The Chronicles of Riddick: Assault on Dark Athena Walkthrough

Let us guide you through the darkness with our complete walkthrough to The Chronicles of Riddick: Assault on Dark Athena.

It may be hard to believe, but it has already been five years since the critically acclaimed Riddick was released on the original Xbox and PC. But now he's back in a brand new adventure, that just so happens to include an upgraded version of the original game as well! Of course, we've got your back with our complete walkthrough to both campaigns, so there's no need to be afraid of the dark.

Here's what you'll find in GameSpot's The Chronicles of Riddick: Assault on Dark Athena Game Guide:

General Tips

This section provides some general tips for surviving your escape from Butcher Bay prison.

  • Many sections of The Chronicles of Riddick can be played using either stealth techniques or full on weaponry. Usually if you have a firearm that will be the preferred tactic but it never hurts to save ammunition for later or keep yourself healthy and out of firefight situations. When you enter a new area, be patient and watch the movement of the guards. Often they’ll move far away from your current location allowing you to enter sneak mode and maneuver by. Occasionally the guard will move to a particular spot and stop--perfect opportunity to sneak up behind and perform a neck break!
  • Most lights in the game can be shot. This becomes extremely important later in the game when you lack formidable weaponry. Shoot out lights to create darkness. You can use Riddick’s eyeshine ability (once received) to navigate dark hallways and circumvent clueless guards. Look for other dark places, such as behind crates or in corners to hide and wait for guards to move away before attempting to reach your destination. And don’t forget to enter sneak mode!
  • If you’re trying to pass an area using stealth and guards spot you, sometimes the best option is to just run--especially if you lack weaponry. If it’s just one guard, you could charge him and perform a lethal move but it’s likely that you will suffer some damage in the attempt. If there are more guards then you’re likely to sustain several hits if attempting to fight off them both. Instead just run deeper into the level or retreat. Separate the guards from each other and find an opportunity to take them out again. Or you can just run past them and into the next section without engaging them.
  • There are four health stations in the game. These increase your maximum life by one block. You’ll find the health stations within these checkpoint sections: Infirmary, after defeating Abbott in the interrogation room (at the end of the Tower 17 sequence in the Feed Ward), finding Valya’s secret chamber (get the code from him first), and Loading Docks. All of these locations are outlined in the mission walk-throughs. The health stations are definitely worth seeking out and help keep you alive later in the game.
  • Remember the location of the NANOMed health units you encounter. If you don’t use the machine’s regeneration benefits the first time, return after sustaining damage to mend your wounds. Maintain a supply of cartridges to restore a health unit to full capacity for repeat trips during difficult sections.
  • If you have sustained minor damage to one of your health blocks, retreat and take cover. A few seconds of rest and the block may return to full health. This can be even more useful in a hand-to-hand fight as it essentially provides extra health to absorb enemy blows during the battle.
  • Inflict additional damage on enemies by scoping out explosive barrels. These have been a first-person shooter staple since the days of Doom and they’re just as deadly in the Riddick universe. Shoot explosive barrels from a safe distance and inflict blast damage to any enemies within the explosion’s radius.
  • After disabling (or killing) a guard, search around the corpse for dropped ammunition, mission items (like keycards), or UD money, the game’s currency. Spend your UD money wisely. You’ll have a few chances in the game to spend your cash. If you’re collecting packs of smokes (which unlock collectibles like concept art, trailers, and other bonuses) then you’ll want to save up and purchase smokes from a variety of characters in the game, such as Booger in the Prison Yard and Gomer in the Feed Ward. These events are covered in the mission walk-through section of this game guide.

Weapons and Combat

This section offers tips and strategies for using The Chronicles of Riddick’s firearms and engaging in hand-to-hand combat.


The Chronicles of Riddick gun is essentially a pistol and has all the limitations and benefits as such. It’s not very powerful but more accurate at long-range than the assault rifle. Unless you’re out of shotgun and assault rifle ammunition, don’t expect to use the gun too often except in certain circumstances (such as a brief stretch later in the game when it’s all you have). Aim for head shots for the best results.


The shotgun offers the best damage potential at close-range. But attempting to use the weapon at long-range is little more than a waste of ammunition. When using the shotgun, wait until you’ve approached the target at close-range (which won’t be difficult in The Pit, a great section for the shotgun). You should also use the shotgun to drop an enemy riot guard. Shoot the riot guard in the back of the head several times at close-range with the shotgun. Until you receive eyeshine, use the shotgun’s flashlight to see in dark places.

Assault Rifle

The assault rifle possesses a high rate-of-fire but at a price--it’s relatively inaccurate at long-range, especially in full automatic mode. Don’t keep your finger on the trigger. It wastes ammunition; fire in burst rounds to increase accuracy. Also, look out for explosive barrels. Fire at barrels from long-range with the assault rifle; a detonation creates an explosion large enough to kill any enemies within the blast radius.

Tranquilizer Gun

The tranquilizer gun is a multi-purpose weapon. Its greatest feature is limitless ammunition. You can use it as much as you want without worry of exhausting its internal battery or other power source. But the tranquilizer gun does have an unwieldy reload time after each shot, which can pose problems in a firefight. You’ll use the tranquilizer gun primarily to shock and temporarily disable guards. Once you score a hit, the guard slumps over in shock. He’ll get back up eventually; if you want to knock him out permanently, move over to the guard and stomp on his head. You’ll have to use the stomp if you want to recover any items off of the guard.

You should also use the tranquilizer gun to shoot out lights. The tranquilizer gun is your primary weapon at the time of its use. Therefore it’s important to remain out of sight as much as possible in order to get the first shot off at guards. Blast out lights using the tranquilizer gun to create shadows to move and hide within. Each time you enter a new area, scan for lights and blast them. Toggle your eyeshine ability to see in the dark and navigate around threats and hostiles. You can also use the tranquilizer gun to temporarily disable laser security traps.


You’ll be able to recover a minigun from the riot guards later in the game (starting with the Central Storage level). It’s an impressive weapon--high damage potential, extreme rate-of-fire, and an enormous quantity of ammunition. But like all good first-person shooter weapons, its strengths are offset by several weaknesses. First, when you fire the minigun, it takes a few seconds to get going. During this time you can suffer damage from your target. Second, you can’t change weapons while carrying the minigun. If you want to use the shotgun, you’ll have to drop the minigun completely. Not a major problem since you can pick it right back up! Finally, and most importantly, the minigun significantly impairs your movement speed.

The minigun makes short work of nearly everything in its path. Use it against any riot guards encountered after you’ve recovered the first minigun. Subsequent riot guards also carry miniguns; switch out to maintain full ammunition (though it’s unlikely you’d actually exhaust the supply).

Hand-to-Hand Combat

Hand-to-hand battles play a key role in The Chronicles of Riddick. Plus there are a few extra weapons to enhance your combat ability. Knuckledusters are essentially brass knuckles to add some damage to the power of your fist; shivs (and other assorted sharp objects, like screwdrivers, knives, and scalpels) are cutting tools that increase your rate of attack; and the club offers high damage potential at a slower attack rate and the ability to block incoming hand attacks.

The following list offers some tips on successfully beating down your opponent with fists and hand-to-hand weapons.

  • The moves are the same for the fists and knuckleduster. But when you’re wearing the damage enhancing knuckles, perform more right punches so you gain the damage increase with each connected strike.
  • The right-left combination can keep an opponent off guard and unable to retaliate. This works particularly well against Abbott when you face him later in the game. Hit with a jab (controller up) then connect with right and left repeated strikes (controller right then left then repeat). You’re faster using a shiv so the quick combination is even better.
  • If you’re having trouble surviving fights, try hit and run techniques--especially against enemies using shivs or clubs. Move in, back off as the enemy swings then charge in with a jab and combination.
  • The lethal move can be your best ally in a hand-to-hand fight. Don’t neglect it! Hold left trigger and when your opponent swings, press right trigger to grab and perform the move. For instance, if a guard swings his gun at you, perform the lethal move and Riddick forces the guard to shoot himself! Yes, that’s lethal.

Dark Athena Walkthrough - Tutorial

Cross over the pier and crouch down to enter the drainage pipe on the other side. Whoa, it's dark in here! Use your "eyeshine" ability (up on the control-pad) to see through the darkness, as you wind through the pipe. Speak with Jemes upon exiting if you wish (don't sweat your response--he's going to die all the same), then climb the nearby ladder.

After climbing the ladder, grab the Bounty Card from the ridge ahead, the continue through the right door. As soon as you step through, an enemy will approach! This is a great chance to try out your combat skills: the Right-Trigger punches while the Left-Trigger blocks. This guy's a push over, though you may want to block or back-up after each attack to avoid his counter.

Counter Move Did you know you can perform a special "counter" move in certain situations to instantly disarm your opponent? Press the "attack" button if you see Riddick's palms open (if no weapons are equipped), or the melee weapon you're holding flash to perform this handy maneuver.

