked door. The crates ahead of you
    will keep you from being seen. There is no point in confronting the Guard so
    go through the Hatch.
    
    As you go through the shaft, you will see a junction and a path going left.
    This will take you back to the previous room but this path should also
    have:
    
         ====================
      ##[ Cigarette Pack #38 ]##
         ====================
    
    Go back to the junction, turn left, and head toward the Grating at the other
    end of the shaft. Kick out the Grating and enter the next room. You will be
    on top of some crates. You will also see a Guard standing in a circular room
    in front of you and a Control Panel below.
    
    Wait for the Guard to turn around then go down and Sneak him. However,
    instead of knifing him, you will push him forward and into the fans below.
    You'll need to turn off the fans before you can proceed further. This is what
    the Control Panel is for.
    
    Also, if you go past the Control Panel and into one of the dark corners of
    this room, you will find 10 UD on the ground. When you use the Control Panel
    to turn off the fan then this will also turn off the lights so use your
    EyeShine. Go down to the first fan and Crouch down to get to the second fan.
    Look below.
    
    Down below is the Security Checkpoint door and a Guard that is patrolling
    near it. He will usually stop to look at the body you threw through the fans.
    Try to position yourself to either jump down on top of him or get behind him
    (so you can Sneak him). If he is not in a good position for you to drop-kill
    him then just stay in the fan and wait for him to go back into the hallway
    then drop down.
    
    After killing or avoiding this Guard then Crouch and go through the door
    into.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS18. Security Checkpoint                                               0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    This is probably the hardest part of the game. The point is to try to get
    through this room with as little damage as possible. It has been made much
    easier in the remake included with "Assault On Dark Athena". In that version
    you can use the Hangrail to go over the Guards undetected.
    
    Unfortunately, in the Original Xbox version, you will *ALWAYS* be seen on the
    Hangrail and will be attacked and knocked off. You have no choice but to kill
    the Guards in order to get through this room alive.
    
    In this room there will be two Guards and a Riot Guard. There are two doors
    into the next area. The first door is behind the Riot Guard. But going
    through that door will make things a bit harder when you enter the next area.
    There is a second door but that is on the upper level and a bit harder to get
    to. Going through this door will make things a bit easier when going into the
    next room.
    
    I've had a couple of readers offer suggestions on how to get through this
    area and to the second door:
    
    First, from Matt Hemme:
    
      "Hi, I have a strategy for the Security Checkpoint in Butcher Bay that can 
       get you through without being shot at. When you enter through the door, 
       sneak along the left wall and get behind the boxes on that side of the 
       room. Go around and come to a Guard with his back to you. I sneaked him 
       with the shiv and then immediately dragged his body just back to the 
       shadow I was hiding in. The Riot Guard and Guard 2 will come over to the 
       spot, but stay Crouched behind the boxes and the Riot Guard will return to 
       the big door with his back to the rest of the room. Wait at the big box 
       next to the corpse and wait for Guard 2 to come back. He will notice the 
       dead body. When he turns back around, sneak him and drag his body back 
       into the shadows as well. From this point, you can climb the wall next to 
       the boxes and the corpses. Use t the Hangrail to cross over to the other 
       side and climb up to the catwalk from there.
    
    I've tried this method a couple times and it has worked each time. It gets
    you through without taking any damage at all. You can also wait behind the
    first Guard until his buddy comes over and talks to him. Then wait for Guard
    2 to walk away and follow the strategy from there. I've done it both ways."
    
    Second, from feralucce:
    
      "I found an easier way to get past the security checkpoint in the mines... 
       run to the crate on the left, then WALK, not sneak behind the shadowed 
       crates... the riot Guard will circle to the right of the first crate then 
       go over the shadowed crate and break for it... got hit once... and did not 
       have ot touch the Guards."
    
    Matt's strategy worked a little better than what I was doing originally and
    was inspired to tweak things a bit combining elements of his and my old
    strategy. I then tweaked it some more and it works even better.
    
    The first thing that you need to do when you go through the door is to run
    straight at the crates on the left side (hug the left side too). Don't slow
    down and get behind the crates. If all goes well then the first Guard won't
    see you but will be distracted a bit. This actually helps.
    
    If the Guards start shooting at you or the Riot Guard gets involved at any
    point then do Checkpoint Restart. It is a lot easier than losing a lot of
    health or getting killed.
    
    When you get to the dark corner then turn right and you should see the other
    Guard. Ahead, past the Guard are some crates that are in shadow. If you look
    at the Riot Guard at the other end of the room then you will see that he is
    looking in the direction of the door you just came from when you entered the
    room so he is distracted too.
    
    Crouch down, turn on your EyeShine, and sneak up on the Guard. Be careful
    though. You may get caught on the corner behind the Guard and get stuck.
    Sneak the Guard then grab the body when you finish him off. Drag him to the
    dark corner. Stand up and turn left. Press the X Button to climb the wall
    then Crouch again. Go a little toward the light but not too close. Then look
    down.
    
    Now wait for the other Guard to come snooping around. He'll head toward the
    dark corner and eventually find the body of the other Guard. Simply drop down
    behind him while he is examining the body and sneak him. After killing the
    Guard then turn around and Un-Crouch. Since the Riot Guard is looking away
    from your direction then just run straight ahead to the shadowed crates.
    
    Staying on the ground was faster than using the Hangrail so I skipped it.
    In addition, you don't run the risk of getting the Riot Guard involved.
    That's a big plus.
    
    Climb the crates to the top and then onto the walkway. Turn off your
    EyeShine. Before you get to the door at the end of the walkway then look
    beyond the railing to your right. You will see a ledge that leads to a alcove
    above the lower door. Jump over the railing onto the ledge and go into the
    alcove. Turn on your EyeShine again, look around on the floor, and find:
    
         ====================
      ##[ Cigarette Pack #39 ]##
         ====================
    
    Go back to the walkway, turn off your EyeShine, and go through the door. You
    will go down the stairs and into.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS19. Upper Mines (Part One)                                            0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    When you get through the door then you will be in a hall with some open
    windows. If you Crouch down and look through then you will see a couple of
    Guards on the walkway opposite of you. You will also see a lower level and a
    door.
    
    If you used the lower door in the Security Checkpoint area then it would open
    to a hall that had a NanoMED Health Unit and would lead to the lower door to
    the Upper Mines. Of course, taking the lower door means having no cover to
    hide behind when you enter the Upper Mines area so it is much better to take
    the high road so to speak.
    
    From your position, carefully proceed forward. After getting past the second
    window, get to the third window, stop, hug the left wall, stay in the
    darkness, and look through the window toward the opposite walkway with the
    Guards. Rotate yourself so you can see the corner of the opposite walkway and
    both patrolling Guards.
    
    Then lean to your left. You should see a balcony with a doorway. Another
    Guard will come here from time to time.
    
    When this balcony is empty and both of the Guards have walked away from each
    other, quickly run from this spot and around the corner to the next area of
    darkness. You will probably be seen by the Guards who will fire on you but
    they will do little damage as you rapidly get out of their range and into the
    darkness.
    
    When you enter the darkness then you will enter another covered section with
    two windows. For this part I am including a map to help illustrate things
    better. This map is actually based on the one DeadmeatX used in his PC
    version guide but I tweaked it to better fit my strategy.
    
         ________________===         Look through the second window and you will
         |       F          |        see another Guard below. When his back is
         |               ___|        turned, drop down to the ground behind the
         |              |            crates below the window (A). Keep Crouched
         |              |            and sidestep a little to your right. You 
         |              |            will see a gap in the crates in which you
         |           _  |            can keep an eye on the Guard. When you see
         |          |_| |            the Guard walk right and past the gap (B),
         |          |_|E|            get up behind the Guard (he will usually be
     ____|_         |_| |            standing there at the end of his patrol
    |   |  |     G  |_| |___________ area (C)), and Sneak him.
    |   |__|           D             
    |    |_|                         While still Crouched, rotate left until you 
    |                 B           C  see some crates at the corner. You will see
    |           _____  _______       a gap between these crates and the wall (D).
    |          |  |  ||       |      When you look through the gap you will see
    |          |__|__||       |      a red crate above the gap angled against the
    |______         A |       |      wall (E).
    |______|_______  _|__  ___|_____ 
    |_______________________________ 
    
    Go forward into the gap until you get underneath the red crate (E). As you
    are heading towards point (E) then a Guard will appear at the end of the main
    path (F) and head toward where the other Guard was patrolling. When you are
    at point (E) then stop and turn left. You will see a gap that goes back to
    the main path. When this new Guard walks past (G) then get out, follow him,
    and Sneak him.
    
    Next, go to where the second Guard came from (F), through the door, and up
    some stairs. You will end up on the upper walkway. Go through the door at the
    end and you will enter a room with a door ahead of you and an area to your
    left.
    
    When you look left then you will see a Guard talking to another prisoner
    (Mosely). Crouch down and Sneak the Guard. Then talk to Mosely:
    
      ++Jamal-Udeen (Information)
        =========================
          Mosely is a Blueskin and one of the three you need to kill for 
          Jamal-Udeen. Mosely will talk about being left behind by his partners 
          (Alonzo and Void) and says that you need to get a Security Card from 
          the Sharpshooter Guard in the next room to go through the key-coded 
          door behind him. I will kill Mosely a little later after dealing with 
          the Sharpshooter.
    
    Head to the other door and stop just before you get to it. You will hear the
    sound of another door opening on the other side. This is the Sharpshooter
    Guard entering the hallway and heading to the balcony nearby. When you hear
    the door opening again then Crouch and go through the door in front of you.
    You should see the Guard going through the door at the other end and should
    have his back to you.
    
    Follow him and he will stop at a second balcony which overlooks a Guard and a
    Prisoner down below. Sneak him there and grab his Keycard.
    
    Another option of dealing with this Guard is to wait for him to head to the
    second balcony and then go and activate the Valve in the hallway. This will
    emit a cloud of gas. Go back to the first door and let it close, wait for him
    to re-enter the hallway, then re-open your door so he can see you. When he
    fires then he will detonate the gas cloud and die in the explosion.
    
    After dealing with him, regardless of method, then go to the first balcony,
    turn right, and, on the floor, should be:
    
         ====================
      ##[ Cigarette Pack #40 ]##
         ====================
    
    Now head back to Mosely:
    
      ++Jamal-Udeen (Information)
        =========================
          The best way to eliminate him is to climb the nearby crates to the top 
          then jump down and drop-kill him (this saves having to fight him and 
          possibly take damage). You still need to kill two more Blueskins and 
          those are his friends Alonzo and Void. That will have to be done later 
          though.
    
    Now go through the door and to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS20. Cargo Transport (Part One)                                        0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    Keep going forward and you will enter a room with two crate Elevators and a
    NanoMED Health Unit. If you look around you'll see a sign labeled "Floor 02"
    and underneath it is:
    
         ====================
      ##[ Cigarette Pack #42 ]##
         ====================
    
    Get that and look at the crate Elevator. Look for a platform going down and
    hitch a ride. When you get down, you will see a dead Guard and a prisoner
    (Armadaro). When you talk to Armadaro then he will say that the Guard had a
    Tranquilizer Gun and offers it to you for 50 UD. Buy it.
    
    It will be one of the best purchases you can make and it will also be the
    last major UD purchase in the game. If you kill him in an effort to get a
    free Tranq Gun then you won't get it because he won't drop it if he dies. If,
    by some chance, you fail to acquire the Tranq Gun you will get another chance
    to acquire one later in the game.
    
    Now go through the door and into the connecting room between Cargo Transport
    and.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS21. Mining Core (Part One)                                            0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 2 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    When you enter this connecting room then you will see a door with a Keypad
    ahead of you. Stand still for a bit:
    
      "The air is thick...Smells of oil, machines, crushed rock. And something 
       else. Fear."
    
    You will then hear the sound of a Riot Guard who is in a nearby room.
    However, it is best to wait until you hear the sound of a door opening and
    then closing. The reason has to do with a Guard on patrol going between a
    balcony just beyond the door and a large room nearby.
    
    After hearing the door close then go through the door ahead of you and you
    will see a NanoMED Health Unit to your left, a small set of stairs ahead of
    you (leading to a balcony), and a set of stairs to your right leading down.
    Switch to your Tranq Gun.
    
    Next, blow out the light near the NanoMED Health Unit then the one near the
    door and then the one at the nearby balcony. Then switch on your EyeShine.
    Go partway up the stairs leading to the balcony, hang close to the left wall,
    and look back at the door you came from.
    
    Eventually the Guard will come back to the balcony. Wait for him to enter and
    get close to the NanoMED Health Unit before ambushing him with the Tranq Gun
    and Stomping him. After this then head up to the balcony. When you look out
    from the balcony then you will see a huge room with a large Forklift (I'll
    call this the Forklift Room for reference), a Worker, some crates, and a
    Control Panel on the other side of the room.
    
