hide results

    FAQ/Walkthrough by RARusk

    Version: 4.5 | Updated: 12/03/14 | Printable Version | Search Guide | Bookmark Guide

      /=++====++====++====++====++====<<##0##>>====++====++====++====++====++=\
     0==++====++====++====++====++====<<##0##>>====++====++====++====++====++==0
    +|                                                                         |+
    +|    "The Chronicles of Riddick: Assault on Dark Athena" Strategy Guide   |+
    +|                                                                         |+
    +|                  [Xbox 360 and PlayStation 3 Version]                   |+
    +|                Version 4.5 [Revision 5] (December 2014)                 |+
    +|                                                                         |+
    +|                          By Robert Allen Rusk.                          |+
    +|                  Copyright 2009-2014 Robert Allen Rusk.                 |+
    +|                                                                         |+
    +|                    E-MAIL: rarusk[at]netzero[dot]com                    |+
    +|                                                                         |+
     0==++====++====++====++====++====<<##0##>>====++====++====++====++====++==0
      \=++====++====++====++====++====<<##0##>>====++====++====++====++====++=/
    
    *****************************************************************************
    
    ++IMPORTANT: Although this guide can be useful for the Original Xbox version 
                 of "Escape From Butcher Bay" it is *NOT* recommended because of 
                 difficulty changes and additional chapters not found in that 
                 version. Refer to my Original Xbox version guide instead.
    
    *****************************************************************************
    
    Finally played through the PlayStation 3 version and did quite a bit of
    rewriting and format tweaks.
    
    <+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++>
    
    "The Chronicles of Riddick: Assault on Dark Athena" is copyright 2009 by
    Atari Interactive, 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.
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >TBCT. Table of Contents                                                  |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    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: Assault on Dark Athena
      GEN3. Controls
              A. The Weapon Wheel
      GEN4. Useful Information
      GEN5. Climbing and Using Hangrails
      GEN6. Sneak Attacking
      GEN7. Fighting and Combat
      GEN8. Partial Accomplishments List
      GEN9. The Order of Things
    
    0==========================================================0==============0
    | RDK2. The Chronicles of Riddick: Escape From Butcher Bay |~~~~~~~~~~~~~~~\
    0==========================================================0================0
    
      BTH1. Differences Between the Original and the Remake
      BTH2. Cigarette Packs, Side-Missions, and Easter Eggs
      BTH3. Weapons and Useful Items
      BTH4. Enemies
      BTH5. "Butcher Bay" Accomplishments
    
      BTH6. The Story Begins.....
      ===========================
            TSB1. Escape
    
      BTH7. 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
    
      BTH8. The Mines
      ===============
            MNS1. Tower 17
            MNS2. Tower 17 Base (Part One)
            MNS3. Recreation Area [Section A]
            MNS4. Feed Ward (Part One)
            MNS5. Recreation Area [Section B] (Part One)
            MNS6. Tower 17 Base (Part Two)
            MNS7. Feed Ward (Part Two)
            MNS8. Tower 17 Base (Part Three)
            MNS9. Recreation Area [Section C] (Part One)
            MNS10. Recreation Area [Section D] (Part One)
            MNS11. Tower 17 Base (Part Four)
            MNS12. Drug Interrogation Room
            MNS13. Feed Ward (Part Three)
            MNS14. Tower 17 Base (Part Five)
            MNS15. Recreation Area [Section C] (Part Two)
            MNS16. Work Pass (Part One)
            MNS17. Power Central (Part One)
            MNS18. Mine Entrance (Part One)
            MNS19. Security Checkpoint
            MNS20. Upper Mines (Part One)
            MNS21. Cargo Transport (Part One)
            MNS22. Mining Core (Part One)
            MNS23. Upper Mines (Part Two)
            MNS24. Cargo Transport (Part Two)
            MNS25. Mine Entrance (Part Two)
            MNS26. Work Pass (Part Two)
            MNS27. Feed Ward (Part Four)
            MNS28. Recreation Area [Section B] (Part Two)
            MNS29. Recreation Area [Section C] (Part Three)
            MNS30. Recreation Area [Section D] (Part Two)
            MNS31. Power Central (Part Two)
            MNS32. Security Research 1
            MNS33. Security Research 2
            MNS34. Feed Ward (Part Five)
            MNS35. Tower 19
            MNS36. Container Router
            MNS37. Mining Core (Part Two)
            MNS38. Crash Site
            MNS39. Abandoned Equipment Center
            MNS40. Central Storage
            MNS41. Loading Docks
            MNS42. Fuel Transport
            MNS43. Hangar
    
      BTH9. Cryo Facility
      ===================
            CYF1. Exercise Area
            CYF2. Cryo Pyramids
            CYF3. Facility Control
            CYF4. Corporate Offices
            CYF5. Take Off Platform
            CYF6. Hoxie's Personal Guards
    
      BTH10. "Butcher Bay" Summaries
               A. Summary of Cigarette Packs
               B. Summary of Side-Missions
               C. Summary of Easter Eggs
    
    0=========================================================0===============0
    | RDK3. The Chronicles of Riddick: Assault on Dark Athena |~~~~~~~~~~~~~~~~\
    0=========================================================0=================0
    
      ASL1. Bounty Cards and Side-Missions
      ASL2. Weapons and Other Items
      ASL3. Enemies
      ASL4. Drone Usage
      ASL5. "Dark Athena" Accomplishments
    
      ASL6. The Story Begins.....
      ===========================
            TSA1. The Beach
    
      ASL7. The Dark Athena
      =====================
            DKN1. Cargo Bay
            DKN2. Celldecks (Part One)
            DKN3. Berthing (Part One)
            DKN4. Celldecks (Part Two)
            DKN5. Alternator
            DKN6. Celldecks (Part Three)
            DKN7. Berthing (Part Two)
            DKN8. Data Pad
            DKN9. Celldecks (Part Four)
            DKN10. Main Decks
            DKN11. Gravity Generator and the Drone Mile
            DKN12. Recycle
            DKN13. Outside
            DKN14. Celldecks Riot
            DKN15. Hangar Bay
    
      ASL8. Aguerra Prime
      ===================
            AGP1. Culvert
            AGP2. New Venice South (Part One)
            AGP3. Village Square (Part One)
            AGP4. New Venice North (Part One)
            AGP5. Village Square (Part Two)
            AGP6. New Venice South (Part Two)
            AGP7. New Venice North (Part Two)
            AGP8. Old Town
            AGP9. Refinery
            AGP10. Spaceport
    
      ASL9. Return to the Dark Athena
      ===============================
            RDA1. Crate Room
            RDA2. Drone Revolt
            RDA3. Captain Gale Revas
    
      ASL10. "Dark Athena" Summaries
               A. Summary of Bounty Cards
               B. Summary of Side-Missions
    
    0==================0
    | RDK4. Conclusion |
    0==================0
    
      /==++====++==\                                             /==++====++==\
     /==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
    | >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 TextWrangler on an Apple Mac Mini and I used
    Safari to help in seeing how it would look on the web and correct format
    errors.
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >GEN1. About The Guide                                                    |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    Welcome to my "The Chronicles of Riddick: Assault on Dark Athena" 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 both games presented on this
    disc.
    
    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 both "Escape From Butcher Bay" and "Assault on Dark Athena" as well
    as acquire all of the unlockable bonuses within. This means activating most
    of the Side-Missions available within the games and collecting all of the
    Cigarette Packs and Bounty Cards.
    
    Although this guide can be useful for the Original Xbox version of "Escape
    From Butcher Bay" (released in 2004) it is *NOT* recommended because of the
    various changes made to the remake. It is also important to note that the
    "Escape From Butcher Bay" portion of the guide is based on the Original Xbox
    version of the guide I wrote for it years ago.
    
    Letters and suggestions from other readers were kept within this portion (if
    their suggestions were still useful). For those I had to remove I kept their
    names in the Contributions column because they were responsible for the
    evolution of that document.
    
    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. However, I
    will have notes on the Hard difficulty setting for those who want the
    difficulty based Accomplishments.
    
    Another important distinction is that each game in this guide will have their
    own collectible, weapon, enemy, Accomplishments, and Side-Mission chapters at
    their beginnings.
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >GEN2. The Chronicles of Riddick: Assault on Dark Athena                  |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    "The Chronicles of Riddick: Assault on Dark Athena" is a follow-up to the
    cult classic "The Chronicles of Riddick: Escape From Butcher Bay". This game
    has an interesting history behind it. It was supposed to be out sooner than
    April 2009 but the publisher dropped it.
    
    It took awhile but Atari Interactive finally picked up the title to be
    published. Starbreeze Studios, the main developer, continued to work on it
    while a new publishing deal could be worked out. What's odd to me is that it
    took so long to get a new publisher considering that the game's predecessor
    was so highly praised and popular enough to warrant a follow-up.
    
    As for the game itself, it has both "Escape From Butcher Bay" as well as the
    follow-up "Assault on Dark Athena" plus multiplayer.
    
    "Escape From Butcher Bay" was given a make over and added the two chapters
    that were previously available only on the PC version. They also tweaked
    several areas to make them harder to throw off those who played the easier
    Original Xbox version.
    
    This made the remake better than the original and, considering how good the
    original was, that's saying something.
    
    "Assault on Dark Athena" continues the tradition started by "Escape From
    Butcher Bay" and is a great game in its own right. The fact that you get two
    great games on one disc, in addition to multiplayer, makes the whole package,
    regardless of price, a great bargain.
    
    "GoldenEye" for the Nintendo 64 is still considered the best movie based game
    ever but Starbreeze Studios has taken another step closer to eclipsing that.
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >GEN3. Controls                                                           |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    0===========================================================================0
    |           Command          |       Xbox 360       |     PlayStation 3     |
    0===========================================================================0
    | Move Around................|    Left Analog Stick |     Left Analog Stick |
    | Rotate Camera..............|   Right Analog Stick |    Right Analog Stick |
    | Pistolwhip.................|   Right Stick Button |             R3 Button |
    | EyeShine...................|             D-Pad Up |              D-Pad Up |
    | Flashlight.................|           D-Pad Down |            D-Pad Down |
    | [1] Weapon Hot Spot........|     D-Pad Left/Right |      D-Pad Left/Right |
    | [2] Jump...................|             A Button |              X Button |
    | Stealth Mode...............|             X Button |         Square Button |
    | Reload/Skip Cutscenes......|             B Button |         Circle Button |
    | Use Object/Climb...........|             Y Button |       Triangle Button |
    | [3] Lean...................|          Left Bumper |             L1 Button |
    | [4] Weapon Select..........|         Right Bumper |             R1 Button |
    | [5] Multiple Use...........|         Left Trigger |             L2 Button |
    | [6] Multiple Use...........|        Right Trigger |             R2 Button |
    | Game Menu..................|         Start Button |          Start Button |
    | Journal/Inventory..........|          Back Button |         Select Button |
    0===========================================================================0
    
    [1] - This is used with Weapon Select. More information in the next 
          sub-chapter.
    
    [2] - If you are in Stealth Mode then this will get you out of it.
    
    [3] - Hold down this button then use the Left Analog Stick to lean around 
          corners and look over the top of cover.
    
    [4] - Hold this button down to bring up the Weapon Wheel. Then use the Right 
          Analog Stick to select the Weapon and release the button to bring the 
          Weapon up. More information in the next sub-chapter.
    
    [5] - This button is used for different actions:
            --Block.
            --Aim/Alternate Fire.
            --Zoom (when using certain weapons).
            --Grab (when standing behind an enemy - to do a stealth kill. When 
                    standing behind Drones then you'll be able to use the 
                    attached weapon while the body provides you with a temporary 
                    shield).
    
    [6] - This button is used for different actions:
            --Fire Weapon/Punch/Stab/Swing Weapon.
            --Stealth Kill (when closing in on the victim from behind).
            --Reversal (when standing in front of a person performing a melee 
                        attack then press this button to perform a reversal if 
                        you time his attack correctly).
    
    0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    | A. The Weapon Wheel |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    
    The Weapon Wheel is where you select the weapon you wish to use. To activate,
    hold down the Weapon Select button and the Weapon Wheel will come up. Use the
    Right Analog Stick to select a weapon. Then release Weapon Select to bring up
    the weapon for use.
    
    There is also a faster way to bring up a weapon. This involves the use of the
    Weapon Hot Spot. To use this handy feature, bring up the Weapon Wheel, select
    your weapon then press either D-Pad Left or D-Pad Right. This will assign a
    Weapon Hot Spot to the selected weapon.
    
    When you want to bring up the Hot Spot weapon then just press the assigned
    direction on the D-Pad to quickly bring it up without the need to use the
    Weapon Wheel. Great for tight spots.
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >GEN4. Useful Information                                                 |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    Listed in this chapter is some useful information about the game:
    
    0============0
    | Game Saving \
    0=======================================================>
    
      Both games have an auto-save feature. The first time you enter a new 
      building or area a Checkpoint is created.
    
      You can backtrack through the game to gain more Collectables 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 instead of from one of the Main Checkpoints. In addition, every time 
      you use a NanoMED Health Unit or NanoMED Health Station the game will 
      automatically save there.
    
    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.
    
      Then there are the 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 six health blocks ("Assault on Dark Athena") or eight health blocks 
      ("Escape From Butcher Bay").
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >GEN5. Climbing and Using Hangrails                                       |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    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 use the Climb 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 use the Climb 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 use the Climb 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. Use the Climb 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 Climb button when you are directly above him. This
    will allow you to fall down on top of the enemy, killing him instantly.
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >GEN6. 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, quietly
    come up behind a person (Crouched or Un-Crouched) and use either the Block or
    Attack. You will perform a different attack depending on which button used.
    
    If you have a Shiv in your hand then you can stab them in the neck with it
    when Crouched and in the side when standing. If you have a Gun, Shotgun, or
    Assault Rifle in your hands then you can rifle-butt them when Sneaking.
    
    If the victim is near something dangerous, like a large fan, then you can
    push them into it when Sneaking.
    
    Before Sneaking you may want to get rid of as much lighting as possible. This
    will make it a lot easier to get rid of (or pass by) Guards. Use any gun,
    like the Gun, Assault Rifle, Tranq Gun, or SCAR Gun (preferably the Tranq Gun
    since it is a silent weapon) to destroy lights and darken areas.
    
    At some point within "Escape From Butcher Bay" you will acquire the ability
    to see in the dark called EyeShine. Press Up on the D-Pad 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 Use Object button then drag the body
    along to a hiding place. Then either Un-Crouch or press the Use Object button
    again to drop the body. You can also throw the body with the Fire/Punch
    Trigger.
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >GEN7. Fighting and Combat                                                |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    In this chapter I will go over various means of fighting and combat within
    the game:
    
    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 Button 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 ("Escape From Butcher Bay" only).
    
      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 three 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 is the Block-and-Stab method that is also used with a Shiv or 
      Knife. This method involves getting up close to your opponent then hold 
      Block. Wait for your opponent to attack then, after blocking the attack, 
      stab him before he can block yours.
    
      However, many enemies have the ability to quickly counterattack and hit you 
      after successfully blocking your attack when using the Block-and-Stab 
      method thus limiting its usefulness.
    
      The third method is the Block-and-Bash method using the Club. This is by 
      far the most effective weapon fighting method. One reason is that the Club 
      acts as a shield because of its large size. If your opponent successfully 
      blocks your attack and throws a quick counterattack he will hit the Club 
      instead of you.
    
      However, and this is important, you *MUST* get right up to your opponent 
      for this to work correctly. If he is far enough away from you then he can 
      successfully counterattack after blocking your attack. If your opponent 
      backs away then release Block and run back up to him before re-blocking.
    
      Another reason that this method is successful is because the large mass of 
      the Club will allow you to damage your opponent even if he blocks your 
      attack.
    
      With the Block-and-Bash method, you can successfully kill your opponents 
      while taking little to no damage even if they successfully block every 
      attack you throw at them.
    
    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.
    
    0===================0
    | Projectile Weapons \
    0=======================================================>
    
      Over the course of the game you will have the opportunity to use guns. When 
      using a gun or rifle then you use the Block Button to zoom in (if 
      applicable) and the Fire/Punch Button to fire. Reloading is done with the 
      Reload Button and the flashlight (if applicable) is turned on/off  with 
      D-Pad Down.
    
      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.
    
    0==============0
    | The Crosshair \
    0=======================================================>
    
      In the Controls option you will see a setting for Crosshair. Here, you can 
      choose between Laser Dot (default), Circle, Cross, and none. When you use a 
      Crosshair then it can be helpful when targeting enemies. The Crosshair is 
      only used for the projectile weapons.
    
      When the Crosshair passes over an enemy then it will enlarge to let you 
      know you are aimed at him. This can be very useful at long distance.
    
      Out of the three Crosshair types the best one to use is the Laser Dot 
      because it triples its size when over an enemy making it much easier to see 
      than the other two Crosshair types.
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >GEN8. Partial Accomplishments List                                       |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    Listed in this chapter are some of the Accomplishments that can be acquired
    for the Xbox 360 and PS3 versions of "The Chronicles of Riddick: Assault on
    Dark Athena". The Accomplishments listed here are for the multiplayer mode
    and the PS3 specific reward. The remaining Accomplishments will be listed
    with their respective games.
    
    Now, for the sake of terminology and to lessen confusion within this guide,
    Accomplishments are what are known as Achievements on the Xbox 360 and PC
    versions and Trophies on the PS3 version.
    
    To those who do not know, Achievements and Trophies can be considered a
    different kind of scoring system. Each Xbox 360 game has 1000 Achievement
    Points that can be obtained.
    
    However, the PS3 Trophies do not have a point system attached to them
    although the numbers of Trophies attained can be considered a way of keeping
    score (as well as add some kind of experience points in the PlayStation
    Network system). In addition, the Trophies are split into Bronze, Silver,
    Gold, and Platinum classes.
    
    The Achievement system was built into the Xbox 360 from the start, something
    that was not done for the PS3 but the Trophies can be added with a system
    update.
    
    Some Accomplishments can be acquired by simply playing through the game.
    Others can be obtained by doing certain objectives outside of normal
    gameplay. To many gamers this adds to the replay value of each game and gives
    them bragging rights on Xbox Live or PlayStation Network where these scores
    are posted.
    
    Some of these Accomplishments are Secret. This means that you won't know what
    they are until you unlock them. However, the secret Accomplishments within
    both "Escape From Butcher Bay" and "Assault on Dark Athena" aren't hard to
    get because most of them are based on unavoidable events (like killing a
    certain character or entering a certain vehicle).
    
    One annoyance to Accomplishments is that, depending on the game, they are
    split between Single Player and Multiplayer modes. So, if you do not have the
    necessary connections to get on-line, then you most likely cannot get into
    multiplayer matches to obtain the Multiplayer Accomplishments.
    
    Unfortunately, "The Chronicles of Riddick: Assault on Dark Athena" is one of
    these split Accomplishment games. Listed in this chapter are the multiplayer
    Accomplishments. The single player ones are listed with their respective
    games. Requirements for the Multiplayer Accomplishments come courtesy of
    Rosemary Javurek.
    
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    | Multiplayer Accomplishments |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    
      >>Advanced Weapon Handling
        ************************
          Description: Prove that you can use your weapon under difficult 
                       circumstances.
          Xbox 360 Achievement Points: 15 G.
          PlayStation 3 Trophy Class: Bronze.
    
      >>Basic Weapon Handling Level 1
        *****************************
          Description: Kill 10 people.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
    
      >>Basic Weapon Handling Level 2
        *****************************
          Description: Kill 1,000 people.
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
    
      >>Basic Weapon Handling Level 3
        *****************************
          Description: Kill 10,000 people.
          Xbox 360 Achievement Points: 30 G.
          PlayStation 3 Trophy Class: Silver.
    
      >>Dominator
        *********
          Description: Get a 12 kill long kill streak. Get a quadruple kill. Get 
                       the first and last kill in a match.
          Xbox 360 Achievement Points: 40 G.
          PlayStation 3 Trophy Class: Silver.
    
      >>Explosive Master
        ****************
          Description: BOOM!
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: Requirements for this Accomplishment are:
                   --Direct Grenade Launcher kill.
                   --Direct SCAR Gun kill.
                   --Blind Fire Explosion kill.
                   --Explosion double kill.
                   --Over 600 explosive damage done in one round/life.
    
      >>Funwrecker
        **********
          Description: Ruin someones day.
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: Requirements for this Accomplishment are:
                   --Flag carrier killed.
                   --Powercell Carrier killed.
                   --Killed enemy capturing Powercell.
                   --Damaged boosted enemy killed.
                   --Enemy on kill streak killed.
    
      >>Hero
        ****
          Description: Capture a flag. Capture a powercell. Win a round alone 
                       against at least 3 enemies.
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: Requirements for this Accomplishment are:
                   --Flag Captured.
                   --Power Cell Captured.
                   --Round Won Alone against 3 or more enemies.
    
      >>Juggernaut
        **********
          Description: Keep on going no matter what.
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: Requirements for this Accomplishment are:
                   --Survived Direct SCAR gun hit.
                   --Survived 500 damage.
                   --Survived an entire match.
    
      >>Killer
        ******
          Description: Get a 4 kill long kill streak. Get a double kill. Get the 
                       first kill in a match.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
    
      >>Melee Expert
        ************
          Description: Close and personal.
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: Requirements for this Accomplishment are:
                   --Melee Kill from behind.
                   --Melee Double Kill.
                   --Melee Killing Streak.
    
      >>Murderer
        ********
          Description: Get a 8 kill long kill streak. Get a triple kill. Get the 
                       last kill in a match.
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
    
      >>Sniper Master
        *************
          Description: They'll never see it coming.
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: Requirements for this Accomplishment are:
                   --Sniper Rifle Headshot kill.
                   --Sniper Rifle long range kill.
                   --Sniper Rifle hip shot kill.
    
      >>Trigger Happy!
        **************
          Description: Don't stop firing until you are sure you are out of ammo.
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: Requirements for this Accomplishment are:
                   --Mini-Gun non-stop fire burst killing streak.
                   --Mini-Gun double kill.
                   --Over 500 Mini-Gun shots fired in one round/life.
    
      >>Underdog
        ********
          Description: Never give up.
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: Requirements for this Accomplishment are:
                   --Riddick killed in melee combat.
                   --Leading player killed.
                   --Payback kill.
                   --Comeback win.
    
      >>Winner Level 1
        **************
          Description: Win 10 matches.
          Xbox 360 Achievement Points: 15 G.
          PlayStation 3 Trophy Class: Bronze.
    
      >>Winner Level 2
        **************
          Description: Win 100 matches.
          Xbox 360 Achievement Points: 30 G.
          PlayStation 3 Trophy Class: Silver.
    
      >>Winner Level 3
        **************
          Description: Win 1,000 matches.
          Xbox 360 Achievement Points: 50 G.
          PlayStation 3 Trophy Class: Gold.
    
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    | PlayStation 3 Specific Accomplishment |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    
      >>Platinum
        ********
          Description: Get all Trophies.
          PlayStation 3 Trophy Class: Platinum.
          Notes: This is the PlayStation 3 specific Trophy for acquiring all of 
                 the single and multiplayer Trophies for this title.
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >GEN9. The Order of Things                                                |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    This is the recommended order of doing things to get the most from both
    games:
    
      >>First Playthrough
        *****************
          Play through the game at Normal difficulty and focus on acquiring 
          Accomplishments. The majority of them are easy to get and there are a 
          few that require a little more effort. The only one that you should 
          have left is the one for playing at the Hard difficulty.
    
      >>Second Playthrough
        ******************
          Play through the game at Hard difficulty to get the last 
          Accomplishment. Only do Side-Missions that have useful items that will 
          make things easier for you.
    
    And now, onto the first game.....
    
      /==++====++==\                                             /==++====++==\
     /==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
    | >RDK2. "The Chronicles of Riddick: Escape From Butcher Bay"               |
     \==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
      \==++====++==/                                             \==++====++==/
    
    "Escape From Butcher Bay" is based on the popular Original Xbox and PC game
    released in 2004 to coincide with the release of the movie "The Chronicles of
    Riddick". The movie itself did not do a whole lot of business. However, the
    game has been universally praised as one of the best games based on a movie
    license.
    
    For this remake there were many changes and that is where I am going to
    start.....
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >BTH1. Differences Between the Original and the Remake                    |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    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":
    
    0===========================================================================0
    | The opening and closing cutscenes with Riddick on U.V. System - Planet 6  |
    | have been removed from the game itself and placed in the Extra Content    |
    | section.                                                                  |
    |---------------------------------------------------------------------------|
    | Graphics have been vastly improved.                                       |
    |---------------------------------------------------------------------------|
    | The music soundtrack has been completely redone.                          |
    |---------------------------------------------------------------------------|
    | The game has been made harder in quite a few areas including the final    |
    | battle.                                                                   |
    |---------------------------------------------------------------------------|
    | 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 instead of the 4,000 round limit.     |
    |---------------------------------------------------------------------------|
    | The chapters Security Research 1 and 2, previously available only on the  |
    | PC version, is included in the remake.                                    |
    |---------------------------------------------------------------------------|
    | The Security Checkpoint chapter has been made much easier.                |
    |---------------------------------------------------------------------------|
    | Three additional Cigarette Packs (included in the new chapters listed     |
    | above).                                                                   |
    |---------------------------------------------------------------------------|
    | 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.             |
    |---------------------------------------------------------------------------|
    | 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.                        |
    |---------------------------------------------------------------------------|
    | Most weapons now have a maximum ammo limit.                               |
    0===========================================================================0
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >BTH2. Cigarette Packs, Side-Missions, and Easter Eggs                    |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    Strewn throughout "Escape From Butcher Bay" are 62 Cigarette Packs which are
    also called Smokes. These Cigarette Packs will unlock bonuses that can be
    viewed in the Extra Content part of the Main Menu.
    
    This guide will point out where you can find them. To makes things easier
    most of the chapter headers will note how many Packs can be found within the
    chapter. When you acquire all 62 Cigarette Packs then you will earn the
    {Chain Smoker} Accomplishment.
    
    Once you have acquired a Cigarette Pack then it is permanently saved to your
    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. A complete summary of Cigarette
    Packs can be found near the end of the "Butcher Bay" section.
    
           <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+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.
    
    Is is important to note that you need to do most of these Side-Missions for
    the {Bell Boy} Accomplishment.
    
           <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
    
    This game also has several Easter Eggs and I will point out where they are
    located and how to activate them (if necessary). A complete summary of
    Side-Missions and Easter Eggs can be found near the end of the "Butcher Bay"
    section.
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >BTH3. Weapons and Useful Items                                           |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    Below is a brief rundown of the weapons and some of the items that can be
    found and used in the game:
    
    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  |
    | Max. Ammo =   | long range plus breaking out lights. Can also be fired    |
    | 64 rounds     | rapidly.                                                  |
    |---------------+-----------------------------------------------------------|
    | Shotgun       | A standard issue Shotgun. Nasty up close but poor from a  |
    |~~~~~~~~~~~~~~~| distance. It also has a Flashlight attachment that will   |
    | Max. Ammo =   | brighten up dark areas (and alert nearby Guards if you're |
    | 64 rounds     | not careful).                                             |
    |---------------+-----------------------------------------------------------|
    | Assault Rifle | An automatic rifle that the Guards carry. A pretty solid  |
    |~~~~~~~~~~~~~~~| weapon that also has a Flashlight attachment. However,    |
    | Max. Ammo =   | the weapon is DNA encoded.                                |
    | 152 rounds    |                                                           |
    |               | 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      |
    | Max. Ammo =   | maximum ammo capacity. You can pick up regular Assault    |
    | 56 rounds     | 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.                             |
    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
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >BTH4. 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
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >BTH5. "Butcher Bay" Accomplishments                                      |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    Listed in this chapter are the Accomplishments exclusive to "Escape From
    Butcher Bay". They are broken down into Visible and Secret sections. They are
    listed in order of appearance and grouped based on certain attributes:
    
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    | Visible Single Player Accomplishments |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    
      >>Bell Boy
        ********
          Description: Complete all Side-Missions in Butcher Bay.
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this when you complete at least ten of the twelve 
                 Side-Missions.
    
      >>Chain Smoker
        ************
          Description: Collect all Cigarette Packages.
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You will get this by collecting all 62 Cigarette Packs.
    
           <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
    
    The following are based on game difficulty. One of the unique things about
    this game is that you can replay any Checkpoint and change the difficulty in
    the middle of your session.
    
    If you change the difficulty when you replay a Checkpoint, even if you play
    it for a few seconds and not do anything, then you will not acquire either of
    these Accomplishments. You must play all the way from beginning to end
    without changing the difficulty in order to acquire them.
    
    In many games the difficulty based Accomplishments are stackable. This means
    that if you play the hardest difficulty setting without playing the easier
    ones first then you can get all of the difficulty based Accomplishments at
    once when you beat the game.
    
    Unfortunately, the difficulty based Accomplishments for this game are *NOT*
    stackable. This means that you must play a complete game at each difficulty
    to get the Accomplishments.
    
      >>Medium Security Jail Break
        **************************
          Description: Complete the Escape from Butcher Bay campaign on normal 
                       difficulty.
          Xbox 360 Achievement Points: 30 G.
          PlayStation 3 Trophy Class: Silver.
    
      >>High Security Jail Break
        ************************
          Description: Complete the Escape from Butcher Bay campaign on hard 
                       difficulty.
          Xbox 360 Achievement Points: 50 G.
          PlayStation 3 Trophy Class: Gold.
    
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    | Secret Single Player Accomplishments |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    
      >>Kill Rust
        *********
          Description: Find Rust and kill him.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
    
      >>Main Frame Hack
        ***************
          Description: Find the Butcher Bay main frame and input your DNA.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
    
      >>Eye Shine
        *********
          Description: Find Pope Joe and let him perform the EyeShine surgery.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
    
      >>Ring Fight Champion
        *******************
          Description: Beat all competition in the Tower 17 ring.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this when you kill Bam.
    
      >>Kill Abbott
        ***********
          Description: Get the opportunity to kill Abbott.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
    
      >>Control a Riot Guard
        ********************
          Description: Find and control a Riot Guard.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You will get this when you enter the Riot Guard at the Security 
                 Research 1 sector.
    
      >>Kill a Heavy Guard
        ******************
          Description: Find and kill a Heavy Guard.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this when you kill the Heavy Guard in the Fuel Transport 
                 room.
    
      >>Control a Heavy Guard
        *********************
          Description: Find and control a Heavy Guard.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You will get this when you enter the Heavy Guard at the Cryo 
                 Pyramids area.
    
    With this done let's move onto the main portion of the "Escape From Butcher
    Bay" guide starting with.....
    
      /++++++++++++\                                             /++++++++++++\
     /+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\
    | >BTH6. The Story Begins.....                                              |
     \+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++/
      \++++++++++++/                                             \++++++++++++/
    
    Riddick is being transported to Butcher Bay by a mercenary named Johns.
    Riddick has been captured by him and Johns 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.
    
      0+=+=+=+=+=+=+=+=+=+=+0
     / The Story Begins..... \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >TSB1. Escape                                                             0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 3 /                                    \ The Story Begins..... /
      0+=+=+=+=+0                                      0=+=+=+=+=+=+=+=+=+=+=0
    
    When the chapter begins, you are on the landing pad with Johns and couple of
    other prisoners, Lambert and Pixie. When talking to Lambert then 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 then 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 then 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, along
    with some additional barrels, to kill the Guard then grab his Shotgun.
    
    Peek around the corner to find another Guard just standing there. Behind him
    is another barrel. Aim just off to the left of him so you can shoot the
    barrel to kill him. Proceed to the dead Guard and you will get his Shotgun
    and 5 UD. As you get to him then another Guard will come around the corner
    and stand nearby. Fire one shot at close range to kill him.
    
    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."
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >BTH7. 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: "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.
    
    This is the first of ten (out of a possible twelve) Side-Missions that you
    must do in order to get the {Bell Boy} Accomplishment.
    
    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
    even though you have to beat them up with your Fists.
    
    If you start taking damage then jump onto one of the bunks. This will cause
    them to stop their attack and will let you have a chance to recover.
    
    After you defeat the both of them then 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.
    
    After this then head to Waman's cell:
    
      ++Waman (End)
        ===========
          Talk to him and, in return, he will give you a Knuckleduster and 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.
    
    This is also a good time to take advantage of the Weapon Hot Spot system.
    Bring up the Weapon Wheel, select the Shiv, and press either D-Pad Left or
    D-Pad Right to assign the weapon to that direction. Make sure that the other
    direction is assigned to the Knuckleduster so you can quickly switch away
    from the Shiv.
    
    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. After he is killed then you will earn the:
    
      >>{Kill Rust} Accomplishment
        **************************
    
    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 will tell 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. Before going through this
    door you need to Crouch down then, while remaining in the darkness, open the
    door. You'll hear Riddick exclaim that he needs to stay in the dark.
    
    Through the door you'll see the upper platform above the Courtyard. There is
    also a Guard here. As long as you don't do any sudden movements while in the
    dark you won't get his attention. Get up behind him, Sneak him, and get the
    One-Day Security Card he drops.
    
    Through the door you'll also notice searchlights overlooking the Courtyard.
    If any of them spot you then the Turret Guns will activate and you will be
    killed instantly. Wait for the searchlights to go over the upper level and
    down again before proceeding to the Security Door.
    
    When you get through the Security Door then hug the left wall just inside the
    doorway. There is a Guard heading your way. Keep an eye open for the laser
    sight of his Assault Rifle. When he gets close enough then go around the
    corner to surprise him and start slashing him with your Shiv before he can
    fire on you. After you kill this Guard then proceed forward.
    
      **Info: Hard Difficulty
        *********************
          This is a bit of a pain because this Guard will start firing on you 
          when you round the corner. He can take off large chunks of your health 
          and can kill you very quickly unless he is close to the corner. If he 
          is far from the corner then you will die before you can get close 
          enough to do anything to him.
    
    You will enter another split level room. Proceed through this room and to 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. And in doing so you will earn the:
    
      >>{Main Frame Hack} Accomplishment
        ********************************
    
    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.
    
    Go between the nearby medical crate and computer and aim at the door. Go into
    zoom mode and wait. When the door opens then the Guards will shoot at you.
    Carefully pick them off with headshots. The crate should protect you from
    their fire. If you take some damage then Crouch and wait for it to recover
    then pop back up and continue battling the Guards.
    
    The reason you need to be careful in shooting at them is that, in the far
    background and at the right edge of the door is a Valve. This will be useful
    a little later.
    
    After killing these two Guards then three more will show up. *DON'T* fire on
    them. Aim at the Valve and wait. One of the Guards will run up to the door
    for a bit then run back behind a crate near the Valve. When he gets behind
    the Valve then shoot it to blow it up which should kill all three of them.
    
    If this Guard doesn't go behind the crate then shoot the Valve anyway to kill
    two of the three Guards. However, this will blow out the light inside the
    hallway. Go up to the door and use the flashlight to find the last Guard so
    you can take him down using the sides of the door as cover.
    