After dealing with the attack, climb the box in the corner, then grab the ledge above. Sidle along the ledge to the broken section of guardrail, climb up, and then proceed into the next room. Carefully peek over the ledge--see the enemy far below? Step off the ledge and land on him to break your fall--and every bone in that poor sap's body. Don't worry about aiming your fall too much--just step forward off the ledge and you should land right on him.

Now hang around for a few minutes for the far door to unlock, at which point a Drone will wander through. Wait for him around the corner and take him down when you get a chance. With the Drone down, take control of his gun and get ready for two more drones to attack. Your best bet is to back away from the door and wait for them to charge through it, making them easy pickings. Continue through that door afterward and approach the NanoMED machine at the end. It's currently out of energy, but there's a NanoMED Cartridge just to the right that you can use to refill it, allowing you to restore your health. Now climb the ladder to the left to the level above.

After climbing the ladder, you'll spot an enemy to the right--don't bother trying to sneak up on him, as he'll turn around and attack regardless of what you do. Because this guy will only attempt to melee you, this is a great opportunity to try out your counter. To do this, press the "attack" button while your opponent's swinging at you to grab his own weapon and shoot him with it--sweet! Make sure to grab his weapon afterward to add it to your arsenal. You'll spot another enemy around the next corner, who will soon be joined by several other guards. Zoom in (with the Left-Trigger) and pick him off from a distance, then get ready for his comrades to show up. We suggest using this corner for cover and peek around it to target the enemies, or wait for them to approach. Once they're down, proceed through the open door on the far left and down the stairs into a hall, where the tutorial ends.

Dark Athena Walkthrough - Hijacked

Trail Revas down the hallway and through the contamination room. You'll soon emerge in a relatively large room--interact with the control panel on the right in an attempt to open the door. Because you don't have the clearance, a guard will be dispatched to your location. Quickly turn around and take cover behind the a pair of boxes (by the door you entered through) on the opposite end of the room. Crouch down to enter stealth mode and peek around the left side to keep an eye on the large door, through which the drone will enter. Wait for him to stop and face away, then use the shadows to sneak up behind him and take him down.

With the drone down, grab his gun and use it to shoot either out either of the large glass windows, allowing you to pass through. Look for a Bounty Card to the right, then climb the stacked boxes to reach a railing overhead, which you can climb along to reach a high ledge. After dropping onto the ledge, turn on your eyeshine ability to spot an air duct you can crawl through.

Follow the duct to meet with a small child who's on the run. Afterward, continue through the the duct to a grate you can remove. Grab the ledge when the on-screen prompt appears and follow the pipe to the right and into another room.

After climbing up, check for a Nanomed Cartridge just past the ladder on the right, and insert it into the nearby Health Unit to restore your health. Now slide down the ladder. At the base, you'll find a hall that leads into a room ahead, that will eventually house two guards. The easiest way to deal with them is to quickly run down the hall and sneak behind the first guard for a quick take-down. Hide the body, then wait for the second guard to enter from the far side--hide behind a box, then sneak behind him for a second take-down (altnerativley, you can also use the first drone's guns). With the room cleared, continue down the far hall and slide down another ladder.

Having slid down the ladder, grab the ledge below and follow it around to another room, where you'll watch a cutscene involving Revas. Subsequently, drop to the floor of the room you just use the pipe to climb around and open the hatch upon landing. Riddick will murder some dude, allowing you to steal his Ulaks, a powerful melee weapon.

Continue through the door, use the Health Unit to the side of the ladder if you need some. Now there are two ways out of this room: the door to the left, and the ladder in the middle. Both lead into a large warehouse filled to the brim with Drones, but the ladder leads to the safer and easier route, so climb it to the roof.

After climbing the ladder, hop over the railing and make a running jump along the right side to the series of four cannisters ahead (on the right half of the room). Immediately duck upon landing to avoid arousing suspicion (if you were spotted, hang tight until the enemies forget about you). Crawl along the cannisters onto the fifth one, just around the corner--look over the ledge (the one facing the right side of the room) and drop down as soon as the nearby enemies turn away. Wait here for any additional drones to walk past, run dead ahead and bank a left, hugging the nearby boxes. You may be following a drone at this point--if so, sneak up behind him and take him down with a stealth kill. Continue onward to the wall dead-ahead and hug it closely as you follow it to the box dead-ahead. Climb the box, then immediately turn right and run up the staircase to the door to escape this hellish room.

Phew, you made it! Look for a NanoMed HealthUnit adjacent to the door, then exit through the opposite door and interact with the switch to extend the drawbridge. Hang back while it extends to avoid catching the attention of the Drones, then dart across the bridge once it's fully extended. Interact with the Crane control panel there to move a box, then climb down the nearby ladder.

Having climbed down the ladder, follow the walkway to the right and drop onto the beam. Carefully follow the thin beam and drop to the walkway below. Okay, so now you're in a second warehouse, very similar to the one before. This time, we're going to suggest a more proactive approach, as the many guards can be difficult to avoid, so let's take some down instead! Sneak forward to the box ahead, just before the lit section. Catch one of the drone's attention, then hide behind the box until he approaches and take him down. Now another guard or two should come over to check out the commotion, so use the Drone's gun to kill them as well. With those few drones down, follow the path to a tall box near the back of the room dead-ahead and climb on top of it, then drop off the other side. Continue past the large, locked door, then climb onto the box just beyond and into the vent.

Nanomed Cartridge After clearing out some of the Drones, you may want to grab the Nanomed Cartridge in the corner on the left side of the room.

Dark Athena Walkthrough - Assistance

Continue through the vent to the hall, and don't mind the flying robot you see. Remove the grating at the end of the hall to spy on someone below. Use the NanoMed Health Unit to your right, if you need it, then watch the guy below--when he walks just below the the ledge, jump over the railing and onto him for an instant KO. If you screw it up, just punch him to death. Head through the door and down the hall circling the center room.

There are three guards patrolling the area, but they're only armed with clubs, and as such, don't post much of a threat. Try sneakily sneaking up on the first one, who should be climbing down the ramp--follow him down and give him the ol' Neck Breaker. Now the other two guards will likely "chase" (ie follow you slowly) you at this point--wait for them to swing and immiedately back away, then run up and counter punch just after they miss, then back away again before their next swing--repeat this for both of them to wind handily. If they do wind up hitting you, just back away and keep away until your health recovers. Oh, and although you can grab their clubs and use it as a weapon, we found it's easier to use either your fists or Ulaks. One of the guards will drop a Code Card grab it and use it on the central terminal to open the way to Cell Block 12B. Oh, and be sure to explore the neabry vent on the bottom floor for a Bounty Card.

Interact with the terminal inside the Cell Block to open the cells, allowing you to speak with each of the prisoners. If you're pressed for time, here's the order you should speak to the prisoners in: Dacher (behind you), Silverman, then Jaylor--he'll offer to help, but only if you kill Margo and bring back his tooth as proof.

Dark Athena Walkthrough - Margo's Tooth

Interact with the terminal in the previous room again to open the door to Berthing--head on through and continue through a series of doors until you reach the far room. Head left first to find a Bounty Card just before the locked door, then continue through the door on the opposite side. Once through, three inmates will attack; we suggest tackling them using the Ulaks. If you take too many hits, retreat to the previous room and circle the columns until your health recovers (or you can also check in with the nearby NanoMed Health Unit, by the door you came through). Once the trio's defeated, check a table on the right for another Code Card, before continuing through the far door.

Follow the hall through another door, leading into another cell-block where two more attackers await; deal with them like the others and continue through the door ahead. The guy running away will summon the help of some big, burly dude. Your best bet is to perform quick slashes with the Ulaks, while dodging his punches. Once he's down, explore the two bathrooms on the left to find a Nanomed Cartridge in the first one, and a Bounty Card in the second. Proceed into the locker area on the lower floor ahead and proceed into the vent, near the stairwell. Climb the ladder within and drop into Margo's cell.

Margo's attacks are pretty similar to the other enemies you've recently encountered, but he's got a good deal of health. Thankfully, if you have anything less than four bars of health and die several times, the game will actually start giving you more health to compensate. If you're still having trouble, simply keep tapping the attack button with the Ulaks equipped--you'll take damage, but so long as you have at least three health bars, he'll go down for the count first. With Margo dealt with, rip Mango's Tooth from his mouth, then collect Margo's Note from his bunk, and the Bounty Card from the table. Now exit through the door and work your way back to Jaylor, in the cell block. Along the way, you'll have to battle three dudes or so, though you may be able to sneak up on the last one, so use caution.

Dark Athena Walkthrough - Vent Tool

Back in the cell block, talk with Jaylor to learn the code to the storage locker, which can be found just outside and to the right of this cell block--inside you'll find a Screwdriver. With screwdriver in hand, backtrack through the door leading into the Cargo Deck Maintenance (it's the door you first entered this room through--look for the sign above it) and use it to open the grate on the floor.

Follow the vent into a room, but wait here until the Drone below turns his back. When he does, drop down and take him down with a stealth kill. Now grab the Drone's gun and use it to shoot out the lower glass panes on either side of the hall, closest to where you entered. Crouch through it to drop to a walkway below, then follow it to a ridge (just before the gap) you can leap to by hopping onto the railing first. Follow the ridge and drop to the other half of the walkway and climb the ladder.