    Then another Guard will come in from the left and into the Forklift Room.
    Wait for him to go around the Forklift and turn back into a large corridor
    before heading down. Go down into the Forklift Room, Zap the Worker, run over
    and turn off the Control Panel before the Turret Guns start shooting at you,
    and Stomp the Worker. Then quickly go back to the balcony.
    
    Wait for the patrolling Guard to come back. Interesting thing though - he
    won't stop to look over the Worker's body - cold blooded bastard. Zap him
    then run back down and Stomp him. After killing him then go down the
    corridor. Although you can shoot out the lights here it is best to leave them
    on. When you get to the first corner you will find some explosive barrels on
    the outside part and a Valve on the inside part.
    
    Go to the next corner and you will find the main Mining Core area. Just ahead
    is a standing Guard and you may also see the back of the Riot Guard as he
    continues on his patrol. Stomp the standing Guard and dump his body in the
    nearby shadow. Now to get rid of the pesky Riot Guard.
    
    I've had several people in the past come up with suggestions to get rid of
    him but one of the best came from reader joachim buyse:
    
       "don't mean to correct you just to tell you a simpler way that will not 
        have you lose any life when trying to eliminate the riot gaurd in the 
        mining core (part 1) after you have picked up pack of smokes #4 go up and 
        down the tunnel and shoot out all of the lights and open the valve on the 
        pssing by... sneak kill the first gaurd and drag him into the darkness 
        behind you. now wait for the riot gaurd to head back... when he gets near 
        you can shoot him down with the tranq gun to get more time... get him to 
        follow you into the darkness and towards the barrels by shooting at him 
        with the tranq gun every time he is about to fire at you... then hide 
        around the corner far away from the valve and as sson as you can see the 
        riot gaurds head you tranq him and move back in a range so he can see you 
        but you are still away from the valve and as soon as you are ready stop 
        tanqing him and let him shoot at you... his bullets will ignite the gas 
        (your tranq won't) and you are in a safe distance and you don't get hurt 
        at all... i did this 4 times and pulled it off with out loosing any 
        health"
    
    After playing around with this I've made it even better. When you finish
    dumping the body of the standing Guard then stand where he was standing and
    look back into the main area. Wait for the Riot Guard to show himself and
    head towards you. He will then see and chase you. When he does then run back
    towards the Valve.
    
    Run past the Valve and into the corridor. Find the two main lights and go to
    the wall between them, stop, turn to face the opposite wall, and sidestep
    right until you are stopped by the abutment. Then look back towards the
    Valve. Eventually the Riot Guard will head towards you and close to the
    Valve. When he sees and fires on you then *IMMEDIATELY* sidestep left.
    
    He will rotate to fire at you but will hit the Valve instead which will
    detonate it and the nearby explosive barrels. Because he is close to the
    Valve when it explodes it will kill him and he will leave behind a NanoMED
    Cartridge. And you will be far enough away from the explosion so you won't
    lose any health (other than any hits the Riot Guard got on you before
    sidestepping).
    
    Why not just turn on the Valve to let out the gas and not have to sidestep at
    all? The problem here is that he will cause the cloud to explode just by
    walking into it. You may be thinking "that actually may be better that what
    you are currently doing" and you might be right except for one thing - it
    doesn't work.
    
    He needs to be close to the Valve, and in the middle of the explosive area,
    for him to be killed by the explosion. However, he will detonate the cloud
    before he gets to that point and he will not be harmed thus resulting in a
    waste of good explosives. In the AoDA remake you can kill him this way but in
    the Xbox version you have to do it in this specific manner to get rid of him.
    
    If, by some chance, he manages to survive the explosion then go to Plan B.
    That would be to lure him into the Forklift Room and to the balcony so you
    can trap him to get him out of your hair (?) for awhile.
    
    At this point he will be still firing at you so run back to the Room and to
    the door that leads to the balcony. When he gets close enough and starts
    firing on you again then open the door and run to the NanoMED Health Unit.
    Eventually he will walk through the door and, when he does, then go to the
    balcony and jump over the railing. He will be trapped in this area, at least
    for now. But it should give you enough time to do what you need to do.
    
    After getting rid of the Riot Guard, regardless of method, then head back
    into the core area and to some machinery (a large Bulldozer) on the right
    side. At this point you will hear a loud grinding noise. Follow the noise and
    you will find two miners and a Guard. Stomp the Guard first then the two
    prisoners.
    
    The two prisoners you Stomped are named Abu Bakr and Haamid. If you talked to
    Haamid instead of Stomping him then he will ask you if you want to buy a Vent
    Tool. But, of course, you can get it free by killing him. A fun thing you can
    do is put one of the drillers between yourself and the Guard. When the Guard
    fires at you then he will hit the driller instead.
    
    Then the drillers will turn on the Guard. Either the Guard will kill the
    drillers or the drillers will kill the Guard. Stomp the survivors. If the
    drillers are left standing then they will turn on you and try to kill you.
    
    Go and head toward the other side of the core area. Near the end is a Guard.
    Zap him and get near his position near the ramp. Turn and look up the ramp
    and you will see another Guard. Zap him and then Stomp the first Guard. Then
    go up the ramp and Stomp the second Guard.
    
    Now go back down the ramp and get behind the set of large crates near the
    first Guard. Tucked in a corner behind the crates is:
    
         ====================
      ##[ Cigarette Pack #41 ]##
         ====================
    
    Now go up the ramp near the second Guard and turn right. Go through the door
    and stop at the top of the stairs. Stomp the first Guard you see then go down
    and around the corner and Stomp the second Guard. Near where the second Guard
    was is a barricaded door that says "Gas Leak" (I'll call this the Gas Room
    for reference). In the corner just before you reach the Gas Room is a NanoMED
    Health Unit. Now go back to the core area.
    
    Go to the other end of the core area where you encountered the drillers. Go
    between the Bulldozer (on the left) and the stack of large crates (on the
    right). Once past the crates, turn right and you should see some light.
    Follow the light and you will see a figure standing against a red crate:
    
      ++Jagger Valance (Start)
        ======================
          Talk to him and he will tell you of a package he left behind in a gas 
          filled room. He will also give you a pass-code to get at it. Talking to 
          him will also accomplish Wilkins' Side-Mission (if you activated it).
    
    Now, go all the way back to the Gas Room. Use the pass-code to open the door.
    You will have to Crouch down to make it through the gap in the door and into
    the room. You will have to climb some crates to get into the second part of
    the room and then into the cave itself.
    
    When you get into the cave then you will see Jagger's Package, a NanoMED
    Cartridge, and three Moths. Try to get everything and exit the Gas Room.
    Don't hang around the room for too long otherwise you will die. If you're
    trying for the Moths then you may want to exit the Gas Room then re-enter and
    try again.
    
    Make your way back to Jagger after acquiring the Package:
    
      ++Jagger Valance (End)
        ====================
          Jagger will tell you that that the Gas Room is above a den of vicious 
          creatures and you can cause havoc if you blow a hole into their den.
    
    You will need a bomb and Jagger tells you of a guy named Jupiter in Tower 19
    who can get you one. He will also give you two codes: one to get back up to
    the Work Pass area and the second to open the Feed Ward Emergency Ventilation
    door so you can make your way to Tower 19.
    
    If you've been good in collecting all the Moths you see here in the Mining
    Core and surrounding areas then you should have about twenty, enough to get
    the last pack from Twotongue. If not, roam around and even re-enter the Gas
    Room to get them. If you are close, eighteen or so, then you can get some
    more in the Upper Mines.
    
    Now head back to the Forklift Room. Go back to the Control Panel and look
    into the dark area beyond the railing. You will see a large crate and some
    machinery. Jump down into the lower level and proceed left. Turn on your
    EyeShine. The path leads to a dead end but on the ground is:
    
         ===================
      ##[ Cigarette Pack #4 ]##
         ===================
    
    You will also see a bunch of Moths flying around. Take the time to catch them
    so you can get the last Pack from Twotongue (if you still haven't got enough
    Moths). Climb up the large crates to get back to the Forklift. From here,
    take the large Elevator at the end. This will take you back up to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS22. Upper Mines (Part Two)                                            0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    When you exit the Elevator then you will be where the prisoner and Guard was
    when you were here earlier but they are gone now. To the left of the Elevator
    door are some crates:
    
      ++Shurik (Information)
        ====================
          On top of these crates are the Glasses that belong to Shurik. Grab them 
          for him.
    
    Not far from these crates is a tall Ladder. Climb the tall Ladder back to the
    upper walkway and go back to where you killed Mosely:
    
      ++Jamal-Udeen (Information)
        =========================
          Mosely's two friends, Alonzo and Void, are here now. Stomp them both 
          to complete Jamal-Udeen's task.
    
      ++Cuellas (Information)
        =====================
          Void will also drop a list of rats which is the second part of the 
          Snitch List. This will also complete Cuellas' task.
    
    Now you need to go back up to the Work Pass area. There are actually two
    ways. The first and most obvious way is to go back the way you came. This
    means going back through the Security Checkpoint and re-encounter the Guards
    (plus the Riot Guard).
    
    The second method is what I am going to use here. This will reduce the number
    of Guards you will have to deal with. Go through the key-coded door and back
    to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS23. Cargo Transport (Part Two)                                        0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    Remember when you had to go down these things? This time you want go up. Look
    down the crate Elevator and find a crate going up to hitch a ride to Level 3.
    While on the crate then turn around so you can get off of it easily when you
    reach Level 3. When you get off then you will see a door to your right. Go
    through the door and back to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS24. Mine Entrance (Part Two)                                          0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    After going through the second door, look up and zap the two lights then turn
    on your EyeShine. While still at the door, you will notice to your left is a
    set of crates. You will also see that the shaft above is broken and the
    broken piece rests on the crates.
    
    Turn right and head toward the Ventilation Hatch. But don't enter the Hatch.
    Instead climb the nearby crates and jump onto the shaft. Now head towards the
    broken area. Crouch and enter the shaft. Follow the shaft to its end. You
    will enter another room. As you turn right at the corner then you will see a
    small hallway and a larger room.
    
    Here you will see a Guard and a prisoner. Stomp the Guard and talk to the
    prisoner:
    
      ++Valya (Start)
        =============
          This slightly demented prisoner will give you the pass code to his 
          secret chamber not far from here.
    
    Retrace your steps back to the crate room and enter the Ventilation Hatch.
    Along the way you will encounter a broken area. Carefully go down to the
    lower part and continue through. Look up as you proceed and you will find a
    Ventilation Hatch. This leads you back to the top of the Elevator where you
    started "Mine Entrance (Part One)".
    
    Turn off your EyeShine and jump down. Go through the Elevator door and you
    will see a Guard standing by some crates near the end of the bridge. Zap him
    and get to his position to Stomp him (and get 5 UD). Find and Stomp his
    partner who is patrolling the path ahead (and get 5 more UD). Then go and
    Stomp the last Guard who should still be by the body of the Guard who you
    pushed down the fan earlier.
    
    Now go back near the crates. Near the crates on the left side is what appears
    to be a lift and a keypad:
    
      ++Valya (End)
        ===========
          Using the keypad will take you up to Valya's secret chamber. Inside you 
          will find a NanoMED Health Station and some crates. Climb the crates to 
          find:
    
               ====================
            ##[ Cigarette Pack #37 ]##
               ====================
    
    Use the NanoMED Health Station to increase your max health to seven health
    blocks and return to the Elevator to go back up to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS25. Work Pass (Part Two)                                              0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 2 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    After you exit the Elevator then you will see an electrified fence. If you
    borrowed money from The Nurse then you will get a surprise here.
    
    The Nurse's surprise comes in the form of two prisoners (Valve and Idi)
    who've come to collect for The Nurse. Use the Tranq Gun on both and Stomp
    them. If you never got money from The Nurse then there will be nobody here.
    Thanks to blade2188 for pointing that out for me.
    
    I should also note that if you dealt with Valve and Idi then you won't be
    able to confront The Nurse. He will no longer be in the Recreation Area.
    
    Disengage the Tranq Gun. As you look around you will see that the electrified
    fence goes most of the way around this room. If you go right from the
    Elevator door then you can see the entrance to Tower 19. However, the
    electrified fence will keep you from going down there.
    
    If you turn left from the Elevator door then you will see an elevated area
    with a crate and a Grating. Just before the elevated area you will see a door
    to the left but it does not open. Go onto the elevated area, kick open the
    Grating, and find:
    
         ====================
      ##[ Cigarette Pack #36 ]##
         ====================
    
    After acquiring the Pack then climb the nearby crate, jump, and hang on the
    wall. Shimmy left and, when you get to where you can't shimmy anymore, climb
    up. You should be on top of the wall. Below you is a room with a Riot Guard.
    If you look across then you should see another wall like the one you are
    standing on.
    