      **Info: Hard Difficulty
        *********************
          This area can become a bit of a pain because of how much damage the 
          Guard in the previous chapter can take off which may leave you with 
          little when dealing with this group.
    
    After killing them then head to their position to find two Assault Rifles, a
    Gun, and 10 UD.
    
      **NOTE: In the Original Xbox version the door only opens when somebody is 
              close to it so this strategy doesn't work there.
    
    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. Turn on your flashlight, barely step
    into the hole, then quickly back out, head to the NanoMED Health Unit, and
    aim back toward the hole.
    
    In the next room is a Guard with a Shotgun. He appears when you just barely
    step into the hole. He knows you are there and will head towards you. When he
    comes in through the hole then fire a few rounds to kill 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 then 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 gas cloud
    coming from a broken pipe. There is also a Valve nearby which you turn to
    shut off the gas. After you shut off the gas then proceed forward. As you
    continue, a Guard will throw a Grenade toward you. Back away and let the
    Grenade explode.
    
    However, the Guards know you are there. But you can see them in the shadows.
    Switch to your Assault Rifle and wait for them to start coming towards you.
    Note that they are not using their flashlights. Go back through the Service
    Hatch and wait for them to get closer to it. They cannot crawl through it
    like you can. This is your advantage.
    
    When the first Guard gets close enough then nail him with a headshot through
    the Service Hatch. This will alert the second Guard but will stand around
    nearby. Nail him with a headshot then proceed back through the Service Hatch.
    
      **NOTE: In the Original Xbox version you can turn the gas back on and lure 
              the Guards to it and easily kill them. Unfortunately, you can't do 
              that in the remake.
    
    After killing the Guards then 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.
    
    Crouch as you enter the room. The goal is get past the crates and angle right
    to the wall. As you get to the wall then a Guard will run into the room.
    However, he will not see you and stop at a point near the crates. Continue
    forward along the wall and another Guard will run into the room. He will stop
    some distance behind the first Guard. Switch to your Shiv and silently Sneak
    them both.
    
    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 using
    your Assault Rifle. 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. Once at the top then you will find
    an Assault Rifle.
    
    With all of the Guards gone, 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. As he wanders around the room try to take occasional
    shots at his back panels. It is the Riot Guard's only weakness.
    
    The best weapon to use is the Shotgun because of its wide spread and that
    most of the pellets can easily go between the railings. It will take awhile
    because he is pretty tough and he wanders around the room which makes it hard
    to get at his back panels. But be patient and you will eventually take him
    down. And in doing so you will acquire a White Security Card plus:
    
         ====================
      ##[ Cigarette Pack #27 ]##
         ====================
    
    Jump down and get the weapons from the dead Guards (two Assault Rifles, a
    Shotgun, and a Gun) plus 10 UD. You will also notice an Assault Rifle on the
    floor near the large stack of crates and a Shotgun in the opposite alcove.
    From here, use the Elevator then 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 a prisoner. The Guards
    use some kind of explosive and end up blowing out the lights nearby and the
    nearby Turret Gun.
    
    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. The
    darkness will make it harder to kill the Guards beyond the door. Use your
    Assault Rifle to deal with the Guards. Use the Flashlight to get the Guards
    out of hiding to fire at you.
    
    Then fire back at them to kill them. If they hit you then go back up the
    stairway to recover. The closed gate will prevent them from coming up at you.
    After the Guards are dead then 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.
    
    Go back down the stairway but don't go through the door. Near the gate to the
    Infirmary is a Turret Gun. In the darkness it will be difficult to see it. It
    is located on the right wall near the top of the Infirmary gate. Switch to
    your Gun and destroy the Turret Gun. After this then barely creep forward and
    into the hallway.
    
    Just beyond the corner you can barely see a Turret Gun through the darkness
    (the one above the door across from your cell). Destroy it. Then look at the
    end of the hallway where there is light to find another Turret Gun. It will
    be difficult to see because of the lighting flare. Destroy it then switch
    back to your Assault Rifle.
    
    As you barely get started toward the light then another Guard will come
    around the corner. Go back to the door you came from and back into the
    darkness. He will stay in the light and wait for you to come out. Use this to
    your advantage to kill him then switch back to your Gun. Then pick up the
    weapons and 5 UD that the dead Guards dropped.
    
    As you head toward the light again then you will see another Guard coming
    around the corner. However, he is more interested in the Guard you just
    killed and will head to him instead. Stay in the darkness and drop him with a
    headshot. From here, switch to your Gun, hug the left wall, and slowly creep
    toward the light. On the right wall you will see an abutment.
    
    Hiding behind this abutment is a Turret Gun. Slowly rotate the Right Analog
    Stick while creeping forward to expose enough of the Turret Gun to destroy
    it. As you get closer to the corner then you will hear another Guard. He will
    then try to confront you.
    
    Run back into the darkness, switch to your Assault Rifle, and wait for him to
    show himself. He will then stand in the light. Nail him with a headshot then
    switch back to your Gun. Just as you get around the corner then there will be
    a Turret Gun. Destroy it then proceed to where it once was.
    
    However, as you get near, then you will hear yet another Guard. Run back to
    the corner and wait for him to see you. When he does then run back into the
    darkness and wait for him to enter the light. Use your Assault Rifle to kill
    him when he does.
    
    Now, head towards the Courtyard entrance. But, before you get right up to the
    entrance, look up. There is another Turret Gun. Destroy it and go to 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 in the
    darkness. Lure the Guard into the open cell to kill him. After that then head
    toward the Infirmary.
    
    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.
    Stay in the darkness and kill the Guard from a distance. After that Guard
    drops then another Guard will emerge from the Infirmary. Kill him the same
    way then go 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 then you will encounter
    another Guard. Go back to the darkness, wait for him to enter the light, and
    kill him from a distance then 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, turn around 180 degrees and 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. Do not go down into the hole
    or through the nearby doorway. Instead go past the barrels with the glowing
    blue goo and turn right at the intersection ahead.
    
    At this point you will be constantly attacked by the Dwellers. Don't stop
    moving. Fight them off with the Shotgun as you proceed forward. Go past the
    doorway, which should be to your right, and turn left at the next
    intersection. Continue forward and turn left at the next corner.
    
    Ahead of you is a locked gate and a flare. You will also hear the voice of a
    stranger. There is also a Valve that opens the gate. Use it and, as the gate
    is opening, a Dweller will pop up in front of you. Kill him then proceed
    forward. You will also be attacked by Dwellers so keep an eye out for them.
    
    Follow along the path until you see another flare on the ground and the
    stranger near it. 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 ]##
         ====================
    
    As you go for the Pack then you may be attacked by two more Dwellers. Kill
    them then pick up the Pack, 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. And you will also earn the:
    
      >>{Eye Shine} Accomplishment
        **************************
    
    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 Up on
    the D-Pad to switch it on and off. But, for now, leave it on.
    
    Move forward to enter the next room. You will see two entranceways to your
    right but the one nearest to you is the only open one. Go through that
    entrance and you will enter a larger subdivided room.
    
    You will also encounter more Dwellers here. As you go through then you will
    see a gate to your left, in which you can see the other side of the room, and
    a sub-room to your right. Go forward until you can turn left. Then turn left
    again to go into the opposite side of the room.
    
    To your right is another sub-room that has a Ladder. To your left is the gate
    that divides the room. Go close to the gate then turn left. In the narrow
    cubicle near the wall is:
    
         ====================
      ##[ Cigarette Pack #28 ]##
         ====================
    
    Pick that up then go to the Ladder that leads up into the.....
    
      0+=+=+=+=+=+=0
     / Cell Block A \
    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 then you will hear a Guard talk to himself as
    he is sitting on a toilet. However, you can just leave him alone for now.
    
    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, then you will have no problems leaving the locker room area. But I
    will use the sneak method for best disposal.
    
    First, Crouch down and turn off the Light Switch near the toilet where the
    Guard is at. This will, however, attract his attention and he will leave the
    toilet.
    
    When you turn off the light then turn on your EyeShine and back up to the
    shower entrance. The Guard will turn and head to the locker room. Sneak up on
    him and break his neck then drag his body to the showers. Pick up his Gun as
    well. You need to remain Crouched for the next part of this task.
    
    From here, go past the first Light Switch and hug the left wall. As you get
    near the corner you will see another Light Switch near the entrance to the
    locker room. Turn it off and head to the toilet at the corner to hide.
    
    Look through the seam between the door panels to see a Guard, carrying a
    Shotgun with his flashlight on, go to the Light Switch and turn it back on.
    Wait for him to go back into the locker room then exit the toilet and turn
    off the Light Switch again then go back to the toilet.
    
    When this Guard returns to turn it back on then he will turn off the
    flashlight on his Shotgun. Exit the toilet and turn off the Light Switch
    again then enter the locker room. Sneak up on the Shotgun patrolling Guard
    and kill him. You will also get his Shotgun and 5 UD.
    
    Then find another Guard, Burgess, and sneak up on him as well. You'll get his
    Gun when you kill him. Go ahead and drag their bodies to where the first
    Guard is just to be safe. Un-Crouch, keep the light off, and look around the
    locker room. Go the set of lockers on the left side of the room and open
    them. Within the lockers you should find 10 UD, an Assault Rifle, and:
    
         ====================
      ##[ Cigarette Pack #29 ]##
         ====================
    
    Now go to the set of lockers on the other side of the room. Open the doors
    and within these lockers you will find 15 UD, an Assault Rifle, and Civil
    Guard Clothes that will disguise Riddick and make him look like a one of
    them. After you have fully explored the locker room, turn off your EyeShine,
    and exit into the hallway.
    
    If you got into a firefight with the Guards in the locker room then you will
    have to fight your way out. Shoot the alarm speakers to quiet them and keep
    them from alerting more Guards. After killing the nearby Guards, disarm, and
    turn right toward the NanoMED Health Unit.
    
    If you Sneaked your way through 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 then you will see that there is nothing
    special here. The reason to go here is to get the Vent Tool which will be of
    use later. Use the tool to enter the Ventilation Hatch and go back up to the
    uppe level. Once back at the upper level then exit the room and go to the
    other end of the long hallway.
    
    Turn left and you will enter an area with some more Guard Quarters. There are
    two floors to this area but there is nothing special on the second floor
    (although if you ring one of the doorbells you will get someone singing "In
    the land of the prison Guard" (Hanna)).
    
    There are three Guards (Kim, Kispert, Oconnor (5UD)) here in this room. From
    where you entered the room go right and to the next hallway. Then you will
    enter into a room where a couple of Guards are having some fun with the
    Elevator (Lowe (5 UD), Brad).
    
    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. Then
    Crouch down and drag his body back to the corner, rotate so you are looking
    back at the Armory room (and aim upwards), then throw his body. You should
    throw it far enough so that Adenoid should see it. Un-Crouch and walk back
    towards Hynkel's body.
    
    While Adenoid is investigating Hynkel then get up behind him and break his
    neck. Then go back through the hall and you should enter a large room which
    is the Hangar Room. To the left you should see a railing and to the right you
    will see a large door with "Hangar A412" painted above. There is also another
    Guard here (Youngvalley).
    
    Youngvalley should be asleep as you enter the room. Talk to him to wake him
    up. He will then stand up and turn to face you. Slowly walk up behind him and
    break his neck. Leave his body be.
    
    Go back to the railing within the Hangar Room and jump over it. 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 - he won't even notice
    Youngvalley's body. You can either kill the Guard or just leave him be - he
    won't do anything but stand there. 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 then 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."
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >BTH8. 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.
    
      **Info: Drugs Path
        ****************
          If you wish to go the Drugs route you should still get a Club to deal 
          with both Baasim and Abbott and you also need to get Twotongue's 
          Injector before you can deal with him so you can get the Drugs.
    
    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 then 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).
    
      **Info: Drugs Path
        ****************
          You need to kill Baasim for Twotongue before you can trade with him.
    
    From here then 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 camera), and
    press Use when it is right up to you.
    
      **Info: Drugs Path
        ****************
          You will need to grab a minimum of one Moth so you can start trading 
          with Twotongue.
    
    When you go from room to room you should always be on the lookout for Moths.
    After getting the Moths in this section then talk to Cricket. He will offer
    you a Shiv for 30 UD. Buy it and he will give the money to Asif who will take
    the money to a safe place.
    
      **Info: Drugs Path
        ****************
          You need to buy the Shiv so you can ambush Asif later to get the map so 
          you can get at the stash where Twotongue's Injector can be found.
    
    You could follow Asif but he will stop by the Feed Ward door. And this is
    where I am going to next.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS4. Feed Ward (Part One)                                               0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   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.
    
      **NOTE: If you try to run from him and lure him into the dining area so you 
              can let the Turret Guns kill him for you, forget it. Even if you 
              run from him and not throw a single punch the Turret Guns will kill 
              you instead and won't touch Motor.
    
    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. Buy the Club for 50 UD. This is one of the
    more important purchases in the game. The Shiv you already have and the Vent
    Tool you can get later for free.
    
    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).
    
      **Info: Drugs Path
        ****************
          If you try to get at the Panel without talking to Cricket first, forget 
          it. The Panel won't open until you get the map to the stash first. You 
          have to buy the Shiv from Cricket before you can get at the stash. And 
          this is where you can find the Injector for Twotongue.
    
    When you re-enter the connecting room and look left then you will find a
    prisoner named Gomer. For now though I will not deal with him. In addition,
    it is a good idea, while in the connecting room, to assign the Club to a
    Weapon Hot Spot for quick switching. Then switch back to your Fist before
    leaving.
    
    Now go back through the rest of the Feed Ward area, though Recreation Area
    [Section A] and to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS5. 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS6. 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 Club and he doesn't. Switch to your Club as
    he approaches and use the extremely effective Block-and-Bash method. After
    switching to your Club, hold Block then, as he gets close, bash him. Even as
    he blocks it he will take damage. If he does a quick swing after blocking he
    will hit the Club instead.
    
    As he recovers from being hit or following through on his quick attack (as
    you block it) release Block, run up to him, and Block again. Then bash him.
    Or you can wait for him to come back to you then bash him as he approaches.
    After a few bashes then Baasim will go down and you will get 20 UD plus:
    
         ====================
      ##[ Cigarette Pack #18 ]##
         ====================
    
      **Info: Drugs Path
        ****************
          After killing Baasim you are now ready to deal with Twotongue. Go to 
          him to get the Drugs then to the Guards in Section A to set up a 
          confrontation with Abbott.
    
    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 re-enter the.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS7. Feed Ward (Part Two)                                               0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 5 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    Now go back to the Dining Hall. Go into the connecting room, turn right, and
    talk to 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 restart just before the Mess Hall door. Go through the connecting
    room, while ignoring Gomer, then challenge Sawtooth who is enjoying what
    passes for a meal around these parts.
    
    Now go back through the rest of the Feed Ward area and back to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS8. 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. To start,
    Sawtooth has a Shiv, his swings are faster than Baasim's, and he has a nasty
    three-hit combo that can easily take down your health quickly. And, like
    Baasim, he will block often and will swing as soon as he blocks your attack.
    
    However, the Block-and-Bash method used on Baasim earlier will make quick
    work of Sawtooth regardless of his Shiv. 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS9. 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.
    
    First off, talk to Wilkins:
    
      ++Wilkins (Start)
        ===============
          He wants to know if Jagger Valance is still around.
    
    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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS10. 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.
    
    But, most importantly, going in this particular order will *NOT* deny you the
    {Bell Boy} Accomplishment. For giving him his Injector back and killing
    Baasim then Twotongue will give you:
    
         ====================
      ##[ Cigarette Pack #55 ]##
         ====================
    
    He will then ask for a Moth before you can get anything else from him. If
    you've been good in getting all of the Moths in the Recreation Area sections
    then you should have about sixteen Moths. Give him one of the Moths and he
    offer you some stuff to buy: Poison (10 UD), G-Smack (10 UD), Special Smokes
    (10 Moths).
    
    You'll notice that for the Smokes you use the Moths to pay for. Twotongue has
    two Cigarette Packs for you to get. The first one is 10 Moths and the second
    one is 20 Moths. Buy the first Cigarette Pack and get:
    
         ====================
      ##[ Cigarette Pack #22 ]##
         ====================
    
    One of my readers, E.T.Webb, wrote to me telling me what the Japanese writing
    on Cigarette Pack #22 may mean:
    
      "Pack of smokes 22 is japanese, the top bit is ITAI (Owch!) and the Kanji 
       means Death (maybe)."
    
    Another one of my readers, Michael Spencer, gave me a bit more info on the
    Japanese writing.....
    
      "Itai" used as an exclamation says the same thing we mean when we say 
       "ouch", but in grammatical context it's an adjective meaning "painful". 
       Both are correct, and honestly, translations into natural English are far 
       better for most people anyway. Nobody wants to watch a movie where someone 
       burns his hand, jerks back, says "ITAI!" and the subtitle reads "Painful!" 
       :-)
    
       For a textbook-basic example: "boku no atama wa itai desu." --> "My head 
       is painful" (or) "My head hurts." (or) "I have a headache."
    
       The kanji on the label is indeed 'shi', or death. Open up character map 
       and find Unicode character 6b7b with a font with Japanese support, like MS 
       Mincho. That's the symbol. It's used in words and phrases that deal 
       specifically with death, like "death penalty" and "a death benefit", and 
       oddly enough, in "shikyuu wo ukeru" meaning "to be hit by a pitch" (in 
       baseball)."
    
    You should have about five Moths left so you need an additional fifteen to
    get the second Cigarette Pack. If you thought about doing the same trick you
    did with Gomer (buying the Smokes then restarting the checkpoint to get your
    money back) here with Twotongue, forget it. You have to buy the first
    Cigarette Pack before you are allowed to buy the second.
    
    Now go back through the Recreation Area [Sections C-A] and back to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS11. 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.
    
    Even so, the Block-and-Bash method is still very effective. Just repeat what
    you did with the previous two fighters and Cusa will go down quickly. For
    killing Cusa then you will get 20 UD and:
    
         ====================
      ##[ Cigarette Pack #20 ]##
         ====================
    
    Now all that's left is Bam. Go heal up near Ropes if necessary and return to
    Centurion. He will help arrange the fight between you and Bam. Bam will enter
    the Ring slowly giving you ample time to switch to your Club.
    
    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. But, as before with the previous three fighters, the Block-and-Bash
    method is still very effective regardless of Bam's power and armor.
    
    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. And by
    killing Bam you will also earn the:
    
      >>{Ring Fight Champion} Accomplishment
        ************************************
    
    After the fight then a couple of Guards will approach and escort you to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS12. 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. In addition, he is pretty good at getting enough
    space from you so he can successfully hit you when doing the Block-and-Bash
    method.
    
    So, you need to give him as little room as possible so he can't successfully
    counterattack. One of the best ways is to run up to his face and get him into
    the smaller room adjacent to the main room (the one you just threw him into).
    
    When the cutscene ends, and the confrontation begins, then you will see
    Abbott run to you from the smaller room. Stand still and switch to your Club.
    
    After switching to it then block. Either start bashing or wait for Abbott to
    attack then bash after successfully blocking his attack. Notice that he is
    near the doorway. This gives him less room to operate so he can't do a
    successful counterattack while Block-and-Bashing.
    
    When you swing with your Club then he will block then throw a regular attack
    which you can block. As he is going through his follow through (after a
    successful block), release Block, run up to him, and Block again. Then repeat
    the pattern.
    
    You will notice that you will eventually push him back into the smaller room
    which will help limit his ability to counterattack. Constantly getting in his
    face will also keep him from successfully counterattacking.
    
    Don't worry if he gets lucky and takes off some or most of your health. In
    the next room is a NanoMED Health Station which you can use to regain your
    lost health and increase your maximum health. With this refinement to the
    Block-and-Bash method you can easily kill Abbott with little to no damage to
    yourself.
    
    When you finally kill Abbott then 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. 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS13. Feed Ward (Part Three)                                            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 rooms 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS14. 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS15. 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS16. 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS17. 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 also a couple of Guards roaming the room. You will also see a raised
    floor that you can crawl underneath on both the left and right sides of the
    room.
    
    Stay behind the crates and when the lights go out then go under the floor at
    the right side of the room. Switch to your Shiv and stay under the floor
    until the light goes back out for an extended period of time then stalk and
    Sneak all three of them. When the lights start to flicker back on then
    quickly get back under a floor.
    
      **Info: Hard Difficulty
        *********************
          This is another problem area due to the unpredictability of the Guards 
          who can kill you in seconds with their Assault Rifles. You have to be 
          more patient at this difficulty. Try to kill the Worker early as this 
          will keep the room dark for good.
    
    After killing all of them 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS18. 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS19. Security Checkpoint                                               0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    In this room are two Guards and a Riot Guard. There are two doors into the
    next area. The first door is behind the Riot Guard. But going through that
    door will make things a bit harder when you enter the next area.
    
    There is a second door but that is on the upper level and a bit harder to get
    to. Going through this door will make things a bit easier when going into the
    next room. In previous versions of the EFBB guide I said that this was the
    hardest part of the game. But I've had several readers tell me that there is
    a pretty easy way to get through this area.
    
    However, it is *VERY IMPORTANT* to point out that this method only works in
    the remake. It does *NOT* work on the Original Xbox version of the game.
    
    The reason it does not work on that version is that you will *ALWAYS* been
    seen on the Hangrail regardless of how stealthy you are. This will result in
    you being attacked and knocked off. But it has been made much easier for the
    remake.
    
    To begin, as I just stated, you should be Crouched when you enter this room.
    While Crouched, stay to the left of the path and speed forward toward the
    container crates ahead. They have a large shadow so, once you reach this
    shadow, then you should be okay. From here, turn on your EyeShine then angle
    left and head to the corner of this room.
    
    When you get to this corner then climb up to the next level and turn right.
    You should still be Crouched when you climb up. As you are doing this then
    one of the Guards will be talking to the Riot Guard. From your current
    position, head forward and you should see a Hangrail above you. Grab onto the
    Hangrail and proceed forward to the other end. If you've done everything
    correctly then the Guards have no idea you are there.
    
    When you get to the other end then you should be in a cubbyhole created by
    the crates. After jumping back down from the Hangrail then turn around and
    climb the *WHITE* crate as it is the one closest to the railing for the
    walkway above you.
    
    After you climb onto the white crate then climb up the railing onto the next
    walkway and turn off your EyeShine. At the end of walkway is a door. But,
    before you get to the door, 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 then climb up into the alcove. Turn on your
    EyeShine again, look around on the floor, and find:
    
         ====================
      ##[ Cigarette Pack #39 ]##
         ====================
    
    Pick up the Pack, 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS20. 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 then 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 across from where you entered 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.
    
    After killing Mosely then go through the door and to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS21. 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 then 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 30 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS22. 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 then Zap him when you see him then
    run down and Stomp him. After killing him then go down the corridor. Use the
    Tranq Gun and zap out the two lights on the wall then the two lights above
    when you turn the corner. This will attract a nearby Guard. Hug one of the
    corners of the wall, wait for him to come to your direction then Stomp him.
    
    At the corner you just turned you will see a Valve. Go ahead and turn it on.
    It will start to emit a purple cloud. It won't hurt you but can be dangerous
    to something else. Head to the next corner and look ahead to a very large
    room with machinery and crates. This is the main Mining Core area.
    
    However, I am going to wait for the Riot Guard to come back in my direction.
    When he does, sees me, and chases me then I will head back up to the
    Forklift. If he continues to head toward the Forklift Room then he will run
    into the purple cloud. The mechanized Riot Guard suit will ignite the cloud
    and nearby explosive barrels which will kill it. Most of the time it will
    drop a NanoMED Health Cartridge.
    
      **Thanks to Miguel Guido and Jason Eng for pointing this out. This is a
        variation of what I did in the Original Xbox EFBB game but made easier 
        than before.
    
      **Info: Hard Difficulty
        *********************
          This area can be frustrating due to the unpredictable nature of the 
          Riot Guard's patrol. The Guards also have a nasty tendency to blow up 
          the barrels when you are close to them which will result in instant 
          death. When dealing with the Guard near the Valve you need to use the 
          Hangrail and drop on top or behind him then Stomp him.
    
          Carefully lure the one near the Mining Core towards the Valve, run back 
          to the Forklift Room, and use the Hangrail the same way as you did with 
          the previous Guard. It should be noted that the Riot Guard will *NOT* 
          drop a NanoMED Cartridge at this difficulty.
    
    Now head back into the Mining Core area and to some machinery (a Bulldozer)
    on the right side. At this point you will hear a loud grinding noise. Follow
    the noise and you will find two miners and a Guard. Stomp the Guard first
    then the two prisoners.
    
    The two prisoners you Stomped are named Abu Bakr and Haamid. If you talked to
    Haamid instead of Stomping him then he will ask you if you want to buy a Vent
    Tool. But, of course, you can get it free by killing him. A fun thing you can
    do is put one of the drillers between yourself and the Guard. When the Guard
    fires at you then he will hit the driller instead.
    
    Then the drillers will turn on the Guard. Either the Guard will kill the
    drillers or the drillers will kill the Guard. Stomp the survivors. If the
    drillers are left standing then they will turn on you and try to kill you.
    
    Go and head toward the other side of the core area. Near the end is a Guard.
    Zap him and get near his position near the ramp. Turn and look up the ramp
    and you will see another Guard. Zap him and then Stomp the first Guard. Then
    go up the ramp and Stomp the second Guard.
    
    Now go back down the ramp and get behind the set of large crates near the
    first Guard. Tucked in a corner behind the crates is:
    
         ====================
      ##[ Cigarette Pack #41 ]##
         ====================
    
    Now go up the ramp near the second Guard and turn right. Go through the door
    and stop at the top of the stairs. Stomp the first Guard you see then go down
    and around the corner and Stomp the second Guard. Near where the second Guard
    was is a barricaded door that says "Gas Leak" (I'll call this the Gas Room
    for reference). 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.
    
    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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS23. 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS24. 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS25. 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS26. 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 (courtesy of
    reader blade2188).
    
    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.
    If you go back to the Recreation Area to confront The Nurse you will find no
    change in the dialogue which means no way to confront or repay him.
    
      **NOTE: In the Original Xbox version he will no longer be in the Rec Area 
              should you want to find him after confronting Valve and Idi.
    
    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 you need to re-enter the main Work Pass area.
    One way is to climb the nearby crate, jump, and hang on the wall. Shimmy left
    and, when you get to where you can't shimmy anymore, then 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 and looking down into the main area where you will find Shurik.
    Look to the right to find the Riot Guard and drop down when he is looking
    away from Shurik.
    
    Another way back into the main area, and the easiest, is to re-enter the
    elevator, climb the ladder back up to the roof, and take the shaft back into
    the Power Central Room.
    
    After re-entering the room then stop at the top of the stairs that go to the
    center of the room. According to reader Alex Smith you will find a free Tranq
    Gun on the raised floor to the left of the stairs. 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.
    
    Keep Crouched, bring out your Tranq Gun, and head under the elevated floor
    near the Feed Ward Emergency Ventilation door. There will be a Guard here.
    Zap him then crawl out and Stomp him then disarm. Then go through the door
    leading back into the main Work Pass area.
    
      **NOTE: This second method won't work in the Original Xbox version. For 
              some dumb reason this door is locked so you have no choice but to 
              climb the wall to re-enter the main area.
    
    When you get back into the main area, regardless of method, then talk to
    Shurik:
    
      ++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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS27. Feed Ward (Part Four)                                             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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS28. 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 to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS29. Recreation Area [Section C] (Part Three)                          0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    Find and talk to Wilkins:
    
      ++Wilkins (End)
        =============
          For finding Jagger Valance he will reward you with 50 UD.
    
    And, by being that this was the last Side-Mission completed, then you will
    finally earn the:
    
      >>{Bell Boy} Accomplishment
        *************************
    
    Next, go back to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS30. 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 that you have completed all of the Side-Missions in the game and acquired
    all of the Cigarette Packs in this area then it is time to proceed back
    through the Work Pass area and to Power Central.
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS31. Power Central (Part Two)                                          0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                                  \ The Mines /
                                                                   0=+=+=+=+=0
    
    If you didn't re-enter the Work Pass area through Power Central earlier then
    Crouch down and go under the raised floor near the Feed Ward Emergency
    Ventilation door to find the Guard then Zap him, crawl out, and Stomp him. Go
    through the Feed Ward Emergency Ventilation door then into the Hatch.
    
    Then go through the shaft and you'll enter a room with a giant fan. There are
    two additional shaft openings, one on the right and one on the left. Go
    through the one on the left. Follow the shaft and you should see the words
    "Security Research Facility" scrawled on the side.
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS32. Security Research 1                                               0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 1 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    Follow the shaft to a Grating. Push out the Grating and enter the next room.
    You'll see an upper level to your right. Remain Crouched. Proceed forward a
    little bit and you should see a path to your right. Go through here and turn
    right again to find a NanoMED Cartridge.
    
    You will also notice the shadows of a passing Guard. So care must be taken
    when trying to use the Ladder. From where you entered the room, go straight
    ahead to the corner and turn right to find the Ladder. While at the Ladder's
    base, look up. When the Guard stops near the top of the Ladder then Zap him
    then climb up and Stomp him.
    
    You'll notice two doors here on the upper level. The one straight ahead from
    the Ladder is a dead end. Take the door to your left. You will enter a larger
    room with a Worker. Stomp him before he can cause any trouble. You will
    notice that the door leading out into another area is currently locked.
    
    In one area of the room you should see a Riot Guard behind glass. There
    doesn't seem to be an entrance to enter this room. However, if you look
    around, you'll see a lower level. Jump down to this lower level then Crouch
    and go right. You'll go under this room and you'll find a Ladder when you
    turn the next corner. Climb up the Ladder and you will enter the room with
    the Riot Guard. Enter the Riot Guard and in the process you will earn the:
    
      >>{Control a Riot Guard} Accomplishment
        *************************************
    
    In the upper left corner of the screen is a Health Meter. Use Fire Weapon to
    use the Riot Guard's powerful guns. At this point, two Guards will enter the
    room. But they are mincemeat thanks to the Riot Guard's guns. Go through the
    now unlocked door.
    
    Here, you will encounter three more Guards. Kill them. Be careful of the
    explosive barrels in this room for they can hurt the Riot Guard. After that
    then proceed forward through the next two doors and into a larger room. To
    your right is a sign for the Briefing Room. We'll save that room for later.
    
    Ahead of you is a large door with the sign C-1 above it, a large corridor to
    your right, and a glass room to the left. In that glass room is a Guard that
    will push a red button to open the door for C-1. When that door opens then a
    different looking Riot Guard (in green) emerges. Hold down Fire Weapon at it
    until it drops. Now go and kill the Guard in the glass room.
    
    From here, go right and into the large corridor. As you near the junction
    then you will see another green Riot Guard. Destroy it before it can do much
    damage. Just as you destroy this Riot Guard then another green Riot Guard
    emerges to confront you. Destroy it then turn right.
    
    You should see a sign for the Briefing Room. Go through the door nearby. When
    you enter the next room then you should see a large glass window with a
    conference room behind to your left. There are also two Guards. Kill them
    then exit the Riot Guard.
    
    Enter the Briefing Room and you should see the Starbreeze Studios development
    team on the bulletin board. At the end of the room is the Computer Room.
    Enter this room and you will find the control console. And on the control
    console is:
    
         ====================
      ##[ Cigarette Pack #60 ]##
         ====================
    
    Exit the Briefing Room, re-enter the Riot Guard, and go back out the same
    door you entered. Turn left and you will see a large door with the sign E-12
    above it. Go through it and into.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS33. Security Research 2                                               0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Packs - 2 /                                                \ The Mines /
      0+=+=+=+=+0                                                  0=+=+=+=+=0
    
    You will enter a large room with an upper level to your left. There will also
    be a number of crates to your right. There will also be several Guards in
    this room. They will also turn out the lights thinking that you cannot see
    but they don't know of your EyeShine.
    
    Turn on your EyeShine when the lights go out and kill the Guards including
    the one on a walkway above you. Currently, the two doors on this level are
    locked and you cannot go further with the Riot Guard. On one side of the room
    is a Hangrail. Put the Riot Guard under one end of the Hangrail close to the
    walkway then exit it.
    
    Climb the crates on the other side to access the Hangrail that will allow you
    to get to the walkway. After you get off of the Hangrail then switch to your
    Tranq Gun. Head past the crates and you should see the door to the Power
    Switch. There is a Guard there.
    
    Let him see you so he can blow out the window. Then Zap him, enter the room,
    and Stomp him. Then turn on the Power Generator. This will turn on the lights
    back in the large room. However, another Guard plus a green Riot Guard will
    be roaming around down below. Quickly jump over the railing to land next to
    your Riot Guard and re-enter it before the Guards can do much damage.
    
    Once back inside the Riot Guard, destroy the green Riot Guard then kill the
    Guard. You will notice that the door where the green Riot Guard emerged
    (E-13) is now unlocked and you can proceed. Go through the large door but
    don't go through the second door. Not yet, anyway.
    
    In this small connecting room you should see a window to your right. Shoot
    through this window and destroy the explosive barrels within to blow out the
    lights. Once you do this then exit the Riot Guard, turn on your EyeShine, and
    climb the crates after entering the room.
    
    Once at the top of the crates, look down to find a Guard wandering around
    this room. Zap him from above then go down and Stomp him. Now, head to the
    far end of this room to find:
    
         ====================
      ##[ Cigarette Pack #61 ]##
         ====================
    
    After this, go back out of this room, re-enter the Riot Guard, and proceed
    forward through the next large door. You will now enter Sector E-13. Kill the
    Guard that confronts you. When you turn right then you will find another
    green Riot Guard. Destroy him then proceed.
    
    As you near the door to E-14 then you will see another green Riot Guard.
    Destroy him. If you look off to your left then you will see a smaller door.
    This will lead you to an upper level looking down upon a courtyard. Two
    Guards are getting ready to execute two prisoners. I managed to save one
    but always ended up with the other one dying. However, according to Dexter
    Lowe, you can save both prisoners by doing the following:
    
      --Leave the Riot Guard outside the walkway room bit.
      --Enter the room on foot.
      --Tag the Guards (The one furthest away first) with the Tranq Gun.
      --Quickly exit the room and get back in the Riot Guard, re-enter the room, 
        and kill the Guards as the prisoners are walking away.
    
    But there is nothing special to be gained from this (at least as far as we
    know right now). Go through the door to E-14 and you will see another green
    Riot Guard at the other side of the room. Destroy him before he can attack.
    Just as you enter the room you will find a Guard to your left who will throw
    a Grenade. Kill him then destroy the green Riot Guard that will appear to
    your right.
    
    As you proceed into the room then you will hear someone over the loudspeaker
    saying that they are going to send in the "flamingos". Go through the one
    open door, in the corner of the large room, to find three Guards. Kill them
    all and proceed through the next door.
    
    You will enter another large room. You will then be attacked by two spindly
    droids (the Flamingos). However, these droids carry some major firepower.
    Hang around the corner and hold down Fire Weapon to destroy these droids as
    quickly as possible.
    