Alright, so this next section involves a lot of jumping and climbing, all the while avoiding a searchlight that moves up and down slowly--if it catches you in its light, the enemies will open fire. As you climb the wall, you'll come across several dark alcoves you can hide in and wait for the searchlight to pass by--if you're still near the bottom, wait for it to pass upward in order to maximize the amount of time you have, whereas you should do the reverse as you near the top. Start off by leaping over to the nearby platform and climb to the ledge above--drop off the other side and crouch into the tunnel. Wait here for the searchlight to pass upward, then quickly climb up a trio of boxes, before jumping to another nearby and grabbing hold. After climbing up, wait in this hidden area for the searchlight to pass by again, this time in the downward direction. Now climb up a couple more ledges into a tunnel--you may want to wait for the light again to pass by as it heads down. Climb the box directly ahead, then turn around and jump to another. Continue to climb the rest of the wall in the same manner. Near the top, you may be stumped by a box just a bit too far to reach with a jump--instead, grab hold of the ledge in the background and sidle your way across to said box, then hop across over to a vent you can enter (be sure to grab the nearby Bounty Card atop one more box you can leap to). Climb the ladder inside and follow the vent to an opening you can climb out of.

After exiting the vent, watch out for a nearby Drone you can sneak up on, then open kick open the damaged grating, on the ground. Before hopping in, grab the Drone's body and drag his corpse through the vent, to the other side. Now you can't pull him out, but grab hold of his gun and aim for the glass doors, to create an opening into the adjacent room. Climb out of the vent, then use the nearby NanoMed Machine to add one health box to your life bar, then continue through through the broken-glass doors you shot into the next room and climb the staircase within.

As you climb the stairs to a door, prepare to battle an enemy, then another as you enter the next room. With both enemies down, drop into the vent behind the box and take down the enemy just ahead. Grab the Tranquilizer Gun he drops--around now, you should hear a Drone walking overhead; what a perfect first target to try your new toy on! Head back to the vent's opening and shoot the drone as he passes by, then run up behind him while he's stunned and take him down. Now climb the stairs and continue through the now-unlocked door ahead.

About the Tranquilizer Gun The Tranquilizer Gun is a very handy weapon to have, seeing as it can stop foes in their tracks, and features unlimited ammo. Shoot an enemy with it to put them out of commission for about ten seconds or so, allowing you to easily melee them from behind for the kill. In fact, you can shoot the same enemy repeatedly to keep them perpetually stunned. One tactic we like to use is to shoot all of the nearby enemies, one after another, to stun them all, then systematically kill them one at a time, while keeping them stunned with a Tranquilizer shot every few seconds. It makes clearing rooms a breeze!

Use the NanoMED Health Unit on the left side of the room, if you need it, then continue through another door. This next room contains three enemies walking around: One on the lower floor and two on the walkways above. Thankfully, you'll find that your Tranquilizer Gun makes things much easier. Crouch down and hug the left wall, sticking to the bottom floor. You'll find the first enemy just ahead--tranq him then kill him. Now there are two enemies left, on the walkways overhead. We found it's easiest to climb up the boxes near the room's entrance, soot both of them using the tranquilizer gun to stun them, then leap to the walkway and melee both of them while they're stunned--remember to shoot them with the gun again to prevent them from awakening if you take too long. With the room cleared, follow the upper walkway to the far end (away from the ladder), then jump to the machinery in the center, then to the platform and continue through the door.

As soon as the door opens, tranq the Drone ahead and kill him. Now explore the vent in the left wall for a Bounty Card before proceeding up the staircase, where you'll find another enemy you should tranq and kill. Use the NanoMED Health Unit at the top, then climb up the ledge directly opposite it and continue through a door into a large warehouse. A roaming spotlight threatens to give away your location, but you can easily avoid it by hiding behind the boxes (and even if it does spot you, the enemies' aim sucks). At any rate, follow the right wall to an elevator along the same side as the door you entered through. Now you'll have to cross a series of walkways to a couple of lifts at the end of each one--this is pretty basic stuff, just hide behind the boxes periodically to avoid the spotlights, and hop over any obstacles. Upon reaching the top walkway, you'll find a couple of enemies you'll need to contend with--stun them and just run past them to the far door.

Once through the door, use the NanoMED Health Unit if you need to and continue through the nearby door. Walk up to the ledge and use your eyeshine to spot a Drone below--now here's the thing: The next segment's difficulty is entirely dependent on whether that Drone spots you or not--if he does, it'll make for a very difficult journey, but if not, it's super easy! As such, the easiest way is to run right off the ledge, toward the Drone, to land on him for an instant kill (if you have trouble with this, try restarting from the last checkpoint and hopping to the platform just ahead, adjacent to the Drone, then drop onto him). Now collect the nearby Tool Parts and press the bright red Elevator Button to begin a slow descent down the shaft, during which Riddick will automatically grab the Drone's gun--but don't fire it! As long as the Drone you just killed didn't see you, the rest of the Drones patrolling the nearby walkways around the elevator won't be aware of your presence, and thus, won't bother attacking. As such, just keep still and don't fire your gun at all during the entire elevator ride--easy, right? However, if that initial drone did see you, then prepare to have to shoot several enemies on the way down, which can be damn difficult. Because of this,it's generally best to simply restart from the last checkpoint and take down the initial drone without arising suspicion, allowing you to ride the lift in peace.

When the elevator comes to a rest, crouch-walk along the walkway to avoid being seen (if the guard on the walkway above does spot you, tranq him) and climb the ladder at the end. After climbing the ladder, follow the pipes to a walkway that you can drop to below. Now hop onto the railing and climb into the passage overhead, then jump into the vent embedded in the wall (between the locked doors) and follow it the next room. Continue through the lower-floor door into the next room.

Phew, almost back to the Cell Block. Tranq and kill the two Drones here, then proceed into the Cell Block and speak with Silverman to have her jerry rig a Vent Tool. Speak with Dacher afterward to learn of your next objective: Finding a Data Pad.

Dark Athena Walkthrough - Data Pad

With the Vent Tool in tow, head back to the Berthing Area (the door leading there is in the previous room). As you enter the dark Berthing area, a Drone will approach from the ramp on the right. Hide behind a pillar watch for his flashlight--stun him with your Tranq gun as he passes by. After killing him, proceed through the same door the Drone came from and prepare for a few more as you journey through the halls--when you encounter two of them, hang back by the door for cover and stun both, then go in for the skills. As you near the end of the hall, you'll find three of them. We suggest catching their attention, then ducking into the bathroom on the left and wait for them to come to you, where you can easily stun and murder them all. Once you've cleared them out, climb the stairwell to the closed vent you can now open.

Follow the vent to a room you can drop in. Make use of the NanoMED Health Unit along the wall and then exit through the door. This next room contains six enemies total: four ahead, and two more around the corner. Like we suggested before, we found it best to draw the enemies attention (such as by shooting them), then retreating into the previous room and tranq them as they walk through the door, making for easy pickings. Now you'll likely only be able to kill the first four with this method, so push forward to the column in the bend and use it for cover as you blast and kill the remaining two enemies.

With the room cleared, look for a Bounty Card on one of the tables on the right side of the room, then jump onto the last table, just before the locked door. Use it to reach a pipe along the wall that you can use to sidle across to a vent, just above the locked door (press up to climb onto the pipe when at the vent to open it).

Proceed through the duct and kick out the grating at the end to drop into the next room. Now there are three Drones lurking nearby, including one who may be immediately to your left--after he's down, head right to find the remaining two--we suggest using the corner for cover. When clear, look for a couple of Bounty Cards, one on top of a box, just by the vent you dropped from, and another behind some boxes in a small sub-room of the area where you fought the two guards, on the right.

With both cards collected, head into the Comm Station (directly opposite of the small sub-room where you found a car) and kill the guard there with a stun/murder combo. Now grab the Data Pad from the chair, then open the compartment in the wall for a Shotgun. With both items collected, head to the other side of the hall you originally dropped into and proceed through the other door, which conveniently leads back to the Cell Block. Give the Data Pad to Dacher--this allows him to help you remotely whenever you come across a Communication Station.

Now that Dacher has the Data Pad, it's time to track down the first communication station--head back to the Comm Station room (where you originally found the data pad)--if you somehow forgot the path, hang a left outside the Cell Block and head through the first unlocked door, then follow the hall to the far door. Once there, interact with the terminal on the left to have Dacher deactivate the fan in the shaft, which you can now drop down.

Dark Athena Walkthrough - The Ship

Interrupt the conversation! Just tap the button shown on-screen to drop down and bust some heads--it's much easier than trying to take them on directly. Interact with the Comm Station along the wall to have your buddy, Dacher, help you out. Unfortunately, this will alert the ship's crew of your presence, and two Drones will be sent to investigate. Seek cover somewhere in the shadows, such as behind the nearby pillar, and wait for the Drones to enter. Once they have, tranq both of them, then kill them. Now head down the hall they came from, grab the Bounty Card from the corner, and continue through the nearby door.