    Look up. You should now see a Hangrail above you. Jump to climb on the
    Hangrail and move forward to go across the room. At the end of the Hangrail,
    jump down and you will be standing on the wall across from where you just
    came from. If you look down you will see the Work Pass area and Shurik. Jump
    down next to and talk to him:
    
      ++Shurik (End)
        ============
          His reward is to keep an eye on the nearby Riot Guard which reader, Tom 
          Jacob, elaborates on:
    
            "As you know, if the Riot Guard in the Work Pass area sees you go 
             into the office with the Nanomed Cartridge and Pack #34, he'll blast 
             you when you come out. That is, if he sees you. If you go into the 
             office when the Guard's back is turned, he won't become aggressive, 
             and if you've completed Shurik's side mission before going in, 
             Shurik will whistle to you when the Riot Guard's back is turned 
             again, allowing for an easy exit for you."
    
    Go up to the Keypad for the nearby office but *DON'T* go through the door.
    Instead, stand by the Keypad and look at the Riot Guard. The Riot Guard will
    look in your direction for a bit then turn to look the other way for awhile
    before turning back. When the Guard looks away then quickly enter the office.
    On the computer is a NanoMED Cartridge and:
    
         ====================
      ##[ Cigarette Pack #34 ]##
         ====================
    
    But don't exit the room quite yet. Listen for a whistle from Shurik. When you
    hear it then it is safe to leave. If you didn't listen for the whistle and
    left the room then the Riot Guard may see you and attack you both. But with
    Shurik watching it and helping you with the whistle then you won't have to
    worry about him. From here, run back through the Recreation Area [Sections
    D-A] and to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS26. Feed Ward (Part Three)                                            0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    We still need to go back to the Power Central area but there is a lot that
    needs to be done beforehand. So what I am doing is going to the furthest
    point from the Power Central area and make my way back talking to people and
    completing Side-Missions as I go.
    
    First, go talk to Cuellas:
    
      ++Cuellas (End)
        =============
          For returning the Snitch List he will reward you with:
    
               ====================
            ##[ Cigarette Pack #17 ]##
               ====================
    
    Now go back to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS27. Recreation Area [Section B] (Part Two)                            0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    Talk to Jamal-Udeen:
    
      ++Jamal-Udeen (End)
        =================
          He is pleased that you killed all of the Blueskins and will reward you 
          with:
    
               ====================
            ##[ Cigarette Pack #24 ]##
               ====================
    
    Next, go back through Recreation Area [Section C] and to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS28. Recreation Area [Section D] (Part Two)                            0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    Talk to Twotongue. Give him the 20 Moths for the special pack of Smokes and
    get:
    
         ====================
      ##[ Cigarette Pack #23 ]##
         ====================
    
    Now you have completed all of the Side-Missions in the game (that would lead
    to getting Smokes or other items) and acquired all of the Cigarette Packs in
    this area. Time to proceed back through the Work Pass area and re-enter.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS29. Power Central (Part Two)                                          0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    After re-entering the Power Central room then go to the computer near where
    the Worker was earlier in the game. According to reader Alex Smith you will
    find a free Tranq Gun on the raised floor to the left of the computer. If you
    failed to get the Gun from Armadaro earlier this is where you can get another
    one. Sadly, this Gun will not be here the first time you go through this
    room.
    
    Crouch down and go under the raised floor near the Feed Ward Emergency
    Ventilation door. You will see a Guard here this time. Zap him then crawl out
    and Stomp him. Go through the Feed Ward Emergency Ventilation door then into
    the Hatch.
    
     /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
    0XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX0
    X **IMPORTANT NOTE: If you are using this guide for the PC version or the   X
    X                   remake of EFBB within "Assault On Dark Athena" then you X
    X                   will be entering the Security Research 1 and 2 areas    X
    X                   that are only available in those versions.              X
    X                                                                           X
    X                   This is a major reason why I recommend *NOT* using the  X
    X                   Original XBox version of this guide for either the PC   X
    X                   version or the remake within AODA.                      X
    0XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX0
     \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
    
    After entering the Hatch then go through the shaft into the next area which
    is the upper level above the.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS30. Feed Ward (Part Four)                                             0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    And you'll also come out near where the Surenos are but now you're above
    them. Use the Tranq Gun to shoot out the lights. Look out for the Guard. Also
    be careful of the Turret Guns, they can still see you here. Crouch and creep
    toward the door. Find and Stomp the Guard. Then go through the door.
    
    If you paid Georgie when you were still in the Drug Interrogation Room area
    then you will hear him making a racket. The Guard up here will be looking at
    him instead of patrolling. You can either avoid or Stomp this Guard.
    
    Un-Crouch and go right at the junction at the bottom of the stairs. On the
    right side of the hallway is a Control Panel which will shut down much of the
    lights on the top level of the dining area. Turn around and on the other end
    of the corridor, a Guard will come around the corner. Turn on your Eyeshine
    and Stomp him. Turn the corner and Stomp the second Guard.
    
    Close to the floor near where you killed the first Guard (just before you
    turn the corner) is a Grating. Go through the Grating and follow the shaft.
    You will eventually come up to some grating above you. Hang a right then
    right again and you will be able to enter the room.
    
    To the left is a door. This door belongs to an Elevator that will bring you
    back to the Drug Interrogation Room where you killed Abbott. To the right is
    a set of stairs leading down to a broken door. At the base of the door is:
    
         ====================
      ##[ Cigarette Pack #43 ]##
         ====================
    
    Retrace your steps back to the first Guard you killed. Turn the corner and
    follow along the wall in the upper part of the first Dining Hall room then
    turn left. Do this quickly because the Turret Gun above the Dining Hall door
    will see you and fire at you. You will see a another junction where you can
    go right or left.
    
    Go into the junction and look right. You will hear a Guard. Wait for him to
    show himself then Stomp him.
    
    At the junction, if you look left, there is a room that has the broken door
    near where you got Pack #43. To the right is a hall that leads to the upper
    portion of the second part of the Dining Hall (where Monster is) and another
    Guard. Stomp the Guard. In a corner near where you killed the previous Guard
    is a Ventilation Hatch. The shaft you enter will lead to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS31. Tower 19                                                          0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    Near the end of the shaft is a long section down. Below is a Grating into the
    next room. In this room is a Guard who is patrolling the area. Jump down
    through the Grating and drop-kill the Guard (there is also a NanoMED Health
    Unit nearby if you need it). Get the White Security Card he drops. Use the
    Security Terminal to open the cell doors.
    
    Find the key-carded door and enter it. You will end up at the cell area for
    Tower 19. A figure will come out of one of the cells. This is Jupiter. Talk
    to him and get the bomb:
    
      Jupiter: "You know what I find most uncomfortable about you, Riddick? How 
                comfortable you are. Here. In Butcher Bay, I mean. Caged inside 
                this slam."
      Riddick: "I play the hand that was dealt. And then I cheat."
    
    At that point, two Guards will come out of the hall doors to attack you (and
    kill Jupiter). Go into the nearby cell and look outside. You will see the
    crane bringing down containers from above. When one comes down, run out from
    the cell you are hiding in then jump to get on the container and it will take
    you to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS32. Container Router                                                  0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 5 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    The container will stop in a very large room. The Guards have initiated a
    lockdown because of you. However, one of my readers, Norman Mohrholz, pointed
    out a nice little bonus when entering the Container Router.
    
    You have to go backwards and off the container as it enters the large
    Container Router room. You should be in the room prior to the Container
    Router. There is a pit in the floor. Go inside the pit and collect another
    NanoMED Cartridge.
    
    After collecting the Cartridge then you have to climb the wall that has a
    "step" by it to get out of the pit and then walk the beam to re-enter the
    Container Router. Use the zoom feature and zap the two Guards you see. Then
    go over and Stomp them.
    
    If you choose not to get the NanoMED Cartridge then Zap the two Guards from
    the top of the container then jump down to Stomp them. Just underneath the
    crate is a Ladder down. Climb down and use your EyeShine. When you get past
    the next wall then you will see a Guard. Stomp him. Near where he is now
    laying is a Ladder. Go up the Ladder and when you reach the top, turn around.
    Go forward and you should find:
    
         ====================
      ##[ Cigarette Pack #44 ]##
         ====================
    
    Go back down the Ladder and turn left. You will see another Ladder, a Tranq
    Gun on the ground, and a Ventilation Hatch. You don't need the Gun so go for
    the Hatch. Hang a right at the junction and follow the path until you get to
    a larger room. At the end of the room is a window where you can reach in and
    get 15 UD and on the floor you should also find:
    
         ====================
      ##[ Cigarette Pack #45 ]##
         ====================
    
    Retrace your path back to the junction. You will also notice that there is a
    Ladder ahead of you. This leads to a higher level but there is a better way
    up. Go back out through the Hatch and use the other Ladder. Turn off your
    EyeShine and go up the Ladder.
    
    Hang back near the top and let the Guard pass by before emerging. Stomp
    him then look around. You will see two key-carded doors on this level.
    However, you don't have anything to open them yet.
    
    You will also see a Ladder nearby. If you look over the railing and look
    around then you will see some UD laying around on the lower level far away
    from the Ladder. Jump down to get 5 UD. Climb up the Ladder and you should
    find a Grating.
    
    Go through the Grating and into the shaft. At the first corner there is a
    grating that will allow you to look down into the room below. There you will
    see a Guard standing by the door. Zap the Guard down there and quickly go to
    the next Grating. Jump down and Stomp the Guard before he gets up.
    
    When you go further into the room then you will see another keypad. Next to
    it is a depression and a Ladder. This is a Elevator shaft. But this one is
    special. This contains a very useful shortcut that I will use later. For
    future reference I will call this room the Elevator Room.
    
    But for now, I will climb up the Ladder to the upper level (mainly because I
    don't have the Keycard to operate the Elevator). At the top is a light. Blow
    it out with the Tranq Gun. Also up here at the top is a Grating. Go through
    the Grating and go to the next one. Don't kick it out yet. At least not yet.
    There is a Guard and a Worker nearby.
    
    Once you make sure that they aren't in your view, kick out the Grating and
    peek out enough to blow out the nearby light. Blowing out the light will
    attract both of them. Stomp them both before they enter the room where you
    are at. This will also keep them from activating the nearby Turret Gun.
    
    Also pick up the Red Security Card that the Worker drops. Explore this
    portion of the area and you will see another keypad. This is also part of the
    Elevator shaft. Go through the hall and into the next room. You will see a
    NanoMED Health Unit and a hall leading right. This hall contains a Rail-Track
    Terminal.
    
    Use the terminal with the Red Security Card. But the container you rode in on
    will wreck and you need to find another way back. The Red Security Card also
    operates the Elevator. When you get back to where the NanoMED Health Unit is
    then climb the single crate near the Turret Gun, turn around, and look up.
    You will see another platform here. Climb that and you should find:
    
         ====================
      ##[ Cigarette Pack #46 ]##
         ====================
    
    The Elevator shortcut I just mentioned will help you get back to the Mining
    Core but I'm not going to use it yet. I need to get all of the Smokes in this
    area before using it. Go to the Elevator and use the keypad then step into
    the Elevator when it comes up. Use the keypad again and step back into the
    Elevator. After a few seconds then it will take you down.
    
    Next, go back to where you killed the first Guard and use the Keycard. This
    will open up this door and the door at the other end.
    
    When you enter the second door then blow out the light. As you turn the
    corner then you will see a Guard. Zap him. You will also see a turret gun.
    Down below it is a light beam that if tripped will cause the gun to fire at
    you. Zap the sensor on the wall to temporarily disable it then go over to the
    stunned Guard to Stomp him.
    
    Turn the corner and there will be another Guard. Stomp him. If you look up
    here then you will see a Ventilation Hatch. Enter the Hatch and go through
    the shaft. About halfway through the shaft you should find:
    
         ====================
      ##[ Cigarette Pack #48 ]##
         ====================
    
    At the end of the shaft then you will exit on the upper level of a larger
    room. Down below you can see a couple of sets of stairs and a Guard. Zap him
    then jump down to Stomp him. After that then go down the stairs to the lower
    door. You will see another turret gun. Zap the sensor and proceed. When you
    turn the corner then look up. You will see two grated platforms. Climb up to
    get 15 UD on one platform and on the other platform is:
    
         ====================
      ##[ Cigarette Pack #47 ]##
         ====================
    
    I have now acquired all of the Smokes in this area. From here, I will go back
    to the Elevator Room and use the shortcut. This nifty shortcut comes from
    AceOfBlades who posted his find on the GameFAQs "The Chronicles of Riddick:
    Escape From Butcher Bay" message board.
    
    When you used the Elevator earlier then it took you down. So go through the
    Elevator and climb the Ladder then go through the Grating again and back
    to the Elevator. When you get to the Elevator shaft and look up you will see
    a Ventilation Hatch. Look down and you will see the the top of the Elevator. 
    