    Once they are down then look up and you should find a Guard firing on you
    from high up. Kill him from your position then exit the Riot Guard. None of
    the doors leading out are open so you have to abandon the Riot Guard. On one
    side of the room you will find a large number of crates that you need to
    climb to reach the upper level where the Guard was at. But first, find the
    one crate on floor level that has a medical symbol on it.
    
    Climb it then climb the crate with the skull on it and turn on your EyeShine.
    You will find that there is a small corridor between the main group of crates
    and the wall. And, just ahead of you, two crates ahead, is:
    
         ====================
      ##[ Cigarette Pack #62 ]##
         ====================
    
    From here, exit this hidden area and climb the crates to reach the upper
    level. When you reach the upper level then you find that the two doors here
    are locked. Then another Guard will appear down below.
    
    Zap him from above, jump back down, then Stomp him. Then climb back up the
    crates to re-enter the upper level. You will find a Hangrail that will lead
    you to the other side of the room. When you get to the other side of the room
    then enter the Ventilation Hatch. Follow the shaft into a room with a large
    fan.
    
    This is the same room you entered earlier but now you are on the other side
    of the fan. Enter the open hatch and follow the shaft which will lead you to
    back to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS34. Feed Ward (Part Five)                                             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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS35. 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 then 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS36. 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, then 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 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
    it. 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS37. 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS38. 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 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS39. 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 then 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 Shotguns 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 you will see a Control Panel
    (leave that alone) and a short passage into the next room. In a corner of
    this room are some crates. Climb the crates then go to the corner and look
    down. You will see a small nook and the top of a crate below. On top of this
    crate is:
    
         ====================
      ##[ Cigarette Pack #51 ]##
         ====================
    
    Go through the short passage and into the second half of the Drill Room. Here
    you will see a large drill that needs a PowerCell to run plus a NanoMED
    Health Unit. Go through the door, along the hall, and you will end up at a
    broken bridge.
    
    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 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. You'll find an opening nearby with a Door Button that opens
    a door. Press it to open the door and 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 again to get back
    to the Security Door. Use the ToolRoom Key to open the door and you will see
    another NanoMED Health Unit. 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
    then 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 more of the Creeps on the way back so keep your eyes open. 
    
    When you get back to the Cell Recharger room then 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. But you will
    still be attacked by the Creeps. Go back down the hallway, fighting Creeps as
    you go, and back to the Ventilation Hatch. Go through the shaft and back to
    the Drill Room.
    
    But, when you land, then you will find a Beast breaking out of the wall below
    where you just came from. However, instead of fighting it, just go into the
    second half of the Drill Room. Once back here then 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, fight off more
    of the Creeps, and you will go up a hill and into a broken shaft. This leads
    you to.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS40. 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 ahead of you is little better.
    Carefully go through the door to find the Guards in battle with the Creeps.
    The Creeps will keep coming as long as they are alive. So wait it out until
    they are dead then kill any Creep that comes after you.
    
    When the room is clear then go in and collect weapons (including a Gun).
    There is a Forklift at one end with a crate raised. Climb the crates on one
    side of the room then jump onto this raised crate. Then angle left and jump
    onto the next crate.
    
    The reason for angling left is that a Creep will immediately appear in front
    of you as you climb if you went straight. By angling left then it will drop
    down off the crate as it tries to attack.
    
    When you are safely on the crate then kill the Creep sitting ahead of you
    then proceed forward into the shaft. You will eventually drop down into a
    hallway. If you go forward from where you drop then you can go into the room
    where you saw the single Guard fight off Creeps earlier at the beginning of
    this section. You will also get access to the NanoMED Health Unit too.
    
    If you turn around from where you drop then you will go through a door to
    find a Guard being attacked by a Creep. Shoot the barrel next to him to kill
    them both and enter the next shaft. Follow the way and you will enter a large
    silo-like area. You will also be attacked by a Creep as you get near the
    ladder.
    
    Climb down the ladder and follow the way until you get to the larger room
    with the Riot Guard. The Creeps can't kill the Riot Guard but will distract
    him. From your current vantage point it will be easier to shoot at his back
    so you can take him down and grab his Mini-Gun. Of course, you will have to
    fight off the Creeps to get at the new weapon.
    
    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
    weapon until you back up just far enough to use it.
    
    After picking up the Mini-Gun then enter the door on the other side of the
    room and you will see a half-full NanoMED Health Unit to your right. Go left
    and down the hall to the next door. There you see a corridor with a Riot
    Guard in the middle. This is at the bottom of the very large room (with the
    Hangrail) that you entered near the beginning of Central Storage. Waste the
    Riot Guard with the Mini-Gun.
    
    When you get near the now dead Riot Guard then kill the other regular Guard
    and any Creeps nearby then proceed forward through the next door and to
    the.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS41. 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.
    
      **Info: Hard Difficulty
        *********************
          You *CANNOT* use the Mini-Gun for this area. You will be killed 
          instantly by the combination of Creeps and Turret Guns because you will 
          move much too slow to survive even a few steps.
    
          Switch to the Prototype Gun before entering this room then run inside, 
          avoid the Creeps, quickly kill the Guard at the end, then kill the 
          Guard at the Elevator before they can kill you. You will lose a lot of 
          health here but at least you should survive.
    
    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.
    
      **Info: Hard Difficulty
        *********************
          Because you won't have your Mini-Gun this will become harder. Use your 
          Grenades from the safety from the back of the Elevator and throw them 
          directly at the Riot Guard. Four of them should be enough to take him 
          down. Use the Gun to get headshots on the remaining Guards.
    
    Exit the Elevator carefully. Just above you is a Guard. As you exit the
    Elevator then look up to find him and kill him before he can do much damage.
    After dealing with him then go through the door on the left side of the room.
    At the junction are two Guards waiting in ambush at both sides of the hall.
    Take them down 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, then 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 five Grenades.
    
    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.
    
      **Info: Hard Difficulty
        *********************
          This room is a pain due to the Guards on the walkways and the others 
          that hide behind the forklift.
    
    After killing the Guards then 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 which you need
    to destroy. 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 are five Grenades on top of the yellow crate
    along the wall as you get near the door. Follow the way to another door.
    
      **Info: Hard Difficulty
        *********************
          You will be exposed in this Elevator as there is nothing to hide 
          behind. As the Elevator is moving up then use a Gun to blow out the 
          light above the Riot Guard then gently sneak by him in the darkened 
          room. Climb the crate to get the Grenades.
    
          At this point you should have a minimum of ten. Throw one at his back 
          and he will then run to your position. But he can't hit you because of 
          the angle. Throw another Grenade just behind him. This will hurt him. 
          It will take about seven Grenades to kill him from this angle. This 
          will allow you to get a Mini-Gun to use for the remainder of this 
          section.
    
    After going through the door then 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=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS42. 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.
    Switch to your Shotgun before entering the room. When you enter the room then
    the first thing it will do is launch a Rocket at you.
    
    Go forward and then to the right or left to get behind a pillar for cover.
    Then it will use its Machine Guns on you since you are close enough to it.
    Then it will try to move around the pillar to get a better aim on you.
    
    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. If you
    manage to get about three 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
    was aim the Shotgun at the canisters as I am moving to avoid being shot. The
    wide spread of the Shotgun will allow you to take down canisters easily. You
    will also find additional Shotguns on one side of the room should you need
    them.
    
    A few Shotgun blasts, along with with well timed fuel canister drops, and the
    Heavy Guard should be destroyed. And in the process you will also earn the:
    
      >>{Kill a Heavy Guard} Accomplishment
        ***********************************
    
      **Info: Hard Difficulty
        *********************
          You will probably lose some health during this battle. Go back and use 
          the NanoMED Health Unit in the previous area before moving forward.
    
    Then go back, pick up your Mini-Gun, and take the next door.....
    
      0+=+=+=+=+0
     / The Mines \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >MNS43. 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. On the
    left wall are several Shotguns if you need them. There is also another Riot
    Guard nearby. Destroy him then proceed to the spaceship and freedom. However,
    there are three Guards in your way but they are no match for your Mini-Gun.
    
      **Info: Hard Difficulty
        *********************
          When you enter the Hangar then stay to the right and head to the large 
          yellow crate. This should shield you from the one at the end. When you 
          see the first one then fire on it. When the second one starts to get to 
          the corner of the crate then move closer to the crate so you can focus 
          fire on it instead of dealing with both of them at once.
    
          After the closest one drops then angle yourself to get at the other 
          one. When he drops then use the crates as cover to pick off the 
          remaining Guards one by one until the area is cleared.
    
    When you get close to the spaceship then the door will open and the ramp
    comes down which will allow you to enter it.
    
           <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.....
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >BTH9. 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 the CryoTube for Magico. You can enter it by getting up to
    and activating it. Once inside it 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 launch
    Grenades at you which travel in a slow arc. Best thing to do is to be on one
    side of the room when they launch a Grenade attack then quickly sidestep to
    the other side to limit damage to you when the Grenades explode.
    
    While sidestepping, select one of the Attack Droids and shoot at it with the
    Gun as quickly as possible. It will take about two clips of ammo per Attack
    Droid to take down. 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.
    
    Here you will find some more Attack Droids but they are in hibernation. There
    is also a NanoMED Health Unit on the wall you can use to restore any health
    you lost while fighting the Attack Droids in the previous area.
    
    At one end of this 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. And, by climbing into the Heavy
    Guard, you will also earn the:
    
      >>{Control a Heavy Guard} Accomplishment
        **************************************
    
    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 (Fire/Punch) and the Rockets
    (Block). 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, 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 easy but a lot of fun because of the Heavy Guard. However, the
    regular Guards can damage the Heavy Guard with their guns. But, if you stand
    still long enough, the Hull Integrity, which is on the upper left corner of
    the screen, will regenerate.
    
    The basic strategy is 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
    
    When the Elevator doors open then you will be confronted by a Guard. Kill him
    then exit the Elevator. 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 ]##
         ====================
    
    If you have been good with your Smokes collecting then you will have acquired
    all of the Cigarette Packs in the game and earn the:
    
      >>{Chain Smoker} Accomplishment
        *****************************
    
    Now, 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.
    
    In addition, they are much faster than a standard Riot Guard. And they can
    see in the dark which means that blowing out the lights will give you no
    advantage whatsoever.
    
    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 even when de-cloaked they are very tough to bring
    down. But they have a weakness: their heads.
    
    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.
    
    Run up to the Mini-Gun and grab it while the Guards are firing at you. When
    you grab the Mini-Gun then immediately start firing it at the nearest Guard
    regardless of whether or not it is cloaked then make your way to the nearest
    hidden room and hug the right wall. This will provide some protection at
    least.
    
    If you do this quickly enough then you should still have lots of health for
    the remainder of this battle. Having your health completely maxed out, by
    using the four NanoMED Health Stations, will definitely help.
    
    While in the room, sidestep left and fire the Mini-Gun toward the other
    hidden room and do a sweep between that room and the pillar on the other side
    of the room. Also angle your Mini-Gun upwards slightly so you can increase
    your chances of hitting the heads of the cloaked Guards as they roam the
    room.
    
    Listen for the distinct sound of the cloaking device as they cloak and
    de-cloak. Especially when it de-cloaks so you can start heading for cover
    before it can do much damage to you when it fires.
    
    When one of them de-cloaks then aim at it with your Mini-Gun and, as you are
    firing at it, sidestep right to hug the wall as it is firing back at you.
    This will cause your Mini-Gun to stop firing as you take cover and allow you
    to regain any health taken off by the de-cloaked Guard as you headed toward
    the wall.
    
    One of the Guards may try to confront you face-to-face. If this happens then
    try to go around it while firing right into its face. This will take off a
    nice chunk of your health, since it is firing at you, but you may also take
    it down in the process. Stay in the hidden room and continue with this
    pattern until both Guards are destroyed.
    
    Another reader, Dean Mason, came up with this additional strategy to dealing
    with these Guards using the two Shotguns found on the floor. He uses the
    laser dot for his crosshair and used this to his advantage.
    
    When the battle started, he went and quickly picked up the two Shotguns then
    went towards the closest Guard. The laser dot crosshair will still detect the
    Guard even when it is cloaked so you can track it when invisible. Keep as
    close to it as possible and between you and the other Guard who cannot fire
    on you when the other Guard is in front of you. Also keep the sight up just a
    little bit so you can aim at the head when it de-cloaks.
    
    When the Guard you are tracking de-cloaks then get up to its face and blast
    it with the Shotgun which should kill it in about two to three shots. You
    will lose some health in the process but, if you are quick enough, then you
    should have enough to deal with the other Guard.
    
    Use the pillars for cover as you reload and restore health. Then track the
    other Guard with your laser dot when it cloaks again and repeat what you did
    with the previous one.
    
    Regardless of method, when you take down the last Guard then you finally beat
    the game. 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?
    
    You will also earn the difficulty based Accomplishment if you beat the game
    on either the Normal or Hard mode.
    
    Now, to the next section.....
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >BTH10. "Butcher Bay" 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 "Escape From
    Butcher Bay". 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: Smokers risk loss of bliss.
          Unlocks: Butcher Bay.
          Where: At the base of the first Ladder.
    
      ++Cigarette Pack #1
        =================
          Name: Cool Drool.
          Warning Label: Slippery when wet.
          Unlocks: Inmate Working Suit.
          Where: In a hidden room.
    
      ++Cigarette Pack #6
        =================
          Name: Desert Air.
          Warning Label: Package may induce last breath.
          Unlocks: Cryo Pyramids Detail.
          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: Smoking may seriously affect your death.
          Unlocks: Large Alien.
          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: Smoke with packaging intact.
          Unlocks: The Riddick Team.
          Where: In an open cell.
    
      ++Cigarette Pack #59
        ==================
          Name: Just Regular Grass.
          Warning Label: Enjoy jointly.
          Unlocks: Pope Joe.
          Where: Talk to Moondog in a nearby cell after killing Rust.
    
      ++Cigarette Pack #57
        ==================
          Name: MBryo 69.
          Warning Label: Don't smoke while getting pregnant.
          Unlocks: Riot Guard 1.1.
          Where: Talk to Blueboy (in hallway) after killing Rust.
    
      ++Cigarette Pack #26
        ==================
          Name: The Count's Forest.
          Warning Label: Excessive chewing may hurt throat.
          Unlocks: Alien Mechanics.
          Where: Buy from Booger (in Courtyard) for 20 UD.
    
    0==========0
    | Infirmary \
    0======================================================>
    
      ++Cigarette Pack #12
        ==================
          Name: Gelding Finest.
          Warning Label: Cut down to avoid side effects
          Unlocks: Basilica Interior Detail 6.
          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: Pale Male Classics.
          Warning Label: For masculinity substitution only.
          Unlocks: Basilica Interior Detail 7.
          Where: On the catwalk where the two Guards were stationed.
    
      ++Cigarette Pack #27
        ==================
          Name: The Beetle Blend.
          Warning Label: Roach may obstruct throat if swallowed.
          Unlocks: Light Guard.
          Where: Kill the Riot Guard.
    
    0========0
    | The Pit \
    0======================================================>
    
      ++Cigarette Pack #15
        ==================
          Name: Mont Noir.
          Warning Label: May pile tar in lungs.
          Unlocks: New Mecca Day.
          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: Sarcophagus Interior.
          Where: In a small room near the Voicebox.
    
    0=============0
    | Dark Tunnels \
    0======================================================>
    
      ++Cigarette Pack #28
        ==================
          Name: Karavan.
          Warning Label: May cause pleasure mirages.
          Unlocks: Attack Droid.
          Where: In a narrow cubicle near the wall (and near the gate).
    
    0========0
    | Showers \
    0======================================================>
    
      ++Cigarette Pack #29
        ==================
          Name: Yup's.
          Warning Label: Don't become a slave to your character.
          Unlocks: Civilian Guard.
          Where: Inside one of the lockers.
    
      ++Cigarette Pack #30
        ==================
          Name: Q.
          Warning Label: Qmulative affliction.
          Unlocks: Heavy Guard.
          Where: Inside the Armory (you need the Vent Tool to access).
    
    0================0
    | Guards Quarters \
    0======================================================>
    
      ++Cigarette Pack #33
        ==================
          Name: Guards.
          Warning Label: Butts may revolt if kicked.
          Unlocks: Mining Worker.
          Where: Buy from the Shopkeeper.
    
      ++Cigarette Pack #31
        ==================
          Name: Gronko's Bar.
          Warning Label: Ethanol premedication recommended.
          Unlocks: Hoxie's Personal Guard.
          Where: Talk to Jenkins to get the Liquor. Find Chancellor and give the 
                 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 burn babies.
          Unlocks: Homebox.
          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: Modern style harakiri gut spiller.
          Unlocks: Jet Chopper.
          Where: Buy from Pink for 10 UD.
    
    0=========================0
    | Tower 17 Base (Part Two) \
    0======================================================>
    
      ++Cigarette Pack #18
        ==================
          Name: Yoyall.
          Warning Label: Never smoke alone.
          Unlocks: New Mecca Day.
          Where: Fight and kill Baasim in the Ring.
    
    0=====================0
    | Feed Ward (Part Two) \
    0======================================================>
    
      ++Cigarette Pack #7
        =================
          Name: Dog Smokes.
          Warning Label: Dog breath gas filter not included.
          Unlocks: Basilica Interior Detail.
          Where: Buy from Gomer for 10 UD.
    
      ++Cigarette Pack #8
        =================
          Name: Black Death.
          Warning Label: Smokers suck - then they die.
          Unlocks: Basilica Interior Detail 2.
          Where: Buy from Gomer for 15 UD.
    
      ++Cigarette Pack #9
        =================
          Name: Charlie's Chocolate Cigarettes.
          Warning Label: Slimy, yet satisfying.
          Unlocks: Basilica Interior Detail 3.
          Where: Buy from Gomer for 20 UD.
    
      ++Cigarette Pack #10
        ==================
          Name: Pirate.
          Warning Label: You wouldn't steal a cigarette.
          Unlocks: Basilica Interior Detail 4.
          Where: Buy from Gomer for 25 UD.
    
      ++Cigarette Pack #11
        ==================
          Name: Roulette.
          Warning Label: One smoker in six dies of cancer.
          Unlocks: Basilica Interior Detail 5.
          Where: Buy from Gomer for 30 UD.
    
    0===========================0
    | Tower 17 Base (Part Three) \
    0======================================================>
    
      ++Cigarette Pack #19
        ==================
          Name: Starlife.
          Warning Label: Heaven can't wait.
          Unlocks: Basilica.
          Where: Fight and kill Sawtooth in the Ring.
    
    0=======================================0
    | Recreation Area [Section C] (Part One) \
    0======================================================>
    
      ++Cigarette Pack #3
        =================
          Name: Carl's Blend.
          Warning Label: May contain tobacco.
          Unlocks: Narc Land.
          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: Inhalation must not exceed exhalation.
          Unlocks: Billy Bob.
          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: Basilica Interior Detail 9.
          Where: Buy from Twotongue for 10 Moths.
    
    0==========================0
    | Tower 17 Base (Part Four) \
    0======================================================>
    
      ++Cigarette Pack #20
        ==================
          Name: Clemens.
          Warning Label: May cause reformation.
          Unlocks: Lensing Necro.
          Where: Fight and kill Cusa in the Ring.
    
    0==========================0
    | Tower 17 Base (Part Five) \
    0======================================================>
    
      ++Cigarette Pack #21
        ==================
          Name: Fortysix and 2.
          Warning Label: Two days recovery recommended.
          Unlocks: Lord Marshal's Helmet.
          Where: Talk to Centurion after killing Bam (and Abbott).
          -----------------------------------------------------------------------
          **NOTE: The name of the above Cigarette Pack is the title of a popular 
                  song by the rock group Tool. And we already know from the 
                  earlier Easter Egg involving the Guard room doors that the 
                  developers are big fans of Tool.
    
    0=======================================0
    | Recreation Area [Section C] (Part Two) \
    0======================================================>
    
      ++Cigarette Pack #32
        ==================
          Name: Old Timer.
          Warning Label: Worse than before.
          Unlocks: Cryo Inmate.
          Where: Activate The Nurse's Side-Mission and poison Binks' food. He 
                 will give you this Pack as a reward.
    
    0=========================0
    | Mine Entrance (Part One) \
    0======================================================>
    
      ++Cigarette Pack #38
        ==================
          Name: Style.
          Warning Label: Bow tie not included.
          Unlocks: Container Router.
          Where: Inside the shaft near the second Ventilation Shaft door.
    
    0====================0
    | Security Checkpoint \
    0======================================================>
    
      ++Cigarette Pack #39
        ==================
          Name: Mr. President.
          Warning Label: Moisten end before insertion.
          Unlocks: The Ship.
          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: Upper Mines.
          Where: On the balcony where the Sharpshooter Guard was patrolling.
    
    0===========================0
    | Cargo Transport (Part One) \
    0======================================================>
    
      ++Cigarette Pack #42
        ==================
          Name: Addictive Mayor.
          Warning Label: Vote for major addiction!
          Unlocks: Police Vessel.
          Where: On the floor near the sign "Floor 2".
    
    0=======================0
    | Mining Core (Part One) \
    0======================================================>
    
      ++Cigarette Pack #4
        =================
          Name: Swift.
          Warning Label: Lessen risk for cancer: die today!
          Unlocks: Screamer Droid.
          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: For leaving babylon ganja style.
          Unlocks: Med Station.
          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: Backup liver to avoid jaundice.
          Unlocks: Tower 17-2.
          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: Size does matter.
          Unlocks: Tower 17.
          Where: Behind the grating.
    
      ++Cigarette Pack #34
        ==================
          Name: Red Frog.
          Warning Label: Might cause revolution.
          Unlocks: The Dweller.
          Where: Access the locked room using Abbott's Keycard.
    
    0======================0
    | Feed Ward (Part Four) \
    0======================================================>
    
      ++Cigarette Pack #17
        ==================
          Name: Sensei.
          Warning Label: May do in your doings.
          Unlocks: New Mecca Dawn.
          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: Commencing final countdown.
          Unlocks: Small Alien.
          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: Smoking makes you pine for air.
          Unlocks: Basilica Interior Detail 10.
          Where: Buy from Twotongue for 20 Moths.
    
    0====================0
    | Security Research 1 \
    0======================================================>
    
      ++Cigarette Pack #60
        ==================
          Name: Flare.
          Warning Label: For use with asbestos holder only.
          Unlocks: Riot Guard.
          Where: On the control console in the Computer Room.
    
    0====================0
    | Security Research 2 \
    0======================================================>
    
      ++Cigarette Pack #61
        ==================
          Name: Diamond Smokes.
          Warning Label: Pitch black smoke will shortstop life.
          Unlocks: Riddick Concept.
          Where: In a hidden room just after entering the door for E-13.
    
      ++Cigarette Pack #62
        ==================
          Name: Smog Hog.
          Warning Label: Boaring habits sow discontent.
          Unlocks: Light Guard.
          Where: In a hidden nook behind some crates.
    
    0======================0
    | Feed Ward (Part Five) \
    0======================================================>
    
      ++Cigarette Pack #43
        ==================
          Name: Iron Lungs.
          Warning Label: Corrosion was never so cool.
          Unlocks: Work Pass.
          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: Mental health may be detrimental to your pleasure.
          Unlocks: Large Door.
          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: French cut may harm throat.
          Unlocks: Recreation Area.
          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: Recycle as industrial waste after use.
          Unlocks: Tower 17-3.
          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: Whistle blowing not encouraged.
          Unlocks: Take-Off Platform.
          Where: Halfway through a Ventilation Shaft.
    
      ++Cigarette Pack #47
        ==================
          Name: 68th.
          Warning Label: Oral experience set to 69 minus one.
          Unlocks: Cryo Pyramids.
          Where: On a grated platform near a Turret Gun.
    
    0===========================0
    | Abandoned Equipment Center \
    0======================================================>
    
      ++Cigarette Pack #51
        ==================
          Name: Cloud No. 17.
          Warning Label: Smog may be harmful to your health.
          Unlocks: Riot Guard 1.0.
          Where: Behind some crates in the room with the Control Panel.
    
      ++Cigarette Pack #49
        ==================
          Name: Mummy Lights.
          Warning Label: Coroners choice, formalin added.
          Unlocks: Shotgun.
          Where: In an alcove at the end of the partially covered bridge.
    
      ++Cigarette Pack #50
        ==================
          Name: Count Gunther.
          Warning Label: Blood discoloring may lead to blue complexion.
          Unlocks: Mini-Gun.
          Where: Behind a crate in the room where you pick up the Prototype 
                 Rifle.
    
    0================0
    | Central Storage \
    0======================================================>
    
      ++Cigarette Pack #52
        ==================
          Name: Enfermo.
          Warning Label: Cigarettes cause smoke when lighted.
          Unlocks: Butcher Bay.
          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: Toxic fumes when lighted.
          Unlocks: Home Box 2.
          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: Smoke now - burn later.
          Unlocks: Rolling Slam.
          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: Keep within reach of children.
          Unlocks: Corporate Offices.
          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: Boldly go as many smokers have gone before.
          Unlocks: Basilica Interior Detail 8.
          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 "Escape From
    Butcher Bay". They are listed as they are found within the main body of 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 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. Doing things in this 
                  order will *NOT* deny you the {Bell Boy} Accomplishment.
    
    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 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
    "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 now onto the second game.....
    
      /==++====++==\                                             /==++====++==\
     /==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
    | >RDK3. "The Chronicles of Riddick: Assault on Dark Athena"                |
     \==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
      \==++====++==/                                             \==++====++==/
    
    "The Chronicles of Riddick: Assault on Dark Athena" is the follow-up to the
    popular "The Chronicles of Riddick: Escape From Butcher Bay". The story takes
    place shortly after the events of "Butcher Bay" and places Riddick on-board a
    large Merc pirate vessel known as the Dark Athena.
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >ASL1. Bounty Cards and Side-Missions                                     |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    Strewn throughout "Assault on Dark Athena" are 60 Bounty Cards. These Cards
    will unlock bonuses that can be viewed in the Extra Content part of the Main
    Menu.
    
    This guide will point out where you can find them. To makes things easier
    most of the chapter headers will note how many Cards can be found within the
    chapter. When you acquire all 60 Bounty Cards then you will earn the "Bounty
    Hunter" Accomplishment.
    
    Once you have acquired a Bounty Card then it is permanently saved to your
    Profile. This means that you can go back to prior Checkpoints and do
    different things to get more Cards without worrying about having to get Cards
    you have already acquired. A complete summary of Bounty Cards can be found
    near the end of the guide.
    
           <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
    
    Within the game you will encounter many people. 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 people you are activating
    Side-Missions. Most Side-Missions are easy and won't take long to complete. A
    complete summary of Side-Missions can be found near the end of the guide.
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >ASL2. Weapons and Other Items                                            |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    Below is a brief rundown of the weapons and some of the items that can be
    found and used in the game:
    
    0===========================================================================0
    |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| Melee Weapons |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
    0===========================================================================0
    | Fist         | Your basic fist.                                           |
    |--------------+------------------------------------------------------------|
    | Hairpin      | A knife-like instrument used to hold hair in place,        |
    |              | especially Captain Revas'. But it can also be used as a    |
    |              | weapon when things get a little, *ahem*, hairy.            |
    |--------------+------------------------------------------------------------|
    | Combat Knife | A step up from the Hairpin and is carried by some of the   |
    |              | Mercs you encounter.                                       |
    |--------------+------------------------------------------------------------|
    | Ulaks        | The best knife weapon available. These are a pair of       |
    |              | vicious looking curved knives that are extremely deadly in |
    |              | a professional's hands. That professional would be         |
    |              | Riddick.                                                   |
    |--------------+------------------------------------------------------------|
    | 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
    | 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.   |
    |---------------+-----------------------------------------------------------|
    | Shotgun       | A standard issue Shotgun. Nasty up close but poor from a  |
    |~~~~~~~~~~~~~~~| distance. It also has a Flashlight attachment that will   |
    | Max. Ammo =   | brighten up dark areas (and alert nearby Guards if you're |
    | 64 rounds     | not careful).                                             |
    |---------------+-----------------------------------------------------------|
    | Assault Rifle | An automatic rifle that the Guards carry. A pretty solid  |
    |~~~~~~~~~~~~~~~| weapon that also has a Flashlight attachment. However,    |
    | Max. Ammo =   | the weapon is DNA encoded.                                |
    | 152 rounds    |                                                           |
    |               | 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.                               |
    |---------------+-----------------------------------------------------------|
    | SMG           | A rapid fire sub-machine gun. It has a medium range and   |
    |~~~~~~~~~~~~~~~| is less powerful than the Assault Rifle. However, because |
    | Max. Ammo =   | of its rapid fire capability, you can still take down     |
    | 240 rounds    | enemies quickly.                                          |
    |---------------+-----------------------------------------------------------|
    | Gun           | Your basic pistol. Not very powerful but is accurate from |
    |~~~~~~~~~~~~~~~| a distance. This is best used in getting head-shots from  |
    | Max. Ammo =   | long range plus breaking out lights. Can also be fired    |
    | 64 rounds     | rapidly.                                                  |
    |---------------+-----------------------------------------------------------|
    | SCAR Gun      | The SCAR Gun is another unlimited ammo weapon that is     |
    |               | slow on the reload. This weapon fires compressed air      |
    |               | capsule mines (Rounds) that stick to objects and can be   |
    |               | detonated from a safe distance. This is mainly used for   |
    |               | mining operations but can double as a weapon against your |
    |               | enemies.                                                  |
    |               |                                                           |
    |               | You use the Fire/Punch Button to fire the weapon and the  |
    |               | Block Button to detonate the Round. There is no zoom with |
    |               | the SCAR Gun. When you fire a Round then you have a       |
    |               | limited amount of time before it disappears. This is      |
    |               | indicated with the LED display on the weapon.             |
    |               |                                                           |
    |               | In addition, you can stick up to five Rounds at once,     |
    |               | also indicated by the LED display. The more Rounds that   |
    |               | are stuck close together, the more explosive they will be |
    |               | when detonated.                                           |
    |               |                                                           |
    |               | One Round is enough for an enemy when fighting. When      |
    |               | behind cover then just peek out enough to stick a Round   |
    |               | on an enemy then pull back behind cover when he attacks   |
    |               | and detonate. This makes the SCAR Gun very effective in   |
    |               | combat situations.                                        |
    |               |                                                           |
    |               | But this weapon can also be used to destroy lights, flip  |
    |               | switches, and move crates and other objects around. This  |
    |               | can allow you to access new, hidden, or otherwise         |
    |               | inaccessible areas.                                       |
    |---------------+-----------------------------------------------------------|
    | Sniper Rifle  | The longest and most powerful range weapon available. It  |
    |               | has a nice zoom feature that can also be used for         |
    |               | binoculars when scoping places out and can kill in one    |
    |               | shot. This should be only used sparingly since there are  |
    |               | only eighteen rounds for it when you acquire the weapon   |
    |               | in the late stages of the game.                           |
    0===========================================================================0
    |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| Useful Items |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
    0===========================================================================0
    | Vent Tool         | A useful tool that can open Ventilation Hatches. This |
    |                   | will help you get around many areas.                  |
    |-------------------+-------------------------------------------------------|
    | NanoMED Cartridge | These red cartridges are used to refill the NanoMED   |
    |                   | Health Units found all around the Dark Athena and     |
    |                   | other areas.                                          |
    0===========================================================================0
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >ASL3. Enemies                                                            |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    Listed below are the enemies you will encounter on the Dark Athena and other
    areas:
    
    0===========================================================================0
    | Drones         | The Drones were once human but have been turned into     |
    |                | slave cyborgs. They patrol the Dark Athena helping to    |
    |                | protect it and have a stiff, stilted, walking pattern.   |
    |                | When in remote mode the lights that adorn their helmets  |
    |                | are red. They also have a large gun that is permanently  |
    |                | attached to their right arm.                             |
    |----------------+----------------------------------------------------------|
    | Mercs          | The Mercs are the human crew of the Dark Athena. Usually |
    |                | armored and violent these guys are not to be taken       |
    |                | lightly.                                                 |
    |----------------+----------------------------------------------------------|
    | Merc Drones    | The Merc Drones are Drones that are being remote         |
    |                | controlled by Mercs. The lights that adorn their helmets |
    |                | are flashing white and they move and behave the same as  |
    |                | a regular Merc.                                          |
    |                |                                                          |
    |                | However, they can be turned back into a regular Drone by |
    |                | Zapping it with a Tranq Gun which disconnects them from  |
    |                | the Merc controlling it.                                 |
    |----------------+----------------------------------------------------------|
    | Mechs          | Mechs are large armored suits with Chaingun and Rocket   |
    |                | weapons. They are pretty much indestructible unless you  |
    |                | use a heavy weapon and you aren't going to find too many |
    |                | of those laying around the Dark Athena.                  |
    |----------------+----------------------------------------------------------|
    | Repair Droids  | These machines are found outside the ship helping to     |
    |                | keep it in shape. They can also attack you if they think |
    |                | you are a threat to the ship.                            |
    |----------------+----------------------------------------------------------|
    | Spider Turrets | These annoying machines are sent out from the Dark       |
    |                | Athena and attach themselves to walls and other objects. |
    |                | They emit a laser sight and look for targets.            |
    |                |                                                          |
    |                | When they find a target then they will squeal and fire   |
    |                | at it. It uses a rapid fire laser and can kill you       |
    |                | quickly if you don't either destroy it or get behind     |
    |                | cover.                                                   |
    |----------------+----------------------------------------------------------|
    | Alpha Drones   | These monsters are a huge step up from the regular       |
    |                | Drones. They have shoulder mounted Machine Guns and hand |
    |                | mounted Grenade launchers.                               |
    0===========================================================================0
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >ASL4. Drone Usage                                                        |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    After a Drone has been killed then you can use it yourself by doing the Use
    Drone Gun prompt.
    
    When you Use Drone Gun then you pick up the dead Drone and use it as a shield
    while using the large gun attached to its right arm. Some Drones have
    unlimited ammo but most have very limited ammunition. The amount of ammo you
    have is indicated by a gauge on the gun. When it goes down to zero then the
    gun overheats and you can no longer use it.
    
    You can also move with the Drone but only backwards. When you want to use a
    Drone then it is best to Crouch and drag the body to where you want it to be
    then use its Gun.
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >ASL5. "Dark Athena" Accomplishments                                      |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    Listed in this chapter are the Accomplishments exclusive to "Assault on Dark
    Athena". They are broken down into Visible and Secret sections. They are
    listed in order of appearance and grouped based on certain attributes:
    
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    | Visible Single Player Accomplishments |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    
      >>Stealth Master
        **************
          Description: Get through the Cargo Bay without being noticed.
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this when you successfully go through the entire main 
                 Cargo Bay area without being attacked by the Drones during the 
                 "Cargo Bay" chapter.
    
      >>Margo's Locker
        **************
          Description: Find and open Margo's Locker.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this when open Margo's Locker during the "Data Pad" 
                 chapter. You need to have Margo's Code when can be found on his 
                 bunk after you kill Margo during the "Berthing (Part One)" 
                 chapter.
    