Prepare for a guard to attack after going through the door. After killing him, enter the room on the left to kill another guard, then interact with one of the Drone Control Stations in the room to take the helm of one of the drones--sweet. So these guys control just like Riddick, except dying has virtually no consequence. Start off by heading right and taking down the two Drones there--duck into the alcoves on the left if you need cover. Afterward, look for the large fan on the left, blocked by a locked gate. Shoot the green lock just below the warning signs to create an opening--march your Droid in to manually mess up the fan. Although your Droid's now destroyed, you can simply assume control of another. Use it to proceed past the now-stopped fan and follow the hall to the far room, on the right. Hang back by the entrance for cover as you target the enemies within. Once they're down, prepare for a few more to appear behind you.

With all the Droids killed, Riddick will automatically disengage from the Droid Control Station. Exit the room, grab one of the dropped Assault Rifles and head left and continue down the hall to the busted fan. We suggest equipping your Assault Rifle now, as two enemies await just after passing by the fan--use the fan tunnel for cover and blast them. Head into the room directly across from you to find racks of Assault Rifles, where you can restock your ammo, and grab the NanoMED Cartridge in the corner, before exiting back to the hall. Now if you need health, there's a NanoMED Health station at the far end, otherwise head and turn right again into a room with a ladder.

Before climbing the ladder, target a guard walking around above, then climb to that floor. Watch out for a second guard roaming around, then follow the walkway in the direction opposite the ladder to find a Bounty Card at the far end. Now head the opposite way and peek over the left balcony to target a trio of enemies below, as well as two more in the upper and lower tunnels to the left. With the area cleared, grab the hangrail overhead to climb over to the upper tunnel, where you'll find a Bounty Card. Now if you try to exit the same way, several enemies will be waiting for you. You're better off shooting out one of the floor panels and dropping to the lower level and heading through the nearby door.

Continue into the room ahead, make use of the NanoMed unit on the right, then proceed through a couple more doors into the Gravity Generator 2 room ahead. You'll spy two guards talking amongst themselves--tranq both of them (for some reason, they don't notice the other being stunned) then go in for the kills. Now it's important to realize that the gravity generator slowly pulls any object not bolted down toward it, including you. If you get pulled off the ledge, it's instant death. As such, it's important to hug the wall as much as possible and avoid jumping at all, as you're pulled toward the generator much more quickly than with both feet on the ground. Push forward along the walkway, using the machinery and columns for cover as you target the enemies ahead (we found the shotgun to be quite effective), then continue through the far door.

Through the door, push forward along the walkway, taking cover to the left of each staircase to target the enemies beyond (make sure to grab the SMGs they drop!). Continue through the far door, leading back into the Gravity Generator room. Drop into the open vent in the floor and climb up upon exiting. Head right and use the central columns for cover to tackle a couple of more guards before proceeding through another door. Inside, use the stacked boxes for cover as you target two more guards ahead. Once they're down, check in with the NanoMed Unit then head right through the door.

This room contains four enemies or so--push forward and use the glass chambers on the left for cover as you take down the guards within. Be careful as you open the far door, as the enemies on the other side are about to bum rush you. We suggest that you stay to either side of the door and shoot the enemies as they come through it, making for easy pickings. Whatever you do though, don't step too far into the room--an airlock in the floor's about to open, and will remain so for several moments. If you get sucked in, say sayonara. As such, wait for it to shut, then continue through the far door.

More enemies await, of course. Take cover behind the left stack of boxes, and push forward, box to box, as you shoot the enemies, before exiting through the door at the end. Head left first to find some ammo and a Bounty Card, then stealth walk to the other side of the room. Two more enemies can be found here--we suggest stunning and killing them. When clear, interact with the terminal to activate the Rail transport system and hop aboard as one passes by.

After Riddick's rail ride, take cover behind the box and open fire on the trio of enemies ahead--we found the shotgun to do a fine job. Once they're down, shoot through the glass windows on the left and clamber over the boxes inside. Shoot your way through a second glass window, ideally aiming for the enemies on the other side at the same time. Take cover behind the box just past to better target them. With them out of the way, speak to Miles, on the left bed and accept his request to find and deliver his note to his family. Now shoot your way through yet another window, refill your health at the NanoMed Health Unit and look for another Bounty Card on the opposite side. Finally, enter the ventilation duct in the corner (adjacent to the open door leading into the hall.)

You'll emerge from the duct behind a row of boxes in a room full of enemies. Take cover behind a box and target the first few nearby enemies, then hang back and wait for a few others to wander to you, for easy target practice. The last few can be a bit trickier, as they may take cover behind the pillars--the tranquilizer is ideal for nailing them. Shortly thereafter, be ready for a few enemies to pop out from the door on the left (which leads back into the room you just came from). Once they're down, take cover behind a box ahead facing the windows and shoot a pair of enemies behind them. Before heading through and following the walkway to a lower level, grab the Bounty Card from the corner, by the furthest window.

After dropping from the ledge behind the windows, a guard will call in several drones that will drop from the ceiling in waves. While you can attempt to battle them from the main floor, seeking cover behind the boxes, we found it easiest to take down the first two, then quickly clamber up to the main platform, where the guard who summoned the droids is, by climbing up the stacked boxes on the right. Of course, be sure to kill the guard, then target the Drones from here, using the pair of cannisters for cover. If you have trouble seeing the Droids, try using your eyeshine. Also, there's a NanoMed unit right behind you, if you need to refill your health.

With the Drones defeated, interact with the Comm Station behind you to learn that a mech is headed your way. But don't worry about it yet, as you have a few more enemies to tackle, the first of which being some dude who wanders in through the door directly opposite you. After killing him, hop down and head for that door--but watch out for a pair of enemies attacking from the ledge on the right you dropped in from. Once through the door, a mech will appear behind you--oh noes! Here's what you do: Run! Run away, and never return--Simba style. Sure, you'll want to shoot the enemy or two along the way, but don't slow down to do so, and definitely don't turn around. Now you will take damage, but you can help mitigate this by running past the boxes, using them as shields as you continue your trek. You'll soon wind up in the large trash compacter room--climb the ramp on the left, up to the control panel, and wait for the mech to step onto the trap door in the room's center before triggering it, causing the mech to fall into the pit.

After following the mech down, you'll have to take him on yourself. Thankfully, it's dark down here and he can't see where you are unless you open fire. As such, there's a long row of obstacles we suggest getting behind for cover, which you can peek over to target the mech rider's head. Of course, he'll open fire immediatly, so hug your cover closely to avoid it. If he tries to come after you, simply circle around the cover to the other side and repeat the same technique--it only takes a few direct shots to do him in.

With the mech rider killed, take his suit on for test ride! It controls just like Riddick, except you have a machine gun (with infinite ammo) in the right hand, and a rocket-launcher in the left. Head through the large door and work your way up the hall, mowing down the enemies along the way. There's really no need to take cover, and don't worry about running out of bullets, as you have infinite ammo. When you reach the room at the end of the hall, use the Mech Repair Station on the right side to repair your ride and renew your rocket supply. Exit through the right door and follow the hall to the ship's exterior.

You'll soon come face-to-face with a fellow mech--lay into him with your guns and a couple of rockets. You'll likely take damage, but thankfully there's a repair station ahead, on the left. Oh, and ignore the tiny robots flying around--as long as you don't open fire, they won't attack. Just around the corner, you'll find a long section with two aisles on either side--don't proceed up them yet (otherwise two more mechs will appear). Instead, hang back and target a distance mech hanging out above the far door--fire everything you've got at him, and side-step to avoid his rockets. Once he's down, head up either alley and prepare to take on two mechs, one on either side of the aisle. Focus on one side first, then strafe to the other to target the remaining mech. If you need additional health or rockets, remember you can return to the Repair Station, just behind you. Once they're down, continue through the far door.

Back inside, get ready for another mech at the next corner, then use a Repair Bay just before continuing through the next door. Inside are two more mechs--we suggest backing up and hugging the left wall to shield yourself from at least one of them, while petering them with rockets and bullets. Approach the far door and exit your mech when prompted, then explore the jail cell to the right for Miles' Note.

Dark Athena Walkthrough - Miles' Letter

Now that you have Miles' letter, enter the ventilation shaft via the opening, just left of your mech (by the door). After the kid's mom gets capped, bust through the vent and meet the bad man in the room's center. He'll taunt you unless you holster your weapons--do what he says and use your fists (no Ulaks or anything)--if you don't, your opponent will shoot you on site. After equipping your firsts (as weird as that sounds), the cackling fool will finally emerge from the shadows and attempt to take you down. Thankfully, you can now safely equip any weapon you want at this point without consequence--as such, we suggest tranquilizing him, then going in for the kill. Pretty easy, huh?