    Now use the keypad. It will take a few seconds for the Elevator to come up
    again. Jump on top of the rising Elevator when it gets close enough. When it
    stops then look up and enter the Hatch. At the end of the shaft is the way
    down to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS33. Mining Core (Part Two)                                            0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    .....and right in front of the NanoMED Health Unit near the Gas Room door!
    Nifty shortcut this is.
    
      **NOTE: If you go back to where Jagger Valance is then you will find a 
              Worker named Graham in his place instead. He will tell you that 
              Jagger is heading to the space port and will wait for Riddick 
              there. In addition, you can go all the way back to the Rec Area if 
              you want in case you missed anything.
    
    Go through the Gas Room door and back to where you got Jagger Valance's
    package. Drop the bomb and exit. You will then encounter a Riot Guard who
    captures you. The Guards will put you into a home box and begin transporting
    you back. But the bomb explodes causing the box to derail and all of you end
    up in.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS34. Crash Site                                                        0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    Your first priority is to deal with the Guard in front of you. You have no
    weapons so you will have to rely on your fists. He has a Assault Rifle so try
    to get him into a Reversal. After killing the Guard then go out and follow
    the broken rail.
    
    In the following cutscene, the second Guard is introduced to some of the
    nasty creatures that lurk down here. The first one is a very large creature I
    will call the Beast (for reference). The second smaller creature I will call
    the Creep (based on the "Alien Mechanics" picture (Game Concept Art 09) in
    the Extra Content section).
    
    After the cutscene then jump into the hole the Beast came from and into
    the.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS35. Abandoned Equipment Center                                        0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 3 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    When you get down then get the two Grenades and the Shotgun the dead Guard
    dropped. When you get out into the larger area, one of the Beasts will jump
    at you from above.
    
    There are two ways to deal with this creature:
    
    One way is to retreat back to the cave you came from and switch to the
    Grenades. Wait for the Beast to get into the entrance and throw one of your
    Grenades. One blast should kill it.
    
    The second way is to exit the cave, hang a right (and hugging the wall), and
    make your way to a passage on the right wall not far from you. You should
    reach it just as the Beast lands on the ground. This will allow you to avoid
    some conflict and conserve your newfound Grenades.
    
    Once in the passage then follow it (pick up the Shotgun too) and into another
    chamber. You will now start to see the Creeps. These creatures will come at
    you a lot from out of nowhere. They lash out with their tails and are a
    general nuisance. Use the Shotgun to blast them.
    
    If you look to your left, there is a wall you can climb. Ahead of you is
    another passageway. But climb the wall instead. Follow the way and you will
    end up by some crates (and another Shotgun). Climb the crates and go forward
    into a hallway. To your left is a Security Door that needs a key to open.
    
    To your right is another hallway. Follow it, blasting Creeps as you go (as
    well as collecting another Shotgun), and you will enter another chamber. Near
    the end is a crate that has a Vent Tool on it (blast the Creep on top first).
    Right by this crate is a Ventilation Hatch.
    
    Go into the Hatch and follow the shaft into another room which I will call
    the Drill Room for future reference. Once there then you will see a Control
    Panel (leave that alone) and a short passage into the next room. On the other
    side of the wall is a large drill that needs a PowerCell to run plus an empty
    NanoMED Health Unit. Go through the door and along the hall and you will end
    up at a broken bridge.
    
    On the broken bridge is another Shotgun and nearby is the ToolRoom Key that
    opens the Security Door. You can't go back through the Ventilation Shaft so
    you will have to find another way across.
    
    Look up and you will see a couple of support wires (Hangrail). Jump up onto
    the small concrete section below the wires then jump up to grab the wires
    then make your way to the other side. But there is another method to getting
    to the other side volunteered by Manuel Ortun Sobrino:
    
      "I write to you because I've found another way to cross the broken bridge 
       where the ToolRoom key is, instead of using the support wires (Hangrail). 
       Well, it's only a curiosity, because the Hangrail is the best way of 
       crossing the broken bridge. you have to go to the right edge of the bridge 
       and jump towards the other half, but trying to land in a small piece of 
       bridge that is nearer you. It's not an easy jump, but i've done it that 
       way after a couple of falls."
    
    You actually have to walk on top of the concrete railing (where you see the
    black and yellow striping) so you can put yourself in position to make the
    jump. This method is a little more dangerous but faster.
    
    Regardless of method, once you get to the other side, then you will find
    another Shotgun. Follow the hallway and you will end up back in the first
    chamber with the wall. Climb the wall again and get back to the crates. Climb
    them and get to the Security Door.
    
    Use the ToolRoom Key to open the door and you will see another NanoMED Health
    Unit (but this one is full and ready for use). To your right (by the door),
    are two Grenades. To the left of the NanoMED Health Unit is another door but
    you will have to Crouch to enter.
    
    Inside this room is a PowerCell charger and another Shotgun. There is also a
    Service Panel with a couple of explosive barrels nearby. In one corner of
    this room is a tall stack of crates you can climb. You can't go into the next
    room until you turn on the Panel. When you turn on the Panel then the charger
    turns on and you will be attacked by several of the Creeps.
    
    One tip offered by reader Peter Kirby is to turn around and climb the tall
    stack of crates then shoot the explosive barrels to kill most, if not all, of
    the Creeps with a single shot of the Shotgun without doing any harm to
    yourself. If any survive then kill them from your safe vantage point.
    
    After that then climb down and proceed into the next area. You will now be on
    a partially covered bridge. You will also see a crate along the way. After
    you have blasted the Creep that jumps on top of it, climb the crate then to
    the top of the bridge. Go along the right side of the bridge and into an
    alcove above the end of the bridge. There you should find:
    
         ====================
      ##[ Cigarette Pack #49 ]##
         ====================
    
    Jump back down and go through the door into a small room with crates. Then go
    to the second door and into the storeroom.
    
    There you will see three Shotguns (one on a crate), a Prototype Rifle, four
    Grenades (in the corner), and a PowerCell. When you pick up the PowerCell,
    the vent ahead will open up and you will be attacked by four of the Creeps -
    one at a time.
    
    To your left is a small crate. Go to the left side of the crate, look down,
    and turn on your EyeShine. There you should find:
    
         ====================
      ##[ Cigarette Pack #50 ]##
         ====================
    
    Retrace your steps back to the Cell Recharger. You will be ambushed by
    several of the Creeps on the way back so keep your eyes open. Use the
    recharger and go back through the Security Door and back down the hallway.
    You will also see that the Service Panel has turned on all of the lights
    here.
    
    Go down the hallway and back to the Ventilation Hatch. Go through the shaft
    and back to the Drill Room. But, when you land, you will find a Beast
    breaking out of the wall below where you just came from. Switch to your
    Grenades and toss one just as it is about to exit the wall. The blast should
    kill it. Now go into the chamber behind the now dead Beast. In the left
    corner you should find:
    
         ====================
      ##[ Cigarette Pack #51 ]##
         ====================
    
    Go back and into the second half of the Drill Room. Place the PowerCell into
    the drill and operate it. The drill will go forward and into the steel door
    ahead. Go through the opening and right to another steel door. Crouch to go
    through and you will go up a hill and into a broken shaft. This leads you
    to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS36. Central Storage                                                   0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    Go through the shaft and you will come above a room with a Guard fighting
    some of the Creeps. You will also see a NanoMED Health Unit too. Ignore
    the commotion and proceed forward. You will then come up to a Grating. Knock
    it out, proceed through, and you will end up in a huge room.
    
    You are near the top of this room and at what appears to be a dead end. Below
    is a Guard and a Riot Guard fighting the Creeps. Above you is a Hangrail you
    can use. Stand up and carefully approach the edge of the ledge then look up.
    Grab the Hangrail and proceed to the end which should be to the left of where
    you start. At the end is another doorway and a Ladder. Go up the Ladder and
    make your way to the second fan. There you should find:
    
         ====================
      ##[ Cigarette Pack #52 ]##
         ====================
    
    Go back down the Ladder and through the doorway. There you will be ambushed
    by a couple of Creeps. After blasting them then go around the corner and you
    will find a way down. Go down and open the door.
    
    You will see a Guard fighting more of the Creeps (and have his back to you).
    Kill the Guard with the Prototype Rifle and the Creeps will stop. The Guard
    will also drop a NanoMed Cartridge which you should pick up. In this room
    there are two doors, one ahead of you and one to the right.
    
    The door ahead of you has two Guards fighting the Creeps. That room also
    has a bunch of crates you can climb. The door on the right leads to a room
    that has three Creeps in it. There is also a stuck Elevator with a Service
    Hatch that leads to the top. There you can activate the Elevator Controls and
    you will go down to a lower level.
    
    Both of these rooms have passages that lead to the same room but in different
    places. However, I found that taking the door on the right is a little
    better. Go through this door and you will see a Creep sitting there and a
    Shotgun on the floor. Kill the Creep and take the Shotgun. When you turn the
    corner then you will see a couple more of the Creeps.
    
    Kill them and enter the Elevator on the right side. Use the Ventilation Hatch
    to get to the top of the Elevator. Then use the Elevator Electronics. The
    Elevator will then go down and grind to a halt. Turn left and you will exit
    into another hallway. When you turn the corner, you will see another Creep.
    Kill it and proceed forward to another door.
    
    This will open up to a larger room with a Riot Guard fighting a Beast and
    some of the Creeps. When he kills it then he will fight the Creeps that come
    out from other parts of the room.
    
    In the previous versions of the guide I used the other door (with the two
    Guards fighting Creeps) that led me to the other side of this room making it
    easier for me to get to the door leading further into Central Storage.
    
    But if you listen to the noise the gun being used by the Riot Guard is
    making, it is different than his regular gun. That is because he is using the
    Mini-Gun. So I took the other path this time so I can go behind the Riot
    Guard. When he fights off enough of the creatures then I use the Prototype
    Gun and shoot at the Riot Guard's back to kill it then take the Mini-Gun for
    myself.
    
    You might be slowed up because you are carrying the heavy Mini-Gun but the
    firepower this weapon provides will be more than adequate to fight off the
    creatures you encounter from here on out. However, the Creeps have a annoying
    tendency to get up right against you which will prevent you from firing the
    Mini-Gun until you back up just far enough to use it.
    
    After picking up the Mini-Gun then enter the door on the other side of the
    room and you will see a half-full NanoMED Health Unit to your right. Go left
    and down the hall to the next door. There you will see a corridor with a Riot
    Guard in the middle. This is at the bottom of the very large room (with the
    Hangrail) that you entered near the beginning of Central Storage. Waste the
    Riot Guard with the Mini-Gun.
    
    When you get near the now dead Riot Guard then kill the other regular Guard
    and any Creeps nearby then pick up the Mini-Gun from the dead Riot Guard to
    replenish yours. Then proceed forward through the next door and to the.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS37. Loading Docks                                                     0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    Before you open the second door, there are some things you should know.
    
    In the next large room there is a railing with many Turret Guns. You can't
    destroy them because more will come out. There are also two Guards plus
    Creeps that will constantly emerge to confront you. The key to this next area
    is to keep moving no matter what. If you get stuck then you will be an easy
    target for the Turret Guns.
    
    To get ready for this run you should look at the door straight on then
    sidestep several steps to the right then rotate left to look at the door. You
    should be looking at the door from a 45 degree angle. Then, just before
    opening the door, angle your Mini-Gun downward then hold down Fire Weapon to
    get it firing. Do not release Fire Weapon the entire time you are going
    through this area.
    
    Go through the door and you should see a small group of crates. Go to the
    left of the crates and straighten out and you should see a Creep trying to
    get up to you. Blast it before it can get close. The crates should provide a
    little cover against the Turret Guns.
    
    At this point you should see two more crates on either side of the path and a
    gap in-between. Two more Creeps will try to come up through this gap. Kill
    them both. Beyond this point you should see a large crate on the left side of
    this path. Go to the right of it and you should see a Guard.
    
    Kill him as you move forward then, when you get to the corner of this crate,
    sidestep left while rotating right to confront the Guard across the way from
    you. The large crate will provide cover from the Turret Guns.
    
    Once you kill this Guard, and any Creep that tries to interfere, then go to
    the door which should be to your left (and enters in a small room). There is
    a Guard in the corner. Kill him before he can fire on you. No matter how good
    you are or how fast you are you will definitely take a bit of damage. This is
    why it is important to pick up the NanoMED Cartridge from the earlier Guard.
    
    It should be noted that the Guard you killed just outside this door also
    drops a NanoMED Cartridge. If you want it then switch to your Shotgun and
    quickly run outside to pick up the Cartridge, killing any Creep that tries to
    interfere, and run back before the Turret Guns can do any damage.
    
    From this small room, enter the Elevator. When the door opens then you will
    find another Guard with a Shotgun. Take him down and continue forward. In the
    long hallway is another Creep. Kill it and go to the next door. Behind the
    next door is a Guard. Kill him and look left.
    