      >>Master of Drones
        ****************
          Description: Complete the Main Decks using only two drones.
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this when you defeat all seven Mercs using only two 
                 Drones during the "Main Decks" chapter.
    
      >>Miles' Letter
        *************
          Description: Help Miles and transmit his message.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this when you transmit Miles' Letter during the 
                 "Celldecks Riot" chapter. You need to talk to Miles to activate 
                 his Side-Mission then find his letter which is in Exbob's cell. 
                 Then you use the Comm Station in the Comm Station Room to 
                 transmit it.
    
      >>Bounty Hunter
        *************
          Description: Collect all Bounty Cards.
          Xbox 360 Achievement Points: 30 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this when you find all 60 Bounty Cards.
    
           <0+=+=+=+=+=+=+=+=+=+=+=+=+<<##0##>>+=+=+=+=+=+=+=+=+=+=+=+=+0>
    
    The following are based on game difficulty. One of the unique things about
    this game is that you can replay any Checkpoint and change the difficulty in
    the middle of your session.
    
    If you change the difficulty when you replay a Checkpoint, even if you play
    it for a few seconds and not do anything, then you will not acquire either of
    these Accomplishments. You must play all the way from beginning to end
    without changing the difficulty in order to acquire them.
    
    In many games the difficulty based Accomplishments are stackable. This means
    that if you play the hardest difficulty setting without playing the easier
    ones first then you can get all of the Accomplishments at once when you beat
    the game.
    
    Unfortunately, the difficulty based Accomplishments for this game are *NOT*
    stackable. This means that you must play a complete game at each difficulty
    to get the Accomplishments.
    
      >>Master of Athena
        ****************
          Description: Complete the Assault on Dark Athena campaign on normal 
                       difficulty.
          Xbox 360 Achievement Points: 30 G.
          PlayStation 3 Trophy Class: Silver.
    
      >>Champion of Athena
        ******************
          Description: Complete the Assault on Dark Athena campaign on hard 
                       difficulty.
          Xbox 360 Achievement Points: 50 G.
          PlayStation 3 Trophy Class: Gold.
    
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    | Secret Single Player Accomplishments |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    
      >>Ulaks
        *****
          Description: Find and equip yourself with a pair of Ulaks.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
    
      >>Melee Master
        ************
          Description: Find and beat Iron Lord.
          Xbox 360 Achievement Points: 25 G.
          PlayStation 3 Trophy Class: Bronze.
    
      >>Open the Vents
        **************
          Description: Get a Dark Athena vent tool.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this when you get the tools Ellen Silverman needs to 
                 make a Vent Tool for you.
    
      >>Rebel
        *****
          Description: Start a Riot on the Athena.
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this after talking to Max Dacher at the beginning of the 
                 "Main Decks" chapter.
    
      >>Control a Mech
        **************
          Description: Find and control a Mech on the Dark Athena.
          Xbox 360 Achievement Points: 20 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this when you take the Mech near the end of the 
                 "Recycle" chapter.
    
      >>Honest Fighting
        ***************
          Description: Find and kill Jaylor in a fair fist fight.
          Xbox 360 Achievement Points: 25 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this when you kill Jaylor, using only your fists, in the 
                 "Celldecks Riot" chapter.
    
      >>Escape the Athena
        *****************
          Description: Find a way out of the Athena.
          Xbox 360 Achievement Points: 30 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this at the end of the "Hangar Bay" chapter.
    
      >>SCAR Gun
        ********
          Description: Find and equip yourself with a SCAR gun.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
    
      >>Kill an Alpha Drone
        *******************
          Description: Find and kill an Alpha Drone.
          Xbox 360 Achievement Points: 25 G.
          PlayStation 3 Trophy Class: Bronze.
    
      >>Gabril
        ******
          Description: Find and help Gabril.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this when you destroy all five Signal Jammers and 
                 contact him back.
    
      >>Sniper Rifle
        ************
          Description: Find and equip yourself with a Sniper Rifle.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this when you access the room where Gabril was hiding 
                 (just past the Refinery entrance) at the beginning of the 
                 "Refinery" chapter. You need to successfully complete Gabril's 
                 Side-Mission to get the door to open so you can acquire the 
                 weapon.
    
      >>Kill Spinner
        ************
          Description: Find and kill Spinner.
          Xbox 360 Achievement Points: 25 G.
          PlayStation 3 Trophy Class: Bronze.
    
      >>Control an Alpha Drone
        **********************
          Description: Find and control an Alpha Drone.
          Xbox 360 Achievement Points: 10 G.
          PlayStation 3 Trophy Class: Bronze.
          Notes: You get this when you activate the Alpha Drone Control Station.
    
    With this done it is time to move onto the main portion of the "Assault on
    Dark Athena" guide starting with.....
    
      /++++++++++++\                                             /++++++++++++\
     /+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\
    | >ASL6. The Story Begins.....                                              |
     \+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++/
      \++++++++++++/                                             \++++++++++++/
    
      "They say hope begins in the dark, but most just flail around in the 
       blackness, searching for their destiny."
    
    When the story begins we see Riddick unconscious on a beach of an unknown
    planet. Then he wakes up and takes a look around.....
    
      0+=+=+=+=+=+=+=+=+=+=+0
     / The Story Begins..... \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >TSA1. The Beach                                                          0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 3 /                                    \ The Story Begins..... /
      0+=+=+=+=+0                                      0=+=+=+=+=+=+=+=+=+=+=0
    
    You are on the outside of an industrial looking area. You also cannot go in
    the water.
    
    From your starting point, turn left and head forward. You will find a
    concrete pier. There will also be a door here but it can't be opened. Head
    past the pier and you should see an open pipe sticking out of a wall. Crouch
    down, turn on your EyeShine, and proceed forward into the pipe.
    
    Continue through the piping until you reach a larger room with a small set of
    stairs. You will also see a man here (Jemas). But he has been injured and is
    asking for help. He tells Riddick about his family who have been killed by
    some unknown force.
    
    When he is done then you have the option to tell him to either get it
    together or that everything is going to be okay. Use either one, it makes no
    difference. Turn to your right and you should see a Ladder. As you head to
    the Ladder then Jemas will eventually drop dead. Climb up the Ladder. When
    you get to the top then you will see a small corridor. Across from you, on
    the small platform with the piping and I-beam is:
    
         =================
      ##[ Bounty Card #35 ]##
         =================
    
    If you look left of here then you will find a locked door. Turn right to find
    a body and an unlocked door. When you open the door then you will open into a
    larger room but there is a hostile Merc here. He will approach to fight you.
    Back up and let him into the room where you are at.
    
    Here you will have to fistfight him. Use the Block button to block and the
    Fire Weapon/Punch to swing. He is very easy to take down and probably won't
    even fight back as you kill him.
    
    After killing this Merc then proceed into the larger room. Go to the end,
    climb onto the small crate, jump up to grab the ledge then shimmy left to
    climb up to the next level. From here, turn left and head forward until you
    get to the next ledge. Here you will look down onto another Merc.
    
    You can jump down on top of him to kill him. If you miss then you will have
    to fight him but he is fairly easy to bring down. After you kill this Merc
    then head into near one of the cubbyholes and wait. A Drone will emerge then
    head for the dead Guard. Sneak behind him and attack him.
    
    You can use the Drone for attacking. When it says Use Drone Gun then you will
    be able to pick up the Drone and use its attached weapon. When you use the
    Drone Gun then you will have to fight off two additional Drones one at a
    time. Once they are down then drop your Drone and proceed forward.
    
    Go through the door until you reach a red and white NanoMED Health Unit which
    happens to be empty. Off to your right is a NanoMED Cartridge. Pick it up,
    use it with the NanoMED Health Unit, then use it. This will add an additional
    block of health to your health bar.
    
    To the left of the NanoMED Health Unit is a Ladder. When you get to the top
    then turn right. There is another Merc, with an Assault Rifle, standing
    nearby with his back to you. However, no matter how good you are at Sneaking,
    he will always turn around to confront you. But you are too close to him for
    him to fire his weapon. So you can fistfight him easily. But you can also get
    him into a Reversal and turn the weapon on him.
    
    Once he is down then pick up his Assault Rifle. Proceed forward a little bit
    and you will see two more Assault Rifles against the wall. Pick them up and
    proceed. You will then find a archway leading into a larger area. Ahead of
    you is a Merc. Pick him off with a headshot.
    
    But this will attract three more Mercs who will then emerge to confront you.
    Use the archway and round corner as cover as you pick off the Mercs one by
    one. After that then slowly head into the larger area and take down the
    Shotgun wielding Merc across the way from you.
    
    If you head right, after entering this area, you should see a map of the area
    (Aguerra Prime - New Venice) and you are in the Town Square. Near the body of
    the dead civilian in a corner of the Town Square is an opening to a small
    room. This small room has a set of stairs leading down. When you get down
    then you will enter a long corridor. But, as you proceed forward, the lights
    start to go out:
    
      "Embrace the darkness"......
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >ASL7. The Dark Athena                                                    |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    As it turns out, the previous level was nothing more than a dream sequence
    and Riddick awakes back in Johns' ship. Both Riddick and Johns are in
    cryosleep and heading to an unknown destination.
    
    However, Riddick's chamber is de-activated as he is awakened by asteroids
    hitting the ship and gets up to investigate. As the ship passes a large
    asteroid, Riddick sees a large ship beyond. This ship fires a tow cable and
    pulls the craft in.
    
    The ship is then boarded and Johns is incapacitated even though he is still
    in cryosleep. Two people enter the ship. A female, Captain Revas, and a
    Drone. As Captain Revas scans the ship she recognizes Johns and wonders where
    his companion is. Riddick, however, is just above her head and takes a long
    sharp Hairpin from her head as she is looking over the craft.
    
    After a couple of minutes, Captain Revas and the Drone, which is carrying the
    unconscious Johns, leave the ship and Riddick emerges from his hiding place.
    He also remembers Captain Revas from his past.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >DKN1. Cargo Bay                                                          0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 5 /                                          \ The Dark Athena /
      0+=+=+=+=+0                                            0=+=+=+=+=+=+=+=0
    
    When you start this chapter you will still be on Johns' ship. The Hairpin you
    snagged from Revas' hair makes for an excellent Shiv. From here, follow Revas
    into the Athena. She stops into a decontamination chamber and you must wait
    for her to proceed forward before you can enter it. 
    
    After she leaves then enter the chamber and to the Stand Here square. After
    leaving the decontamination chamber then you will then enter a large room
    with some crates to your left and a Keypad and a ship map to your right.
    Ahead of you is a locked door with some large windows to the right of it.
    
    Using the Keypad will activate the security. But, before activating it and
    going any further, I will explain what I am doing for the remainder of the
    Cargo Bay chapter.
    
    One of the Accomplishments you can earn is {Stealth Master}. In order to do
    this you must go through the entire Cargo Bay area, from this point, without
    being detected by the many Drones you will encounter along the way.
    
    The strategy I will employ from this point of the chapter to the end is
    designed to acquire this Accomplishment. It requires patience but, in the
    end, I think it is far more satisfying and employs a lot of Riddick's unique
    abilities although it will be best to leave your EyeShine off most of the
    time for it makes it easier to see the shadows you need to hide in.
    
    And it involves killing every Drone you encounter - a total of eighteen. I
    will give each Drone a number as I proceed. This is the order in which I will
    eliminate them.
    
    By killing every Drone then you will also be able to explore the Cargo Bay
    area, to acquire Bounty Cards and useful items, without interference.
    
    I should note that you can attract the attention of a Drone without it
    actually seeing you. If you hear a loud wheezing-like noise then you have
    attracted a Drone's attention and it will come toward you to investigate.
    Depending on how much shadow you are in (which dictates how much you can move
    around without it seeing you and attacking) this can be bad.
    
    Although you can use this information to possibly lure Drones into dark areas
    for killing I prefer to not have them see me at all since they can be
    unpredictable while they are looking around. They can sometimes turn around
    while you are trying to Sneak on them while they are investigating.
    
    Now, back to the action.....
    
    On the opposite end of this room is a group of three crates in an L-shape
    stack. After activating the Keypad then run to this group, go around it and
    angle yourself so you are looking at the Keypad, Crouch down, and wait.
    
    After a few moments, Drone #1 will enter from a nearby door. Slowly get up
    behind him and Sneak him with the Hairpin. If you go back to where he emerged
    then you will find a locked door. So pick up Drone #1 and Use Drone Gun to
    destroy the large windows near the door so you can proceed inside.
    
    When you get into the corridor then you will find a couple of small
    turtle-like creatures which are harmless. At the end of the corridor, near
    the second drone door, is:
    
         ================
      ##[ Bounty Card #7 ]##
         ================
    
    Pick that up then climb up the crates and use the Hangrail above so you can
    get at the Ventilation Shaft above the second drone door. Turn on your
    EyeShine and go into the shaft. As you proceed then you will enter a shaft
    junction room. But there is also a little girl behind the grill ahead of you.
    
    In the following cutscene Riddick meets Lynn who tells him of the "monsters"
    and that she is afraid they will turn her into one just they did with her
    father and also fears that her mother will end up like one. She also warns
    him of the Guards with flashlights and leaves when they get a little too
    close.
    
    Get into the next shaft section and kick out the Grating. Them grab the Ledge
    and head right all the way to the other end.
    
    In the following cutscene you see another drone who is looking for Lynn. But
    this one is being remote activated by someone else. After a few moments the
    drone is disconnected and begins to roam on its own.
    
    After that, climb up into the next room. Turn right then right again. Ahead
    of you is a Ladder going down, a NanoMED Cartridge (grab it), and a different
    looking NanoMED Health Unit that is half full. Go down the Ladder, Crouch
    down, then turn left. You will then see a long corridor that leads into
    another room with a crate and a pillar.
    
    Stay in the shadow of the crate. On the other side of the pillar is Drone #2.
    It will start a patrol toward the crate. Wait for it to stop near the crate.
    Then, after it turns around and heads back in the opposite direction, get up
    behind it and Sneak it then quickly grab the body and drag it back into the
    shadow.
    
    Drone #3 will appear from the corridor on the other side of this room. He
    will enter this room and then stop. When he turns around and heads back in
    the opposite direction then get up behind him and Sneak him.
    
    Not far from where you killed Drone #3 is another locked door with a Ladder
    nearby. Climb down the Ladder to find another Ledge. Grab the Ledge and go
    left all the way to the end. Climb up and go all the way to the door. This
    will activate a cutscene.
    
    In the cutscene you see Captain Revas and another person, Spinner, talk about
    Johns. They find that Johns is wanted for taking Riddick from Butcher Bay and
    that there is a large price on his head they plan to collect. While they are
    talking, a Guard emerges from the next room with a pair of curved knives
    (Ulaks) that Riddick eyes from his hiding place.
    
    After the cutscene, head back the way you came and look down. You will find a
    stopped Elevator with a hatch in the middle. Go down and open the hatch. Here
    you will pull up and kill the Guard who had the Ulaks. After Riddick climbs
    down to acquire the weapon then you will earn the:
    
      >>{Ulaks} Accomplishment
        **********************
    
    From here, go through the open door and you will enter a room with a pillar
    that has a NanoMED Health Unit and windows that look out through into the
    Cargo Bay. To the left of the pillar is a door that leads into the Cargo Bay.
    Attached to the pillar is a Ladder that goes to the roof of this room and
    overlooks the Cargo Bay.
    
    The Cargo Bay itself is a large two-level area with many large cylinders and
    crates. There are also many Drones roaming about. It will require skill to
    get through this area regardless of strategy. The good news is that, even
    though there are some brightly lit areas in the Cargo Bay, there is also a
    lot of darkness that you can hide in and do your dirty work.
    
    For the Cargo Bay area I am assigning directions to make it easier to
    navigate and position yourself.
    
    When you enter this small room with the pillar and Ladder then you are
    looking *NORTH*. The door leading out into the upper level of the Cargo Bay
    is to the *WEST*.
    
    Crouch down, go through the door, then immediately go north and down to the
    floor. To your right is the west side of the exterior of the small room and
    you are in a large area of shadow. Creep up slightly then angle yourself to
    look northeast.
    
    You should see two large groups of crates and cylinders that form a central
    corridor in the middle of the level. You should then see Drone #6 head south
    toward the small room then turn to his right to go along the south end of the
    group of crates nearest you then head up along the left side.
    
    Drone #6 is doing a clockwise patrol around this group of crates that form
    the west side of the central corridor.
    
    After Drone #6 starts up the left side of the crates then go east around the
    front of the small room then get into the shadow of the east side of the
    room. To the northeast is a pair of large cylinders. Drone #4 will patrol
    counterclockwise around it and stop for a few seconds at the north end before
    going around again.
    
    Wait for Drone #5 to come around the south end of his patrol and head north
    again before making your move. Get up behind him as he is going around the
    south end of the cylinder.
    
    When he is in the darkness on the east side of the cylinders then Sneak him.
    While in shadow then sidestep right a step or so and angle your view
    northwest slightly. You should see a single large cylinder and a gap between
    it and the cylinders to your left. You should also see Drone #5 come into
    view. When he disappears then go around the north end of the cylinders, creep
    up behind him, and Sneak him while he is at the south side of his patrol.
    
    Grab his body and throw it at the east side of the small room to hide it. Get
    up along the crates, while staying in shadow, and look west. After a bit then
    Drone #6 will come into view. When he makes his turn then creep up and Sneak
    him while he is at the south end of his route. Drag his body into the shadow
    of the west side of the small room.
    
    After this then look slightly northwest. You should see a thin pillar with a
    shadow between it and the large stack of crates. Ahead of that is a second
    thin pillar with another stack of crates to its left which is in darkness. To
    the northwest of the first pillar is another stack of crates that are mostly
    in darkness.
    
    There are two Drones on patrol around these stacks. Drone #7 is the one doing
    a counterclockwise patrol along the stack closest to the first pillar. Drone
    #8 is doing a clockwise patrol around the stack in darkness near the second
    pillar. You need to get into the shadow from the first pillar so you can set
    yourself up for the next couple of kills. You need to look at Drone #8 first.
    
    You need to make your move when he is on the west and north side of his
    patrol area and that Drone #7 has his back to you when he goes north on his
    patrol route.
    
    Once in the shadow then you have to wait until Drone #8 just starts turning
    north around the south end of his patrol, and has his back to you, and that
    Drone #8 has just turned north and has his back to you before moving in.
    While waiting you may want to turn on your EyeShine.
    
    At this point, however, you will be waiting awhile for the timing to be just
    right to make your move.
    
    When the timing is right then get up behind Drone #7 and Sneak him (leave the
    body be) then go left around the stack of crates he patrolled and into a
    corner then turn around and look at the crates for Drone #8. When Drone #8
    loops around and heads north along the west side of the crates then get up
    behind and Sneak him.
    
    After killing him then turn off your EyeShine, hug the wall to your left, and
    slowly creep north while gently rotating your vision to look northeast. There
    are two more Drones here.
    
    Drone #9 takes an L-shaped patrol. He stands still near a thin pillar for a
    few seconds then moves west, turns north, then stops after about twenty feet.
    After a few seconds he reverses course and goes back to the thin pillar.
    
    Drone #11 does a very short north-south patrol route at the north end of the
    central corridor. He stops for about thirty seconds at one end of his route
    then turns around, goes to the other end, stops for about twenty seconds and
    repeats. The timing is tricky for this. You must wait for Drone #9 to turn
    north while Drone #11 starts going south to make your move.
    
    When you make your move then quickly go up behind Drone #9. When you get to
    him then he will have stopped. Sneak him then quickly head north to the wall
    ahead and into darkness. If you do this correctly then Drone #11 won't have
    seen anything. After taking down Drone #9 then slowly creep toward the edge
    of the darkness. You need to wait for Drone #11 to stop at the north part of
    his route then start going south again before moving.
    
    When you make your move then hug the wall to your right and sidestep around
    the corner then proceed back into the dark area you were in just a couple of
    minutes ago. After this then go all the way back to the east side of the
    group of crates that make up the east side of the central corridor.
    
    Get into the shadow at the west side of the single cylinder just north of
    where you killed Drone #4 and look north. You should see another Drone, Drone
    #10, doing a counterclockwise patrol around a small group of crates, most of
    which is in total darkness. Turn on your EyeShine. When he turns north and
    heads along the east side of this stack then get up behind and Sneak him then
    turn off your EyeShine.
    
    From Drone #10, head directly south until you reach a large cylinder that is
    completely in shadow then sidestep left while looking north. Look towards
    Drone #11 and you should see him through two large cylinders. The one on the
    right of casts a large shadow. This is where I am going next.
    
    Wait for Drone #11 to get to the south part of his patrol then turn around
    before moving into the shadow. Once in the shadow, wait for him to head back
    south then north again before getting up behind him and Sneaking him. After
    killing him then you can Un-Crouch for you have killed every Drone on the
    upper level of the Cargo Bay. Now it is time to explore this area.
    
    From where you killed Drone #11, head south into the central corridor and
    towards the exterior of the small room. Look at the floor. You should see a
    large rectangular area in the central corridor outlined with yellow and black
    stripes. Just as you enter this region, look left to find a NanoMED Cartridge
    on the floor inside a nook in the crates.
    
    Continue south until you reach the windows for the small room. Turn left and
    go along the exterior of the small room until you reach a slightly upper
    level with railings. Climb the railing to get up there. Look on the floor to
    find:
    
         ================
      ##[ Bounty Card #9 ]##
         ================
    
    Now, go back down, enter the small room, and climb the Ladder to get to the
    top. Once on the top, turn left and proceed to the railing then turn left
    again. You should see a Ledge. Climb it then shimmy all the way to the right
    until you reach the end. You should also be above a beam. Drop down onto the
    beam and carefully turn around. On this beam you should see:
    
         =================
      ##[ Bounty Card #49 ]##
         =================
    
    Turn around and climb the Ledge again then shimmy all the way back to the
    roof of the small room. Once back on the roof, head to the opposite side.
    Here, you should see another Ledge. Climb up to it then shimmy all the way to
    the left until you reach an upper area with a locked door. On the floor, near
    the locked door, is:
    
         =================
      ##[ Bounty Card #34 ]##
         =================
    
    From here, get back down to the main floor and head to the northeast section
    of this level to find the door for the Control Room. When you enter the room
    then you find Captain Revas making an announcement to the crew.
    
    At the southeast corner of this room is a NanoMED Health Unit. Head through
    the next door ahead to find the controls for the Drawbridge. Activate it then
    head to the Crane. Activate the Crane controls and you will see the Crane
    pick up a crate then drop it down to the lower level of the Cargo Bay. The
    Crane itself also stays on the lower level of the Cargo Bay.
    
    Behind the Crane controls is a Ladder leading down. Go down the Ladder then
    get on top of the Crane. As you look south toward the lower level of the
    Cargo Bay you will find more Drones.
    
    From here, head west along the Crane then drop down to the level below near
    the crate. Then Crouch down and slowly creep south toward the edge of the
    darkness then sidestep right around a small crate and stop. Back up slightly
    until your back is against this small crate.
    
    Look ahead of you to find two more Drones, #12 and #13. Drone #13 is the one
    furthest away from you and has a counterclockwise patrol around a stack of
    crates. Drone #12 has a clockwise patrol around the stack of crates closest
    to you. You need to wait for Drone #13 to turn west and head out of view for
    a couple of seconds before Drone #12 appears and turns south. When this
    happens then make your move but *DON'T* kill Drone #12.
    
    Instead sidestep right and proceed forward to a small crate which is against
    the wall to your right and get in its shadow. Then turn around and wait for
    Drone #12 to come by.
    
    When he does then get up behind and Sneak him. After that, get up against the
    west side of the crates that Drone #12 was patrolling (while staying in the
    shadows) and look south. You should see Drone #13 heading south with his back
    to you. Get up behind him and Sneak him.
    
    After killing Drone #13 then turn around, head north then go northeast
    through the gap between the two sets of crates and to a group of three large
    crates. There is a large opening in this group. Go in the opening but not all
    the way through. Stay in the shadow and wait. Ahead of you is a cylinder and
    to your right is a stack of Biohazard crates.
    
    At this point Drone #14 will come into view. He has a patrol area that goes
    around the cylinder and the Biohazard crates. When he gets near the Biohazard
    crates then get up behind and Sneak him. Leave the body where it is at. From
    here, look south. You should see a pier-like structure with a Drone, #17,
    patrolling in a long elliptical pattern. Near the very south end of this
    structure, underneath it, are two stationary Drones, #15 and #16.
    
    There are no shadows between the Biohazard crates and the pier to
    successfully creep underneath it without being noticed by the stationary
    Drones. You have to go another way to get behind them. Head back to where you
    killed Drone #13 then head south until you reach a dead end made up of large
    crates. Get up against the cylinder near the large crate ahead of you then
    quickly climb it and drop to the other side.
    
    Remain standing in the shadow as you turn east to look back at the pier. When
    you see Drone #17 turn back north then Crouch down and quickly head east
    toward the pier. When you get into the shadow of the pier then stop and look
    north. You should see the back side of Drone #15. Sneak him. To the east of
    Drone #15 is Drone #16. Get up behind and Sneak him.
    
    Now, get back to the body of Drone #15 then grab the edge of the pier above.
    Wait for Drone #17 to turn and head north before climbing up. Then get up
    behind and Sneak him. Get back down to the floor, go under the pier and head
    to the north end then look northeast. You should see a stack of Biohazard
    crates with a cylinder to the left of it. There is a gap between the cylinder
    and a small crate nearby.
    
    Look through this gap. This is where you should be on the lookout for Drone
    #18. He will be doing a counterclockwise patrol around a very large container
    crate. When you see him through the gap then wait for him to get out of view
    before you go to the gap. When you get to the gap then you should see him
    going around the south part of the container crate. Get up behind him and
    Sneak him.
    
    After that then you can Un-Crouch. You have now killed all eighteen Drones on
    the Cargo Bay level. If you're wondering why you haven't got the {Stealth
    Master} Accomplishment yet it is because you are still in the Cargo Bay.
    
    Now, for some exploration.....
    
    From where you killed Drone #18, head north to a set of stairs leading to a
    platform east of the Crane. Here you will find a NanoMED Cartridge. Next,
    head to the southwest corner near where you dropped over from the large
    crates. In a corner near that spot is where you should find:
    
         =================
      ##[ Bounty Card #19 ]##
         =================
    
    From here, climb back on top of the pier and look south. You will find a
    large locked door. To the left of this door is a crate with glowing red
    stripes. Climb this crate to enter the Ventilation Shaft and leave the Cargo
    Bay area to finally earn the:
    
      >>{Stealth Master} Accomplishment
        *******************************
    
    Proceed forward through the shaft and into.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >DKN2. Celldecks (Part One)                                               0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 1 /                                          \ The Dark Athena /
      0+=+=+=+=+0                                            0=+=+=+=+=+=+=+=0
    
    Follow the shaft to a large Grating. This Grating opens up into a larger
    room. You will hear a Merc, Darby, talking over the intercom to another Merc,
    Nazin. You are on the upper level of this room and Darby is on the lower
    level. Open the Grating and sneak inside. To your right is an empty NanoMED
    Health Unit.
    
    Look below to find Darby. Jump down and drop-kill him or jump down and kill
    him with your Ulaks. After that, look down on the floor. You will see a hatch
    but it cannot be opened unless you have a Screwdriver.
    
    Crouch down and go through the door ahead of you. You are on the upper level
    of a much larger room which I will call the Control Room (for reference).
    Where you are at is part of a mostly glass corridor that looks out into the
    Control Room. There are also three Mercs there.
    
    To your left, by the door, is a open hatch that leads down. Go down and you
    will be under the floor for the corridor that goes around the Control Room
    (and you will be looking out into the center of the room through an opening).
    Turn right and proceed forward to the other opening and find a NanoMED
    Cartridge along the way.
    
    Then sneak out, let the Mercs see you then head back underneath. They will
    stand there and wait for you to come back out. You will notice that two of
    the Mercs wield Clubs. Go back to the first opening, sneak out, Sneak one of
    the Mercs at the second opening then go back to the first opening. They will
    converge on the first opening and wait for you.
    
    Then go out of the second opening and repeat the pattern. Continue until the
    Mercs are dead. Pick up a Club and the Code Card (which is always held by the
    last Merc killed). Look for the two sets of stairs that go back up to the
    glass corridor. Between them is another opening going under the corridor. Go
    into this opening and make your way to the other opening. Along the way you
    should find:
    
         =================
      ##[ Bounty Card #59 ]##
         =================
    
    After getting back out from under the floor, look around the glass corridor.
    The door you just came from is for Cargo Deck Maintenance. As you go along
    the glass corridor from here then you will find a locked door (which leads to
    the Comm Station Room where you will go later). Near the end of the corridor
    is a door for Elevator Hangar Bay 15 (with a Keypad).
    
    At the end is the door for Cell Block 12B (which is currently locked) and a
    Locker next to it (with a Keypad). In the center of the Control Room is the
    Terminal that unlocks Cell Block 12B. Not far from this Terminal is the door
    leading to the Berthing area (which is currently locked).
    
    Use the Terminal to unlock the doors for Cell Block 12B. Then enter Cell
    Block 12B and to the Control Panel in the center. Enable Cell Communication
    to allow Riddick to talk to the prisoners. Most of the prisoners, including
    Johns, are unconscious. But there are some you can talk to.
    
    From the Control Panel, turn around and talk to Max Dacher. He tells Riddick
    about the Athena Mercs and the Newland colony. However, Riddick wants to keep
    the Mercs occupied. Dacher suggests that Riddick open up the Cell Blocks. But
    he would need a Vent Tool. Dacher then tells Riddick about Silverman, the
    woman in this cell block. She can help Riddick get a Vent Tool.
    
    After talking to Dacher, turn around and go to a corner of the floor to find
    Ellen Silverman's cell. When Riddick starts talking to Silverman then she
    screams obscenities at him. She wants to know where her daughter is.
    
    When Riddick tells her that the darkness is protecting her daughter then
    Silverman calms down. This will start the first Side-Mission of the game:
    
      ++Silverman (Start)
        =================
          She will help Riddick but needs a Screwdriver and some other parts to 
          make a Vent Tool. She also suggests talking to someone who knows the 
          ship better than she does.
    
    Sidestep left to find the cell for Jaylor. Jaylor used to be a member of the
    crew before he got thrown into the cells. He can tell Riddick about Captain
    Revas and the Drones. Then Riddick tells Jaylor he needs the parts for
    Silverman:
    
      ++Jaylor (Start)
        ==============
          Jaylor tells Riddick that there is a Screwdriver in a nearby locker but 
          it is code locked. Jaylor will tell Riddick the code but he wants 
          Riddick to kill Margo, the person who got him incarcerated, and bring 
          back his gold tooth.
    
    Jaylor also tells Riddick on how to get to the Berthing area to find Margo.
    From here, exit the Cell Block and head back to the Terminal. Use it to
    unlock the Berthing area then go inside.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >DKN3. Berthing (Part One)                                                0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 4 /                                          \ The Dark Athena /
      0+=+=+=+=+0                                            0=+=+=+=+=+=+=+=0
    
    When you get past the first door then you will be scanned for firearms. You
    will be fine since you don't have any. After going through the scanner then
    go through the door ahead and into a larger room. This is the junction room
    with the Mess Hall door to your left and the Berthing areas to your right.
    
    Ahead of you should be three large video screens. To the right of the door
    you just came through is a NanoMED Health Unit. Go to the video screen
    directly ahead of you then stop. Look down at the floor. You should see, in
    large letters, the wording for "Mess Hall" and "Berthing". Between the word
    "Hall" and "Berthing" there is a small grill.
    
    Doesn't look like much, does it? But this grill leads to a hidden room that
    is just underneath your feet. Unfortunately, you don't have anything to open
    it at this time. For now, though, just note its location. I will come back to
    it later.
    
    From this point, turn left. Go to the locked Mess Area door and on the floor
    you will find:
    
         =================
      ##[ Bounty Card #53 ]##
         =================
    
    Turn around and head to the door on the other end of this room which leads
    into the first Berthing area. However, this alerts three Mercs who will
    approach you. One of them has a Combat Knife. Use the Ulaks on them as it is
    quicker than the Club.
    
    Stay in the doorway and let the Mercs approach. This will limit the space
    around them to limit their counterattacks. This will also keep them from
    getting around you and thus limiting them to one attacker at a time. After
    killing all three Mercs then pick up the Combat Knife that one of them drops.
    Head into the first Berthing area. About halfway through you will see a large
    screen to your right. On the table near the screen is:
    
         =================
      ##[ Bounty Card #28 ]##
         =================
    
    Proceed forward and through the door on the other end the to the door to the
    second Berthing area. As you go through the second Berthing area then two
    more Mercs emerge to confront you. One of them has a Club. But they are no
    match for the Block-and-Bash with the Club.
    
    After killing these Mercs then go through the door on the other end. When you
    turn the corner then you will see another Merc, Margo, run into his quarters
    and call for Iron Lord. At the other end of the hall, near a set of stairs,
    you will see Iron Lord emerge. Iron Lord is a very large and strong fighter.
    He can easily take off half of your health with a couple of punches.
    
    But there is a an easy way to deal with him. Quickly run up the stairs ahead
    and to the locked door. To the right of the locked door is a walkway to a
    Ventilation Hatch. However, you need a Vent Tool to open it.
    
    But you will find that Iron Lord will not chase you onto this walkway. He
    will stay near the locked door. Get up to him and use the Block-and-Bash
    method with the Club. If he manages to take off some health then get onto the
    walkway to recover. After a few bashes he will go down and you will earn the:
    
      >>{Melee Master} Accomplishment
        *****************************
    
    Now, go down the stairs and into the locker room below. Under the stairs is a
    Grating. Open it then proceed into it. The shaft will lead into a locked room
    with Margo inside:
    
      ++Jaylor (Information)
        ====================
          When you get down into the room then immediately turn left to find a 
          desk. Jump onto the desk and let Margo come to you. Go to the edge of 
          the desk and swipe at him with your Ulaks.
    
          If you take any damage then immediately back off and let your health 
          recover. He can't hit you when you are on the desk this way. Continue 
          swiping at him until he dies then remove his Gold Tooth.
    
    Before leaving the room look around to find a desk and you will see:
    
         =================
      ##[ Bounty Card #47 ]##
         =================
    
      >>{Margo's Locker} Accomplishment Note
        ************************************
          You will also find Margo's Code in the nearby bunk. You will need it to 
          get this Accomplishment later.
    
    As you exit Margo's Quarters and head back toward the Berthing areas then you
    will be approached by a Club wielding Merc (who is coming from the Berthing
    areas). Run back up the stairs to find an un-armed Merc.
    
    Kill the un-armed Merc first since the armed Merc is too far away to pose
    much threat. After that then go down and Block-and-Bash the other Merc to
    death. After killing the second Merc then go into the room next to Margo's
    Quarters. These are the Showers and it is here you should find:
    
         =================
      ##[ Bounty Card #24 ]##
         =================
    
    Exit this room then go into the room next to this one. In this room you will
    find a NanoMED Cartridge on the floor. Then exit this room and go through the
    Berthing areas back to the junction room. Here, another Merc will confront
    you. Kill him with the Club then go back to.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >DKN4. Celldecks (Part Two)                                               0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                            \ The Dark Athena /
                                                             0=+=+=+=+=+=+=+=0
    
    Head back to Jaylor:
    
      ++Jaylor (End)
        ============
          Give him the Gold Tooth from Margo and he will reward you with the code 
          to the locker.
    