After his defeat, head for the Comm Station--it's the first unlocked door along the walkway (before the one leading to the Cargo Bay). Follow the hall around the corner to meet with the kid again. Afterward, head for the Comm Room--the room to the right. As you approach, another escaped prisoner will attack--we suggest using the nearby pillar for cover and tranquilizing her, then going in for the kill. Once she's down, continue into the Comm Room and use interact with the Communication Station to again your next objective. Afterward, use the console again to send Miles' letter, if you collected it earlier.

Head back to the room where you battled the first escaped prisoner and interact with the control panel by the Elevator (as marked--right next to the cell block) and ride it to the Hanger Bay. As the doors open, you'll spot a mech ahead. Crouch down and sneak along the the left wall to a railing you can jump over to an area below. Enter the ventilation shaft, grab the Bounty Card about halfway, then climb the ladder to emerge on the other side of the room.

Now sneak up to the lower of the two central platforms and grab onto it--climb up and immediately jump to the higher platform, then to the walkway. It's important you move fast, as the mechs will open fire. Head left, into the control room and interact with the main control panel to power the ship. Afterward, activate the elevator via the far left control panel. Now exit back onto the walkway, hop from the guardrail to the now-raised elevator platform and look up to spot a turret--press the button shown on-screen to "redirect" it, then quickly hop back to the walkway, head back into the control room, and interact with the far right terminal to "Test the Weapon" system, which will cause the turret to blow a hole in the wall, sucking the mechs out! Yay!

Exit back onto the walkway and head up to the left door to spot your best bud inside--he'll hold up a sign indicating he'll unlock the door momentarily. Chill for a moment until the door opens and continue down the corridor to the far room, where you'll find a NanoMED Health Unit. Head through the door to meet with the Captain for a little hand-to-hand combat. Thankfully, she battles like every other solder in the game and is a complete pushover--just equip your Ulaks and tear her to pieces.

Dark Athena Walkthrough - Aguerra

Having crash landed, follow the beach to a sewer pipe entrance and follow it to an underground aqueduct. Proceed up to the closed gate and grab hold of the ledge to the left.

Follow the short hall to a spiral staircase you can climb. Jump the gap and grab hold of the other half of the staircase and stealthily enter the tunnel. Sneak up on the Droid for an easy take down. Now hop over the left box to find a Bounty Card adjacent to the stairwell, then sneak down and prepare to take down a second drone.

Continue along the path, up the stairs and through a door, then along a walkway to another opening and climb the ladder inside. Continue through the door at the top, then up another ladder. After climbing the second ladder, drop to the walkway below, then off the opening in the guardrail at the base of the stairs. After dropping, grab the beam embedded in the wall and follow it around to the other side, where you can drop to solid ground. Run up the ramp and off the far side, then follow the path to another beam and follow it into an opening you can climb into.

Climb up to a walkway above and follow it to a box (just before the locked door) you can climb onto, then leap to a ledge above. Look up to spot a handrail you can grab hold of (make sure you're facing toward the ocean, otherwise Riddick won't grab hold). Follow the handrail to a suspended walkway you can drop to, and follow that to a ladder. Once off the ladder, leap to a hanging pipe on the right and follow that to another ladder. Grab the railing at the top, follow it left to find a Bounty Card, then use the box to jump over the wall to the other side and enter the door, into the Control Room.

Interact with the terminal inside the control room to redirect the waste flow, which will reposition the pipe you just climbed across, leading to a new area. Proceed into the door leading into the Pump Room and get ready to sneak up on another Drone--if he spots you, retreat into the previous room and attack him when he steps through the door. Afterward, descend the stairs and climb down the ladder to the left, at the base. Now exit outside through a door on the left, climb the box, back up to the ledge, and grab hold of the now-repositioned handrail overhead and follow it to the other side. Drop into the center and enter the sewer tunnel.

The tunnel leads into a room containing a sole box--climb it, then climb up to the walkway overhead and follow that to a ladder. Head through the door on the right, leading back outside, and follow the stairs down to another door. Climb down the stairs inside, and make a sharp right at the base to find a wooden walkway you can drop to--although it'll collapse under your weight. After the collapse, drop down and sneak up on the Drone ahead. Continue down the hall, off a ledge, and into a tunnel. Turn left at the exit and enter a nearby sewer pipe, which eventually leads to a ladder.

After climbing the ladder, you'll spot a couple of drones outside. Wait for them to finish their conversation, then sneak up behind them both and kill them when they turn away. Now follow the right wall, up a staircase to find a Nanomed Cartridge. Head back down, turn left and follow that wall to a small alcove containing a Bounty Card (you'll likely find a Drone along the way, though he shouldn't give you much trouble). Continue to follow that same wall up a staircase and along the catwalk to a ledge overlooking an enemy--drop down and take him out. Now continue through an opening to the left to spot two guards, one of which is pounding on a door. Sneak up on the closer one for an easy kill, then go after door dude. With both down, approach the door to talk with some old guy named Pavlo, who wants you to find him a gas mask.

Dark Athena Walkthrough - Gas Mask

Alright, so you need to find a gas mask from the supply depot. A nearby map (along the waterfront) shows the way, but we'll get you there too. The easiest way is to head through the opening, right of the map, then follow the right wall all the way to a closed gate, with a sign above that reads "Supply Depot." You'll encounter a drone or two along the way, but it's nothing you can't handle. Open the gate via the nearby control panel, then get ready to hide behind the wall to your left, as a Drone may be heading your way--wait for him to turn around before running up and killing him.

Follow the circular walkway in either direction to come across another path you can take,which leads to the Supply Depot, but watch out for a Droid patrolling near the entrance of that path. Once at the Supply Depot, check out the left side of the building to find a Bounty Card before climbing the ladder on the opposite side. Once on the roof, hop into the nearby ventilations shaft. It leads to a small room containing the Gas Mask, a NanoMED Health Unit, and the all-important Scar Gun--this baby allows you to fire explosive shots, which can be detonated with the Left-Trigger. You can fire up to five at a time before detonating--oh and it never runs out of ammo! Try it out on the boxes blocking the room's exit to toss them aside, then on the wooden door, allowing you to escape.

Now it's time to work your way back to Pavlo. As you exit, you'll spot a spider-bot thing clamber up the nearby wall and assume a turret stance. If you cross its line of sight, it will target you relentlessly, which you don't want. Hang back and shoot it off with your new toy before it targets you. Continue forward, ready for a Drone to charge from ahead. When you reach the split path, look right and target a Drone, as well as a Spider Bot on the rock to the right--but don't head down there. Instead, take the left path, kill the Drone around the corner, and then prepare for another just a bit ahead. Hug the large rock as you circle it (as opposed to staying on the path below) and prepare for another spider-bod to skidder along the wall ahead--take him down as soon as he stops. Continue to hug the rock up until a thin wall stops your progress--use this baby for cover as you jump and target two more spider-bots on the support beams of the crappy shack ahead. Once they're down, drop down and kill the remaining Drone, then head left up the ramp.

After climbing the ramp, turn the corner carefully to target a spider-bot on a wall diagonally across from you. Now hug the left wall and follow it slowly up the alley, ready for a spider-bot to scamper up a wall dead-ahead, as well as a Drone about to attack from around the corner. As you push forward, target another darn spider-drone around the corner, on the right, as well as another Drone down the adjacent alley. Once they're down, continue following the same left wall and prepare for a Drone to potentially emerge from the tunnel on the right, by the staircase (if he doesn't, you may want to wait for him). Climb those very stairs afterward and target another Drone further up the path. Push forward carefully, as another spider-bot will take residence on the wall dead-ahead. Hug the left wall again until you reach a ledge overlooking the courtyard by Pavlo--target a spider-bot above Pavlo's entrance, as well as a Drone further below. You may also want to take the time to target a couple more enemies, one on the long bridge itself, and another on the stairwell leading to said bridge.

With the area clear, drop down and enter Pavlo's, ready for a Drone inside. Use the NanoMED machine in the back room, then exit the place and climb down the stairs to the bridge--where more Spider-Bots await. The first is just around the corner, as you turn toward the bridge. A second can be found on the left wall, a short ways in. Look for an additional two flanking the main entrance on the opposite end of the bridge, and get ready for another who'll scamber along between where those two were.

Although the far door is locked, that's not going to keep Riddick out. Instead, climb up a ledge, just left of the door, then hop onto the box to grab a ridge overhead. Sidle along it to the right and climb onto the platform, then use your gun to blow open the door.

Dark Athena Walkthrough - Escape the Planet (Part 1)

Past the door, target a Drone below over the guardrail before hopping down, but prepare for a Drone to enter through the door just behind you. Once he's down, proceed through the opposite door and down a short hall.

Upon coming across the abandoned town, head left and shoot apart the wooden barricade above, allowing you to climb up the ledge. But be ready to shoot at a few guards in the town square who'll open fire. Look for at least one on the ground, and another on a balcony far in the back. You may want to either hug the left wall, or drop into the area below and fire through the opening for cover.

Once clear, drop down (if you haven't already), turn around and blow open the wooden door to find a Bounty Card. Look for another Bounty Card back outside, just left of the gate inside a wooden structure--blow that apart too to reach it. A wheel on the right opens the gate if you want, but this doesn't serve much purpose. Instead, prepare to kill another Drone down the alley, opposite the gate, then use the NanoMED machine on the right for a health refill.