    There is a NanoMED Health Unit. Use it if you need to (more than likely you
    will after going through the previous areas) then turn around and use the
    Elevator.
    
    When you get to the bottom then go through the door at the end of the hall.
    There you will see the Guard you killed from the other side of the first
    room. There are also two other Guards here so kill them too. One of them will
    also drop a NanoMED Cartridge.
    
    Go forward and enter the huge cargo Elevator. To the left is the button.
    Press it to go up. Look toward the front and get ready. At the top is a Riot
    Guard and two Guards. Even the Riot Guard is no match for the Mini-Gun so
    blast all of them from your position within the Elevator. There are some
    explosive barrels to the right of the Riot Guard which you can use to destroy
    it and at least one Guard.
    
    Exit the Elevator and go through the door on the left. At the junction are
    two Guards waiting in ambush at both sides of the hall. Take them down with
    the Mini-Gun and a couple of more Creeps will appear. Blast them then
    proceed.
    
    Go left and up the hallway. You will find at least two more Creeps. Destroy
    them and, when you reach the top part of the hallway, you will find a room to
    your right with two windows and a door. There are three Guards here. When you
    kill them then one Guard will drop a NanoMED Cartridge and another will drop
    a Grenade.
    
    In this room you will find a NanoMED Health Station. This is the last station
    you will find in the game and it will allow you to reach your maximum of
    eight health blocks.
    
    *BUT* don't use it quite yet.
    
    Go back out of this room and continue up the hall. As you near the corner, a
    Guard will be waiting at the next corner and will throw a Grenade. Hang back
    and let it explode then go up and kill the Guard.
    
    Go through the next door and into the next Elevator room. Here there are four
    Guards, two on ground level and two on upper levels. Even with the Mini-Gun
    in hand you will take some damage. Afterward, switch to your Fist to drop the
    Mini-Gun and return to the NanoMED Health Station to restore and improve your
    health.
    
    Then go back into the Elevator room and climb the green crate then onto the
    red crate. Then jump up to the walkway. There you should find a NanoMED
    Cartridge that the Guard dropped plus:
    
         ====================
      ##[ Cigarette Pack #53 ]##
         ====================
    
    Near the door is a Hangrail that you can use to get to the other side (you
    have to jump onto the Guardrail first). You will also find another NanoMED
    Health Unit and a NanoMED Cartridge. Jump back down and grab the Mini-Gun.
    Then enter the Elevator and use the button in the far corner.
    
    When you reach the top then you will find another Riot Guard. Destroy him and
    grab his Mini-Gun to replenish yours. You will also hear some gunfire coming
    from a room directly above the Elevator. There is a Guard here fighting off
    the Creeps.
    
    Do *NOT* kill him. If you do then Creeps will constantly come out from this
    room to confront you. Go along the left side of the room and find the door.
    It should be noted that there is a Grenade on top of the yellow crate along
    the wall as you get near the door. Follow the way to another door.
    
    You will then enter a large room with a smaller room with two windows across
    from you. There is a also a Guard here. Kill him and go into the smaller
    room. Turn left and you will see an empty NanoMED Health Unit. At the end of
    the window near the NanoMED Health Unit is a Door Button.
    
    *DON'T* press it! Behind the large door you can see through the window is
    another Riot Guard.
    
    Go to the other side of the room and press the Door Button there. This will
    lead to a corridor and into.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS38. Fuel Transport                                                    0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    Here you will have your first encounter with a Heavy Guard. This thing is
    impervious to your Mini-Gun so you have to find another way to destroy it. In
    one of my e-mails, angelos22 suggested a good way to destroy the Heavy Guard:
    
      "You may already know this, but here's what I did: When entering the room 
       with the Heavy Guard, I didn't walk any further when the doors closed, I 
       just stood there ( I may have been in a squat position). The heavy Guard 
       just sits there and fires, he wont come closer to you. It looks like he's 
       firing right at you, but he's not hitting you. I still had 3 grenades 
       left, so I immediately launched all 3 right under him. He was dust in a 
       few short seconds. No running around shooting at barrels. Worked like a 
       charm. Thought you'd like to know!"
    
    I tried this trick but I couldn't destroy it with Grenades (and I had 10 of
    them too). But I still used this to my advantage. The Heavy Guard sits there
    most of the time but will attack on occasion. He will take a couple of steps
    forward, fire off a short burst, then take those steps back.
    
    Above the center of the Fuel Transport room you will see canisters being
    transported along rails. These are the fuel canisters.
    
    What you want to do is shoot them above the Heavy Guard and have them drop
    down onto it (assuming that it stays in the center instead of trying to come
    toward you if you are trying the above tricks). If you manage to get several
    canisters to explode onto the Heavy Guard then it will be destroyed.
    
    The Shotgun is the best weapon to bring down the fuel canisters. What I did
    is that, when I entered the room, I stopped just past the door. Then I hugged
    the wall to the right of me. This made it harder for the Heavy Guard to hit
    me (because his gun is on his left side - this means he will shoot the wall
    instead of me).
    
    Then I switched to my Shotgun. I waited for a canister to come over the Heavy
    Guard then I blasted it to bring it down. The way the Heavy Guard just sits
    there made this encounter a piece of cake. A few Shotgun blasts, along with
    with well timed fuel canister drops, and the Heavy Guard should be destroyed.
    
      **NOTE: There will also be a few Shotguns on one side of the room should 
              you need them.
    
    After destroying the Heavy Guard, regardless of method, pick up your Mini-Gun
    then take the next door and go to the.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS39. Hangar                                                            0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    When you go through the second door then you will find a Riot Guard on the
    other side of the area. Kill him with the Mini-Gun and go forward. To your
    left is another Riot Guard. Destroy him and go left. Ahead is the spaceship
    and freedom. But there are three more Guards to deal with. Walk forward while
    firing the Mini-Gun and they will drop quickly. In previous versions of the
    guide I wrote the following:
    
      "As you approach the ship, a door SHOULD open near the rear of the ship and 
       a ramp will come down. I mention "should" because I've had several readers 
       write to me having problems in which the door doesn't open. I think you 
       have to kill everyone, including the Riot Guards, here to get it to open. 
       I've never had any problems personally because I use the Mini-Gun on 
       everything."
    
    I had a reader, Fredrik Persson, write to me confirming that you do indeed
    have to kill the Riot Guards near the ship in order to get the ramp to come
    down. When the door opens and the ramp goes down then enter the ship.
    
           <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
    
    In the following cutscene, you will see that Jagger Valance is having some
    trouble opening the cockpit door. Riddick gives it a shot but Johns
    interferes again. Riddick and Johns fight and Johns drops his gun. Jagger
    picks up the gun and tries to help but shoots Riddick instead:
    
      Riddick: "Good effort...Bad result."
    
    More Guards enter the craft and kill Jagger. Both Riddick and Johns are
    wounded and are in no condition to fight:
    
      Riddick: "You dyin' on me, Johns?"
      Johns: "No, not yet...They get you good?"
      Riddick: "I've had worse."
      Johns: "I thought that this was going to be the day, Riddick...The day one 
              of us kills the other."
      Riddick: "The day's not over yet."
    
    After some patching up, both Johns and Riddick end up in Hoxie's office
    again. This time Hoxie is putting Riddick into CryoSleep hoping to get
    him under control once and for all.....
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >BTH3. Cryo Facility                                                      |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    The Cryo Facility, also known as The Tower, are where the most unruly of
    prisoners are sent. Each prisoner is put into CryoSleep and they are awakened
    for two minutes each day to exercise.
    
    Most of the Guards are of the Light Guard variety. There are also a couple of
    Riot Guards roaming here and there. But the main bulk of the Guarding is done
    by the Attack Droids which are exclusive to this area.
    
    All in all security is actually kind of light. That is primarily due to the
    fact that the prisoners spend most of their time sleeping. But imagine what
    would happen if one of them stayed awake long enough to figure a way out.....
    
      0+=+=+=+=+=+=+0
     / Cryo Facility \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CYF1. Exercise Area                                                      0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                              \ Cryo Facility /
                                                               0=+=+=+=+=+=+=0
    
    You end up in a weird futuristic looking room. You are awakened from your
    CryoSleep for a two minute exercise period. There doesn't seem to be a way
    out but look around. The computer says that today is Monday. After two
    minutes, you will black out and go back to sleep.
    
    When you awake again, it's Tuesday. You will also see another prisoner to
    your right (Magico). You can't talk to him - he is incoherent. To the left of
    your CryoTube is Magico's CryoTube. You can enter it by getting up to and
    activating it. Once inside then you will be transported to.....
    
      0+=+=+=+=+=+=+0
     / Cryo Facility \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CYF2. Cryo Pyramids                                                      0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                              \ Cryo Facility /
                                                               0=+=+=+=+=+=+=0
    
    When you exit the CryoTube then pick up the Club. After you pick it up then
    start jumping up the pyramid ahead of you. You will black out partway up but
    that is okay. If you remained on the ground level then you would be attacked
    by Screamer Droids. Here you can still be seen but can't be touched.
    
    The droids sound an alert and a Riot Guard plus two Attack Droids emerge from
    a door on one end of the chamber. Climb the pyramid nearest to the door and
    Crouch at the top. They will shoot at you even though you are at the top but
    have a difficult time hitting you.
    
    When they are far enough away from the door then jump down the pyramid and
    make a run for it which will lead you to.....
    
      0+=+=+=+=+=+=+0
     / Cryo Facility \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CYF3. Facility Control                                                   0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                            \ Cryo Facility /
      0+=+=+=+=+0                                              0=+=+=+=+=+=+=0
    
    When you get inside then go right. Then the doors ahead will close and
    another alarm will sound. Notice that two Attack Droids will appear in the
    area you just came from. Two Screamer Droids will then bust through the floor
    to confront you. Club them then go through the floor.
    
    You will see several more Screamer Droids in the maintenance tunnel. Club
    them as they approach you then go to the other end. Be careful though, there
    is a Guard patrolling above.
    
    When looking at the wall at this end of the tunnel then turn 90 degrees to
    your left, jump up but hang on the ledge. The Guard will patrol in a circular
    pattern. Climb up when his back is to you. After climbing up then confront
    the Guard and kill him with the Club. He will drop a Gun and a NanoMED
    Cartridge. There is also a NanoMED Health Unit here. Use it if you need to do
    so.
    
    Go to the end of the room and go down into another maintenance tunnel. There
    are several more Screamer Droids at the end and will advance one by one. Nail
    them with the Club (to conserve Gun ammo) then go to the end of the tunnel
    and climb out. Here you will see a set of stairs leading up. Switch to your
    Fist, Crouch down, and climb up the stairs.
    
    When you get to the top of the stairs then look left. You will see a Guard
    standing near the far wall. But you will see an entrance to a room near you.
    When you approach the entrance then you will see a Guard standing near a
    desk.
    
    Carefully enter the room and hug the left side to go behind the computers.
    Then go to the other side of the room, go from behind the computers, and
    approach the Guard from his left side. Sneak him and he will drop a Gun and a
    NanoMED Cartridge. On one of the desks is:
    
         ====================
      ##[ Cigarette Pack #54 ]##
         ====================
    
    While still Crouched down, exit the room and go right. Sneak the other Guard
    and pick up his Gun (there is also another Gun on the desk). Then activate
    the Computer Terminal to your right to open the doors and switch to your Gun.
    This will bring out a couple of Guards, plus a Screamer Droid, behind you.
    Shoot the Droid.
    
    You will also notice that the Guards won't fire on you unless you get close
    enough. So take them down with headshots from afar and grab a Shotgun, a Gun,
    and a NanoMED Cartridge afterwards.
    
    Grab as many Guns as you can (to maximize ammo) then go back down the stairs
    and into the maintenance tunnel. There are four Screamer Droids at the end.
    Shoot them with the Shotgun (you can take them all out with one shot) and
    proceed forward. As you near the end then another droid will come down.
    Destroy it and climb up.
    
    Go past the dead Guard and into the other maintenance tunnel. At the end are
    three more Screamer Droids. Shoot these and head to the other end. However,
    before climbing up, switch to your Gun. Then rotate 180 degrees,
    climb up, head for the dead end room ahead of you, and turn around.
    
    Ahead of you, at the far end, are the two Attack Droids I mentioned earlier.
    They will not advance unless you advance first. However, they are blocking
    the only way forward. Even though they have powerful weapons they are not
    that tough. You can take these guys down with the lowly Gun from a distance.
    
    But, because you are on the other end of the corridor, they will just sit
    there unless you fire on them first. They won't fire on you unless they get
    within range. The Gun, however, has much better range than they do. Quickly
    fire on one of them to get things started and you can destroy it before he
    gets into range to fire on you.
    