    But Jaylor is upset that Riddick won't "rile" up Silverman up for him. Turns
    out that Jaylor is quite the nasty person. From here, head to the Locker
    outside the Cell Block doors. Use the Keypad to open it:
    
      ++Silverman (Information)
        =======================
          There is only one item inside and that is the Screwdriver.
    
    Now, head back to the Cargo Deck Maintenance room and open the Grating that
    you couldn't enter into earlier. Enter the shaft and follow it to the.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >DKN5. Alternator                                                         0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 3 /                                          \ The Dark Athena /
      0+=+=+=+=+0                                            0=+=+=+=+=+=+=+=0
    
    At the end of the shaft you will see a glass covered room below with a Drone
    patrol. Without hesitating, drop down, get behind the Drone, and Sneak him.
    It's possible that it will fall to a walkway below if it smashes through the
    glass. Keep your EyeShine on for this section of the level.
    
    This walkway will dead-end at a locked shaft door. The other end will
    dead-end with a broken section. But there is a narrow walkway on the wall
    above and to the right.
    
    What you need to do, regardless of where the Drone falls (inside the room or
    on the walkway), is to shoot out the glass near the floor on the right side
    of this room with the Drone Gun so you can access the narrow walkway. Once
    you shoot out the glass then destroy the lights inside the room. Then drop
    the Drone onto the walkway if it hadn't already fell there.
    
    Drag the Drone a little toward the locked shaft door then look upward. You
    should see the lights for a couple of walkways above. There are two Mercs
    patrolling the one for Level 3 (you should see the number 3 on the wall) and
    one for Level 4. You can kill both of these Mercs with the Drone Gun from the
    walkway which will make things easier for you later on.
    
    For the Level 4 Merc watch for your Crosshair to get bigger before firing a
    short burst. Continue firing short bursts at him until he drops. After this,
    climb back up to the glass room then Crouch down and get onto the narrow
    walkway leading to the other side.
    
    When you get to the other end of the narrow walkway then you will see a
    cutscene of the activation of an Elevator with a light and a shot of
    patrolling Mercs looking at the other side of the room.
    
    Your next objective is to climb these crates on this side of the room while
    avoiding the light which will go up and down within this very large room
    (which I will call the Crate Room for reference). If you are seen then you
    will be shot at.
    
    Thankfully, there are tiny corridors within these crates that you can use to
    hide and time your climb so that you can avoid the light. If you took the
    time to kill the Mercs on Level 3 and 4 with the Drone Gun then the first
    part of this climb will be made easier.
    
    Start by climbing onto the lower walkway then take the Ladder up to a locked
    shaft door. Turn left and jump onto the crates to begin climbing up. When you
    get to the top of the crate wall then you will see an open shaft door that
    you have to jump to. But, don't jump there yet.
    
    Creep to the edge of the crate you are standing on then look at the crate
    wall and slightly upward. You should see a crate that is sticking out a
    little bit creating a small ledge. Jump and climb onto the top of this crate
    to find:
    
         =================
      ##[ Bounty Card #54 ]##
         =================
    
    Now, jump to the open shaft door, Crouch, and enter. Follow the shaft to a
    small room with a Drone. When it passes then climb up, get behind it, and
    Sneak it. When you examine this room then you will find that a repair droid
    has sealed up the shaft you came from.
    
    In the middle of this room is a Broken Grating. Open it then drag the Drone
    into the shaft and pull it into the next room. When you get to the next room
    then you will see a glass door that needs to be broken. This is why you drag
    the Drone here - so you can shoot out the glass with the Drone Gun.
    
    After shooting out the glass, climb out then look at the other side of the
    room. Here you will see a weird looking machine. This machine is a NanoMED
    Health Station. Use it to increase your maximum health to five health blocks.
    
    After using the NanoMED Health Station then go through the now broken glass
    door and head up the stairs. At the top is an un-armed Merc. Kill him with
    the Ulaks. Head into the next room where you will find another un-armed Merc.
    Kill him the same way.
    
    Near where the Merc was is a set of stairs leading to a locked door. There is
    also a crate near the bottom of these stairs. Next to the crate is an opening
    into the floor. Go down into the opening and into the next opening leading
    under the stairs.
    
    There is a Worker here trying to fix something. He knows that someone is here
    and will investigate. He is also armed with a Combat Knife. But he is still
    no match for your Ulaks. After killing him then head to where there are some
    sparks coming from the floor. Near it is a Tranq Gun. Pick it up.
    
    The moment you pick up the Tranq Gun then the locked door above you will
    finally unlock and a Drone will emerge. Zap it then head up the stairs to
    confront the stunned Drone. Smack it with the Tranq Gun to kill it. Enter the
    next room where you will find a NanoMED Health Unit. Open the next door and
    look inside. Here you will see a stack of crates and a walkway. On the
    walkway you will find two Drones on patrol.
    
    Go into the room and you will see the Elevator that had the light you had to
    avoid earlier. On the opposite side of the room are two additional Drones.
    The first objective is to blow out the lights so the Drones can't see you.
    There is one above the crates and two near the top of the wall on the
    opposite side of the room. Then turn on your EyeShine.
    
    Go across to the other side of the room using the now stuck Elevator then
    Smack the Drones here. Ahead of you is a Ladder leading to the upper level.
    Find the Drone patrolling this side of the walkway then Zap him, climb up,
    and Smack him. Then find and Smack the third Drone.
    
    You should be near the top of the Elevator. Jump to the top of the Elevator
    then to the platform ahead. Go through the door and Smack the Drone
    patrolling here. After that, go back toward the door. On the nearby wall is a
    large opening for a shaft that runs behind the wall. It is here that you
    should find:
    
         ================
      ##[ Bounty Card #6 ]##
         ================
    
    Go to the other end of this shaft and look out. You should see a set of
    stairs. Another Drone will come these stairs. When he gets into view, Zap him
    then run up and Smack him. Head up the stairs to find another NanoMED Health
    Unit and a doorway leading up to an upper level with a lot of crates. Climb
    up onto this level then turn left and go through the large door.
    
    Here you will enter into a very large room with multi-level catwalks (I will
    call this the Catwalk Room for reference). On the main floor are a large
    number of crates. When you enter the room then you will be spotted and a
    searchlight will activate. If you are seen by this spotlight then you will be
    shot at by the Mercs patrolling on the catwalks.
    
    You can shoot the spotlight with the Tranq Gun to shut it down. However, it
    will restart after a few seconds.
    
    For directional reference I will do the following: the door you just came
    from is at the *SOUTHWEST* corner of this room. Your goal is an elevator
    which is at the *SOUTHEAST* corner of the room.
    
    From the door, run straight ahead to the northwest corner of the room. The
    spotlight can't see you here. Now, go along the north wall and head east
    toward the opposite end of the floor. Stop when you are directly under the
    spotlight. Near you, to the south, is a group of crates. Climb them to find:
    
         =================
      ##[ Bounty Card #39 ]##
         =================
    
    When you get to the northeast corner of this floor then head south to the
    Cargo Elevator in the southeast corner. Shoot the spotlight to help keep you
    from being seen as you head to it. When you use the Cargo Elevator to get to
    the next floor then you will see that the spotlight will move up to the next
    floor to follow you. Zap it then head to the Elevator on the other end of the
    catwalk.
    
    When you get up to the next level then Zap the spotlight again then run to
    the other end to enter the Elevator. When you get up here then you will be
    confronted by two Mercs. Zap the spotlight then both Mercs and run for the
    door at the end of this catwalk.
    
    When you get through this door then the door will close behind you and lock
    so the two Mercs can't follow you. In this room is a NanoMED Health Unit and
    a unlocked door. Go through the unlocked door and turn the corner.
    
    You will then see the top of another Elevator. Shoot out the light above the
    edge of the floor. On this Elevator is another Drone. Zap it then drop down
    on it to kill it:
    
      ++Silverman (Information)
        =======================
          Near the Drone are the Tool Parts you need for her.
    
    You will notice that the Elevator is overlooking the Catwalk Room. After
    picking them up then press the Elevator Button. The Elevator will then
    start to go down. You will automatically pick up the Drone to use the Drone
    Gun. You also cannot drop the Drone during the descent.
    
    Although it might be tempting to shoot at the Mercs on the catwalks it is
    best not to do anything. If you shoot at them then they know exactly where
    you are at and will shoot back at you and take off some, if not all, of your
    health.
    
    In addition, because of the darkness, the Mercs think that it is the Drone
    that activated the Elevator and not you. This is another reason why not to
    shoot at the Mercs. Eventually, the Elevator will go through the room where
    it was stuck earlier and then go down into the Crate Room. It is here where
    the Elevator will stop and you will drop the Drone.
    
    There is a path that goes under the catwalks opposite the crate wall. There
    is also a Ladder the goes to some pipes that lead back to the walkway under
    the glass room where you started this chapter. There is also a light near the
    Ladder that you can't blow out. If you try to climb the Ladder then you will
    be shot at by the Mercs above.
    
    However, if you used the Drone Gun earlier in this area then these Mercs are
    already dead and you don't have to worry about them. If you didn't kill the
    one above the Ladder then use the Tranq Gun to Zap him long enough to get
    onto the pipes then walk back to the walkway. When you get back to the
    walkway then climb back into the glass room and into the shaft to make your
    way back to.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >DKN6. Celldecks (Part Three)                                             0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                            \ The Dark Athena /
                                                             0=+=+=+=+=+=+=+=0
    
    When you get out of the shaft and back into the Control Room then you will
    find two Drones roaming about (one of them being a Merc Drone). Zap them both
    then Smack them into submission. Head back to Silverman's cell:
    
      ++Silverman (End)
        ===============
          Give her the Tool Parts which will get you the Vent Tool and earn you 
          the:
    
            >>{Open the Vents} Accomplishment
              *******************************
    
    At this point several of the prisoners that were asleep earlier are now
    awake. Exbob is busy, well, enjoying himself. Sad Eyes is upset at Riddick
    for killing her Blueskin friends at Butcher Bay. She was told about her
    friends deaths by Bonner.
    
    When you talk to Bonner, who was also at Butcher Bay, then he apologizes to
    Riddick for talking about him to Sad Eyes. After all, Riddick is a legend and
    a hero to those left behind at Butcher Bay. The prisoners there can't help
    but talk of Riddick's exploits since he is the first person to have ever
    escaped from there.
    
    Senate, the former captain, will give you some information on Revas but also
    shows the signs of the poison, given to him by Revas, that has destroyed his
    mind. His second-in-command, Yoto, was also poisoned the same way and is in
    one of the other cells.
    
    Go and talk to Dacher again now that you have the Vent Tool:
    
      ++Dacher (Start)
        ==============
          He needs a Data Pad so he can open the doors to get at a ship for their 
          escape.
    
    From here, go back to the Berthing area.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >DKN7. Berthing (Part Two)                                                0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 2 /                                          \ The Dark Athena /
      0+=+=+=+=+0                                            0=+=+=+=+=+=+=+=0
    
    You will now re-enter the Berthing area. However, the weapons scanner is
    off-line. The Mercs are expecting you. This is confirmed when you re-enter
    the junction room and see Spinner on the video screen ahead of you telling
    the other Mercs to kill the intruder (Riddick).
    
    In addition, all of the lights are off. Turn on your EyeShine. After Spinner
    disappears from the video screen then turn right to find a Merc Drone opening
    the door to the first bunk area. Smack him then head back to the main video
    screen.
    
    Remember when I went through this area earlier and told you about the grill
    in the floor that leads to a hidden room? Now is the time to open it up. Find
    the grill between the words "Hall" and "Berthing" on the floor then shoot it
    with the Tranq Gun. The grill will then fall to the floor below. When looking
    at the video screen then fall down into the hidden room and turn around. On
    the floor is:
    
         =================
      ##[ Bounty Card #46 ]##
         =================
    
    There is also a NanoMED Cartridge in this hidden room. After grabbing both
    items, climb back up then go through the first Berthing area. About halfway
    through the first Berthing area then you should find a Tranq Gun on a table
    to your left.
    
    As you get to the end of the first Berthing area there will be a Merc Drone
    in the connecting room ahead. Open the door then Smack the Merc Drone. When
    you open the door to the second Berthing area then you will find two more
    Merc Drones. Zap them from a distance then run up and Smack them. Head to the
    end of the second Berthing area.
    
    As you go towards Margo's Quarters you will find four more Merc Drones near
    the locker room. Zap them from a distance then go up and Smack them going
    after the one you Zapped first. After killing the last Merc Drone then head
    up to the Ventilation Shaft at the top of the locker room. With the Vent Tool
    in hand you can finally enter this shaft.
    
    When you get to the end of the shaft then you will fall into the room before
    the Mess Hall. In this room is a NanoMED Health Unit. When you open the door
    to the Mess Hall then you will find six Merc Drones at the bend ahead. The
    thing to do is to Zap as many as you can from a distance to at least turn
    them back into regular Drones. Then go and Smack the ones still stunned. Keep
    Zapping and Smacking the Drones until they are all dead.
    
    As you turn the bend and head toward the next corner of the Mess Hall you
    will find a small set of stairs leading up to a slightly higher level of the
    area. Climb these stairs and on the first table you see you should find:
    
         =================
      ##[ Bounty Card #29 ]##
         =================
    
    From here, head toward the round table with the column in the center and turn
    left. You should see the next Ventilation Shaft at the other end of the room
    near the ceiling. Head to the first table you see then climb it and look
    right toward the wall and upward. You will see a Ledge. Climb it then shimmy
    left all the way to the Ventilation Shaft. Climb up onto the Ledge then enter
    the shaft.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >DKN8. Data Pad                                                           0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 2 /                                          \ The Dark Athena /
      0+=+=+=+=+0                                            0=+=+=+=+=+=+=+=0
    
    When you get to the end of the shaft then you have to kick out a Grating. But
    stay in the shaft. In the room below you will find a Drone patrolling. He
    will stand still so Zap him then exit the shaft and Smack him. After killing
    the Drone then turn right and you should see some crates. On top of these
    Crates is:
    
         =================
      ##[ Bounty Card #58 ]##
         =================
    
    Go ahead and blow out the lights above you then look around the next corner
    and blow out the light in the short hall. In the next large room after the
    hall you will find two Merc Drones. The darkness will keep them from seeing
    you. Smack them both.
    
    When you enter this large room then you will see some crates on one side and
    some large windows on the other. Go to the windows and turn right. You should
    see the entrance for the Storage room. Enter the Storage room and turn left
    with the crates and you should find on the floor:
    
         =================
      ##[ Bounty Card #30 ]##
         =================
    
    Exit the Storage room then go straight ahead to the Comm Station Room. Enter
    the room then turn left to find a Merc standing near a Comm Station. Stomp
    him. Next to the Comm Station is a chair:
    
      ++Dacher (Information)
        ====================
          On this chair is the Data Pad you need for him.
    
    On one side of the room is an air shaft with a large fan. The fan is
    operational right now and you cannot go down the shaft. Near the fan is a
    Locker. This Locker belongs to the late Margo. If you got Margo's Code from
    Margo's Quarters earlier then you can open it and get the:
    
      >>{Margo's Locker} Accomplishment
        *******************************
    
    Go and grab the Shotgun within the locker if you want. However, it only has
    eight rounds at this point. Exit the Comm Station Room, go past the dead
    Drones, and to the next door while blowing out all of the lights along the
    way. This will be helpful later. Then go through the door and you will
    re-enter the Control Room.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >DKN9. Celldecks (Part Four)                                              0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                            \ The Dark Athena /
                                                             0=+=+=+=+=+=+=+=0
    
    Go back to Dacher:
    
      ++Dacher (End)
        ============
          Give him the Data Pad and he will tell you about the Comm Stations all 
          around the ship. He can be communicated with from Comm Station through 
          the Data Pad. He can use the Data Pad to do things to help Riddick.
    
    From here, head back to the Comm Station Room where you got the Data Pad then
    use the Comm Station to contact Dacher. Dacher turns off the fan for Riddick.
    Now, jump into the shaft and into.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >DKN10. Main Decks                                                        0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 4 /                                          \ The Dark Athena /
      0+=+=+=+=+0                                            0=+=+=+=+=+=+=+=0
    
    Riddick uses the Ulaks to cling to the wall as he watches two Mercs below.
    Interrupt Conversation to drop down onto the two Mercs and kill them. Then
    find and Stomp the third Merc in this room. After that, blow all available
    lights in the room.
    
    Go up to the Comm Station to Contact Dacher. Dacher will tell you about the
    Drone Control Room nearby and that he will shut the door behind Riddick when
    he enters it. Dacher will also tell Riddick how to open the cell doors which
    will earn you the:
    
      >>{Rebel} Accomplishment
        **********************
    
    But then Revas interrupts the conversation. After the conversation between
    Riddick and Revas you will now be attacked by Merc Drones. Blowing out the
    lights before they enter the room will be advantageous for you. Go near the
    crate near the door leading out. When the two Merc Drones enter the room then
    Smack them. Then go through the door, past the junction, and to the end of
    the hall where you should find:
    
         =================
      ##[ Bounty Card #11 ]##
         =================
    
    From here, turn around then turn right at the junction and head to the next
    door blowing out all lights as you go. This leads to a large room with an
    Elevator on the right side. Blow out the light in this room. On the left side
    of this room is the door to the Drone Control Room. A Merc should exit this
    room and head towards you. Stomp him to end his threat.
    
    Before going into the Drone Control Room there is something that I need to go
    over. Using the Drones while in the room will give you a chance at the
    {Master of Drones} Accomplishment which is going through the next group of
    Mercs with only two Drones. In addition, there are two different methods of
    going about this part of the game:
    
      >>The Standard Method
        *******************
          Enter the Control Room and kill the lone Merc there. He will drop the 
          Operator Key which will allow you to use the Drones. Dacher has also 
          locked the door behind you to keep the Mercs out.
    
          While you are using the Drones there will be a group of seven Mercs 
          arriving by Elevator just outside the Control Room door. As you are 
          using the Drones there will be a small robot cutting through the door. 
          When it finishes then you will be removed from the machine regardless 
          of the condition of your current Drone. But you do have plenty of time 
          to do what needs to be done.
    
          When you enter the first Drone then you should see two Mercs to your 
          right. Kill them both. After that, look at your screen. You will find 
          eight circles in the upper left corner. This is the health status of 
          the Drone. When it empties then the Drone dies.
    
          This first Drone that you operate is in a corridor with five Drone 
          chambers. There is also another corridor nearby that has five 
          additional Drone chambers. So there is a total of ten Drones that can 
          be used for this area.
    
          On the opposite end of the corridor from where the Mercs were standing 
          you will find a NanoMED Health Unit. Near the dead Mercs is the door to 
          the Armory which is locked. You will also find the Grating to a large 
          fan. Shoot the lock at the top to open it but don't enter it yet.
    
          Shoot out the glass at the end of the corridor and enter into the next 
          room. This is a multi-level room with a Ladder. The Drones can't climb 
          Ladders so you cannot go further in this room. However, go and blow out 
          all of the lights in this room and corridor. When that is done then 
          enter the fan to kill the first Drone.
    
          When you take control of the second Drone then go through the now 
          stopped fan and enter the second half of the Drone area. Blow out all 
          of the lights except for the one at the end. This will give you an 
          advantage for the next part ahead.
    
          As you enter the next area then you should encounter the bulk of the 
          Merc group. There are cubby areas along the left side of the corridor 
          you can use to hide while trying for the Mercs.
    
          Headshots are crucial for quick and instant kills to maintain the 
          health of your Drone. If no Mercs are coming into the corridor to 
          confront you then head to the unlocked door at the end, open it up, let 
          the Mercs see you through the glass, then head back into the darkness.
    
          If you still have your second Drone when you kill the last Merc then 
          you will be addressed by Captain Revas and finally earn the:
    
            >>{Master of Drones} Accomplishment
              *********************************
    
      >>The "Kill the Mercs First" Method
        *********************************
          Another method to doing this area, according to Joshua Spicer, is to 
          *NOT* enter the Drone Control Room but combat the Mercs *BEFORE* going
          into the room. After killing the Merc Drones in the Comm Station room 
          then drag both of them to the junction but keep one near a corner. Blow 
          out all of the lights then head toward the Drone Control Room.
    
          Stomp the one guy that comes out to confront you then get close enough 
          to the elevators to get them to activate. After that then head back to 
          the dead Merc Drones and Use Drone Gun (and activate EyeShine). When 
          the Mercs exit then they will head toward you. Use the Drone Gun to 
          eliminate as many of them as you can.
    
          When the Drone Gun runs dry then quickly drop it and pick up the other 
          one. Continue shooting at the Mercs until most of them are dead. Drop 
          the Drone then switch to your Tranq Gun (or pick up the Assault Rifles) 
          and pick off any surviving Mercs near the Elevator. When you kill the 
          last one then you will be addressed by Captain Revas.
    
          When you kill the last guy in the Drone Control Room, and activate a 
          Drone, then you will get the {Master of Drones} Accomplishment.
    
          This method is best used on the easier difficulty modes.
    
    Regardless of method it is important to point out that after killing the
    Mercs then the remainder of the Drones will become active and you should kill
    them off with your current unit before you leave or be forced off the
    machine. If you manage to kill them off beforehand, great. If not then use
    the Tranq Gun to finish them off.
    
    To save time you can ignore the room with the Ladder until after you are
    finished with the Mercs and Drones.
    
    After dealing with everybody then grab all the weapons you can before
    proceeding. This includes going into the Armory to pick up additional weapons
    and a NanoMED Cartridge.
    
    After leaving the machine then find a tall stack of crates in one corner of
    the room. Climb it to find:
    
         =================
      ##[ Bounty Card #41 ]##
         =================
    
    When you are allowed to leave the room then go to the room with the Ladder
    and blow out the lights (if you haven't already done so). There will be a
    Merc on the upper level. Zap him then climb up and Stomp him. Ahead of the
    Ladder you just climbed is another Ladder leading to a lower corridor. Don't
    go down. Instead, from the Ladder, turn left and follow the railing around to
    another corridor.
    
    There is another Merc hiding in this corridor. Stomp him then head to the
    locked door at the end and it is on the floor nearby that you should find:
    
         ================
      ##[ Bounty Card #2 ]##
         ================
    
    Now, head to the railing that looks down into the lower corridor. You should
    see three Mercs patrolling down here. From up here on the upper level go and
    blow out all of the lights to darken the corridor.
    
    After that then head to one of the pillars with wires running through it (it
    should have a panel that says AT-3/1 Control) nearest the corridor where you
    found [Bounty Card #2]. Near it is a Hangrail that you can use to traverse to
    the corridor at the end of this area. When you get to this corridor at the
    end of the Hangrail then go forward and turn the corner to find:
    
         ================
      ##[ Bounty Card #5 ]##
         ================
    
    When you get to this upper corridor then you will generate more Mercs below
    and on the other upper area you came from. However, you can easily avoid them
    and get through the unlocked door below. The flooring here is made up of
    grills which can be easily shot out with the Tranq Gun. Shoot out the ones
    near the lights below to blow them out so the Mercs can't see you.
    
    Then Zap the nearest Mercs from you (to stun them), drop down then go through
    the unlocked doors leading to the.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >DKN11. Gravity Generator and the Drone Mile                              0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 4 /                                          \ The Dark Athena /
      0+=+=+=+=+0                                            0=+=+=+=+=+=+=+=0
    
    Just before the door leading to Gravity Generator 2 you will see a NanoMED
    Health Unit (half full) to your right. When you enter the Gravity Generator
    then you will go into an extremely large room with a rotating machine in the
    center. You will also see two Mercs standing in front of you when you open
    the door.
    
    Stomp them both. When you kill them you will see their bodies fly off and
    to the Gravity Generator. As you near the inner edge of the platform where
    you are standing then you will be pulled toward the Generator. If you fly off
    then you will die.
    
    You will also get a chance at a new weapon: the SMG. However, when you kill a
    Merc here, then the weapon will also go flying unless it sticks to one of the
    consoles along the inner edge of the platform.
    
    From the door you entered from, turn left and you should find a couple of
    Mercs heading toward your position near the first bend (the column with the
    glowing lines). Zap them from a distance then Stomp them when it is safe to
    approach them.
    
    Now, from the column with the glowing lines, look toward the Generator. You
    should also see a console just to the right. Right on the edge, right behind
    this console is:
    
         =================
      ##[ Bounty Card #22 ]##
         =================
    
    Look at the side of the console and let the Gravity Generator slowly pull you
    toward the edge until you can grab the Bounty Card. After that, go along the
    platform toward the door at the end. As you get to the next bend go and blow
    out the nearby lights.
    
    There will be two Mercs near the next door. As you get near the door, three
    Mercs will emerge. The darkness will help you as you nail them from a
    distance with the Assault Rifle. When you go through the next door then you
    will find what is known as the Drone Mile (bodies being transported for Drone
    use along a track) which can be seen through the glass on one side of the
    next corridor.
    
    Blow out the light above then slowly make your way down the corridor. As you
    get to the second set of stairs leading down then you should see three Mercs
    at the next bend. Zap all three from a distance then run up and Stomp them.
    When you get to the next bend then you will find two more Mercs at the end of
    the corridor. Zap them both from a distance then go up and Stomp them.
    
    Near the dead Mercs is the door leading back out into the Gravity Generator.
    As you go through the door you will see a large metal door slam shut to your
    left. However, don't go there yet. From the door you just came through, look
    right. You should see a ledge. And at the end of this ledge is:
    
         =================
      ##[ Bounty Card #14 ]##
         =================
    
    Directly ahead of the door you came from is a console. Go to this console and
    let gravity pull you up against it. Take a couple of steps toward the large
    metal door and look to the right of it. You should see the other end of the
    platform and the next door you need to go through. You should also see Mercs
    stationed there. Use your Assault Rifle and pick them off from here.
    
    After killing all of them then head toward the large metal door. When you get
    near the door then you will find an open hatch which you need to jump down
    into. Follow the shaft until you get the prompt to Climb Up. After climbing
    back up then head toward the door at the end.
    
    When you enter the door then blow out the light and hug the left wall. Two
    more Mercs will emerge from both sides of the corridor. But the darkness will
    keep them from seeing you so you can Zap them safely then Stomp them when
    they are down.
    
    From where you killed these two Mercs you can see a half full NanoMED Health
    Unit on the wall. Looking left you can see a locked door. So go right and
    through the unlocked door. Here, you will enter into another large room with
    wide glass columns with machinery. Start blowing out the lights as you enter
    this room.
    
    Ahead at the first bend are three Mercs. Using the darkness you created as
    cover, Stomp them. Continue to blow out the lights as you go around the bend
    and head to the end of the room where there is another door. There is another
    Merc here. Stomp him then blow out all nearby lights.
    
    Before going through the door, switch to your SMG. Get close enough to the
    door to open it and look inside. There are several Mercs waiting in the next
    room. Of interest is a large oval shape on the floor in the background. This
    is the window to a deep exterior shaft.
    
    Zoom in on this shape then fire one round at it. This will shatter the window
    and suck out all but one Merc. Use the SMG to kill the remaining Merc while
    the air is being sucked out. When he dies then his body will be sucked out
    just before an emergency door closes the window.
    
    Now the room is empty and safe for passage. Just as you get to the next door
    then blow out all nearby lights with the Tranq Gun. When you open the next
    door then you will see an SMG wielding Merc behind a crate. As he starts
    firing at you, blow out the light just beyond the door then back away to let
    the door close.
    
    When you open the door again then Zap this Merc then Zap the Merc to his
    left. When you run up to these Mercs then Zap a third Merc near the second
    bend of this corridor. Stomp the first two Mercs you Zapped then run up and
    Stomp the third one. Near the third Merc, and near some crates, is:
    
         =================
      ##[ Bounty Card #57 ]##
         =================
    
    From here, follow the corridor until you reach another large room. This is a
    Drone Rail Track room. To your right, on a higher platform, are two Merc
    doctors (armed with SMGs). But, before we deal with them, go straight ahead
    to the end of the room where you should find, in the corner:
    
         =================
      ##[ Bounty Card #26 ]##
         =================
    
    Now, go back near the door and Zap the Mercs from a distance then run up to
    them and Stomp them. Near them is a NanoMED Health Unit and the Rail Power
    switch. Activate the switch. Next, head across the bridge nearby to the
    Drone-Track. Climb on the Drone-Track and head to.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >DKN12. Recycle                                                           0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 4 /                                          \ The Dark Athena /
      0+=+=+=+=+0                                            0=+=+=+=+=+=+=+=0
    
    When you reach the end of the Drone-Track then you will find yourself in a
    large room, completely darkened, with a small number of crates. There are
    also three Mercs on the other side and they will use their flashlights to
    find you. Keep your EyeShine off to prevent the flashlights from overwhelming
    your vision.
    
    Back up all the way to the wall and Zap all three of them with the Tranq Gun
    so you can safely Stomp them. After that, switch to your SMG and blow out one
    of the windows nearby. Enter into the next room, switch to your Tranq Gun,
    climb the crates, drop down, and blow out the light. You will also see
    another window looking into the Operating Room.
    
    Switch to your SMG to blow out the window. Stay in the darkened room and pick
    off the three Merc doctors in the next room. When they are down then enter
    the Operating Room. You will hear someone asking for help. It is one of the
    unfortunate souls on the operating table:
    
      ++Miles (Start)
        =============
          He has a letter he wants to send out to let his family know what has 
          happened to him. Find his letter and send it out. This is necessary for 
          the {Miles Letter} Accomplishment.
    
    After the conversation then you can go ahead and put him out of his misery if
    you want. Go up to the dead doctors and pick up their weaponry including a
    Gun. Then use the Gun to blow out the next window ahead.
    
    In the next room you will see a lower level to your left. On the wall at this
    lower level is a NanoMED Health Unit. On this same lower level, on the
    opposite end from the NanoMED Health Unit, is:
    
         =================
      ##[ Bounty Card #42 ]##
         =================
    
    On the upper level, in a corner, is a Ventilation Hatch. But I'm not going
    there yet. Instead, head out into the corridor nearby and turn left. Go down
    the corridor blowing out every light along the way with the Tranq Gun. As you
    near a corner you will find two more Merc doctors with Scalpels. Stomp them
    both. Continue all the way to the end until you hear Riddick declare a
    dead-end.
    
    Now, start heading to the other end of the corridor blowing out all of the
    lights along the way. When you reach the end of this corridor then you will
    enter a large room with a ramp, to the left, leading up to an upper platform
    on the opposite side of the room. This is the Waste Disposal Room.
    
    On the upper platform are two Mercs, one to each side. Stomp the nearest
    one then use the pillars for cover as you find and Zap the other Merc so you
    can safely Stomp him. After killing both Mercs, explore the room. On the
    upper platform you will find a large button for the Weight Triggered Trap
    Door. However, you can't use it right now.
    
    At the end of the ramp on the right side of the room is a short hall leading
    to a locked door. Near this locked door is:
    
         =================
      ##[ Bounty Card #37 ]##
         =================
    
    Blowing out all of the lights in the corridor and killing all of the Mercs
    here will make things easier later on. From the Waste Disposal Room, go back
    to the Ventilation Hatch. Enter the Ventilation Hatch and follow it to the
    end. It will open up into a large room with crates. You will be behind some
    crates when you enter the room.
    
    There are also four Mercs in this room. Start by gently creeping around the
    corner and use the Assault Rifle to kill the Merc standing there. Use the
    Assault Rifle to pick off the remaining three that will hide behind the
    pillars. After that then use the Tranq Gun to blow out all of the lights in
    the room.
    
    From where you start, angle right to find a pair of crates. Get between them
    but hug the one on the right. When you get between them then immediately turn
    around and head to the wall close to where you started and get in the corner
    where the small crate meets it. The door leading back to the Ventilation
    Hatch will open but a couple of Mercs will come into the room looking for
    you.
    
    Luckily, they will have their lights off so it will be easier to deal with
    them in the dark. Gently creep back behind the crates and use the Tranq Gun
    on them then Stomp them.
    
    There are also a pair of Mercs behind glass on one side of the room. Hug the
    wall just before the windows and use the SMG to blow them out. By getting
    close to the wall you also limit their angle of attack. Gently get up to the
    window and use the Tranq Gun on both of them then Stomp them when they are
    both down.
    
    After that then go back through the window, turn left, and go all the way to
    the wall opposite of where you started. Turn right to find by a large crate:
    
         =================
      ##[ Bounty Card #13 ]##
         =================
    
    From here, go through one of the large windows back into the corridor and
    turn right. As you proceed forward you should start hearing Drones. You will
    come to the edge leading down into another large room. But, before you go
    down, blow out the light ahead of you with the Tranq Gun.
    
    When you go down then you will start a cutscene with a Merc who has spotted
    Riddick and requests for Drone backup. When the cutscene ends, regardless of
    your orientation when you jumped down, then you will be facing the Merc. Turn
    around and you should see a stack of Biohazard crates.
    
    Now, quickly sidestep left then run forward to the large door. As you run to
    the door you should see another stack of Biohazard crates to the right.
    
    When you get to the door then sidestep right to get behind the crates (for
    cover) then quickly climb up over the railing and onto the platform then blow
    out the light nearby to plunge this end of the room in darkness.
    
    As you get on the platform then you should see, on the floor of the platform:
    
         ================
      ##[ Bounty Card #8 ]##
         ================
    
    All told, there will be a total of seven Drones wandering this room plus the
    one Merc on the other end. Most of the Drones are Merc Drones. Two Drones
    will be positioned near the Merc platform at the other end of the room.
    
    Up on the higher platform you will have a much easier time dealing with these
    threats. However, you are not totally immune to their gunfire. But you do
    have limited cover from a couple of small cylinders. Keeping Crouched for
    this battle will also help.
    
    The first thing you should do is to Zap the Merc Drones to convert them back
    into easier to deal with regular Drones. Then Zap a Drone and switch to
    either an Assault Rifle or SMG to kill it before it recovers. The other
    Drones will fire on your position but the platform and cylinders should
    absorb most of their attacks.
    
    After killing all of the nearby Drones then jump down and head to the other
    side of the room then turn left to look at the lighted side to find the two
    remaining Drones. Zap them then switch to another range weapon to kill them.
    
    After that, it is just the one lone Merc. Zap him then quickly climb up and
    Stomp him. Up here on this platform is a NanoMED Health Unit and a Comm
    Station. Blow out the light above, and completely plunge this room into total
    darkness, before contacting Dacher.
    
      **Info: Hard Difficulty
        *********************
          Do *NOT* climb onto the platform. You will be killed the moment you 
          climb to the top of the crates. Instead, quickly switch to your Assault 
          Rifle and blow out the light. When the Merc Drones come to you then you 
          can kill them quickly before they can do any damage.
    