Now either head up the alley or through the tunnel to a large courtyard. Climb the stairs ahead...slowly, as a huge enemy, called an Alpha Drone, is about to storm through that door. As soon as he does, turn around and hightail it into the tunnel on your left for cover. Now this guy is tough, and can take you down quickly, so it's important you stay behind cover at all times, which is what this tunnel's for. So how do you kill him? You need to load him up with five darts from your gun, then detonate all 5 at the same time. The easiest way to do this is to quickly peek out either side of the tunnel, fire one off at him (remember, don't detonate it!), then retreat back into the tunnel before he can blast you with a rocket. Repeat four more times, then detonate them once you've planted all five into him. If you did it correctly, he'll collapse to the ground--run up to him quickly and press the button displayed on-screen to take him down for the count.

With the Alpha Drone destroyed, approach his body and grab his dropped grenade. Now quickly climb the stairs and toss it into the hole he busted through to detonate the cannisters inside, blowing a hole in the gate through which you can crouch through. Follow the walkway through a couple of doors, leading back outside.

Back outside, step onto the short bridge ahead and use the stone corner for cover as you target for a trio of Drones to your right. Once they're down, carefully target several more across the water, by the bridge to your left. Afterward, collect the dropped enemies guns and continue to the end of the walkway. Dead-end? Nope! See the glowing switch just across from you? Shoot and detonate a dart at it to extend a bridge, allowing you to cross over.

As you turn the corner, immediately turn right and blow open the wooden door and duck inside, as another Alpha Drone is running amok. But don't try and fight him from here--you'll need to get closer. But first, use the NanoMed Health Unit on the wall for a health boost, then head upstairs to find a walkway leading into another home (after you blow through the doors, of course). Hold back on crossing over though until you take down the spider-bot who scurries up along that building. Once he's down, run your ass across and inside. Head down the stairs and target him through the lower opening, before climbing back up for cover. Wait for him to fire his rocket, then head back down and fire anohter. Repeat until you've loaded him with all five, then detonate to stun him. Then go in for the kill.

With the Alpha Drone down, check the shelves alongside the building you just emerged from for a Bounty Card and NanoMED Cartridge, then enter a ventilations shaft down the staors by the river for a Bounty Card. Now face the large wall ahead--there's a gap on the right side of the railing you can leap climb up! Follow the walkway to a ladder you can climb down, then blow open the wooden manhole in the floor and drop on in.

Use the boxes for cover as you push forward through the tunnel, taking down the enemies. Once you reach the elevator shaft, you'll notice there seems to be no actual elevator! Well, look up--see the four glowing latches? Fire a SCAR bolt onto each and detonate them all at the same time to drop the lift, allowing you to ride it up, then continue through a couple of doors at the top.

Inside the room with all the boxes, climb the stack on the right to a walkway above for a NanoMED Cartridge, then continue through the lower door, leading back outside. Drop into the shaft ahead to find a Bounty Card, then climb back out (don't bother following it to the end--it leads nowhere important). Follow the walkway across the bridge and bust through a wooden door on the other side. Activate the switch inside to open a door just outside, but be ready for two Drones to emerge--use the walls for cover and take them down, then proceed through a couple of doors.

Dark Athena Walkthrough - Escape the Planet (Part 2)

You'll emerge in a room full of doors--this is going to be a makeshift battle ground in just a few moments, as enemies start flooding in through them. Start off by picking off a couple enemies on the balcony ahead, then hang back by the door you came through, behind the central column (which provides good cover) and position yourself so you can see the three doors ahead--as soon as one opens, take down the enemies that emerge from there. Once they're all down, they'll send an Alpha Unit your way--circle the column while facing the Alpha Unit and filling him with darts. It's quite easy. Like before, detonate them when he's loaded and then go in for the kill.

With the Alpha Unit down, climb aboard that column and look up to find a switch you can shoot, causing the column to rise, lifting you back outside. Look for a hole to the right you can drop down and use the NanoMED Health Unit you find. Now press the switch on the wall to open a door below, then off over the railing and turn around to proceed through said door.

As soon as you step back outside, you'll spot another Alpha Unit to the left. Ignore him and run to the far side and up the staircase--just be ready to kill a Spider Bot that climbs up the left wall. Continue up another staircase and blow through a couple of wooden doors, then carefully proceed across the bridge to your right. The Alpha Bot should be on the other side, but thankfully, the bridge provides pretty good cover--step just far enough forward to shoot him, then retreat to avoid his rocket, and repeat. After killing him, grab his grenade and chuck it at the fence on the right to gain access to a small room with several weapons and a Bounty Card. You may also want to look for a second Bounty Card by the entrance, behind a wooden barricade you can blow through, just below where you first saw the Alpha Unit. At any rate, continue through a couple of doors, where you battled the Alpha Unit.

Follow the path onto an elevator which will take you up into the refinery. After riding the lift, look for a Spider Drone above the right wall. Now use your SCAR gun to blast one of the many boxes over toward that wall, to use it as a stepping stone to grab the ledge above. Pull yourself up, use the NanoMED Health Unit if you need to, then grab the hangrail overhead and follow it to the other side. After dropping from the rail, crouch down and look for a few guards you can easily pick off from here. Once they're dealt with, drop down and interact with the Rail-Track Computer along the wall. After doing so, turn around and immediatly seek cover behind the large cylindrical container to your left and prepare for some enemies to come through that closest door. With hem down, head on through that way.

Climb the ramp and take cover behind the large structure on the right--more drones are heading in your direction. You should be able to tackle most from the corner closest to the ramp, but you can also head around the backside for a different vantage point (or to kill any drones coming from there). With the room cleared, follow the walkway to a ramp leading down, but before you follow it, kill a spider-bot on the pipe above. Shortly after, look for another (hard to see) spider-bot on a pipe, 45 degrees to the left. Before turning the corner, there are three more you'll want to target: One the cylindrical container right at the corner, look for the glow of another on a support column in the dark background, then a third to your far left in the background as well. With the bots taken care of, use the nearby cannisters for cover as you target some enemies on the circular catwalks overhead. They can be tricky to hit, so make sure to peek around either side of your cover and to use your SCAR's lighted crosshair to know when you've got one targeted.

Push forward to a box in the shadows ahead and shoot around it at an enemy on both levels of the platform ahead. Continue through the shadows to a short hallway, but make sure to target a spider-bot on the other side before proceeding through...slowly, as two more await on the other side. Hang out in the tunnel and slowly creep along the left wall to target one in the top-right corner of the exit, then spin 180 and look for another on the wall across the chasm. With those down, move forward and look for another spider-bot on a box on the right, just up the ramp--but be ready for a couple of Drones to head your way too--you may want to back up to the other side of the tunnel and tackle them from there. Now carefully cross up the ramp, ready for another spider-bot along the left wall, around the corner.

Continue through a short hall into the upper-portion of the large room you just fought through. Look for a NanoMED Health Unit to the left, then follow a pipe on the right to find a Bounty Card. Afterward, climb a ladder on either side up to the walkway and follow them to a Bounty Card on the left side, then a terminal on the right side, which unlocks the containment sector.

Work your way back to whence you came, but get ready to tackle two drones on the platform you climbed up from--hide in the shadows and take them down from the walkway. Now head back through the hall leading to the previous room, but use the corner for covert and kill a Drone within. Now approach the door on the left carefully, as it's flanked by two spider-bots. Once they're down, continue through a series of doors.

Dark Athena Walkthrough - Escape the Planet (Part 3)

Stepping into the next room, check behind the first set of barrels for a Bounty Card. Now strafe up the ramp, facing left, to tackle a spider-bot through the doorway. Head on through, down the hall, and along a walkway. As you approach the bend of the large room, prepare for a couple of guards to appear from the right--one just a bit past the other. You'll soon be blocked by a closing gate--kill the guard on the other side through it. Okay, but you're still blocked--look for some glowing power cables nearby, and two pulsating panels just above them. Fire a SCAR bolt at each and detonate them at the same time to drop a ladder, which you can now climb.

Follow the walkway to the end, then drop onto a girder and follow that to a catwalk, which you should proceed left on. The catwalk leads to an opening on the right, through which two spider-bots await--one on the support column ahead, and another on an object overhead.

Jump to the platform ahead and look along the same wall you just jumped from for another spider-bot, then continue onward a bit to find another around the corner. Follow the walkway across the room, taking down the two spider-bots on the other side first. Follow the tunnel at the end to a hole you can drop through. Now use the NanoMED Health Unit in the wall, then get ready to tackle a bunch of fools. We suggest strafing through the hall, facing the right side, ready to blast up several Drones--if you take fire, retreat into the hall you came from and wait for them to come to you. This can be tricky, so precise aiming is key! Once done, proceed down the ramp and through a couple of doors.