    The second one will probably get into range to at least use its machine guns.
    But it may fire a grenade instead. If it does that then sidestep to one side
    to limit the damage it does to you when it explodes. Quickly fire on the
    second Droid until it goes down.
    
    Sometimes, though, the Droids may be roaming around the entrance to the
    tunnel while you are still inside. This is actually good since you have a
    much better angle of attack to shoot them from above then they can at
    shooting down at you. And, if you take any damage, you can move further into
    the tunnel to recover.
    
    After the Attack Droids are down then head to the other end of the corridor
    and turn left. Then follow the corridor into a larger room. This will lead
    you to more Attack Droids but these are in hibernation. There will also be a
    NanoMED Health Unit on a wall in case you need to use it.
    
    At one end of the room is a Heavy Guard. However, this one has no pilot but
    you can climb into it and take control. Now this is what I'm talking about!
    Heavy firepower and near invincibility.
    
    The Heavy Guard is a bit of a pain to control but it is very fun to use. You
    have unlimited ammo for both the Chaingun (Right Trigger) and the Rockets
    (Left Trigger). The first thing to do is destroy the Attack Droids that are
    sleeping. After you have done that then head for the large door on the right
    side of the room.
    
    As you approach the door then a Heavy Guard will emerge. You can easily
    destroy it with your Chaingun. Enter the Elevator behind it and it will take
    you to.....
    
      0+=+=+=+=+=+=+0
     / Cryo Facility \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CYF4. Corporate Offices                                                  0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                              \ Cryo Facility /
                                                               0=+=+=+=+=+=+=0
    
    This part is very easy but a lot of fun because of the Heavy Guard. Just
    follow the hallway and kill everybody you see. About halfway you will hear of
    reinforcements being deployed.
    
    When you go through the next hallway after that announcement then the
    reinforcements will appear above you. Back up and blast them with either
    Rockets or the Chaingun. Near the end of the offices you will encounter three
    Attack Droids. But these are pushovers thanks to the Heavy Guard. At the end
    of the offices is an Elevator that will take you to the.....
    
      0+=+=+=+=+=+=+0
     / Cryo Facility \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CYF5. Take Off Platform                                                  0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 2 /                                            \ Cryo Facility /
      0+=+=+=+=+0                                              0=+=+=+=+=+=+=0
    
    After exiting the Elevator then go left. You will enter a more industrial
    looking part of the prison. Kill all of the Guards you see and continue
    forward into the next room. There are two more Guards in this room. Kill them
    and turn right.
    
    You will see a large door and, as you approach it, a Heavy Guard will emerge.
    You can destroy it easily but the power components in your Heavy Guard will
    be compromised and you are forced to exit. After exiting it then head for the
    crates on one side of the room. Climb the crate and onto the upper platform.
    Look right and along the floor and you should find:
    
         ===================
      ##[ Cigarette Pack #2 ]##
         ===================
    
    Go back down and near the Door Button. Look down and you should find:
    
         ====================
      ##[ Cigarette Pack #14 ]##
         ====================
    
    Crouch down to get this one so you don't accidentally open the door. If you
    have been good with your Smokes collecting then you will have acquired all of
    the Cigarette Packs in the game.
    
    Un-Crouch and open the door which should be to the left of the Door Button.
    Run quickly through this door. Two more Heavy Guards will emerge to confront
    you from behind so you don't want to hang around.
    
           <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
    
    In the following cutscene, it seems that Riddick has run into another dead
    end. But Johns interferes yet again. This time, however, it is to Riddick's
    benefit. Shortly after Riddick climbs in a Grenade from one of the Heavy
    Guards hits the ship and knocks out Johns.
    
    As Johns slumps over the console Riddick takes over the controls. As the ship
    continues to take damage from the Heavy Guards he changes trajectory and
    sends the craft into Hoxie's office window.
    
    Riddick carries Johns out of the craft just before it falls out of the
    window. Then Riddick confronts a shaken Hoxie. After some discussion, Hoxie
    pushes a button and is transported to a hiding place. This also opens up a
    couple of hidden rooms where some more Guards emerge to deal with
    Riddick.....
    
      0+=+=+=+=+=+=+0
     / Cryo Facility \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >CYF6. Hoxie's Personal Guards                                            0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                              \ Cryo Facility /
                                                               0=+=+=+=+=+=+=0
    
    For this battle, two of Hoxie's Personal Guards come out of their hiding
    places to confront you. Although they look like droids they are really very
    decorative slender versions of the Riot Guard. Their main weapon are dual
    rapid firing Chainguns.
    
    But one of the things that makes these guys tough is that they can cloak to
    hide themselves. This will also deflect gunfire if you fire in their
    direction. However, they cannot fire when cloaked. They must de-cloak before
    they can attack you. And, if you're far enough away from them, they may fire
    Rockets at you.
    
    However, if you manage to blow out the chandelier above the room and use your
    EyeShine then you can render the cloaking ability of the Guards useless.
    
    When this battle begins you will find weapons on the floor: a Shotgun near
    you, a Shotgun to your left, and a Mini-Gun near one of the pillars to your
    right. No question here, pick up the Mini-Gun and point in their general
    direction. With the Mini-Gun in hand this fight is over in less than two
    minutes (regardless of difficulty).
    
           <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
    
    After disposing of Hoxie's Personal Guards then Riddick finally makes his
    escape. After all, there couldn't be an "Assault on Dark Athena" and "Pitch
    Black" if he was still confined here, right? I'm not going to spoil the
    particulars of the ending here. Just play and see for yourself. And, oh by
    the way, wait until after the end credits too. Another cutscene will play
    bringing the story full circle.....
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >BTH4. Summaries                                                          |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    Listed in this section are the summaries of all Cigarette Packs,
    Side-Missions, and Easter Eggs.
    
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    | A. Summary of Cigarette Packs |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    
    Listed below are the summaries of the Cigarette Packs within the game. They
    are listed as they are found within the main body of the guide:
    
    0---------------------------------------------------------------------------0
    | The Story Begins..... |===========================| The Story Begins..... |
    0---------------------------------------------------------------------------0
    
    0===========0
    | The Escape \
    0======================================================>
    
      ++Cigarette Pack #35
        ==================
          Name: Bloss.
          Warning Label: Do not feed to children.
          Unlocks: Game Concept Art 32.
          Where: At the base of the first Ladder.
    
      ++Cigarette Pack #1
        =================
          Name: Hogdahl's Finest.
          Warning Label: May reduce ability to listen to questions.
          Unlocks: TCoR Combo Trailer.
          Where: In a hidden room.
    
      ++Cigarette Pack #6
        =================
          Name: Desert Air.
          Warning Label: Not for weak throats.
          Unlocks: Movie Still 0.
          Where: On the metal table.
    
    0---------------------------------------------------------------------------0
    | Cellblock A |===============================================| Cellblock A |
    0---------------------------------------------------------------------------0
    
    0============0
    | Prison Yard \
    0======================================================>
    
      ++Cigarette Pack #25
        ==================
          Name: Voodoo Cigarettes.
          Warning Label: Will make your life a living HELL.
          Unlocks: Game Concept Art 24.
          Where: Activate Waman's Side-Mission and kill Molina. Waman will give 
                 you this Pack as a reward.
    
    0=================0
    | Aquila Territory \
    0======================================================>
    
      ++Cigarette Pack #58
        ==================
          Name: Habibs.
          Warning Label: Could cause hallucinations.
          Unlocks: Game Concept Art 35.
          Where: In an open cell.
    
      ++Cigarette Pack #59
        ==================
          Name: Just Regular Grass.
          Warning Label: Will not replace regular "grass".
          Unlocks: Movie Concept Art 04.
          Where: Talk to Moondog in nearby cell after killing Rust.
    
      ++Cigarette Pack #57
        ==================
          Name: MBryo.
          Warning Label: Don't smoke while being pregnant.
          Unlocks: Game Concept Art 36.
          Where: Talk to Blueboy (in hallway) after killing Rust.
    
      ++Cigarette Pack #26
        ==================
          Name: The Count's Forest.
          Warning Label: Makes you less immortal!.
          Unlocks: Game Concept Art 25, Riddick Prototype 1.
          Where: Buy from Booger (in Courtyard) for 20 UD.
    
    0==========0
    | Infirmary \
    0======================================================>
    
      ++Cigarette Pack #12
        ==================
          Name: Dr. Filur.
          Warning Label: Not endorsed by real doctors!
          Unlocks: Movie Set 06.
          Where: Activate Shabby's Side-Mission and Kill Molina. He will give you 
                 a code for a locked door as a reward. The locked door is inside 
                 the Infirmary (Room 1).
    
    0==========0
    | Mainframe \
    0======================================================>
    
      ++Cigarette Pack #13
        ==================
          Name: Alunda Classics.
          Warning Label: Might make you strange.
          Unlocks: Game Concept Art 22.
          Where: On the catwalk where the two Guards were stationed.
    
      ++Cigarette Pack #27
        ==================
          Name: The Beetle Blend.
          Warning Label: May contain a small amount of poison.
          Unlocks: Game Concept Art 01, Riddick Prototype 2.
          Where: Kill the Riot Guard.
    
    0========0
    | The Pit \
    0======================================================>
    
      ++Cigarette Pack #15
        ==================
          Name: Mont Noir.
          Warning Label: Do not mix with fire.
          Unlocks: Game Concept Art 17, TCoR Novelization.
          Where: In a dead-end alcove.
    
    0===============0
    | Pope Joe's Den \
    0======================================================>
    
      ++Cigarette Pack #16
        ==================
          Name: OP.
          Warning Label: Do not smoke while sleeping.
          Unlocks: Movie Concept Art 02
          Where: In a small room near the Voicebox.
    
    0=============0
    | Dark Tunnels \
    0======================================================>
    
      ++Cigarette Pack #28
        ==================
          Name: Karavan.
          Warning Label: (?).
          Unlocks: Game Concept Art 03
          Where: In a narrow cubicle near the wall (and near the gate).
    
    0========0
    | Showers \
    0======================================================>
    
      ++Cigarette Pack #29
        ==================
          Name: Yup's.
          Warning Label: Tastes like wet dognuts.
          Unlocks: Game Concept Art 12.
          Where: Inside one of the lockers.
    
      ++Cigarette Pack #30
        ==================
          Name: Q.
          Warning Label: Will make your skin crawl.
          Unlocks: Game Concept Art 31.
          Where: Inside the Armory (you need the Vent Tool to access).
    
    0================0
    | Guards Quarters \
    0======================================================>
    
      ++Cigarette Pack #33
        ==================
          Name: Guards.
          Warning Label: Only for the Guards at Butcher Bay.
          Unlocks: Movie Set 07.
          Where: Buy from the Shopkeeper.
    
      ++Cigarette Pack #31
        ==================
          Name: Gronko's Bar.
          Warning Label: Will only taste OK combined with alcohol.
          Unlocks: Movie Prop 01, Riddick Prototype 3.
          Where: Talk to Jenkins to get the bottle of Liquor. Find Chancellor and 
                 give the bottle of Liquor to him. He will give you this Pack as 
                 a reward.
    
    0---------------------------------------------------------------------------0
    | The Mines |===================================================| The Mines |
    0---------------------------------------------------------------------------0
    
    0=========0
    | Tower 17 \
    0======================================================>
    
      ++Cigarette Pack #5
        =================
          Name: Charlie's.
          Warning Label: Smoking parents may give birth to wrinkly children.
          Unlocks: Game Concept Art 19.
          Where: In the cell next to yours (on the right).
    
    0=======================================0
    | Recreation Area [Section B] (Part One) \
    0======================================================>
    
      ++Cigarette Pack #56
        ==================
          Name: Yoshimi.
          Warning Label: Do you realize that everyone you know someday will die?
          Unlocks: Movie Set 05.
          Where: Buy from Pink for 10 UD.
    
    0=========================0
    | Tower 17 Base (Part Two) \
    0======================================================>
    
      ++Cigarette Pack #18
        ==================
          Name: Yoyall.
          Warning Label: Smoking makes pregnant women look cool.
          Unlocks: Game Concept Art 20.
          Where: Fight and kill Baasim in the Ring.
    
    0=====================0
    | Feed Ward (Part Two) \
    0======================================================>
    
      ++Cigarette Pack #7
        =================
          Name: Dog Smokes.
          Warning Label: Not even healthy!
          Unlocks: Movie Set 01.
          Where: Buy from Gomer for 10 UD.
    
      ++Cigarette Pack #8
        =================
          Name: Black Death.
          Warning Label: Nicotine may build character.
          Unlocks: Movie Set 02.
          Where: Buy from Gomer for 15 UD.
    
      ++Cigarette Pack #9
        =================
          Name: Charlie's Chocolate Cigarettes.
          Warning Label: Emits toxic gas if heated.
          Unlocks: Movie Set 03.
          Where: Buy from Gomer for 20 UD.
    