          When there is just one Merc Drone left then come out of your hiding 
          place, switch back to the Tranq Gun, and use it on the Drone and Merc.
    
    When you contact Dacher then he informs you that there is a Mech heading in
    Riddick's direction. Dacher recommends luring it to the Waste Disposal Room
    and using the trap door. After the conversation, a Merc enters the room from
    the large door at the other end. Because the room is completely dark he
    cannot see you. Zap him from a distance then run up to him and Stomp him.
    
    Ahead of you is the large door which is now opened. This leads back out into
    the long corridor. If you followed the strategy earlier of blowing out all of
    the lights then it should be dark. Turn on your EyeShine. Enter the corridor
    and turn right. As you start up the corridor then you will start a cutscene
    with the Mech.
    
    After the cutscene, run up the corridor and sidestep left so you can use the
    crates as cover as you run. The darkness of the corridor should help keep the
    Mech from getting a good bead on you. Once you turn the corner, you should be
    in good shape and still have all of your health. Continue running and enter
    the Waste Disposal Room.
    
    Go up the nearby ramp and stop at the pillar to regain your health (while the
    Mech follows you into the room). Then run up to the Weight Triggered Trap
    Door Switch and activate it. This will plunge the Mech into the trash room
    below. Riddick decides to follow him down. You will notice that the Mech's
    view window is damaged and provides a weak point for Riddick.
    
    The trash room is reasonably dark so you should activate your EyeShine when
    you regain control. When this next battle starts then you will be looking at
    the Mech which has not moved yet.
    
    From here, turn right until you are looking at the wall. You should also see
    a trash wall to the left. Run to the wall then turn left and get between this
    trash wall and the main wall. Then run forward until you see a large cylinder
    to your left. There is also a gap between this cylinder and a crate. If you
    moved fast enough to get to this point then the Mech should start moving
    toward you.
    
    Switch to your Assault Rifle and take a couple of shots at the exposed head
    then sidestep left or right to avoid the Mech's attacks. You will notice that
    the Mech will just stand in this gap. This makes this part easy.
    
    After the Mech finishes firing then sidestep back and take a couple of more
    shots at the exposed head and sidestep back into cover. Continue doing this
    pattern until the Mech is dead. If you explore the trash room then you will
    find two Assault Rifles and an SMG. Now, go and mount the Mech and you will
    earn the:
    
      >>{Control a Mech} Accomplishment
        *******************************
    
    When you enter the Mech then Dacher will tap into your feed and inform you
    that things are getting out of hand. Jaylor attacked Silverman and she ran
    off. From here, head to the large door ahead. Use the Fire Weapon button to
    fire the Mech's Chaingun. You will also notice that the left side of the
    screen is currently damaged.
    
    You will notice on the right side of the screen there is a gauge. If you fire
    for too long then the guns will overheat and you cannot fire until they cool
    down enough. This gauge will let you know when you get close to overheating.
    Short controlled bursts will help prevent overheating at the wrong time.
    
    On the bottom of the screen is a damage gauge. If it is reduced to zero then
    the Mech is destroyed and you will die. After you enter the large door,
    proceed forward through the corridor and kill any Merc in your way.
    Eventually you will come to an unlocked door.
    
    When you open the door then you will see the Airlock door. But the computer
    within the Mech will warn you about the damage to your craft and suggests
    that you use a Mech Repair Station. Just to the right of the door is a Mech
    Repair Station. Enter it to completely repair your Mech. This will also give
    you the ability to fire Rockets with the Block button.
    
    But you have a limited number of Rockets - a total of seven. You can
    replenish them by using a Mech Repair Station. There is no limit to how many
    times you can use a Mech Repair Station. From here, enter the Airlock and
    proceed.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >DKN13. Outside                                                           0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                            \ The Dark Athena /
                                                             0=+=+=+=+=+=+=+=0
    
    When you get outside then you should see some large cannons attacking Aguerra
    Prime. Go forward up the ship. As you do, and get near a central corridor, a
    Mech will emerge. Use the Chaingun and Rockets to quickly destroy it.
    
    In this corridor you will also find several Repair Droids that will attack
    you. Use the Chaingun to destroy them. When you get past this central
    corridor then sidestep left and proceed forward. When you get to the corner
    to turn right then you should see another Mech Repair Station (to your left).
    Use it to replenish your Rockets.
    
    From here, proceed forward and turn left at the opening. There is a Mech
    above the door at the other end. Fire a Rocket at him then sidestep to avoid
    his Rocket. It should take about three Rockets to destroy him. Then turn
    around and use the Mech Repair Station to replenish your Rockets.
    
    When you try to head toward the door at the end then two more Mechs will
    emerge from either side of the path. Focus on one Mech and destroy it with a
    combination of the Chaingun and Rockets then destroy the other the same way.
    Then head back to the Mech Repair Station to replenish Rockets and repair
    your Mech.
    
    After that then head to the Airlock at the end of this area. As you re-enter
    the ship you will be informed by Dacher that he has to move on and that you
    should try to contact him. This will lead to.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >DKN14. Celldecks Riot                                                    0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                            \ The Dark Athena /
                                                             0=+=+=+=+=+=+=+=0
    
    After you go through the Airlock then you will be in a large corridor. As you
    proceed then you will encounter another Mech. Use a combination of the
    Chaingun and Rockets to destroy it. As you turn the corner then you will see
    another Mech Repair Station. Use it to replenish your Rockets then head to
    the next door.
    
    This door leads back into the Cellblock and into a cutscene. You will see two
    Mechs kill Senate, Bonner, and Exbob. In addition, you will see Revas take
    the unconscious Johns away while ordering the two Mechs to kill Riddick.
    
    Again, use the combination of Chainguns and Rockets to destroy both Mechs. If
    they inflict too much damage before you can destroy them both then turn
    around and run to the Mech Repair Station. After you destroy both Mechs then
    head into the now empty Cellblock and to the locked door to trigger the Exit
    Mech prompt. When you exit the Mech then you should see an open Ventilation
    Shaft to the left of the locked door.
    
    However, before you go there, turn right and head into Johns' former cell:
    
      ++Miles (Information)
        ===================
          This cell was Miles' cell before he was taken away to be converted into 
          a Drone. His letter is on the right wall as you enter the cell.
    
    Now head into the Ventilation Shaft and to the end. In the following cutscene
    you see Ellen Silverman and her daughter. Ellen manages to cut open the
    Grating but is shot dead by Jaylor.
    
    Open the Grating and enter back into the Control Room. Jaylor is hiding and
    wants to fight Riddick but wants to do it barehanded. If you do not disarm
    after a certain amount of time then he will come out of his hiding place with
    an SMG and it will make it harder to kill him.
    
    To make him come out of his hiding place barehanded, disarm yourself. One of
    the Accomplishments you can get requires that you fight him barehanded. To
    get this Accomplishment, head to the central pillar.
    
    Block then hit Jaylor once. If he blocks and hits you then head to the other
    side of the pillar and recover your health as he approaches you. He is slow
    on the approach so you can easily recover any health lost and make your next
    attack. If you successfully hit him then try to hit him again. If he hits you
    then back away to the other side of the pillar and repeat the pattern. Once
    you kill him with your fists then you will get the:
    
      >>{Honest Fighting} Accomplishment
        ********************************
    
    If you are not interested in this Accomplishment then disarm to get Jaylor
    out of his hiding place then re-arm yourself with any weapon and kill him.
    
    After killing Jaylor then head back to the Comm Station Room area and turning
    on your EyeShine as you proceed. As you get near the large room prior to the
    Comm Station Room you will start a cutscene with Lynn who is upset over her
    mother's death. Riddick consoles her the best way he can then she scurries
    off.
    
    Remember when I said to blow out all of the lights here earlier? This is
    because Sad Eyes, the female Blueskin who wants to kill you because of what
    you did to her brothers at Butcher Bay, is lurking in this room.
    
    The blackness will make it hard for her to see you even though she will use
    the flashlight on her SMG to find you. However, if you climb the crates on
    the left side of the room as you enter then she behaves like you aren't in
    the room. Zap her with the Tranq Gun then jump down and Stomp her.
    
    After that, go into the Comm Station Room and contact Dacher. Dacher has
    managed to secure a ship and is waiting for you. He also warns Riddick about
    additional Mercs waiting for him. He gives Riddick the code to the Hangar Bay
    then ends the transmission. After the transmission, you will also notice a
    prompt to send Miles' Message:
    
      ++Miles (End)
        ===========
          Send his Message which will finally earn you the:
    
            >>{Miles Letter} Accomplishment
              *****************************
    
    From here, head back to the Control Room and hang a right. Go to the Elevator
    Hangar Bay 15 door. Enter the code to enter the Elevator and go to the.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >DKN15. Hangar Bay                                                        0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 2 /                                          \ The Dark Athena /
      0+=+=+=+=+0                                            0=+=+=+=+=+=+=+=0
    
    As you are going down then enter Sneak Mode. When the door opens then you
    will see one Mech and hear another Mech you can't see. You can't fight them
    so you need to find another way. The Mech you can see is on the right side of
    the open door. On the left side of the open door you can see some railings.
    
    Sneak towards the shadow by the railing created by the giant pillar. Jump
    over the railings to go down to a lower area. In this lower area you can see
    a Ventilation Shaft. Turn on your EyeShine and enter the shaft and proceed to
    a small room under the floor. It is here that you should find:
    
         =================
      ##[ Bounty Card #40 ]##
         =================
    
    From here, proceed forward until you reach a Ladder. Climb up the Ladder and
    Crouch down. Turn around to find a tall stack of crates. There will be an
    Elevator to its right. To the left of the crates is the wall for a higher
    walkway. The entrance to this walkway is being guarded by the Mechs. You will
    need to find another way up to this walkway.
    
    Carefully sneak through the gap between the crates and the wall. Turn right
    at the corner and stay close to the crates. Ahead of you is a corner of the
    Elevator. Grab the edge and carefully climb up. If everything has gone right
    then the Mechs won't suspect anything.
    
    Once at the top then gently turn around to find the tops of the crates. Jump
    to them then jump the gap to the walkway. Do *NOT* shoot out any lights yet.
    
    When you get onto the walkway then turn left and head toward the Airlock
    door. To the left of this door is an unlocked door that leads to a control
    center. Inside is a Merc so open the door, Zap him then carefully go inside
    and Stomp him.
    
    When inside the control center then head to the panel at the end to Power Up
    Ship (which powers up the ship at the top of the room) then head back to the
    door to find the panel to Activate Elevator (which will raise the middle
    platform).
    
    Carefully exit the room and blow out the nearest lights. This will get the
    Mechs attention. Stay in the darkness for awhile. After a bit then they
    should head back to their previous positions.
    
    Carefully jump down to the crates and climb up the Elevator. Immediately
    Crouch down and look up to get the Redirect Turret command. From here, turn
    around, jump back to the walkway, and go back to the control center. When
    inside the control center then find the panel to Test Weapon System.
    
    When you activate the panel then you will fire the ship's weapon at one of
    the giant glass panels which causes the Mechs to be sucked out into space.
    After the room re-pressurizes then leave the control center and head back to
    the floor. Climb on top of the short platform in the center of the room to
    find:
    
         =================
      ##[ Bounty Card #16 ]##
         =================
    
    After this, head back to the Airlock where Dacher is waiting inside. He tells
    you to give him one minute to open up the door. After awhile, the Airlock
    door opens. Go through the door and into the ship. When you get into the ship
    then you will find a NanoMED Health Unit and a door to your right. Go through
    the door and to the large central room.
    
    Here Riddick will find Dacher sitting in a chair. However, he is dead - his
    throat cut. Then Revas jumps down from above and knocks away all of Riddick's
    range weapons from his inventory. You now have to fight her with only your
    melee weapons.
    
    You are automatically armed with your Knife. But go ahead and switch to your
    Ulaks. Just like you did with Jaylor earlier use the central control panel to
    shield yourself if you take on any damage from her. Be careful when you get
    near Dacher's body - if you get stuck there then Revas can quickly do some
    serious damage before you can get away.
    
    Even so, you shouldn't worry too much about your health since you will
    automatically get it all back later. But you still don't want to give Revas a
    chance at a cheap kill.
    
      **Info: Hard Difficulty
        *********************
          If she hits you she will take off more than one Health block so going 
          around the central control panel to recover may not be of much use. Use 
          the Block-and-Bash method on her instead.
    
    After a few hits you will take Revas' Hairpin and shove it through her neck.
    As she falls to the ground, Riddick will try to activate the ship but it is
    non-operational. Riddick heads to one of the escape pods. As he activates an
    escape pod he sees Lynn come into view through the window. She wants to come
    too but it is too late.
    
    But then she turns and backs away as Revas comes into view from the left side
    of the window! Despite what you did to her she has managed to survive. And by
    jettisoning away from the Athena you will earn the:
    
      >>{Escape the Athena} Accomplishment
        **********************************
    
    But Revas won't let you escape so easily. After she angrily derides you then
    she fires a rocket at your escape pod. The rocket hits the pod and Riddick
    tumbles out of control towards.....
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >ASL8. Aguerra Prime                                                      |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    Aguerra Prime is mostly covered with water, leaving a few peaks of land above
    the surface. It is inhabited by colonists who work the deep sea mines. They
    mine the mineral Sicherite and Thallium which is used to produce long lasting
    Heim-drive coils for space travel.
    
    The colonists come from a diverse range of cultural backgrounds and live
    peacefully on the few areas of land available. This also makes them very easy
    targets for the vicious pirate Mercs of the Dark Athena who are in the
    process of harvesting more bodies for their Drone Program.
    
    Originally, the Drone Program, created by Captain Irvin Senate, was to take
    death row prisoners from the various prisons around the galaxy and turn them
    into Drones to be used as cannon fodder for armies willing to pay for them.
    This was a reasonable way to turn useless convicts into something more useful
    and at the same time open up space in prisons for more convicts.
    
    But Gale Revas wanted to take it one step further. She wanted to raid
    defenseless colonies to make larger Drone armies and make more money. Captain
    Senate refused. So Revas slowly poisoned the Captain and his
    second-in-command, Yoto, until they went mad then she staged a mutiny and
    became Captain herself. And began her plan to make larger Drone armies to
    sell.
    
    Which leads her to the peaceful colony of Aguerra Prime. And to where Riddick
    has crash landed.....
    
      0+=+=+=+=+=+=+0
     / Aguerra Prime \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >AGP1. Culvert                                                            0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 3 /                                            \ Aguerra Prime /
      0+=+=+=+=+0                                              0=+=+=+=+=+=+=0
    
    When you start this part of the game you will be on a beach just outside of
    a town. The only weapons you have are your melee weapons (Club, Ulaks, Combat
    Knife). You will also be looking at your escape pod. From here, turn left and
    proceed along the beach until you reach the rock wall. Then turn left and
    head into a large pipe.
    
    Follow the pipe until you reach a railing overlooking a drainage stream. Turn
    right and proceed forward until you reach a locked gate (with a dead colonist
    behind it). Turn left and climb up. Follow the way into a large round room
    that looks like a giant well. Turn right and follow the walkway and jump down
    onto the lower portion from the broken section then climb up onto the next
    section.
    
    Go along the path and into a short hallway. You will hear a Drone nearby.
    Crouch and creep to the end. You should see it stand off to your left and
    near a crate. Eventually it will turn around and walk away. When it does then
    Sneak it with your Ulaks. Then Use Drone Gun and angle a little to your left.
    You should see a crate here and a pillar. Fire once to alert the two nearby
    Drones.
    
    When they approach then use the Drone Gun to kill them both. When they are
    dead then drop the Drone. Next to the nearby crate is a metal pillar and next
    to that is a metal stair railing. Go to the stair railing and look the wall.
    You will also be looking behind the crate. Right next to the crate, on the
    floor, beyond the stair railing, is:
    
         =================
      ##[ Bounty Card #15 ]##
         =================
    
    From here, follow the path and up the stairs until you reach a fence
    overlooking another drainage stream. Turn left and follow the stream until
    you reach a crate then turn left to enter a small room and climb up the
    nearby Ladder.
    
    Once at the top of the Ladder then proceed forward and into the next room.
    Then proceed up the Ladder which is behind a small section of chain-link
    fence on the left side of the room. When you get to the top then you will be
    outside under a large cliff. This cliff is over the water and has lots of
    small buildings attached underneath the cliff and to the rock wall
    
    You are also on the roof of a building. A door for the Control Room is nearby
    but it is locked. Look down and you should see the walkway leading to another
    door. Drop down and head to the locked door ahead. Look right and you should
    see a missing section of railing. Go through here and drop down to the next
    level.
    
    From here, look left and upward. You should see what looks like a metal beam.
    This is a Ledge. Grab it and shimmy left to the next section of land. Then
    drop down, walk onto the tin roof, then drop down and head to the next
    building. There is another Ledge here on the left wall. Climb it then shimmy
    left until you reach a walkway then climb up.
    
    To your left is another walkway you need to climb up. When you get up then
    you should see a locked door to your right. Turn left and follow the walkway
    until you reach a crate. Climb the crate then climb up to the next level. You
    should see a metal support beam and a pipe that has a Hangrail underneath.
    
    Climb the Hangrail and head to the end. When you drop down then Crouch.
    Proceed carefully along the narrow walkway until you reach a Ladder. Climb up
    the Ladder then jump onto the half-pipe which should be to your right.
    
    Proceed forward and to the next Ladder. After you climb up the Ladder, look
    upward to find another Ledge. Climb it, shimmy left, and climb up. You should
    be on a platform behind a chain-link fence and with a crate ahead of you. And
    on this platform you should find:
    
         =================
      ##[ Bounty Card #52 ]##
         =================
    
    From here, jump the crate then jump the chain-link fence to land near the
    unlocked door for the Control Room. Enter the room and turn right to find the
    panel to Redirect Waste Flow. When you activate this panel then you will see
    the half-pipe change direction. This will also lock the door you entered from
    and unlock the Pump Room door.
    
    When you enter the Pump Room then you will hear a Merc Drone nearby. To your
    left, as you enter the room, is the stairway leading down. The Merc Drone is
    heading up these stairs. Drop down behind it and Sneak it. Proceed down the
    stairs and into the Pump Room. Turn left and go down to the lower level. Then
    turn left and follow the wall until you reach the next door.
    
    When you go through the door then you will be back at the crate that you had
    to climb to reach the Hangrail. You will also see the Hangrail almost
    directly above you and leading to the right side of the screen. Climb back up
    and get on the Hangrail. Go to the end, drop down, then follow the pipe and
    into a large dark room.
    
    Find the half buried crate, which should be to your left as you enter the
    room, and climb it then climb up to the walkway. Then turn right, find the
    Ladder and climb up. Turn right and go through the door which will take you
    back outside. Turn right and head down to a door with the sign "New Venice
    South". But don't go through the door.
    
    If you look at the fence then you should see an open section where there is
    no fence. Look down and grab the Ledge. You should see yourself climb down
    and hang from the edge. Shimmy right then drop down. From here, turn left and
    climb up the Ladder. Then turn right and enter a small room with a very
    unusual looking piece of machinery.
    
    This machinery is a NanoMED Health Station. Use it to increase your maximum
    health to six blocks. From the Health Station, turn left and head to the
    railing then turn left and go to the locked door. When you get to the door
    then look left and down and you should see a narrow ledge. At the end of this
    ledge is:
    
         =================
      ##[ Bounty Card #33 ]##
         =================
    
    From here, sidestep left to drop down then turn right. You should then enter
    a large room with a bridge leading to a locked door. There is a Merc Drone
    patrolling on one of the platforms below. You can avoid this Merc Drone by
    looking left to find a large pipe near the bridge then dropping down all the
    way to ground level (you may suffer some damage in the process).
    
    After dropping down then turn around to find a passage under the catwalks. Go
    through this passage and turn left at the corner. Then proceed forward and to
    find a large pipe which should be to your left. From here, enter the pipe and
    follow it to.....
    
      0+=+=+=+=+=+=+0
     / Aguerra Prime \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >AGP2. New Venice South (Part One)                                        0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 4 /                                            \ Aguerra Prime /
      0+=+=+=+=+0                                              0=+=+=+=+=+=+=0
    
    Continue along this pipe until you reach a junction room with a tall Ladder
    and bodies being dropped down. You should also hear some Merc Drones above
    you.
    
    Climb up the Ladder and Crouch down when you get to the top. You should see
    four Merc Drones ahead of you. You cannot take them all on with just your
    melee weapons. Stay in the darkness and wait. Wait for two of them to march
    forward to another part of the town. This will leave two of the Merc Drones.
    
    Both of them will have their backs to you. Then the one on the right will
    head to a patio nearby. When he moves then get up behind and Sneak him. Then
    go and Sneak the other one before he turns around. Then drag his body back
    into the darkness near the Ladder. After a few moments another Merc Drone
    will appear from behind and to the right. When he is far enough away then get
    up behind and Sneak him.
    
    This area of the town, where you have been Sneaking the Merc Drones, is what
    I will call Section 1 for reference.
    
    From where you have just Sneaked the previous Merc Drone, turn right. You
    should see a set of stairs. Climb these stairs then turn 180 degrees. You
    should see a NanoMED Cartridge on the floor ahead of you. Grab it. Climb down
    the stairs and turn left. Then proceed forward into the Town Square. In the
    center of the Town Square is a gas canister that has been used to knock out
    all of the town's inhabitants.
    
    From the gas canister, turn left and proceed down the path and into another
    open area. To your right you should see the gate for the Supply Depot. Ahead
    of you, near the wall, is a dead colonist. Turn left at the dead colonist and
    you should see a dead-end. On the left side of this dead-end is a nook that
    you have to Crouch down to enter. Inside this nook is:
    
         ================
      ##[ Bounty Card #3 ]##
         ================
    
    Remember this nook. It will come in handy later. Head back to the Town Square
    and go past the gas canister to enter a short passage until you reach a wall.
    To your left is a set of stairs and to your right is a short tunnel with a
    curved archway.
    
    Go through this tunnel and you will enter a small area with a crate and
    another passageway leading into another part of the town. You should also see
    an upper area with two locked doors and a small wooden bridge that traverses
    the passageway. I will call this area Section 2 for reference. Go through the
    passageway ahead, hug the left wall, and stop near the end.
    
    The last Merc Drone from the initial group is in the next area (which I will
    call Section 3). When he gets close enough to your position then run out and
    Block-and-Bash him into submission with the Club.
    
    When you look around Section 3 then you will find a railing overlooking the
    water with a building on the other side that is connected to the rest of the
    town by a damaged bridge. In the far background you will see the Dark Athena
    which has landed. This is your main objective - to return to the Dark Athena.
    
    Now, grab the Drone and pull him toward the railing. Then Use Drone Gun and
    look through the nearby tunnel with the curved archway and fire one shot into
    the next area. There are two more Merc Drones here and your gunfire will
    alert them. When they appear then use the Drone Gun, in short controlled
    bursts, to kill the both of them.
    
    Then drop the Drone and head to the next area of the town which I will call
    Pavlo's Place. You should see another gas canister. Ahead and to the left of
    the gas canister is a door with a window. Behind this window is an
    inhabitant:
    
      ++Pavlo (Start)
        =============
          Ask him about his tattoo and he will tell you about the Dark Athena and 
          a nasty weapon called the SCAR Gun. He also gives you the key to the 
          Supply Depot and wants you to come back with a Gas Mask for him.
    
    From Pavlo's door, look to your left. You should see the corner of a passage
    with a Ladder on the left wall. Climb the Ladder to enter the upper part of
    Section 2 then run forward to cross the wooden bridge. When you get to the
    wooden walkway after the bridge then Crouch down, proceed to the end, then
    turn right and enter a small open room.
    
    This room has a Ladder leading down to the main Ladder where you started this
    part of the game (and back at Section 1). Down at the Ladder's base is a Merc
    Drone. When he turns to head out then jump down and Sneak him.
    
    Then head back up the Ladder, Crouch down, and creep to where you can see the
    Town Square but just enough in the dark to where you can't be seen. Another
    Merc Drone will be patrolling the area below. He will go around the gas
    canister then head off to the left towards the Supply Depot Gate. Just before
    he disappears, drop down, get behind, and Sneak him.
    
    Drag the Merc Drone to the Supply Depot Gate. Open the Gate and Use Drone
    Gun. Ahead of you, on the path, is a Merc Drone. Kill him with the Drone Gun
    and proceed to his position. When you get to his position then you will be at
    a path junction with a path to your right as well as the one ahead. Use Drone
    Gun and look ahead.
    
    Another Merc Drone will come into view. Kill him with the Drone Gun then drop
    your Drone and proceed forward past the Drone you just shot. You will get to
    what appears to be a tin metal shelter. There is a path to your left. Proceed
    down this path until you reach the Supply Depot.
    
    When you get here then you will see a Ladder leading up to the roof area. But
    don't go up yet. Go around the corner past the wooden door. You should see a
    platform that you need to jump to. On this platform you should find:
    
         =================
      ##[ Bounty Card #43 ]##
         =================
    
    Now, jump back and head up the Ladder. When you get to this part of the roof
    then you should see a crate and a Ventilation Hatch. But don't go in the
    Hatch yet. Climb the crate then climb up to the next area of the roof. And it
    is here that you should find:
    
         =================
      ##[ Bounty Card #32 ]##
         =================
    
    Now, climb back down and enter the Ventilation Hatch. When you enter it then
    you will also alert the Mercs who will now send out Spider Turrets to kill
    you. Go through the short shaft and drop down into the next room. Nearby is a
    NanoMED Health Unit and some shelves:
    
      ++Pavlo (Information)
        ===================
          On the shelves is a Gas Mask that you need to get for him.
    
    And on a nearby crate is the SCAR Gun. Acquiring it will also earn you the:
    
      >>{SCAR Gun} Accomplishment
        *************************
    
    Although I covered this weapon earlier in the guide I will go over it again
    so you don't have to scroll back up. The SCAR Gun has a slow fire rate and
    unlimited ammo. When you fire a SCAR Round, using the Fire Weapon Button,
    then it will stick to an object. To detonate it use the Block Button.
    
    You can stick up to five SCAR Rounds on an object before detonation. The more
    rounds you can detonate, the more damage you can inflict. The number on the
    LED display tells you how many rounds you have active. You can use the SCAR
    Gun to kill people, destroy objects, and even move crates.
    
    To start, use a couple of SCAR Rounds to move the crates out of the doorway
    then use a single round to blow open the wooden door leading out. When you
    exit and start toward the pathway then you will see a Spider Turret jump down
    onto the pathway then jump onto the wall on the right. The Spider Turret will
    then deploy a laser sight to start looking for targets.
    
    When the Spider Turret finds a target it will squawk then start firing. It
    can kill you very quickly so it is best to destroy them as soon as possible.
    When the Spider Turret attaches to the wall then fire a single SCAR Round at
    it and detonate it to remove it.
    
    Next, head up the pathway. As you get about partway, a Merc Drone will appear
    ahead. A single SCAR Round will make quick work of him.
    
    Proceed until you turn the bend and get close to the tin metal shelter.
    Slowly turn the corner right and you should see a Merc Drone with his back to
    you and a Spider Turret on a small rock. Hit them each with a SCAR Round then
    back away from the corner and detonate to get rid of them.
    
    Now, from the tin metal shelter, sidestep left and go onto a branch of the
    path leading back to town. Hug the rock to your right and aim along the dirt
    path. A Merc Drone will soon appear. Hit him with a quick SCAR Round and
    detonate to take him down. This will also alert another Merc Drone. Do the
    same to him when he appears.
    
    From here on out you should be using the SCAR Gun almost exclusively on all
    enemies unless noted.
    
    Head back to the tin metal shelter and take the other path. As you proceed
    slowly along the path you will see another Spider Turret appear on the wall
    ahead and head to the left side. Stop where you are at and destroy it.
    
    From your position, look ahead toward the path junction. In the distance you
    should see another Merc Drone that you should take down. To the right of the
    Merc Drone, on one of the poles is another Spider Turret. From this distance
    you can barely see it. Use the Crosshair of your gun to find it and, when it
    gets bigger, then destroy it.
    
    Proceed forward a little bit then sidestep right a little. You should now see
    another Spider Turret on the left side of the path junction. Destroy it then
    proceed to the path junction.
    
    When you reach the path junction then turn 180 degrees and head back the way
    you came. As you near the end of the metal part of the walkway then you
    should see another Spider Turret climb the large rock ahead of you. Stop and
    destroy it when it stops to set up.
    
    Now, head back to the Supply Depot. As you head straight at the building,
    fire a single SCAR Round at the window ahead of you but don't detonate. When
    you get close enough then a Spider Turret will emerge from the window above
    where you stuck the Round. Detonate it when it emerges.
    
    By going back to the Supply Depot and destroying the Spider Turrets along the
    way you have made it easier to come back to use the NanoMED Health Unit
    should you need it and for a task that you can do later in the game.
    
    From here, go all the way back to the Supply Depot Gate but stay back a
    little. You will see the laser of a Spider Turret just around the corner and
    up. Peek around the corner to find the Turret on the corner of the building
    and near the roof then destroy it.
    
    Then look into the Town Square. You should see the gas canister in the
    background. To the left of the gas canister you should see a lighted console
    of some kind. Fire a SCAR Round onto the wall just to the left of this
    console but don't detonate.
    
    Proceed forward to the Town Square. As you get close to it then you will see
    another Spider Turret land and head toward where you stuck the SCAR Round.
    Detonate it to destroy the Spider Turret as it is heading into position.
    
    As you are destroying the Spider Turret, a Merc Drone will run towards you.
    Head to the nook where you found [Bounty Card #3] and enter it. Even though
    you can see the Merc Drone he cannot see you and you can easily take him down
    with the SCAR Gun when he is close enough.
    
    After this, head to the Town Square but hug the left wall and stop at the
    nook which should be on the left wall. Rotate gently right and up and you
    should see another Spider Turret on the corner of the building with the
    "Peace" mural. Destroy it.
    
    Then creep around the corner to find and kill another Merc Drone. If he
    manages to evade the attack then use the nearby nook and wait for him to come
    around so you can kill him. When you are in the Town Square then look down
    the path and into Section 1. You should see a Spider Turret on the far wall
    which you should destroy.
    
    From here, turn left, go past the gas canister and into the short passage
    and, when you get to the wall, then turn left and proceed up the stairs and
    turn 180 degrees. You should see an angled metal walkway with an overhang in
    the near background and a garage door and a painted red and white
    advertisement above it in the far background. By the garage door is a Merc
    Drone which you should kill.
    
    Then fire a single SCAR Round at the wall just above the garage door and
    slowly proceed forward. When you get close enough then a Spider Turret will
    appear and crawl on the wall. Detonate the SCAR Round to destroy it. As you
    get near the end of the overhang then slowly creep around the corner to your
    right and re-enter the upper part of Section 2. You should see another Merc
    Drone across the way from you which you should kill.
    
    After that then proceed forward and turn right at the garage door then turn
    left before the wooden bridge. You should be on an upper platform with the
    passage leading to Section 3 to your right. Slowly creep toward the edge of
    this platform. You should hear the skittering of a Spider Turret and the
    breathing of a Merc Drone.
    
    As you near the edge, slowly rotate left to find the Spider Turret attached
    to the wall. Destroy it then look down and do the same to the Merc Drone.
    Then jump down and get to where you can look through the tunnel towards
    Pavlo's Place. A Merc Drone should appear in the background. Kill him.
    
    In the far background, on the wall, is another Spider Turret which you should
    destroy. Now, turn right and jump over the railing and onto the dirt. Slowly
    go to the edge and overlook the bridge.
    
    On the bridge railing near you is a Spider Turret. A Merc Drone is patrolling
    the near section of the bridge. Near the building on the far end is another
    Merc Drone. On the building, on each side of the entry way, are two more
    Spider Turrets. From this position, destroy everything on the bridge.
    
    Jump back over the railing and go to Pavlo's Place:
    
      ++Pavlo (End)
        ===========
          When you get there then you will see his door open with a Merc Drone 
          inside. Kill it. When you enter Pavlo's Place then you find Pavlo 
          dead.
    
    You will also notice that there is a NanoMED Health Unit attached to one of
    the walls inside the home.
    
    From here, go and start crossing the bridge. When you get partway across the
    bridge then you will see a Spider Turret appear on the left side where it is
    damaged the most. Destroy it. Then stick a SCAR Round on the wall just above
    the door ahead. As you get near the door a Spider Turret will appear and
    crawl down the wall. Detonate the Round to destroy it.
    
    You will find that the door ahead is locked. So climb to the upper level to
    the left of the entry way then climb the crate to grab the Ledge and shimmy
    right so you can climb up. Destroy the wooden door and enter the hall leading
    into the next section. You will be on a platform above a small courtyard. You
    will also see a Merc Drone below you which you should kill.
    
    Turn left and you will see some small crates. Climb the crates then grab the
    Hangrail above and proceed to the platform on the other side of the
    courtyard. About halfway across the locked door below and behind you will
    open and a Merc Drone will appear.
    
    When this happens then turn around and go back. Then go back on the Ledge and
    shimmy back to the lower platform. Then gently creep until you barely see the
    Drone then take him down with the SCAR Gun.
    
    After killing the Merc Drone then go back onto the Hangrail and to the other
    side of this area. Turn right and proceed to the locked door. Look down on
    the platform to find:
    
         =================
      ##[ Bounty Card #31 ]##
         =================
    
    Jump down and enter the next door to go to.....
    
      0+=+=+=+=+=+=+0
     / Aguerra Prime \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >AGP3. Village Square (Part One)                                          0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 2 /                                            \ Aguerra Prime /
      0+=+=+=+=+0                                              0=+=+=+=+=+=+=0
    
    When you enter this area then you should see a locked gate ahead of you.
    Nearby is a couple of small rocks.
    
    Climb the rocks then look through the rectangle created by the metal bars
    over the top of the closed gate. In the background you should see the upper
    level of a building with a locked door. Kill the Merc Drone patrolling this
    area.
    
    From these rocks, turn left and proceed to a metal bridge. As you get closer
    you should also see a wooden section of this bridge. Destroy the wooden
    section and climb up. From here, turn right and proceed to the end of this
    platform. Do not drop down. After a bit then you should attract the attention
    of three Merc Drones on the other side of this area.
    
    When they start firing then go back through the hole in the bridge and near
    the locked gate. The gate should provide cover as you fire SCAR Gun Rounds
    through the bars to tag them so you can kill them. After killing them then
    climb back through the hole and to the end of the platform again. Rotate
    left, look down, and rotate slightly left.
    
    Here you should find a wooden door. Destroy the door and enter the house.
    Look on the nearby table to find:
    
         =================
      ##[ Bounty Card #21 ]##
         =================
    
    Then exit the house, go through the archway and turn left. You should see a
    wooden scaffold and some crates. Destroy the scaffold then go into the ruins
    to find, on the ground:
    
         ================
      ##[ Bounty Card #1 ]##
         ================
    
    Stay near the crates and look right towards the stairs. Two more Merc Drones
    will eventually come into view. Use the crates as cover and kill both of
    them. Climb up the stairs ahead of you to find a NanoMED Health Unit. There
    is also a tunnel to your left.
    