Through the doors, aim for a couple of spider-bots 45 degrees to the left or so, then step a few feet in to target one on the right, parallel to the door you came through. Now be ready for a couple of Drones attacking from the right side--you may want to duck back through you door you came through for cover. With them down, watch out for one final spider-bot, just behind the cylindrical container on the right. With the room cleared, look for a Bounty Card on top of the right platform, which you can leap to by using the small structures to its left. Now follow the path to another elevator you can ride up.

After riding the lift, wait for two Drones to approach from ahead. Once they're down, carefully target three spider-bots on a right column, ducking behind the boxes after each shot for cover. Continue along the walkway, and watch as a far door opens--this marks the appearance of another Alpha Unit, from the right. We found it best to just run forward and back along the walkway to dodge the rockets, while pummeling him with SCAR Bolts, before detonating them and going in for the kill.

Once the Alpha Unit's down, climb a ladder on the right-most structure to a walkway above. Circle around the back and hop into a thin crevice and follow the pipe as it leads you overlooking a trio of enemies on the left--target them one at a time with the SCAR gun to easily take 'em down. Continue along the pipe and interact with the large control panel to power on the rails. Now follow the (non-moving) conveyor-belt into the next room.

As you enter the room, you'll find another freakin' Alpha Unit! Circle the box to the left and peek around its sides to target the guy, swapping sides after each shot. Once he's dead, prepare for another to appear and do the same! Once both are down, Spinner will emerge in a mech suit--awesome. Thankfully, he's slow, but powerful. We suggest using the boxes on the left side of room for cover and pop out from either side to pop him with a few SCAR bolts and detonating them. It'll take quite a few, but this guy's pretty much a push-over. Just keep laying into him, taking cover whenever he faced toward you to avoid being shot--though you should be able to get a shot off during his reloads as well. Once he's down, grab Spinner's Executive Card from his corpse, then enter the airlock and swipe his card to board the Athena.

Alright, the room ahead is full of Drones. We found a good strategy was to wait behind the airlock door, stepping forward just far enough to open it and fire off a quick shot (then detonating it, of course), and quickly retreating, causing the door to close, forming a perfect shield. This gives you a chance to regain your health, before stepping forward and repeating for each enemy. With the room cleared, look for another you can unlock with your card. Use the NanoMed Health Unit inside and then interact with the terminal on the other side to talk to the kid. Afterward, you'll see the captain through the door, who'll threaten you with extermination. Thankfully, the drones have come around to your side and will kill everyone on the other side of that door, sweet!

Follow the hall into the next room, careful not to shoot the now-friendly drones. Seek cover behind the pillars and shoot the soldiers not on your side, including a few on the walkways above. Once clear, use your card to get through the door in the back of the room and swipe it again inside to activate the elevator.

After riding the lift, follow the hall to a NanoMed Health Unit and then go through the door on the opposite wall and hop into the Alpha Unit Control Station. Like the mech before, this baby can fire unlimited bullets, but unlike the mech, rockets as well. Storm through the halls, using the rockets to clean out groups of enemies, to the far room. After clearing it out, look for the kid in a vent high up on the wall, right of the door you came through (assimging you're facing the door). Pick the kid up, then follow his instructions to the next room, where you can drop him off in another vent, where he'll go and unlock the door for you, leading to the final boss. At this point, Riddick will automatically exit the Alpha Unit Control Station, at which point you should exit the room, and enter the now-unlocked one next to the NanoMed Health unit in the hall, where the final boss awaits.

Although the Captain has some powerful weaponry, she's really quite easy. However, before we get to the battle, your first task is to open the elevator doors along the far wall, just behind her--this shaft is key to killing her, as you'll have to knock her into it. With the shaft open, take cover behind any of the four structures to shield yourself from her attacks--the structures will slowly be destroyed, so move from one to the next whenever they can no longer be used. Wait for the Captain to stand just in front of the elevator shaft, then fire a SCAR bolt her and detonate it to push her back, closer to the shaft. Now quickly run up to her and melee her with the Ulaks to shove her the rest of the way in! That's it, you beat Dark Athena! Congrats!

Escape from Butcher Bay Walkthrough

This section provides complete walk-throughs for all Chronicles of Riddick missions. You’ll find specific instructions on completing objectives, finding optional objectives, using shortcuts, and locating all pack of smokes.


Objective: Escape from Butcher Bay

Walk to Johns and speak with him. After the conversation, Johns leaves to speak to another guard. Approach Lambert and listen--he says you should take the opportunity to take out Johns! Sneak up behind Johns using stealth mode and snap his neck. Chaos ensues. You’re under fire within seconds. Quickly turn around and drop into the hatch Lambert opens.

Drop into the corridor and hop over the barrel. Descend the next ladder. There’s a pack of smokes on the ground. These are hidden throughout the game and unlock particular collectibles (such as artwork, trailers, etc). Each is numbered from 1 to 59. Crouch and snag the pack #35 of smokes.

There’s a technician below. Run up behind him. He’ll turn around and prepare to fight. Pummel him with punch combinations. Pick up the security card. Don’t bother with the assault rifle. Use the keypad to open the door. Drop in stealth mode inside the darkness and wait for the guard to pass. Sneak up behind him and drop him with a neck break move.

Someone stashed smokes and money in this crawlspace.

Grab the vent tool dropped by the guard. Drag the body in the dark tunnel to complete the objective. Go to the right into the next room; there are stacks of crates to the left. Search behind the crates on the right side. You’ll have to crouch to get through the narrow tunnels. Drop into a crawlspace below the crates and find some money and pack of smokes #1. Return to the room.

Climb to the top of the crates and use the hangrail to traverse the room. There’s a vent at the far side. Open it and crawl inside the shaft and bust through the grating at the other end. The room contains a health unit and a med cartridge. Pick up the cartridge on the ground and use it to replenish the health unit. If you’ve been injured, use the health unit.

Grab this pack of smokes off of the table after securing your first firearm.

Go left from the station into the next room. Sneak up on the guard. When he turns around, disarm him. Now you have a weapon (other than your fists of course)! Search the table for pack of smokes #6. Climb the crates to the right of the table and grab the railing. Shimmy right and pull yourself up. Go left down the corridor to the elevator and use it.

Move out the next door and spot the guard patrolling ahead. The guard patrols to the right and remains stationary. Sneak up behind him and crack him with the weapon. Take the ladder down into the sewers and look around to the right. Break open the lock with a shotgun round.

Sewers are dark so switch on the shotgun’s flashlight. Move slowly down the tunnel. A guard patrols ahead. Take him down with the shotgun. Check behind him for a group of barrels. Spot these throughout the game. Shoot the barrels to cause an explosion that kills the nearby guard.

Follow the next path to the right and blast more guards. Always search guard bodies for ammo and other supplies, such as money! Continue to battle through the corridor. Don’t shoot barrels too close! Move to the light at the end of the tunnel to conclude the level.

Prison Yard

Objective: Find the weak spot of Butcher Bay.

Exit your cell and speak with Barber who tells you to speak with Mattsson. Move right from your cell and down the hall toward the courtyard. Speak with Jack and Coyne. They tell you to speak with Haley--he’s also in the courtyard.

Objective: Talk to Haley.

Barber sends you to this creep. Mattsson has his own agenda it seems.

Enter the courtyard and talk to Mattsson. He has a shiv for you hidden in a bunk inside cell A-40. Return to cell A-40. Mattsson set up an ambush. Turn around and defeat the two cons one at a time with your fists of fury. Return to the courtyard and press Mattsson.

Find Haley in the courtyard and speak with him. He’ll help you but you’ll have to dispatch Rust, the resident big man on campus. Return to your cell A-34 and gain the shiv from Mattsson (though it doesn’t last long) and also meet Rust as well as Abbott, another new nemesis for Riddick. New objective: getting rid of Rust is your only option.

Talk to Barber on the way out of your cell. He suggests finding a weapon. Go into A-37 and speak with Waman. Accept to do his favor. He wants Molina dead.

Objective: Help Waman by killing Molina.

Complete Waman’s mission and he’ll give you a pack of smokes. You can also get some knuckles off of Molina’s corpse.

Cross the hall into cell A-38 and beat Molina to a pulp. After he falls, snag the knuckleduster. Now you have a weapon! Equip it, which increases your punch damage. Return to Waman and receive a reward, pack of smokes #25.

Exit the cell to the left and move to the far gate. Speak with Shabby and receive a piece of paper with a code on it--operates a door inside the infirmary. Shabby offers it as a reward for killing Molina.

Return toward the courtyard. Exit through the far passage toward cell blocks 11-30.

Escape from Butcher Bay Walkthrough - Aquila Territory

Arm your knuckleduster and get ready to brawl! Round the corner and battle the first two cons. One fights while the other runs. Crush the con with your knuckleduster enhanced fist. Continue down the hall and beat down your next competition. Be sure to search bodies for money. On your way down the hall, search cell A-28 for pack of smokes #58.

Peek around the next corner and avoid the fire extinguisher. Fight the next con--he’s got a shiv. Do hit and run attacks. Lure him into swinging with the shiv then bash his face in. Grab the shiv when the con falls and equip it.