      ++Cigarette Pack #10
        ==================
          Name: Pirate.
          Warning Label: Danger inside.
          Unlocks: Game Concept Art 11.
          Where: Buy from Gomer for 25 UD.
    
      ++Cigarette Pack #11
        ==================
          Name: Roulette.
          Warning Label: One of the included cigarettes will cause instant death.
          Unlocks: Game Concept Art 37.
          Where: Buy from Gomer for 30 UD.
    
    0===========================0
    | Tower 17 Base (Part Three) \
    0======================================================>
    
      ++Cigarette Pack #19
        ==================
          Name: Starlife.
          Warning Label: Do not eat contents.
          Unlocks: Game Concept Art 39.
          Where: Fight and kill Sawtooth in the Ring.
    
      ++Cigarette Pack #3
        =================
          Name: Carl's Blend.
          Warning Label: Not worth dying for.
          Unlocks: Game Concept Art 05.
          Where: Activate Gulag's Side-Mission and retrieve his Red Tube. He will 
                 give you this Pack as a reward.
    
    0=======================================0
    | Recreation Area [Section D] (Part One) \
    0======================================================>
    
      ++Cigarette Pack #55
        ==================
          Name: Lung Busters.
          Warning Label: Tracheotomy tickles.
          Unlocks: Game Concept Art 33.
          Where: Talk to Twotongue after killing Baasim in the Ring. He will give 
                 you this Pack as a reward.
    
      ++Cigarette Pack #22
        ==================
          Name: Painful.
          Warning Label: (?).
          Unlocks: Movie Set 09.
          Where: Buy from Twotongue for 10 Moths.
    
    0==========================0
    | Tower 17 Base (Part Four) \
    0======================================================>
    
      ++Cigarette Pack #20
        ==================
          Name: Clemens.
          Warning Label: Cigarettes causes smoke!
          Unlocks: Game Concept Art 06.
          Where: Fight and kill Cusa in the Ring.
    
    0==========================0
    | Tower 17 Base (Part Five) \
    0======================================================>
    
     ++Cigarette Pack #21
        ==================
          Name: No-Name.
          Warning Label: (Picture of broken heart).
          Unlocks: Game Concept Art 29, Riddick Prototype 4.
          Where: Talk to Centurion after killing Bam (and Abbott).
    
    0=======================================0
    | Recreation Area [Section C] (Part Two) \
    0======================================================>
    
      ++Cigarette Pack #32
        ==================
          Name: Old Timer.
          Warning Label: Designed to make you dizzy.
          Unlocks: Game Concept Art 28.
          Where: Activate The Nurse's Side-Mission and poison Bink's food. He 
                 will give you this Pack as a reward.
    
    0=====================0
    | Work Pass (Part One) \
    0======================================================>
    
      ++Cigarette Pack #34
        ==================
          Name: Red Frog.
          Warning Label: Contains poison, nuclear waste, hazardous gas, and 
                         death.
          Unlocks: Movie Set 04, Riddick First Playable 2.
          Where: Access the locked room using Abbott's Keycard.
    
    0=========================0
    | Mine Entrance (Part One) \
    0======================================================>
    
      ++Cigarette Pack #38
        ==================
          Name: Rokles.
          Warning Label: This product of New Poland is extremely strong.
          Unlocks: Game Concept Art 21.
          Where: Inside the shaft near the second Ventilation Shaft door.
    
    0====================0
    | Security Checkpoint \
    0======================================================>
    
      ++Cigarette Pack #39
        ==================
          Name: Nordvist Nicotine.
          Warning Label: Will get you in the mood.
          Unlocks: Game Concept Art 30.
          Where: In an alcove high above the Security Checkpoint room (and above 
                 the Riot Guard).
    
    0=======================0
    | Upper Mines (Part One) \
    0======================================================>
    
      ++Cigarette Pack #40
        ==================
          Name: Space Jockey.
          Warning Label: Not for use inside space suit.
          Unlocks: Game Concept Art 23.
          Where: On the balcony where the Sharpshooter Guard was patrolling.
    
    0===========================0
    | Cargo Transport (Part One) \
    0======================================================>
    
      ++Cigarette Pack #42
        ==================
          Name: Addictive M.
          Warning Label: Might make you give up smoking.
          Unlocks: Movie Set 10.
          Where: On the floor near the sign "Floor 2".
    
    0=======================0
    | Mining Core (Part One) \
    0======================================================>
    
      ++Cigarette Pack #4
        =================
          Name: Swift.
          Warning Label: Might turn you into a couch-potato.
          Unlocks: Game Concept Art 16.
          Where: In the dead-end area which can be accessed by jumping over the 
                 railing next to the Forklift.
    
      ++Cigarette Pack #41
        ==================
          Name: Jimboro.
          Warning Label: Time flies like the wind. Fruit flies like bananas.
          Unlocks: Game Concept Art 27, Riddick First Playable 3.
          Where: Tucked behind a couple of container crates on the far side of 
                 the Mining Core room.
    
    0=========================0
    | Mine Entrance (Part Two) \
    0======================================================>
    
      ++Cigarette Pack #37
        ==================
          Name: Sicher.
          Warning Label: (blank).
          Unlocks: Game Concept Art 38.
          Where: Activate Valya's Side-Mission and find his secret chamber. The 
                 Pack can be found on top of the crates inside the secret 
                 chamber.
    
    0=====================0
    | Work Pass (Part Two) \
    0======================================================>
    
      ++Cigarette Pack #36
        ==================
          Name: Tiny Tim's Blend.
          Warning Label: Stronger than you might think.
          Unlocks: Game Concept Art 26.
          Where: Behind the Grating.
    
    0=======================0
    | Feed Ward (Part Three) \
    0======================================================>
    
      ++Cigarette Pack #17
        ==================
          Name: Sensei.
          Warning Label: Could actually make you smarter.
          Unlocks: TCoR Movie Teaser.
          Where: Activate Cuellas' Side-Mission and find the Snitch List. He will 
                 give you this Pack as a reward.
    
    0=======================================0
    | Recreation Area [Section B] (Part Two) \
    0======================================================>
    
      ++Cigarette Pack #24
        ==================
          Name: Five Fingers.
          Warning Label: You'll die anyway.
          Unlocks: Game Concept Art 10.
          Where: Activate Jamal-Udeen's Side-Mission and kill all three 
                 Blueskins. He will give you this Pack as a reward.
    
    0=======================================0
    | Recreation Area [Section D] (Part Two) \
    0======================================================>
    
      ++Cigarette Pack #23
        ==================
          Name: Cone Puffs.
          Warning Label: Might not be worth it.
          Unlocks: Game Concept Art 02, Starbreeze Motion Capture.
          Where: Buy from Twotongue for 20 Moths.
    
    0======================0
    | Feed Ward (Part Four) \
    0======================================================>
    
      ++Cigarette Pack #43
        ==================
          Name: Iron Lungs.
          Warning Label: Over 100% chance of getting you killed.
          Unlocks: Game Concept Art 15, Riddick First Playable 1.
          Where: Next to a broken door near the Drug Interrogation Room. You need 
                 to access a Grating and go through a shaft to get to the Pack.
    
    0=================0
    | Container Router \
    0======================================================>
    
      ++Cigarette Pack #44
        ==================
          Name: CA Alderholm.
          Warning Label: Smoking may encourage drinking.
          Unlocks: Game Concept Art 08.
          Where: On the rails on the opposite side of a room. You need to go down 
                 a Ladder at the beginning of the room. Then climb a Ladder to 
                 access the opposite side of this room and get the Pack.
    
      ++Cigarette Pack #45
        ==================
          Name: 20 Musketeers.
          Warning Label: Do not use all at once.
          Unlocks: Game Concept Art 04.
          Where: While in the lower room access the Hatch at the end of the room. 
                 Hang a right at the junction and enter a room to get the Pack.
    
      ++Cigarette Pack #46
        ==================
          Name: Robot Smokes.
          Warning Label: Robots have no lungs.
          Unlocks: Game Concept Art 09, Riddick First Playable 4.
          Where: On a platform in the upper level near where you kill the Worker 
                 to get the Red Security Card.
    
      ++Cigarette Pack #48
        ==================
          Name: Maestro.
          Warning Label: Can you spell DOOM?
          Unlocks: Game Concept Art 07.
          Where: Halfway through a Ventilation Shaft.
    
      ++Cigarette Pack #47
        ==================
          Name: 68.
          Warning Label: Unbearable suffering guaranteed.
          Unlocks: Movie Set 08.
          Where: On a grated platform near a Turret Gun.
    
    0===========================0
    | Abandoned Equipment Center \
    0======================================================>
    
      ++Cigarette Pack #49
        ==================
          Name: Mummy Lights.
          Warning Label: Smoking may seriously damage your complexion.
          Unlocks: Game Concept Art 13.
          Where: In an alcove at the end of the partially covered bridge.
    
      ++Cigarette Pack #50
        ==================
          Name: Count Gunther.
          Warning Label: Maybe you shouldn't smoke these, because it is not so 
                         good.
          Unlocks: Game Concept Art 14.
          Where: Behind a crate in the room where you pick up the Prototype 
                 Rifle.
    
      ++Cigarette Pack #51
        ==================
          Name: Cloud No. 17.
          Warning Label: May cloud your mind.
          Unlocks: Movie Concept Art 05.
          Where: In the room where the Beast emerges from.
    
    0================0
    | Central Storage \
    0======================================================>
    
      ++Cigarette Pack #52
        ==================
          Name: Enfermo.
          Warning Label: Beware of tobacco-rush.
          Unlocks: Game Concept Art 18.
          Where: When you reach the very large room then use the Hangrail. At the
                 end of the Hangrail there is a Ladder leading up. Climb the 
                 Ladder and go to the large fans. The Pack is by the second fan.
    
    0==============0
    | Loading Docks \
    0======================================================>
    
      ++Cigarette Pack #53
        ==================
          Name: Graes.
          Warning Label: Think twice before using.
          Unlocks: Game Concept Art 34.
          Where: On a catwalk in the room where you encounter four Guards (climb 
                 the container crates to reach).
    
    0---------------------------------------------------------------------------0
    | Cryo Facility |===========================================| Cryo Facility |
    0---------------------------------------------------------------------------0
    
    0=================0
    | Facility Control \
    0======================================================>
    
      ++Cigarette Pack #54
        ==================
          Name: Gawd.
          Warning Label: There is no smoking-section in heaven.
          Unlocks: Movie Concept Art 01, Game Concept Art 40.
          Where: On the desk in the small room near a Guard.
    
    0==================0
    | Take Off Platform \
    0======================================================>
    
      ++Cigarette Pack #2
        =================
          Name: Candy Candy.
          Warning Label: Shouldn't be compared to candy.
          Unlocks: Movie Concept Art 03.
          Where: On the upper platform in the room where you are forced to exit 
                 the Heavy Guard.
    
      ++Cigarette Pack #14
        ==================
          Name: Space Cowboy.
          Warning Label: For men with strong character only!
          Unlocks: Cigarette List, Starbreeze Technology Demo.
          Where: On the floor near the Door Button (in the room where you are 
                 forced to exit the Heavy Guard).
    
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    | B. Summary of Side-Missions |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    
    Listed below are the summaries of the Side-Missions found within the game.
    This includes Side-Missions that I chose not to do within the guide:
    
    0---------------------------------------------------------------------------0
    | Cellblock A |===============================================| Cellblock A |
    0---------------------------------------------------------------------------0
    
    0============0
    | Prison Yard \
    0======================================================>
    
      ++Shabby
        ======
          Mission: Kill Molina when his lockdown expires.
          -----------------------------------------------------------------------
          How: After Riddick confronts and kills Rust, Molina's door will open. 
               Kill Molina to complete the Side-Mission.
          -----------------------------------------------------------------------
          Reward: You get a door code for a room inside the Infirmary (Door 1) 
                  where you can find a Scalpel and Cigarette Pack #12.
    
      ++Waman
        =====
          Mission: Kill Molina when his lockdown expires.
          -----------------------------------------------------------------------
          How: After Riddick confronts and kills Rust, Molina's door will open.
               Kill Molina to complete the Side-Mission.
          -----------------------------------------------------------------------
          Reward: Cigarette Pack #25.
    
    0---------------------------------------------------------------------------0
    | The Mines |===================================================| The Mines |
    0---------------------------------------------------------------------------0
    
    0=======================================0
    | Recreation Area [Section B] (Part One) \
    0======================================================>
    
      ++Jamal-Udeen
        ===========
          Mission: Kill all the Blueskins.
          -----------------------------------------------------------------------
          How: There are three Blueskins you need to kill. All three can be found 
               in the Upper Mines area. The first one is Mosely. After your 
               conversation with him then kill him. The other two, Alonzo and 
               Void, will be found where Mosely is after returning from the 
               Mining Core. Void will also drop part of the Snitch List for 
               Cuellas.
          -----------------------------------------------------------------------
          Reward: Cigarette Pack #24.
    