    Go through the tunnel and exit the other end. You should see a set of stairs.
    Go up the stairs and you should enter a large open area with a large circular
    pattern on the ground. To your right is another tunnel. Enter this tunnel and
    blow out all of the lights within. When you get to the other end then you
    will see a large monstrosity burst through a large door. This is an Alpha
    Drone.
    
    The Alpha Drone has two primary weapons: Grenades and a Chaingun. It will use
    the Grenades most often only using the Chaingun when you are close enough to
    it.
    
    Standard weapons can hurt and kill it but require a lot of rounds to do so.
    Unfortunately, the only range weapon you have at this point is the SCAR Gun.
    The SCAR Gun can't kill it. It can only stun it. To stun it you must stick
    five SCAR Rounds to it then detonate. When it goes to one knee then run up to
    it to get the Kill Alpha Drone prompt so you can kill it with your Ulaks.
    
    You can stun it with four Rounds but it will immediately get back up when you
    approach it regardless of how close you are to it when you stun it.
    
      **The Grenade Bug
        ***************
          There is also a bug within the game engine concerning the rounds it 
          fires. Even if you're behind solid cover the Grenades have a irritating 
          tendency to go through it like it wasn't there often exploding much 
          closer to you than they should or outright hitting you in the face. 
          This can be especially aggravating at Hard difficulty.
    
    The tunnel you are in will provide you some cover as you attack the Alpha
    Drone. But The Grenade Bug will limit its effectiveness.
    
    To start, stick a SCAR Round on it and head to the opposite end of the tunnel
    while it is firing at you. Then poke out, stick another SCAR Round on it and
    run back into the tunnel when it counterattacks. Head back to the opposite
    end of the tunnel and repeat the pattern. If you miss with a SCAR Round then
    explode the active ones and re-start the pattern.
    
    When you stick all five rounds on it then get to the tunnel entrance closest
    to it, explode the rounds which will stun it, run up to it to activate Kill
    Alpha Drone, and kill it. And in the process you will also earn the:
    
      >>{Kill an Alpha Drone} Accomplishment
        ************************************
    
    Now, look back at where it came from. There is now a metal gate blocking the
    next way through. Your SCAR Gun cannot destroy it. But you can use the Alpha
    Drone's Grenades. Go up to the now dead Drone and get the prompt to pick up a
    Grenade.
    
    However, when you pick one up, a timer will start counting down which is
    indicated by the high pitched noise. When the timer expires, which takes a
    few seconds, then the Grenade explodes. You do not want to have it in your
    hands when it does.
    
    Take a Grenade and throw it at the gate. This should blow a nice hole in it.
    Crouch and go through the hole. Then follow the walkway and through the next
    couple of doors to.....
    
      0+=+=+=+=+=+=+0
     / Aguerra Prime \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >AGP4. New Venice North (Part One)                                        0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 4 /                                            \ Aguerra Prime /
      0+=+=+=+=+0                                              0=+=+=+=+=+=+=0
    
    When you exit through the second door then you will see some crates at the
    end of the tunnel. Beyond the tunnel is a bridge leading to a locked door.
    Go near the crates and turn left to find a stack of small crates. Go between
    them and the railing. Then turn right and sidestep left a little.
    
    You should see a bridge near you and a Merc Drone a little further than that.
    Take him down with the SCAR Gun then gently walk to the bridge. Sidestep left
    to get on the bridge and you should see a Merc Drone in the background. Take
    him down from a distance. Next, go back to the crates.
    
    A Merc should be heading in your direction. When he appears then nail him
    with the SCAR Gun. After that then go to the dead Mercs position then rotate
    left a bit. You should see a small building that the bridge is attached to
    (this is the Communications Center). Just to the right of this building you
    should see a Merc standing there. Take him down from here.
    
    This may also alert three other Mercs who were standing nearby. Head back to
    the crates and use the Communications Center building as cover as you
    carefully pick them off one by one with the SCAR Gun. You can also pick up
    Assault Rifles and Shotguns from the dead Mercs once they're down.
    
    After this battle then go back to the bridge for the Communications Center.
    Look at the locked door then rotate right a bit. You should see a wooden door
    for the building across the way. Blow it open from here.
    
    You will also see that there is no way to cross to the next building. On the
    wall of the building with the wooden door is a blinking yellow light. Use the
    SCAR Gun to activate the bridge. When you cross the bridge then another Alpha
    Drone will appear at the other end of this area and start hurling Grenades at
    you. Quickly run through where you blew open the wooden door.
    
    In this room you should find a NanoMED Health Unit and a set of stairs. Climb
    the stairs and get to an open doorway and to where you can see another wooden
    door. Don't go forward yet. Stick a SCAR Round on the wooden door and another
    on the wall near the upper left corner of the wooden door.
    
    When you move forward then another Spider Turret will appear and jump near
    the upper left part of the wooden door. Back up and sidestep right to get out
    of view then wait for it to set up then detonate both rounds to blow open the
    door and destroy the Spider Turret. From here, run through the now open
    doorway and turn the corner to see another wooden door. Blow it open then run
    all the way back across the bridge to the other side of the area.
    
    From your position you are out of range of the Alpha Drone's Grenades. Find
    the Alpha Drone with your Crosshair and stick five SCAR Rounds on it. He
    won't move from his position so this will be easy to do even from this
    distance.
    
    Then quickly run all the way back to the doorway closest to his position,
    detonate the rounds to stun him, run up to him, and kill him. Near the dead
    Alpha Drone is a tin metal shed. Grab a Grenade and throw it at the shed. The
    Grenade will destroy it. On a shelf you should find:
    
         =================
      ##[ Bounty Card #27 ]##
         =================
    
    You will also find a NanoMED Cartridge on another shelf above the Bounty
    Card. Back up a couple of steps and look right. You should see a set of steps
    leading down. At the end of the steps is a shaft. Enter the shaft and follow
    it to a small room where you should find:
    
         =================
      ##[ Bounty Card #18 ]##
         =================
    
    From here, go all the way back to the room with the NanoMED Health Unit and
    look out the door. You should see the bridge to the Communications Center.
    Cross the bridge and pick up all of the weapons from the dead Mercs. Then
    enter the Communications Center and look right.
    
    You should see a wooden door. Blow it open and you should see another wooden
    door. Blow that open and proceed forward. Continue until you reach a small
    docking area. By the crates is where you should find:
    
         =================
      ##[ Bounty Card #48 ]##
         =================
    
    Go back into the Communications Center and look right. You should see a
    Video-Link and a brick shelf. Climb the shelf, look left, and climb up. Here,
    in the attic, ahead of you is:
    
         =================
      ##[ Bounty Card #20 ]##
         =================
    
    Then climb down and Activate Video-Link. You will then see a colonist:
    
      ++Gabril (Activated)
        ==================
          He needs you to destroy the five Signal Jammers in order to get 
          additional help.
    
    Doing his Side-Mission will get you two Accomplishments. It should be noted
    that the Signal Jammers will not appear until you activate this Side-Mission.
    So it is impossible to destroy them before you talk to Gabril. This is also
    the last Side-Mission in the game.
    
    After activating Gabril's Side-Mission then go out the door then stop and
    look right to find the sign for New Venice North:
    
      ++Gabril (Information)
        ====================
          Just to the right of the sign you will see a large construct with two 
          circles on top of a pole. This is a Signal Jammer. Use the SCAR Gun to 
          destroy it.
    
    From here, head to the doorway for the room with the NanoMED Health Unit then
    look right and upward:
    
      ++Gabril (Information)
        ====================
          On the upper right corner of your screen, on the hill and above the 
          Communications Center, is the second Signal Jammer. Destroy it.
    
    Now let's head back to.....
    
      0+=+=+=+=+=+=+0
     / Aguerra Prime \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >AGP5. Village Square (Part Two)                                          0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                              \ Aguerra Prime /
                                                               0=+=+=+=+=+=+=0
    
    Crouch and go through the opening in the metal gate. When you get through it
    then stop and Un-Crouch:
    
      ++Gabril (Information)
        ====================
          On the hills in the far background and to the right is the third Signal 
          Jammer. Destroy it.
    
    From here, go to the locked gate and open it then head back to.....
    
      0+=+=+=+=+=+=+0
     / Aguerra Prime \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >AGP6. New Venice South (Part Two)                                        0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                              \ Aguerra Prime /
                                                               0=+=+=+=+=+=+=0
    
    Head all the way back to the Town Square. Head through the short passage
    leading to the set of stairs and the tunnel with the archway. With the set of
    stairs just ahead of you, look up:
    
      ++Gabril (Information)
        ====================
          You should see the fourth Signal Jammer at the top of the rocky hill 
          and just to the right. Destroy it.
    
    From here, head back to the Supply Depot:
    
      ++Gabril (Information)
        ====================
          When you get to the end of the walkway at the Supply Depot then turn 
          left and look up to find the last Signal Jammer. Destroy it.
    
    Now go all the way back to.....
    
      0+=+=+=+=+=+=+0
     / Aguerra Prime \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >AGP7. New Venice North (Part Two)                                        0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                              \ Aguerra Prime /
                                                               0=+=+=+=+=+=+=0
    
    And back to the Communications Center. Activate the Video-Link:
    
      ++Gabril (End)
        ============
          Talk to him to complete his Side-Mission which will also earn you the:
    
            >>{Gabril} Accomplishment
              ***********************
    
    You will get the second Accomplishment attached to this Side-Mission later in
    the game.
    
    From the Communications Center, head back to the dead Alpha Drone. Just when
    you get through the door to it then stop. Look to your right to find a small
    ledge you can climb. After climbing up then head left. You will eventually
    come to a Ladder. Climb down and you should find another Ladder with a wooden
    cover. Destroy the cover and head down.
    
    Once you are off the Ladder then blow out the nearby light with the SCAR Gun.
    Then turn around and head to the junction. Go around the right corner and
    blow out the light there. Look left and you should see another light. Blow
    out that one too.
    
    At this point you should turn on your EyeShine. Near the junction are two
    rectangular crates. What you want to do is to use the SCAR Gun to move them
    in such a way as to block the passage. After doing that then go to the
    crates. This will attract the attention of four Mercs. Back off and head back
    near the Ladder. The crates will prevent the Mercs from coming closer.
    
    Then it is just a matter of peeking out, sticking a SCAR Round on a Merc,
    sidestepping back into cover, and detonating to kill him. Repeat until all
    four are dead. Then go over the crates and collect the dropped weapons
    (including a Shotgun, two Assault Rifles, and an SMG).
    
    From the dead Mercs then go around the next corner. Ahead of you is an
    Elevator. But there is another Merc near it. Use the nearby crates as cover
    as you deal with hom from a distance.
    
    After killing him then go to the Elevator. However, the Elevator is stuck on
    the upper floor. Look up to see the bottom of the Elevator. You should see
    four latches that is holding the Elevator in place. Stick a SCAR Round on all
    four latches then detonate to bring the Elevator down. Once at the top then
    turn around to go through the doors leading to.....
    
      0+=+=+=+=+=+=+0
     / Aguerra Prime \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >AGP8. Old Town                                                           0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 4 /                                            \ Aguerra Prime /
      0+=+=+=+=+0                                              0=+=+=+=+=+=+=0
    
    When you get through the second door then you will see a bunch of crates to
    your left and a catwalk above. Look to your right to find a stack of crates.
    Climb this stack to get onto the catwalk to find a NanoMED Cartridge. Go back
    down to ground level and out the door. Ahead of you is a bridge, three
    crates, and a depression. Head to the gap between the crates and look down.
    Near the entrance of the shaft within this depression is:
    
         =================
      ##[ Bounty Card #50 ]##
         =================
    
    After acquiring the Card then climb up out of the depression and onto the
    nearby stack of crates to get onto the bridge. When you get onto the bridge
    then turn right and proceed forward until you reach the concrete railing then
    turn right again. Just ahead of you, on the floor, is:
    
         =================
      ##[ Bounty Card #17 ]##
         =================
    
    After acquiring the Bounty Card then jump back down from the bridge. Just a
    few steps from the stack of crates is a pair of wooden doors. Blowing them
    apart will allow you access to a room with a half full NanoMED Health Unit.
    
    From the wooden door closest to the stack of crates, head forward and turn
    right. Then go to the covered bridge which will lead you to the center of
    this area. You should see the sign for the Arena. But the door is closed.
    You should also see several crates. Use the SCAR Gun to move a couple of them
    against the door to the Arena.
    
    On the other side of this area is the Arena Access Control. Blow up the
    wooden door and enter. Then activate the Door Button. The door of the Arena
    will now open. However, two Merc Drones will emerge. But, because of the
    crates, they are stuck at the entrance. This will make it easier to take them
    both down.
    
    After killing both Merc Drones then jump over the crates and head into the
    Arena. When you enter the Arena then you should see a large central column,
    two doors to either side of this column, and two cubbyholes to either side of
    the screen. The door behind you will also lock. You are now trapped inside.
    
    Go around the column to find two Mercs on the walkway above. Quickly stick
    them both with SCAR Rounds then detonate to kill them. You should also see a
    door below the walkway. At this point go and blow out all of the lights in
    this area. This will darken the room a bit.
    
    After this then head back to your original position and sidestep left to look
    at the left door. A Merc Drone will appear when the door is opened. When the
    Merc Drone appears then kill it with any weapon. Then sidestep left a little
    more to look at the center door. Another Merc Drone will appear when the door
    opens. Kill it when it appears then switch back to your SCAR Gun.
    
    Head into the nearby cubbyhole and position yourself in the darkness and
    looking out at the last door. Three Merc Drones will appear when the door
    opens. However, because you are in this cubbyhole, they don't see you. And
    they won't move until they do. This makes them easy prey for the SCAR Gun.
    
    When you tag one then it will move to confront you. But quick detonation will
    prevent it from harming you. Do this to all three Merc Drones. After killing
    the Merc Drones then the central column will come down revealing itself to be
    an Elevator. And there is a Alpha Drone on it.
    
    Go into one of the cubbyholes and position yourself so the pillar is between
    you and the Alpha Drone. Peek out a little bit so you can see part of the
    Drone and stick a Round on it then immediately sidestep back before it can do
    any damage to you. Repeat until you have five Rounds on it then detonate and
    kill.
    
    Before leaving the Arena you may want to check out a secret room underneath
    the Elevator. In each cubbyhole there is a grill on the floor. Blowing it out
    with the SCAR Gun will reveal a shaft. Go inside and proceed to the center
    where you will find the base of the Elevator. On one side of this area is a
    NanoMED Health Unit. There will also be another shaft that leads to the other
    cubbyhole.
    
    After killing the Alpha Drone then look up into the Elevator shaft until you
    see a large yellow button. Climb up onto the Elevator and use the SCAR Gun to
    shoot the button so you can go up.
    
    When at the top then head left to find a Ladder down into a small crate
    filled room. There is a NanoMED Health Unit on one wall and the Arena Control
    Button on another. When you press the button then this will open the door
    opposite the one you entered from. Go onto the nearby catwalk, jump down and
    go through the open door into the next area.
    
    When you go through the door then you will hear the roar of an Alpha Drone to
    your left. Quickly veer right and get behind the building before it can fire.
    Follow the way until you see a set of stairs going up. However, as you get
    near the stairs, a Spider Turret appears. Back off then use the SCAR Gun to
    carefully destroy it.
    
    Head up to where the Spider Turret was, turn the corner and destroy the
    wooden door ahead then destroy the second wooden door behind it. *DON'T* go
    through the doors - not yet anyway.
    
    When looking at the now open doors rotate right to find a broken bridge
    leading to a door. To the left of this door, behind the fence, is the
    concrete pillar of a metal column. Sticking out on the right side of this
    base is part of the Alpha Drone. While standing here start sticking SCAR Gun
    Rounds on it.
    
    It will start firing Grenades at you but most of the time they will bounce
    off of the base. Be aware that The Grenade Bug may show up here. If a Grenade
    goes through then sidestep right after you stick a Round on the Drone. After
    sticking all five Rounds on it then run through the open doors, turn right,
    and head towards the Refinery entrance. Angle right to find the Drone. As you
    see it then detonate and kill it.
    
    After killing it then angle right to find a large cylinder. Walk to it then
    turn left to find a gate to a room with some weapons and a Bounty Card. This
    gate is held in place by three latches. Stick a SCAR Round on each latch then
    detonate to open up the room. Then grab the weapons and:
    
         =================
      ##[ Bounty Card #44 ]##
         =================
    
    Before going through the Refinery entrance go back to the room with the now
    destroyed wooden doors. Stand at the second door then look back towards where
    you entered this area and proceed forward. You should see a lower area with a
    wooden fence and a crate. Near the crate is where you should find:
    
         =================
      ##[ Bounty Card #38 ]##
         =================
    
    Climb back up to the upper level and go the entrance so you can enter
    the.....
    
      0+=+=+=+=+=+=+0
     / Aguerra Prime \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >AGP9. Refinery                                                           0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 5 /                                            \ Aguerra Prime /
      0+=+=+=+=+0                                              0=+=+=+=+=+=+=0
    
    Once you get through the second door then turn right to find an open door.
    This is where Gabril was hiding out at and you will find his body on the
    floor. Next to the deactivated Video-Link panel are two Sniper Rifles. Grab
    them to earn the:
    
      >>{Sniper Rifle} Accomplishment
        *****************************
    
      **NOTE: It is important to point out that you shouldn't fire the Sniper 
              Rifle at all until you reach the end of the Spaceport chapter, 
              especially at Hard difficulty. I'll explain why then.
    
    After acquiring the weapon then head out of the room and turn right to find
    the Elevator. Go into the Elevator to head up.
    
    When you reach the top then you should see a large locked door with the
    number 9 on it. But you will also see the laser sight of a Spider Turret
    above and to the right. Look around to find the Spider Turret and destroy it.
    
    To your right, from the Elevator door, you should see a Ledge. But it is too
    high up. Use the SCAR Gun to move one of the nearby crates so you can grab
    the Ledge and climb up. When you climb up then you should see a NanoMED
    Health Unit in front of you and a Hangrail above you. Climb the Hangrail and
    go through a narrow passage into the next room.
    
    You will be on the higher level of a very large, and mostly darkened, room
    with two large columns. Down below are three Mercs. Use the SCAR Gun from
    here to kill them.
    
    If you look to the other side of the room then you should see the control
    panel for the Rail Track. Jump down to the crates below the platform you are
    on, run to the panel to de-activate the Rail Track, then run back to the
    crates so you can climb back up.
    
    Four Mercs will now appear at the next door. From your higher position they
    will have a hard time hitting you. Use the SCAR Gun on the ones you see.
    Those you can't see you will have to lure into view. Use the Assault Rifle
    and fire in their general direction to make them come into view then switch
    back to the SCAR Gun to finish them off.
    
    Jump down and head through the next door into the next area. You will see a
    ramp leading up to the next refinery platform. As you get near the end of the
    ramp then you will be attacked by five Merc Drones. Go back to the door and
    pick them off as they approach you.
    
    After that, head up to the platform. You should see a large cylinder next to
    the ramp leading to the next refinery platform. But, nearby, is a small crate
    at the edge of the platform not far from the ramp leading down. Use the SCAR
    Gun to move the crate towards the door you just came from.
    
    What you want to do is move the crate to the corner of the building closest
    to the ramp leading back to the previous room. Once it is in position then
    jump onto the crate and look towards the Rail Track.
    
    On one side of this building are three half cylinders embedded in its wall.
    Jump onto these half cylinders and then onto the roof. Then jump onto the
    Rail Track itself. Carefully go around the large crate and head to the next
    one. Near the large crate, on the Rail Track, is:
    
         =================
      ##[ Bounty Card #25 ]##
         =================
    
    As you get to the Bounty Card then you should also hear the sounds of nearby
    Spider Turrets. Climb back down and head to the ramp leading down to the next
    refinery platform. From the top of the ramp you should see a large pipe
    overhead. A Spider Turret is here. Destroy it.
    
    Proceed about halfway down the ramp and stop. You should see two large
    cylinders on the right side of the ramp and two large columns in the
    background. You should see the laser sight of a Spider Turret on the back
    side of one of the cylinders. There is also a Spider Turret on the left
    column. Destroy it.
    
    Creep to the base of the ramp, stop, and look at the right column. Then look
    through the gap between the right column and the cylinders. You should see a
    Spider Turret on the far wall. Destroy it. Now, slowly creep around until you
    can see the Spider Turret on the cylinder itself. Destroy it.
    
    Then look at the left column. You should see the laser sight of another
    Spider Turret. Creep around until you can see it then destroy it. Near the
    left column, on the small building, is a NanoMED Health Unit.
    
    On the other side of the room are three large vats. As you get close to them
    then you will be attacked by Mercs stationed on the upper level of these
    vats. Use the cylinders as cover as you pick them off. Now, go through the
    vats until you see a platform with some small crates. There are two Mercs
    here, one on the upper platform and one beneath it. Pick them off then use
    the SCAR Gun to move a crate so you can climb up to the platform.
    
    When you get up here then you should see a doorway ahead of you and a NanoMED
    Health Unit to the right of it. Go through the door to the corner, stop, and
    turn right. You should see the ramp leading to the next room. You will also
    see two Merc Drones wandering about the area. Pick them off with the SCAR Gun
    from here.
    
    From here, head back to the previous platform and turn right. Then go forward
    to the wall and turn left. You should see a very large pipe. Get onto the
    pipe and follow it all the way to the end to find:
    
         =================
      ##[ Bounty Card #56 ]##
         =================
    
    Get back to the platform and turn right then climb the first Ladder you see.
    Then go around the vat to find a catwalk that will let you go forward or
    left. Go left then go around the middle vat to another catwalk that will let
    you go left or right. Go right and to the other side of the next vat to find:
    
         =================
      ##[ Bounty Card #55 ]##
         =================
    
    From this Bounty Card, go back to the catwalk and go left to go around the
    middle vat then turn left back at the first catwalk. Go around the other side
    of the next vat to find the panel to Unlock Containment Sector.
    
    When you activate this panel then three Mercs will emerge. Two of them will
    come through the doorway near the NanoMED Health Unit. The third will be in
    the next room. Get back to the catwalk and pick off the two Mercs near the
    doorway. Then jump down, go through the doorway and to the corner. Look into
    the next room to find the Merc to the left. Pick him off with the SCAR Gun.
    
    Head back out of the doorway, jump down to the lower level, and go left to
    find another door leading to the same room. As you go through the short
    tunnel leading into the next room you will hear Spider Turrets. At the far
    end of the room, on the very large cylinder, is a Spider Turret. Destroy it.
    
    You should also see the laser sight of another Spider Turret positioned above
    and to the right of the end of the tunnel. Gently creep around until you can
    see it then destroy it.
    
    Slowly creep left a little more and you should see another Spider Turret on
    the wall. Destroy it. Exit the tunnel and go to the very large cylinder. Go
    around the cylinder to find, on the floor:
    
         =================
      ##[ Bounty Card #51 ]##
         =================
    
    Now, go to the base of the ramp leading up. Look to the upper end of the ramp
    and you should see two metal columns. To the right of the right column is
    another Spider Turret. Destroy it. Head to the small crate where you killed
    the Merc. Look towards the door leading to the next room. To the left of the
    door is another Spider Turret. Destroy it.
    
    From the small crate, go right and around the side of the building. Follow
    the way until you get near the end. There is a Spider Turret on the wall so
    destroy it. When you get to the end of the path then you should see, on the
    floor:
    
         =================
      ##[ Bounty Card #36 ]##
         =================
    
    Now, turn around and go back to the metal column near the small crate and
    stop. Ahead of you is a large cylinder. To the right of the large cylinder,
    in the darkness, is another Spider Turret. Destroy it. Go to the cylinder and
    look back at the door. You should see the laser sight of another Spider
    Turret on the right side of the door. Slowly sidestep left until you can see
    it then destroy it. From here, go through the doors leading to the.....
    
      0+=+=+=+=+=+=+0
     / Aguerra Prime \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >AGP10. Spaceport                                                         0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 4 /                                            \ Aguerra Prime /
      0+=+=+=+=+0                                              0=+=+=+=+=+=+=0
    
    When you open the door then you should see a room with a crate on the left,
    two small cylinders (standing), one small cylinder (laying on its side), and
    a small crate near that cylinder. To your right you should see a ramp leading
    up. But first, go behind the two small cylinders to find, on the floor:
    
         =================
      ##[ Bounty Card #23 ]##
         =================
    
    Now, head to the base of the ramp leading up. Ahead of you should be the next
    part of this room. There is a crate directly ahead of you and one to your
    right. There is also a doorway on the left.
    
    But there is a Spider Turret in the next hallway. Creep up the ramp and
    slowly turn left to find the Spider Turret on the hallway wall. When you find
    it then destroy it. Then head into the corridor and turn right. Follow the
    corridor and it will lead you into a large area.
    
    This large area has a very large pit in the center. Going over the pit is the
    Rail Track. There is also a path on the right side of the pit leading to the
    other side of this area. As you proceed down this path then you will attract
    the attention of two Mercs. Run back to the corridor and use it for cover as
    you kill the two Mercs with your weapon of choice.
    
    After killing the two Mercs then head to the other side of the area. In the
    corridor ahead you will see a Merc standing next to a blue button. Kill him.
    However, as you approach the dead Mercs position, a gate will drop down
    preventing you from entering the corridor. You need to find another way in.
    
    But, before you do anything else, you should use the SCAR Gun to move the
    crate closest to you toward the stack of crates in the background and blow
    out the two lights in the corridor. This will help you later. Turn around and
    head back. As you proceed you should see two thick wires with lights on the
    left side of the path.
    
    Follow the wires to the end and it should terminate at the catwalk above. But
    there is no way to get up there. On the wall nearby you should see two large
    yellow buttons. Stick SCAR Rounds on each and detonate to bring down a
    Ladder.
    
    Climb up the Ladder and turn left. Proceed forward until you reach the end of
    this catwalk. You should see a catwalk attached to the metal wall ahead of
    you that you can reach with the nearby beams. You will also hear the
    skittering of Spider Turrets. Instead of heading to the next catwalk, drop
    back down to ground level.
    
    Now, go back to the Ladder and turn around towards the Rail Track. Go
    straight forward anf you should run into a concrete column. When you do that
    then sidestep right.
    
    Look up at the Rail Track and you should see a large crate. To the right of
    this crate, on the large cylindrical portions of the wall, are two Spider
    Turrets. Destroy them. Then go all the way to the edge of the pit and look up
    and left. You should see the other end of the Rail Track. You should also see
    Spider Turrets on each of the large cylindrical wall portions. Destroy both
    of them.
    
    Next to the top of the right large cylindrical portion is the end of a narrow
    curved beam. In the middle of this beam is another Spider Turret. Destroy it.
    After that then go right and to the locked door. Turn to look towards the pit
    then up and slightly left. On the wall above the path is the last Spider
    Turret. Destroy it to clear this area of them.
    
    Next, go back up the Ladder and get onto the catwalk. Turn right and proceed
    to the end. The wall should be to your left and you should be looking at two
    tall concrete beams. Look down to find a lower platform. Drop down onto it
    and Crouch. There is a gap between the bottom of the wall and the platform.
    Go through it and you will be at the end of the Rail Track where the large
    crate is.
    
    Go to the far end of the large crate and look down. On one of the beams is a
    Bounty Card. But it is a little tricky to get to. Go to the other end of the
    crate and look towards the door with the flashing red light. Then look left
    to find a beam leading to two large pipes.
    
    Go to the end of the beam and carefully get down onto the smaller of the two
    pipes. Crouch down for better control and slowly proceed along the pipe until
    you are directly above a catwalk. Drop down then proceed to the beam where
    you can get:
    
         =================
      ##[ Bounty Card #45 ]##
         =================
    
    To get back up, turn around and jump onto the large pipe. Turn right and
    carefully jump onto the narrow bar then carefully drop back down onto the
    large pipe. Crouch back down then slowly proceed back to the beam where you
    started.
    
    Another option is, since you permanently save the Bounty Card to your profile
    when you pick it up, is to just drop into the pit and kill yourself. However,
    you will restart at the top of the Ladder prior to destroying the Spider
    Turrets meaning you will have to destroy them again.
    
    After obtaining the Card then go to the door with the flashing red light and
    turn left to find the opening down to the next corridor on the other side of
    the gate. Ahead of you is another room with some crates. In another part of
    this room are four Mercs.
    
    If you blew out the lights here in the corridor then it will make it harder
    for them to see you. Use the SCAR Gun to move the nearby crates to block the
    entrance. They will slowly approach you to investigate to noise. Pick them
    off one by one until they are dead. After the battle, you should see a
    NanoMED Health Unit on the wall of this corridor if you need it.
    
    Now proceed through the next room until you reach the next pair of doors.
    When you open the second door then you will look out into a large room. From
    the opening you should see a large metal column to your left, a small
    building ahead of you in the background, and a cylinder. To the right of the
    large metal column is a Spider Turret. Destroy it.
    
    Sidestep right then look back at the large metal column. You should see
    another Spider Turret on the wall just to the left of the large metal column.
    Destroy it. Then proceed a couple of steps inside and look right. Deep into
    the dark corner is another Spider Turret. Destroy it.
    
    While still looking into the dark corner, turn on your EyeShine. You should
    see another large cylinder in the background. Sidestep left a little and you
    should attract the attention of two Merc Drones. Use the SCAR Gun to kill
    them from your position. Then turn off your EyeShine and look at the nearby
    large cylinder. Creep around the cylinder until you see the Spider Turret on
    the side of the small building. Destroy it.
    
    Now, go to the left side of the small building where there are three
    half-cylinders on the side. Right in the corner, near the half-cylinders, is
    a small rounded extension on the floor where you can jump onto it then onto
    the half-cylinders to reach the roof. And on the roof you should find:
    
         =================
      ##[ Bounty Card #12 ]##
         =================
    
    (Thanks to Warren Taylor for pointing out the extension on the floor.)
    
    From here, jump down and head to the Elevator ahead of you. When you reach
    the top of the Elevator then take a couple of steps forward and stop. You
    should see two small buildings - one to your left and one on your right.
    Ahead of you is an archway with a stack of crates to its left. And you will
    hear the chittering of Spider Turrets.
    
    Wait for a little bit and you should see two Merc Drones come into view in
    the background. Then turn around and use the Elevator to go back down to the
    lower room and climb the crate back to the roof from where you got [Bounty
    Card #12].
    
    The Merc Drones will eventually head to the Elevator but cannot activate it.
    From your position you can safely pick them off with any weapon. If you don't
    see them then lure them into sight by using your SMG to shoot a few rounds at
    the light just above the top of the Elevator.
    
    After killing the Merc Drones then head back up the Elevator, take two steps,
    hug the left small building and stop. Look up and to the right and you see a
    large cylinder on top of the right small building.
    
    If you creep forward a little then you should see a large metal column come
    into view. There is also a Spider Turret up here as well. Destroy it. Creep
    forward a little more and you should see another Spider Turret on the same
    column. Destroy it as well.
    
    Now bring the gun back down to eye level and creep forward a little more to
    reveal another Spider Turret on the large metal column. Destroy it. And by
    destroying this Spider Turret then you will also destroy the last one. You
    will no longer have to worry about them for the rest of the game.
    
    After destroying these Turrets then look left to find a large cylinder. Go
    behind it to find a NanaMED Cartridge.
    
    From here, follow the way until you reach another large area with two more
    small buildings, to your right, and two more large vats in the background.
    However, Spinner will open a large door to taunt you then turn loose an Alpha
    Drone. Head back up the ramp and near the first archway.
    
    The archways on the lower area should keep the Alpha Drone from coming up to
    chase you. Stick him with five SCAR Rounds from this safe distance then run
    down the ramp, detonate the rounds, and kill it when he gets to one knee.
    After killing it, look around. Nearby is a small building with two large
    cylinders, bound together, on the top. On one end is a small cylinder with a
    red triangle.
    
    Grab a Grenade and throw it at this cylinder to destroy it. Back far away
    when you do. The explosion will cause the two large cylinders to fall into
    the small building which will create a larger explosion that destroys the
    door. Go inside the small building to find a NanoMED Cartridge on the floor
    along with:
    
         ================
      ##[ Bounty Card #4 ]##
         ================
    
    Now, go to the vats at the end of the room. You should see a Ladder on the
    vat to the right. Climb it and go around the vat to find a narrow corridor
    leading to the next room. When you get there then you should be be looking
    down into it. There are also three Merc Drones down there. Use the SCAR Gun
    to safely pick them off from up here.
    
    Then drop down and go right then left. At the base of the small set of
    stairs, to the left, is the panel for Rail Power. If you go a little further
    you should see a NanoMED Health Unit on the right wall.
    
    Activate Rail Power and follow the large crate into another large room. But
    Spinner will notice something funny and stop the Rail Track. There is also an
    Alpha Drone in this room.
    
    You are in an enclosed space with multiple large crates including a tall
    stack on one side. For direction's sake the door you came from is the
    *SOUTHEAST* corner of the room. The tall stack of crates is on the *SOUTH*
    side.
    
    On the east side is the crate you came through with plus another crate at the
    northeast corner. There is a couple of crates on the west side of the room
    with a tall round construct in the northwest corner.
    
    Although you have plenty of cover The Grenade Bug will make this battle
    harder than it should.
    
    Use one end of the large crate on the east side as cover so you can stick one
    round from the SCAR Gun on the Drone then run to the other end while it is
    firing then stick another round then repeat until you have five rounds on it
    so you can detonate, stun, and kill.
    
    After killing this Alpha Drone then another one will appear through a large
    door behind the tall stack of crates. Do the same attack pattern to this one
    until you manage to kill it.
    
      **Info: Hard Difficulty
        *********************
          This is easily the hardest part of this game. The Alpha Drones can kill 
          you very quickly if you're not careful and The Grenade Bug makes this 
          even more frustrating.
    
          You can use the standard SCAR Gun method but the splash damage from the 
          Grenades can knock off a lot of your health if you don't keep moving. 
          And you can't take your time since the Gun is not a patient weapon.
    
          If you try to do so then you may find your Rounds starting to expire 
          just as you are trying to detonate them which will result in four 
          Rounds going off instead of five and having the Drone getting back up 
          as you are trying to kill it.
    
          The best thing to do is to keep firing Rounds at it until you feel that 
          you have five Rounds on it that you think aren't going to expire. 
          Remember, when you fire a sixth Round then the first Round you fired 
          will expire regardless of how much time it still has. If you miss then 
          you will need to keep shooting at the Drone until you get rid of the 
          missed Round.
    
          At this point of the game you should also have a sizable arsenal and 
          that should include the Sniper Rifle, the most powerful range weapon 
          you have. Although the Rifle is a one shot kill weapon on most people 
          it will take more than one to bring down an Alpha Drone. The minimum 
          number of rounds it takes to bring down an Alpha Drone is eight and 
          they must be headshots.
    
          Note I said minimum number of rounds. The further away you are from it, 
          the less effective the round will be which will increase the number of 
          rounds required to kill it. If you plan to use the Sniper Rifle on both 
          Drones then you need to make every shot count since you have only 
          eighteen rounds.
    
          The good news is that the Drone tends to stand still most of the time 
          when it doesn't see you. The best place to use the Rifle is on the west 
          side since you have the most cover there. When the Drone is standing 
          still and has his back in a favorable spot then gently sneak close to 
          him.
    
          When you get close enough then stand up, aim at the back of his head 
          with the Rifle, fire one shot, then immediately run into the furthest 
          corner away from it. Wait for things to settle down before getting 
          close enough to attack it again.
    
          There may be some times that you may have to settle for a distance shot 
          but as long as you get more than four close-up shots then you should be 
          able to get away with eight rounds. If you can kill the first Drone 
          with eight rounds then that will give you an additional round to use on 
          the second.
    
          One strategy to make to most use of your meager Sniper Rifle rounds is 
          to use the SCAR Gun on the first Drone and use the Sniper Rifle 
          exclusively on the second. Although you can use your other weapons on 
          the Drones I think they have very little effect at this difficulty.
    
    After killing the second Alpha Drone, Spinner will now come into the room
    from the large Airlock door. He will be in a Mech and it will be tough to
    take him down. There are two methods to defeating Spinner:
    
      >>The Hard Way
        ************
          Most of your standard weapons, including the Sniper Rifle, have no 
          effect on Spinner - even when fired on his back. Only the SCAR Gun can 
          be used to defeat him. Like with the Alpha Drones you must stick five 
          Rounds on him.
    
          However, they all must be placed on his back - not on the front and not 
          on the arms. To make matters worse he will not stand still, he will 
          constantly move around the room looking for you. It is not very 
          difficult to defeat him this way but this can be a drawn out affair as 
          you try to place Rounds on his back while keeping him from firing on 
          you.
    
      >>The Easy Way
        ************
          As he is taunting you, head to the Alpha Drone closest to the Airlock 
          door and start throwing Grenades at it. Keep throwing Grenades and 
          adjusting your aim as Spinner is talking. Your goal is to hit the 
          middle of the door so when he appears then you can hit him before he 
          can do much damage. One direct hit is all it takes to bring him down.
    
    Once you defeat him, regardless of method, then you will earn the:
    
      >>{Kill Spinner} Accomplishment
        *****************************
    
    Go to Spinner and Take Executive ID Card from him:
    
      "In the end, everybody bleeds the same."
    
    After that, then head into the Airlock and into the next section of the
    guide.....
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >ASL9. Return to the Dark Athena                                          |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    By entering the Airlock then you have returned to the Dark Athena. But you
    still have some work to do in order to escape from Aguerra Prime.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >RDA1. Crate Room                                                         0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 1 /                                          \ The Dark Athena /
      0+=+=+=+=+0                                            0=+=+=+=+=+=+=+=0
    
    After entering the Airlock then stop at the Keypad. Just beyond the next
    couple of doors is a large crate room with four tough Mercs inside. But there
    is a way to make this a much easier battle.
    
    When you use the Keypad then go through the next door and hug the right wall
    as you proceed to the next door. When you open the next door then take an
    immediate right and jump onto the Rail Track while heading to the corner.
    Then turn left and run to the next corner which is protected by a large
    crate.
    
    This narrow gap between the crate and the wall makes an excellent spot for
    picking off the Mercs. Even better is the fact that the Mercs can't go onto
    the Rail Track.
    
    After they initially fire on you as you make your way to this hiding spot
    then they will then go to look for you. Peek out, stick a SCAR Round on a
    Merc, pull back as the others fire on you, then detonate to kill the selected
    Merc. Repeat until all four Mercs are dead.
    
    Next, leave your hiding place and grab the Merc weapons then go to the other
    side of this room. There should be a stack of large crates against the wall
    opposite of the Rail Track. Climb it all the way to the top to find:
    
         =================
      ##[ Bounty Card #10 ]##
         =================
    
    From here, jump down and head to the large column near the center of the room
    then turn left to find the Quarantine Checkpoint door. When you go inside
    then you will find yourself in a circular room with a NanoMED Health Unit on
    the right side, an InterCom Station on the left side, and a glass door ahead
    of you.
    
    When you use the InterCom Station then you will see Lynn. She somehow managed
    to escape from Revas and knocked out the engines to the ship in an effort to
    strand the Dark Athena. In addition, she mentions that she can make the
    Drones not hurt them anymore.
    
    As the conversation ends, Riddick is confronted by Revas who is on the other
    side of the glass door. She commands her nearby Mercs and Drones to kill
    Riddick. But then the Drones kill the Mercs and the glass door gets covered
    up with blood. After about a minute, the door unlocks and you enter into.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >RDA2. Drone Revolt                                                       0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
     \ Cards - 1 /                                          \ The Dark Athena /
      0+=+=+=+=+0                                            0=+=+=+=+=+=+=+=0
    
    Earlier in the game you had to either kill or evade the Drones. But, thanks
    to Lynn, they are now on your side. When you go through the glass door you
    will see a Drone just standing there. He won't hurt you so just leave him
    alone:
    
      "Eventually, all servants turn on their masters."
    
    From here, turn left and proceed through the corridor until you reach another
    glass door. This door leads into a large room with a walkway above. There are
    five Mercs in this room including two on the walkway. There are also two
    Drones here.
    
    The Mercs are focused on the Drones which effectively distracts them from
    you. Pick off the Mercs on ground level to protect the Drones. Then go
    further into the room to look for the Mercs on the walkway to you can kill
    them. Next, go into the Elevator that leads to the Executive Deck and to
    Prototype Testing and head up:
    
      "Where there's hated, sow justice.
       Where there's injury, pardon.
       Where there's doubt, hope.
       And may a swift and certain death befall anyone who stands in my way.
       Ain't much of a prayer, but it sounds good."
    
    When you exit the Elevator then turn right. On the left wall is a door. On
    the right wall is a NanoMED Health Unit. Next to it is a locked door through
    which you can see four circular red glass pillars.
    
    Now, go through the open door and you should see an Alpha Drone Control
    Station to your left. However, before using it, go forward to the wall ahead
    and turn left. You should see an alcove with a glass door. Blast the glass
    and enter the alcove to find, on the floor:
    
         =================
      ##[ Bounty Card #60 ]##
         =================
    
    And with that you will have collected all of the Bounty Cards in the game.
    This will also earn you the:
    
      >>{Bounty Hunter} Accomplishment
        ******************************
    
    Now, go and use the Alpha Drone Control Station which will also earn you
    the:
    
      >>{Control an Alpha Drone} Accomplishment
        ***************************************
    
    When you take control of the Alpha Drone you will have command of a Chaingun
    which you use with the Fire Weapon Button and Grenades which you use with the
    Block Button. There is also a Damage Meter on the upper left corner of your
    screen. But the Alpha Drone is much tougher than a standard Drone.
    
    This next part is pretty straightforward. Go through the door ahead and
    through the corridors killing every Merc you come across with the Alpha
    Drone's weapons. Eventually you will come to a door. Go through the door and
    kill the four Mercs with a Grenade. Then turn left to find Lynn in a vent.
    Get Lynn and leave the room.
    
    Follow her instructions to the next room while killing all of the Mercs you
    come across. When you get to the next room then drop her off in a vent so she
    can go to the computer room and open an Elevator that leads to a ship.
    
    After that, you are then removed from the Alpha Drone Control Station. Exit
    the room and you will find that the locked door by the NanoMED Health Unit is
    now open. You should also see the bodies of some Mercs and an Alpha Drone.
    
    Go to the body of the Alpha Drone and look through the open door. At the
    other side of the room, past the four red glass columns, is an Elevator.
    Before moving any further, fire a SCAR Round at the Elevator button, on the
    right side of it, and detonate it to open it.
    
    From here, as you enter and move forward through the room, then you will be
    confronted by.....
    
      0+=+=+=+=+=+=+=+0
     / The Dark Athena \
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\
    | >RDA3. Captain Gale Revas                                                 0
    0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/
                                                            \ The Dark Athena /
                                                             0=+=+=+=+=+=+=+=0
    
    Captain Revas is extremely upset at Riddick for ruining years of work. She is
    also wearing a very tough suit of armor with the ability to fire small
    rockets as well as a small machine gun. Doing melee combat on her is
    practically suicide. In addition to the armor, she has a kick motion that is
    unblockable and will do major damage to you as well as pushing you far enough
    away so she can use her other weapons.
    
    Projectile weapons also have no effect. Even the Sniper Rifle is useless. But
    there is an easy way to defeat her. You need to push her into the open
    Elevator shaft to get rid of her. Only the SCAR Gun is capable of doing this.
    
    Go to either the right or left side of the room and position yourself between
    the red glass columns. It should be noted that these columns will
    disintegrate if hit enough times with Rockets so they are temporary cover at
    best.
    
    Look toward the open shaft and stick Revas with a SCAR Round but don't
    detonate. At some point she will pause in front of the Elevator shaft.
    Detonate the Round when she does.
    
    She will fall to the ground and backward. While she is on the ground, stick
    her with another Round. When she stands straight up and puts her hands up in
    a fighting position then detonate to make her fall down again and push her
    closer to the open shaft. Keep repeating this pattern until you knock her
    into the shaft and start the final cutscene with her and Riddick.
    
    After disposing of Revas, both Riddick and Lynn enter a nearby Elevator to
    make their escape from the Dark Athena and Johns (at least temporarily):
    
      "When I say goodbye, it's forever."
    
    Now, onto the next section.....
    
                /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\
     /=========================================================================\
    | >ASL10. "Dark Athena" Summaries                                           |
     \=========================================================================/
                \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/
    
    Listed in this section are the summaries of all Bounty Cards and
    Side-Missions.
    
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    | A. Summary of Bounty Cards |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    
    Listed below are the summaries of the Bounty Cards within "Assault on Dark
    Athena". 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 Beach \
    0======================================================>
    
      ++Bounty Card #35
        ===============
          Name: Manje Curr.
          Wanted: For war crimes and treachery against his own people on 
                  Mabashiri 2.
          Reward: 625,000 UD.
          Unlocks: Aguerra Ghost Drone.
          Where: On a small platform inside a small corridor.
    
    0---------------------------------------------------------------------------0
    | The Dark Athena |=======================================| The Dark Athena |
    0---------------------------------------------------------------------------0
    
    0==========0
    | Cargo Bay \
    0======================================================>
    
      ++Bounty Card #7
        ==============
          Name: Jaybird Fries.
          Wanted: For poaching the queen's swans on TR19-46.
          Reward: 67,000 UD.
          Unlocks: Athena NanoMED.
          Where: In a small corridor next to a locked door near the beginning of 
                 the Cargo Bay.
    
      ++Bounty Card #9
        ==============
          Name: Chugger Slich.
          Wanted: On Orion-4 for 124 counts of arson.
          Reward: 920,000 UD.
          Unlocks: Athena Merc.
          Where: On an upper level next to the glass room on the upper level of 
                 the Cargo Bay area.
    
      ++Bounty Card #49
        ===============
          Name: "Polarbear" Mygaw.
          Wanted: For stabbing seven people with an ice pick.
          Reward: 10,000 UD.
          Unlocks: Gale Revas.
          Where: On a beam in the upper level of the Cargo Bay area. Use a Ledge 
                 to shimmy over to it.
    
      ++Bounty Card #34
        ===============
          Name: Jestin Thrints.
          Wanted: For the murder of a prominent talk show host.
          Reward: 420,000 UD.
          Unlocks: Cargo Bay Room.
          Where: On an upper level on one side of the upper level of the main 
                 Cargo Bay area. Use the Ledge to shimmy over to it.
    
      ++Bounty Card #19
        ===============
          Name: Tagger Nills.
          Wanted: For 16 counts of assault & 3 counts of kidnapping.
          Reward: 650,000 UD.
          Unlocks: Spinner.
          Where: In a corner near some crates on one side of the lower level of 
                 the main Cargo Bay area.
    
    0=====================0
    | Celldecks (Part One) \
    0======================================================>
    
      ++Bounty Card #59
        ===============
          Name: George Homely.
          Wanted: For impersonating a state official with the intent to kill his 
                  wife.
          Reward: 15,000 UD.
          Unlocks: Lynn Silverman.
          Where: Under the floor that goes around the Control Room.
    
    0====================0
    | Berthing (Part One) \
    0======================================================>
    
      ++Bounty Card #53
        ===============
          Name: Treakin Badba.
          Wanted: For the murder of four piano teachers & a tuba player.
          Reward: 725,000 UD.
          Unlocks: Margo Marvins.
          Where: On the floor next to the locked Mess Hall door.
    
      ++Bounty Card #28
        ===============
          Name: Bracer Neglina.
          Wanted: For setting fire to a bingo parlor & killing 8 people using a 
                  knitting needle.
          Reward: 800,000 UD.
          Unlocks: Berthing Area.
          Where: On a table halfway through the first Berthing area.
    
      ++Bounty Card #47
        ===============
          Name: "Madhouse" Magee.
          Wanted: For bludgeoning 3 people to death with a gold club.
          Reward: 625,000 UD.
          Unlocks: Jaylor.
          Where: On a desk inside Margo's Quarters.
    
      ++Bounty Card #24
        ===============
          Name: Lawrence "Render" Unconscious.
          Wanted: For selling large quantities of illegal mind-altering drugs to 
                  minors.
          Reward: 25,000 UD.
          Unlocks: Berthing Diner.
          Where: Inside the Showers next to Margo's Quarters.
    
    0===========0
    | Alternator \
    0======================================================>
    
      ++Bounty Card #54
        ===============
          Name: Helium Brown.
          Wanted: For the massacre at pig pool.
          Reward: 920,000 UD.
          Unlocks: Multiplayer Pickups.
          Where: On top of the crate wall on a small ledge.
    
      ++Bounty Card #6
        ==============
          Name: Horis Mondlion.
          Wanted: As a suspect in the robbery of the Grandelle-Hall estate on 
                  p7-632.
          Reward: 15,000 UD.
          Unlocks: Bonner.
          Where: Inside a shaft that runs behind a wall.
    
      ++Bounty Card #39
        ===============
          Name: Conyard Pudack.
          Wanted: For detonating highly explosive materials in a public place 
                  killing 32 people.
          Reward: 35,000 UD.
          Unlocks: Cell Decks Room.
          Where: On top of some crates in the Catwalk Room of the Alternator 
                 area.
    
    0====================0
    | Berthing (Part Two) \
    0======================================================>
    
      ++Bounty Card #46
        ===============
          Name: Nedrick Veran.
          Wanted: For imprisoning two people in his basement for 26 years.
          Reward: 175,000 UD.
          Unlocks: Ironlord.
          Where: In a hidden room underneath the floor. Find the words "Mess 
                 Hall" on the floor. Between the word "Hall" and "Berthing" you 
                 will see a grill. Shoot it out with the Tranq Gun to gain 
                 access.
    
      ++Bounty Card #29
        ===============
          Name: Stoney Matheson.
          Wanted: For the destruction of the only house of ill-repute in Besrond 
                  City.
          Reward: 325,000 UD.
          Unlocks: Sad Eyes Grinder.
          Where: On a table in the Mess Hall.
    
    0=========0
    | Data Pad \
    0======================================================>
    
      ++Bounty Card #58
        ===============
          Name: Ethan "The Bullet" Fromere.
          Wanted: For abducting a religious leader and holding him hostage.
          Reward: 25,000 UD.
          Unlocks: Max Dacher.
          Where: On some crates near the Comm Station Room area.
    
      ++Bounty Card #30
        ===============
          Name: Johnny "The String" Casino.
          Wanted: For bigamy, larceny & manufacturing methods of false 
                  identification.
          Reward: 25,000 UD.
          Unlocks: Ellen Silverman.
          Where: In a Storage room near the Comm Station Room.
    
    0===========0
    | Main Decks \
    0======================================================>
    
      ++Bounty Card #11
        ===============
          Name: Nexta Ignernt.
          Wanted: For the assassination of President Ari Chen on Logos IV.
          Reward: 800,000 UD.
          Unlocks: Exbob.
          Where: At the end of the short hall near where you start the Main Decks 
                 chapter.
    
      ++Bounty Card #41
        ===============
          Name: Alain Isrea.
          Wanted: For unintentionally dismembering 2 family members in a struggle 
                  for a game controller.
          Reward: 265,000 UD.
          Unlocks: Executives Hall.
          Where: Inside the Drone Control Room on a stack of crates.
    
      ++Bounty Card #2
        ==============
          Name: Harry Pentwine.
          Wanted: For illegal, inhumane & unexpected pain research on subway 
                  passengers.
          Reward: 30,000 UD.
          Unlocks: Riddick Render.
          Where: Near a locked door on the upper level of the Main Decks area.
    
      ++Bounty Card #5
        ==============
          Name: "Bouncer" Reckwin.
          Wanted: For throwing a law officer through a 8th floor window.
          Reward: 720,000 UD.
          Unlocks: Starbreeze Team Photo.
          Where: At the end of a corridor that can only be accessed by a Hangrail 
                 on the upper level of the Main Decks area.
    
    0=====================================0
    | Gravity Generator and the Drone Mile \
    0======================================================>
    
      ++Bounty Card #22
        ===============
          Name: Kari Merrystar.
          Wanted: For 18 counts of kidnapping & murder.
          Reward: 12,000 UD.
          Unlocks: Drone Mile Machine Room.
          Where: At the edge of the path behind a console.
    
      ++Bounty Card #14
        ===============
          Name: Clubber Brassbat.
          Wanted: For questioning in regards to several buried bodies found on 
                  his property.
          Reward: 20,000 UD.
          Unlocks: Drone Mile Transport Track.
          Where: On the narrow ledge by the door.
    
      ++Bounty Card #57
        ===============
          Name: Programmer Jay.
          Wanted: For guiding his cult followers to commit a mass suicide.
          Reward: 500,000 UD.
          Unlocks: Athena.
          Where: By some crates in a corridor.
    
      ++Bounty Card #26
        ===============
          Name: Hans Larsson.
          Wanted: For hacking into financial facility computers on RZ14, and 
                  withdrawing all funds held there-in.
          Reward: 990,000 UD.
          Unlocks: SubMachine Gun.
          Where: In a corner at the Drone Rail Track room.
    
    0========0
    | Recycle \
    0======================================================>
    
      ++Bounty Card #42
        ===============
          Name: Babcock Walters.
          Wanted: For several counts of murder & memorabilia theft.
          Reward: 798,000 UD.
          Unlocks: How to make a Ghost Drone.
          Where: Near a NanoMED Health Unit in a room just past the Operating 
                 Room.
    
      ++Bounty Card #37
        ===============
          Name: Flamer Patrice.
          Wanted: For bludgeoning his wife to death, then disposing of the body 
                  in a public park.
          Reward: 46,000 UD.
          Unlocks: Sniper Rifle.
          Where: Near a locked door inside the Waste Disposal Room.
    
      ++Bounty Card #13
        ===============
          Name: "Big Daddy" Bullocks.
          Wanted: For 37 counts of malicious sexual assault & battery.
          Reward: 352,000 UD.
          Unlocks: Aguerra.
          Where: Behind some crates at one end of a crate filled room.
    
      ++Bounty Card #8
        ==============
          Name: Drayson Grey.
          Wanted: For inventing an infectious flesh-eating virus in the former 
                  colony of Pegrend 13.
          Reward: 845,000 UD.
          Unlocks: Athena Assault Rifle.
          Where: On an upper platform inside the room where you ambushed by 
                 several Drones.
    
    0===========0
    | Hangar Bay \
    0======================================================>
    
      ++Bounty Card #40
        ===============
          Name: Matt Docrew.
          Wanted: For sabotaging fundamental circuitry on a colony transport 
                  vessel, resulting in 34902 deaths.
          Reward: 55,000 UD.
          Unlocks: Athena Exterior.
          Where: In a small room under the floor.
    
      ++Bounty Card #16
        ===============
          Name: "Screamer" Streger.
          Wanted: For holding the employees of a convenience store hostage and 
                  two counts of rape.
          Reward: 178,000 UD.
          Unlocks: Miles' note to his wife.
          Where: On a small platform in the middle of the Hangar Bay.
    
    0---------------------------------------------------------------------------0
    | Aguerra Prime |===========================================| Aguerra Prime |
    0---------------------------------------------------------------------------0
    
    0=========0
    | Culvert  \
    0======================================================>
    
      ++Bounty Card #15
        ===============
          Name: Pally Peedleborn.
          Wanted: For developing illegal home-brewed beverages that cause 
                  unwanted side effects.
          Reward: 235,000 UD.
          Unlocks: Aguerra Town 4.
          Where: Behind a crate near a set of stairs.
    
      ++Bounty Card #52
        ===============
          Name: Veris Braggina.
          Wanted: For strangling 8 people with a piano wire.
          Reward: 65,000 UD.
          Unlocks: Irvin Senate.
          Where: On an upper level behind a chain-link fence.
    
      ++Bounty Card #33
        ===============
          Name: Dally McLester.
          Wanted: For willful violation of construction codes resulting in 
                  12010.5 deaths.
          Reward: 920,000 UD.
          Unlocks: Gravity Core.
          Where: On a narrow ledge near a NanoMED Health Station.
    
    0============================0
    | New Venice South (Part One) \
    0======================================================>
    
      ++Bounty Card #3
        ==============
          Name: Miss Kissy.
          Wanted: For killing 10 people using a specially formulated poisonous 
                  lipstick.
          Reward: 29,000 UD.
          Unlocks: Aguerra Town 2.
          Where: In a small nook not far from the Supply Depot Gate.
    
      ++Bounty Card #43
        ===============
          Name: Fravin Candown.
          Wanted: For shooting 11 co-workers in the back of the head.
          Reward: 345,000 UD.
          Unlocks: Aguerra Town.
          Where: On a ledge at one side of the Supply Depot.
    
      ++Bounty Card #32
        ===============
          Name: Serth Yaltrow.
          Wanted: For collaboration with a known criminal in order to obtain 
                  large quantities of illegal narcotics.
          Reward: 35,000 UD.
          Unlocks: Underwater Base.
          Where: On the roof of the Supply Depot.
    
      ++Bounty Card #31
        ===============
          Name: "Raizer".
          Wanted: For drowning two women and shooting their three boyfriends.
          Reward: 756,000 UD.
          Unlocks: Aguerra Settlement.
          Where: On an upper walkway just before the door leading to the Village 
                 Square. Use the Hangrail to go over to it.
    
    0==========================0
    | Village Square (Part One) \
    0======================================================>
    
      ++Bounty Card #21
        ===============
          Name: Slinger Remnan.
          Wanted: For breaking and entering as well as willful destruction of 
                  private property.
          Reward: 274,000 UD.
          Unlocks: Aguerra NanoMED.
          Where: In a small room on the table.
    
      ++Bounty Card #1
        ==============
          Name: Jimmy Greshner.
          Wanted: For shoplifting & armed robbery.
          Reward: 45,000 UD.
          Unlocks: SCAR Gun.
          Where: Under a wooden scaffold that you have to destroy with the SCAR 
                 Gun to access.
    
    0============================0
    | New Venice North (Part One) \
    0======================================================>
    
      ++Bounty Card #27
        ===============
          Name: Trip Strider.
          Wanted: For planting explosives with the intention of blowing up a 
                  public gaming hall.
          Reward: 56,000 UD.
          Unlocks: Aguerra Civilian.
          Where: On a shelf of a tin metal shed that you need to destroy with an 
                 Alpha Drone Grenade.
    
      ++Bounty Card #18
        ===============
          Name: Cornwald Sanders.
          Wanted: For murder, arson & tax evasion.
          Reward: 898,000 UD.
          Unlocks: Aguerra Mood Concept.
          Where: In a small room that can only be accessed by entering a small 
                 shaft.
    
      ++Bounty Card #48
        ===============
          Name: Marck Killinfel.
          Wanted: For the beating death of six individuals found dumped in a 
                  decorative fountain in the city.
          Reward: 198,000 UD.
          Unlocks: Alpha Drone Render.
          Where: On a small docking platform that can be accessed by destroying 
                 two wooden doors with the SCAR Gun.
    
      ++Bounty Card #20
        ===============
          Name: Holly Jo.
          Wanted: For numerous bombings of civilian transports.
          Reward: 897,000 UD.
          Unlocks: Water Creature.
          Where: In the attic of the Communications Center building.
    
    0=========0
    | Old Town \
    0======================================================>
    
      ++Bounty Card #50
        ===============
          Name: Ben Dere.
          Wanted: For attempted genocide on the planet Alku.
          Reward: 895,000 UD.
          Unlocks: Alpha Drone.
          Where: In a depression under a bridge.
    
      ++Bounty Card #17
        ===============
          Name: Acora Minola.
          Wanted: For the shooting deaths of 27 family members, who all lived in 
                  the same 3 room house with her.
          Reward: 56,000 UD.
          Unlocks: Aguerra Bridge.
          Where: On an upper level that can be accessed by climbing a bridge.
    
      ++Bounty Card #38
        ===============
          Name: Zitmo Rager.
          Wanted: For extortion, murder & shooting a public com station.
          Reward: 765,000 UD.
          Unlocks: Aguerra Bridge 2.
          Where: Under a crate just past the Arena.
    
      ++Bounty Card #44
        ===============
          Name: "Croucher" Ulong.
          Wanted: For attacking pedestrians with a box cutting knife, five counts 
                  of assault with a deadly weapon.
          Reward: 123,000 UD.
          Unlocks: Spider Turret.
          Where: In a small room with weapons that can be opened with the SCAR 
                 Gun.
    
    0=========0
    | Refinery \
    0======================================================>
    
      ++Bounty Card #25
        ===============
          Name: Stigner Yerassa.
          Wanted: For the destruction of 2 class C military ships.
          Reward: 78,000 UD.
          Unlocks: Aguerra Sunken Industry.
          Where: On the Rail Track next to a large crate. You need to move a 
                 small crate with the SCAR Gun to a point next to a small 
                 building so you can climb onto the roof then onto the Rail 
                 Track.
    
      ++Bounty Card #56
        ===============
          Name: Kaiula Beni.
          Wanted: For distributing unexpectedly lethal adult toys.
          Reward: 245,000 UD.
          Unlocks: Aguerra Town 3.
          Where: At the end of a very large pipe.
    
      ++Bounty Card #55
        ===============
          Name: Bresser Ratt.
          Wanted: For burning down a bookstore that refused to sell his 
                  auto-biography, "Docile Persuasion".
          Reward: 11,000 UD.
          Unlocks: Aguerra Refinery 2.
          Where: On an upper level of a large refinery vat.
    
      ++Bounty Card #51
        ===============
          Name: Kivak Ragellen.
          Wanted: For developing a lethal chemical powder & marketing it as a 
                  sugar substitute.
          Reward: 145,000 UD.
          Unlocks: Aguerra Refinery.
          Where: Behind a very large cylinder.
    
      ++Bounty Card #36
        ===============
          Name: Corison ManGuard.
          Wanted: For vandalism & sexual assault on Aguerra Gamma.
          Reward: 754,000 UD.
          Unlocks: Pavlo.
          Where: At the end of a path that goes around a building.
    
    0==========0
    | Spaceport \
    0======================================================>
    
      ++Bounty Card #23
        ===============
          Name: Uric VanDelvin.
          Wanted: For piracy & murder.
          Reward: 29,000 UD.
          Unlocks: Aguerra Refinery 3.
          Where: Behind two small cylinders at the beginning of the chapter.
    
      ++Bounty Card #45
        ===============
          Name: Ty Withrope.
          Wanted: For several acts of cannibalism.
          Reward: 145,000 UD.
          Unlocks: Alpha Drone Control Room.
          Where: On a small beam under the Rail Track bridge. You must carefully 
                 climb down using the nearby pipes to access.
    
      ++Bounty Card #12
        ===============
          Name: Crank Richters.
          Wanted: For armed robbery, assault & battery.
          Reward: 220,000 UD.
          Unlocks: Alpha Drone Machine.
          Where: On the roof of a small building. Use the SCAR Gun to move a 
                 small crate next to the building so you can climb to the roof.
    
      ++Bounty Card #4
        ==============
          Name: "Lucky" McFall.
          Wanted: For breaking into a city morgue and committing acts of 
                  necrophilia.
          Reward: 10,000 UD.
          Unlocks: Loading Dock.
          Where: In a small building where you fight an Alpha Drone. You have to 
                 use an Alpha Drone Grenade to destroy a small cylinder on the 
                 roof of this building to cause a bigger explosion to open the 
                 door so you can get this Card.
    
    0---------------------------------------------------------------------------0
    | Return to the Dark Athena |===================| Return to the Dark Athena |
    0---------------------------------------------------------------------------0
    
    0===========0
    | Crate Room \
    0======================================================>
    
      ++Bounty Card #10
        ===============
          Name: Tocker Pudwill.
          Wanted: For extortion of funds using the name of a fake charity.
          Reward: 725,000 UD.
          Unlocks: Alpha Drone Alcoves.
          Where: On top of a stack of large crate on one end of the Crate Room.
    
    0=============0
    | Drone Revolt \
    0======================================================>
    
      ++Bounty Card #60
        ===============
          Name: Pressy Banba.
          Wanted: For single-handedly inciting a civil war on Chasyx Azere. 
          Reward: 454,000 UD.
          Unlocks: Yoto.
          Where: In a small alcove that you can access by destroying the glass 
                 doors.
    
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    | B. Summary of Side-Missions |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0
    
    Listed below are the summaries of the Side-Missions within "Assault on Dark
    Athena". They are listed as they are found within the main body of the guide:
    
    0---------------------------------------------------------------------------0
    | The Dark Athena |=======================================| The Dark Athena |
    0---------------------------------------------------------------------------0
    
    0=====================0
    | Celldecks (Part One) \
    0======================================================>
    
      ++Ellen Silverman
        ===============
          Mission: Get parts for her to make a Vent Tool.
          -----------------------------------------------------------------------
          How: You have to complete Jaylor's Side-Mission first to get access to 
               a locker that has a Screwdriver then go through the Alternator 
               area to find Tool Parts on top of an Elevator.
          -----------------------------------------------------------------------
          Reward: You get a Vent Tool that you need so you can access other parts 
                  of the ship.
    
      ++Jaylor
        ======
          Mission: Kill Margo and bring back his Gold Tooth.
          -----------------------------------------------------------------------
          How: Go the the Berthing area to confront Margo. You have to climb a 
               shaft to access his locked quarters. After killing him then 
               retrieve his Gold Tooth.
          -----------------------------------------------------------------------
          Reward: You get the code to open a nearby locker so you can get a 
                  Screwdriver. This is part of the necessary tools you need to 
                  make a Vent Tool with Ellen Silverman.
    
    0=======================0
    | Celldecks (Part Three) \
    0======================================================>
    
      ++Max Dacher
        ==========
          Mission: Get him a Data Pad.
          -----------------------------------------------------------------------
          How: After getting Ellen Silverman to make a Vent Tool for you then 
               talk to Max Dacher who will give you this Side-Mission. You need 
               to go to the Comm Station Room where a Data Pad can be found on 
               the chair. Grab it and bring it back to Max.
          -----------------------------------------------------------------------
          Reward: He will help you by doing certain things when you access Com 
                  Stations around the Dark Athena.
    
    0========0
    | Recycle \
    0======================================================>
    
      ++Miles
        =====
          Mission: Find his letter and send it out.
          -----------------------------------------------------------------------
          How: Talk to Miles in the Operating Room first to start this 
               Side-Mission. After exiting the Mech during the Cellblocks Riot 
               chapter, hang a right and enter Johns' cell. You will find Miles' 
               Letter in a crack in the wall. Grab it then go back to the Comm 
               Station Room and transmit it.
          -----------------------------------------------------------------------
          Reward: You get the {Miles' Letter} Accomplishment.
    
    0---------------------------------------------------------------------------0
    | Aguerra Prime |===========================================| Aguerra Prime |
    0---------------------------------------------------------------------------0
    
    0============================0
    | New Venice South (Part One) \
    0======================================================>
    
      ++Pavlo
        =====
          Mission: Get a Gas Mask for him.
          -----------------------------------------------------------------------
          How: After rescuing him from the Merc Drones then he will give you the 
               key to the Supply Depot Gate so you can get to the Supply Depot to 
               acquire the Gas Mask for him and the SCAR Gun for yourself. When 
               you return to his house with the Gas Mask then you find that 
               another group of Merc Drones managed to enter his house and kill 
               him.
          -----------------------------------------------------------------------
          Reward: You gain access to a NanoMED Health Unit inside his house plus 
                  the {SCAR Gun} Accomplishment for acquiring the weapon.
    
    0============================0
    | New Venice North (Part One) \
    0======================================================>
    
      ++Gabril
        ======
          Mission: Destroy five Signal Jammers.
          -----------------------------------------------------------------------
          How: After contacting him from the Communications Center then you have 
               to destroy the Signal Jammers. Two Jammers are at New Venice 
               North, one at the Village Square, and the last two are at New 
               Venice South. When you destroy the Jammers then go and contact 
               Gabril.
          -----------------------------------------------------------------------
          Reward: You get the {Gabril} Accomplishment for destroying the Signal 
                  Jammers and the {Sniper Rifle} Accomplishment when you get to 
                  where Gabril was hiding (just past the Refinery entrance) to 
                  find the weapon on the table by the Video-Link.
    
    And with that, it's time to wrap things up.....
    
      /==++====++==\                                             /==++====++==\
     /==++====++====++====++====++====<<##0##>>====++====++====++====++====++==\
    | >RDK4. Conclusion                                                         |
     \==++====++====++====++====++====<<##0##>>====++====++====++====++====++==/
      \==++====++==/                                             \==++====++==/
    
    0================0
    | General Notices \
    0===============================================>
    
      This document is copyright (c) Robert Allen Rusk (RARusk) 2009-2014.
    
      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 the "Hitman" games, "Bully, and 
      "The Darkness" titles.
    
    0===================0
    | Additional Sources \
    0=======================================================>
    
      --"The Chronicles of Riddick: Assault on Dark Athena" (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
      --GameFAQs "The Chronicles of Riddick: Assault on Dark Athena" Message 
        Board
    
    0=========================0
    | Additional Contributions \
    0=======================================================>
    
      --Anthony Peregoy         --Rosemary Javurek         --I_Like_Pancakez
      --The Hero                --sithicus                 --Dean Mason
      --Tony Marshall           --Peter Kirby              --Alan McKee
      --strikt911               --Joshua Spicer            --Luke Adkins
      --Caryl Preston           --warren taylor            --joachim buyse
      --Chase Turner            --eddie walker             --"Chris ."
      --E.T.Webb                --Lauri Hrsil            --Barac Wiley
      --ali tapal               --Dexter Lowe              --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
      --Michael Spencer         --aiat soltani             --Adam Gent
      --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.
    
      >>Universal Studios, Tigon Games, and Atari Interactive
        *****************************************************
          For their roles in helping to make TCoR:AoDA 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.
    
      >>DeadmeatX
        *********
          Special thanks goes to him for his work on the PC version of "Escape 
          From Butcher Bay", 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: Assault on Dark Athena".
    
    <===++====++====++====++====++====<<##0##>>====++====++====++====++====++===>