    0=====================0
    | Feed Ward (Part One) \
    0======================================================>
    
      ++Cuellas
        =======
          Mission: Obtain the Snitch List for him.
          -----------------------------------------------------------------------
          How: The Snitch List is in two parts. The first part is behind a panel 
               in the Power Central room. The second part is dropped by one of 
               the Blueskins (Void) in the Upper Mines area. Return the complete 
               list to Cuellas to complete the Side-Mission.
          -----------------------------------------------------------------------
          Reward: Cigarette Pack #17.
    
    0=======================================0
    | Recreation Area [Section C] (Part One) \
    0======================================================>
    
      ++Wilkins
        =======
          Mission: Find Jagger Valance.
          -----------------------------------------------------------------------
          How: Jagger Valance can be found in the Mining Core area. Once you find 
               him then you will complete the mission. Return to Wilkins to get 
               your reward.
          -----------------------------------------------------------------------
          Reward: 50 UD.
    
      ++Gulag
        =====
          Mission: Find the Red Tube for him.
          -----------------------------------------------------------------------
          How: Gulag's Red Tube can be found behind a hidden panel in the second 
               part of the Dining Hall in the Feed Ward (along with Twotongue's 
               Injector). Return the Red Tube to Gulag to complete the mission.
          -----------------------------------------------------------------------
          Reward: Cigarette Pack #3.
    
      ++The Nurse
        =========
          Mission: Put Poison in Bink's food.
          -----------------------------------------------------------------------
          How: When you kill Motor in the connecting room near the Feed Ward then 
               you can get the Poison he drops. Place the Poison in Bink's food 
               tray. Go back to The Nurse to collect the reward.
          -----------------------------------------------------------------------
          Reward: Cigarette Pack #32.
    
    0=======================================0
    | Recreation Area [Section D] (Part One) \
    0======================================================>
    
      ++Twotongue
        =========
          Mission: Get the Injector back from the PPP's and kill Baasim in the 
                   Ring.
          -----------------------------------------------------------------------
          How: Twotongue's Injector can be found behind a hidden panel in the 
               second part of the Dining Hall in the Feed Ward (along with 
               Gulag's Red Tube). Challenge Baasim to a fight in the Ring. Kill 
               Baasim and return the Injector to Twotongue to complete the 
               Side-Mission.
          -----------------------------------------------------------------------
          Reward: Cigarette Pack #55 plus you can now start trading with him.
          -----------------------------------------------------------------------
          **NOTE: You can kill Baasim and get the Injector before meeting 
                  Twotongue thus fulfilling the requirements and therefore no 
                  need to activate these Side-Missions.
    
    0=====================0
    | Work Pass (Part One) \
    0======================================================>
    
      ++Shurik
        ======
          Mission: Find his Glasses.
          -----------------------------------------------------------------------
          How: His Glasses can be found on top of the crates by the large cargo 
               Elevator door in the Upper Mines area. Return the Glasses to 
               Shurik to complete the Side-Mission.
          -----------------------------------------------------------------------
          Reward: Shurik will keep an eye on nearby Riot Guard for Riddick so he 
                  can enter a nearby room.
    
    0=======================0
    | Mining Core (Part One) \
    0======================================================>
    
      ++Jagger Valance
        ==============
          Mission: Retrieve the Package from the Gas Room.
          -----------------------------------------------------------------------
          How: Jagger will give you a code to enter a gas filled room. Go inside 
               the Gas Room to get the Package. Return the Package to Jagger 
               Valance to complete the Side-Mission.
          -----------------------------------------------------------------------
          Reward: He will give you two door codes: one to get back up to the Work 
                  Pass area and the second to open the Feed Ward Emergency 
                  Ventilation door so you can make your way to Tower 19.
    
    0=========================0
    | Mine Entrance (Part Two) \
    0======================================================>
    
      ++Valya
        =====
          Mission: Find his Secret Chamber.
          -----------------------------------------------------------------------
          How: You need to ride up the crate Elevator to Floor 3. Enter the next 
               room and climb the large green crates to get on top of the 
               ventilation shaft. Go along the shaft to where it is broken and 
               enter the shaft. Then go along the shaft and enter the next room.
    
               Kill the nearby Guard and talk to Valya who will give you a code 
               to enter his secret room. Return to the Mine Entrance and find the 
               keypad to enter the code. You will be raised to a door so you can 
               enter the room.
          -----------------------------------------------------------------------
          Reward: This Secret Chamber contains Cigarette Pack #37 and a NanoMED 
                  Health Station.
    
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    | C. Summary of Easter Eggs |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    
    Listed below are the summaries of all of the Easter Eggs confirmed for the
    Xbox version of "The Chronicles of Riddick: Escape From Butcher Bay":
    
    0======================0
    | The Toilet Easter Egg \
    0======================================================>
    
      Where: The Courtyard.
      ---------------------------------------------------------------------------
      How: After the main credits then you are deloused. Turn around and flush 
           your toilet five times.
    
           When you leave your cell then find and enter Waman and Girish's cell. 
           Flush their toilet five times. You will also have to activate Waman's 
           Side-Mission (Kill Molina) (or you can activate Shabby's Side-Mission 
           (Kill Molina) or both)).
    
           Talk to Mattsson in the Courtyard then go to his cell. When you enter 
           Mattsson's cell then you are ambushed by two other prisoners. Kill 
           them and then flush Mattsson's toilet five times before leaving the 
           cell.
    
           After your first confrontation with Rust then Molina's cell door will 
           open. Kill Molina then flush his toilet five times. After doing that 
           then the Easter Egg will reveal itself within the Courtyard.
      ---------------------------------------------------------------------------
      What: There will be a picture on one of the walls. It will be of three of 
            the developers with the words "Los Tres Amigos" (The Three Friends) 
            at the bottom.
    
    0=========================0
    | The "Enclave" Easter Egg \
    0======================================================>
    
      Where: Showers.
      ---------------------------------------------------------------------------
      How: After leaving the Showers, hang a right and go into the doorway at the 
           end of the hall. You will enter a room that contains some of the 
           Guards Quarters. Find the door for Keenan and ring the doorbell a 
           couple of times.
      ---------------------------------------------------------------------------
      What: You'll hear mostly gibberish but also a mention of "Vatar." Vatar was 
            the main villain of "Enclave", another game made by Starbreeze 
            Studios. The voice is that of the goblin character, a low-ranking 
            enemy in Vatar's forces.
    
    0======================0
    | The "Tool" Easter Egg \
    0======================================================>
    
      Where: Showers.
      ---------------------------------------------------------------------------
      How: After leaving the Showers, hang a right and go into the doorway at the 
           end of the hall. You will enter a room that contains some of the 
           Guards Quarters. This is also where the "Enclave" Easter Egg is 
           located.
      ---------------------------------------------------------------------------
      What: Four of the doors in this room have the names Keenan, Jones, Carey, 
            and Chancellor.
    
            According to I_Like_Pancakez, who posted his find at the GameFAQs 
            Message Boards, he noticed that in the G4 special on the making of 
            the game (which is an unlockable on the PC version of the game) that 
            one of the designers was wearing a shirt of the rock band Tool.
    
            The designers then included the names of the band members here in 
            this room posted at four of the doors.
    
    0================================0
    | "The Great Dictator" Easter Egg \
    0======================================================>
    
      Where: Showers.
      ---------------------------------------------------------------------------
      How: After getting past the Guard Quarters then you will go through some 
           hallways as you head to the hangars. Along the way you will pass two 
           Guards, Adenoid and Hynkel.
      ---------------------------------------------------------------------------
      What: According to tenchi574, who posted his find at the GameFAQs Message 
            Boards, he noticed that this was a reference to one of Charlie 
            Chaplin's best movies, "The Great Dictator". In the movie Adenoid 
            Hynkel is the Dictator of the fictitious country of Tomania.
    
    0=============================0
    | "Robinson Crusoe" Easter Egg \
    0======================================================>
    
      Where: Guards Quarters.
      ---------------------------------------------------------------------------
      How: Go through the door at the other end of the market and take the 
           Elevator upstairs. You will then enter a medium sized room with a 
           couple of Guards, Freitag and Robinson.
      ---------------------------------------------------------------------------
      What: According to Markus Miller this is a reference to the classic book 
            "Robinson Crusoe".
    
    And with that, it's time to wrap things up.....
    
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    | >RDK3. Conclusion                                                         |
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    0================0
    | General Notices \
    0===============================================>
    
      This document is copyright (c) Robert Allen Rusk (RARusk) 2004-2014.
    
      This guide may only be distributed and/or posted in its original format 
      (and, most importantly, *UNALTERED* in any way).
    
      If you wish to post or use excerpts from this guide then please ask for my 
      permission first before doing so (especially if you work for a magazine or 
      website). A lot of time and effort was spent putting this thing together 
      and that should be taken into consideration.
    
      And remember.....
    
        "Respect is everything."
    
      Although my guides and FAQs can be found at many sites around the internet, 
      the latest versions of my work can always be found first at GameFAQs since 
      that is my primary contribution site. A complete listing of all of my work 
      can be found here:
    
        >>http://rarusk.livejournal.com/6177.html
    
      Most of my guides are dedicated to the popular "Grand Theft Auto" game 
      series but some of my other work include "Bully", "The Darkness", and 
      "Hitman" titles.
    
    0===================0
    | Additional Sources \
    0=======================================================>
    
      --"The Chronicles of Riddick: Escape From Butcher Bay" (Game Manual)
      --"The Chronicles of Riddick" (Unrated Director's Cut DVD)
      --GameFAQs "The Chronicles of Riddick: Escape From Butcher Bay" Message 
        Board
          --AceOfBlades (Elevator Shortcut)
          --StarRain66 (Abbott Strategy)
      --DeadmeatX's "The Chronicles of Riddick: Escape From Butcher Bay" (PC 
        Version) Guide
      --GameSpot
          --Enclave Easter Egg
    
    0=========================0
    | Additional Contributions \
    0=======================================================>
    
      --Anthony Peregoy         --Rosemary Javurek         --I_Like_Pancakez
      --The Hero                --sithicus                 --Dean Mason
      --Tony Marshall           --Peter Kirby              --Alan McKee
      --strikt911               --Michael Spencer          --Luke Adkins
      --Caryl Preston           --aiat soltani             --joachim buyse
      --Chase Turner            --eddie walker             --"Chris ."
      --E.T.Webb                --Lauri Hrsil            --Barac Wiley
      --ali tapal               --Adam Gent                --JemyM
      --Ashton Green            --Jason Eng                --angelos22
      --Matt Hemme              --Miguel Guido             --Manuel Ortun Sobrino
      --feralucce               --Calvin Hobbes            --Fredrik Persson
      --blade2188               --tenchi574                --Srikumar Chari
      --Norman Mohrholz         --Zachary McNeal           --no register
      --W. David Eldred         --Tom Jacob                --Steve101
      --AJ                      --hayder hayder            --Casey Stangel
      --Alex Smith
    
    0========0
    | Credits \
    0=======================================================>
    
    Credits and thanks go out to the following:
    
      >>Starbreeze Studios
        ******************
          For demonstrating that licensed games don't have to suck and for being 
          friendly toward FAQ writers.
    
      >>Vivendi Universal Games and Tigon Games
        ***************************************
          For their roles in helping to make TCoR:EFBB the great game it is.
    
      >>GameFAQs, IGN, and many other gaming sites
        *******************************************
          For providing a place for writers like myself to publish our work and 
          help other gamers while indulging in one of our favorite pastimes.
    
      >>Ieatdirtoo, LiMpBiZkitFan, SayainPrince, The13thJedi, WasabiX
        *************************************************************
          For being part of the small group of people making guides for this 
          wonderful game.
    
      >>DeadmeatX
        *********
          Special thanks goes to him for his work on the PC version (he is 
          currently the only person to have done one for the Director's Cut), for 
          helping reveal one of the game's Easter Eggs, and for permission to use 
          his Upper Mines map.
    
    And finally, my biggest thanks of all goes to you the reader (and especially
    those who have made suggestions as well as those who took the time to write
    me).
    
    0====================0
    | Contact Information \
    0===============================================>
    
      E-MAIL: rarusk[at]netzero[dot]com
      FACEBOOK: http://www.facebook.com/robert.a.rusk
      LINKEDIN: http://www.linkedin.com/pub/robert-allen-rusk/15/539/59b
      BLOG: http://rarusk.livejournal.com
      XBOX LIVE GAMERTAG: RARusk
    
    So now I've come to the end of yet another gaming adventure and looking
    forward to new ones. I hope that my guide helps you in getting the most out
    of "The Chronicles of Riddick: Escape From Butcher Bay".
    
    <===++====++====++====++====++====<<##0##>>====++====++====++====++====++===>