Fight your way through the Aquila Territory to reach Rust.

Avoid the bomb around the next corner then battle the two guards one at a time. One has a shiv so keep your distance between attacks. Perform lunges and left right combos to cut these idiots. Continue down the hall to encounter Rust. He’s got a shiv too. Hit and run is the strategy here--lunge, cut, retreat, and repeat.

Once he’s dead, put away the shiv. Guards have arrived. Don’t mess around with them--the guards aren’t too personable. Retrace your steps back to the courtyard. On your way, talk to Blueboy and receive pack of smokes #57. Also, find Moondog in cell A-11. Talk to him and receive pack of smokes #59.

Talk to Blueboy on the way out and he’ll reward you with a pack of smokes.

When you arrive in the courtyard, talk to Booger standing behind the gate near Haley. Purchase his pack of smokes #26. You should have the money if you’ve collected it all to this point. Talk to Haley. He points you toward the infirmary.

Return to the cell corridor and go to the far gate. Talk to Bulder behind the gate. He can get you into the infirmary if you’re hurt (if you have sustained damage in the fights against Rust and his men). If not you’ll need to start a fight and get injured. Move through the open gate and go left into the infirmary.


Enter the infirmary where you’re told not to move. When the guard walks away from you, enter sneak mode and move in behind the guard. Snap his neck! Pick up the security code. Another guard runs in. Equip the shiv and cut him up. Since you talked to Shabby earlier, you can open the door in the infirmary’s left corner. Inside you’ll find pack of smokes #12 and a scalpel (replaces your shiv if you want). It’s also a dark room to stash those guards.

You’ll find the first health station inside the infirmary. It increases your maximum life by one block!

Heal using the health unit on the back wall. Use the keypad on the door in the back left corner. A guard bursts through. Be ready with your shiv. Heal up again if necessary. Move through the door into the next room. There’s a health station in the back. This rejuvenates your health and also increases your life by one block. Use it then ascend the ladder on the right.

Follow the only hall around to the right. Hide behind the crate in the dark balcony overlooking the infirmary. Let the guard pass and take him out with a neck break. Enter the far door then sneak into the service hatch on the right.

The next hallway is tough. A guard with a flashlight patrols the left side. Hug the left wall while in sneak mode and stay out of the light to remain undetected. Scurry past into the crawlspace when the light disappears. After turning to the right in the crawlspace, wait for the guard standing on the grate to turn around then continue through to the next ladder and service hatch.

Sneak up to the next guard and drop him. Drag him behind the crates. Go around to the right side and spot the guard. Sneak up behind him when the spotlight moves away. Drag the guard into the dark then cross the balcony while avoiding the spotlight. Use the keypad on the other side.

Go into sneak mode and spot the patrolling guard in the hallway ahead. You can move in behind him and disable the guard or just avoid him. Enter the last door on the left toward the mainframe.

Escape from Butcher Bay Walkthrough - Mainframe

Using the DNA computer allows you to use their weaponry. Grab an assault rifle!

You’re looking for the DNA databank computer. Move out onto the catwalk and look at the ground below to spot the tech. Go to the end of the catwalk while in sneak mode and hop onto the ledge. Drop onto the crates below when the tech looks away. Sneak up on the tech and disable him. If he catches you then pummel him with punches or your shiv. Use the DNA sampler console to give a sample.

Not a good move but a required one. Quickly grab the assault rifle from the ground on the right side of the console. Hide on the wall to the left of the DNA console. When the guards move in, blast them with the assault rifle. More are on the way through the door so be ready when it opens. Snag dropped ammo. When shooting through the open door, hit the barrels to cause a damaging explosion. Search the bodies for money and a second gun.

Navigate the dark hallway and find the health unit on the right. Bust the debris to the right of the health unit and hop through the hole. Shoot the patrolling guard and grab his shotgun. Find the service panel near the crates. This deactivates the fan above. Climb the crates and move through the disabled fan.

Go into sneak mode and start along the catwalk to the left. There are enemies below. Shoot them before they detect you if possible. Otherwise they’ll shoot down the catwalk. Finish them off when you land. Turn around and head down the dark hallway. Spot the doorway to the right. Shoot the patrolling guard inside and snag his supplies.

Someone hid a pack of smokes on the catwalk.

The large supply area on the left side contains several guards high on the catwalk. Shoot out the light near the health unit to create some darkness. Inch out from behind the corner and fire at the guards on the catwalk. Use the health unit after the battle. Climb the crates to reach the catwalk and acquire dropped ammo and pack of smokes #13.

Watch for any additional guards arriving below. Drop down and move through the unexplored hallway to find a guard near a service hatch. Blast the guard with your assault rifle. Open and enter the service tunnel. Use the valve ahead to disable the gas.

Clear the gaseous fumes by turning this valve.

Shoot down the hall and blast the guards in the dark distance. Don’t go too far forward or suffer damage from grenade explosion. Crush the guards and gather their ammo. Enter the hole on the right side. Hide behind the crate on the right. Keep your flashlight off. A guard comes down the hall and won’t see you if you’re hidden. When he gets close, shoot him.

Stay in the dark on the right side of the hall. A second guard enters to see what’s happening. Let him pass by and either ignore him or disable him. Continue down the hall and find another health unit. Start through the doorway to the health unit’s left side.

Faint whispering clues you in--there are guards waiting for you inside. This is a tough battle. Stay along the left wall and dodge the grenades hurled in your direction by moving either left or right. Blast the guard hiding behind the crates on the right. Two more guards hide behind crates on the left side. Remain at a distance and target their exposed body parts. If they roll out from behind the crates, blast them. A final guard stands inside the dark corner on the back left side. Remain behind the cover of the crates and take him out when he’s exposed.

The riot guard isn’t easy to take down. Use your agility to get behind the beast and shoot its head.

This cues the arrival of the riot guard. Your feeble weapon won’t be able to dent his front armor but he does have a weak spot. You must blast the back of his head with the shotgun at close-range to disable the riot guard. It’s not an easy task but killing the riot guard nets pack of smokes #27. Hit and run techniques can work here. Get in behind the riot guard, blast him, and then move away. Hide in a corner and wait for him to turn around and repeat until he’s down. You can circle around the dark corner or use the crates to duck behind.

If you want to avoid him, wait for him to move away from the elevator he rode down on then scamper to the elevator and use the button. Go through the door and back toward the cell block.

Prison Yard Riot

Move through the door. Spot a dark staircase on the right, a valve up ahead, and a heath unit around the corner. Use the valve first then use the health unit if necessary. Descend the staircase.

Switch on your flashlight and watch the con below get blasted. Fight your way to the bottle of the stairs. Wall-mounted turrets pose the biggest challenge in this section. They’re small so tough to shoot and inflict a lot of damage in a short amount of time. Don’t forget to return to the health unit and replenish your health if necessary. Find the first turret on the right hand wall. Shoot in its direction to destroy the weapon.

Snag the radio transmitter and use it to fool the guards.

Run across the hall and snag ammo. Return to the intersection and peer right. More turrets fire from the left and right walls. Another guard maneuvers from around the corner; take him down and advance down the hall. As you near the corner, destroy a turret on the right side. Move slowly through here so you aren’t pelted by turrets. One guard may carry a med cartridge. Return to the health unit and use it if necessary. You can also shoot out lights to help provide cover. Shoot the guard and turrets down the next hallways as you move toward the courtyard.

In the last room (with "AQ" on the wall), shoot the turret on the right side before facing the gate on the left. It’s locked. You’ll have to find a radio and trick the guards into opening the gate. Retrace your steps toward the beginning of the section at the first intersection at the bottom of the stairs. Turn right and spot the gate. Wait until it opens and the guards advance.

Shoot the guards and grab the radio transmitter. Riddick uses the transmitter to fool the guards. The gate is now unlocked--time to head to the pit! Return through the previously locked gate and watch the cinematic preceding the next section.

Escape from Butcher Bay Walkthrough - The Pit

Objective: Get out of the Pit.

A warning indicates that your flashlight will only remain active for six minutes. That’s an important fact but there are creatures lurking in the pit--dangerously fast creatures called dwellers. It’s best to work quickly through the pit. This keeps you a step ahead of the dwellers (though you’ll encounter them no matter what) and the six minute deadline. Also be on the look out for explosive barrels. Shoot barrels near dwellers to explode your enemies.

From the start position, move through the hall and around the right corner. Quickly drop into the hole. Go left then around the corner to the right. If you encounter any creatures, blast them with the shotgun. Check behind you periodically to ensure no creatures have caught up with you.

You need to find this valve handle within the tunnels of The Pit.

Move all the way down this hall to the intersection at the back. Turn left and around the next left corner and find the valve handle in the rear corner. Continue to be on the look out for dwellers. You’re likely swarmed by this point. Aim the shotgun at close-range to ensure dweller slaughter.

Retrace your steps back to the intersection where you turned left. Turn right then take the first left up the staircase. Take the first left and turn left into the next hallway. Go all the way to the end of the hall and find a path to the left. Find the broken gate terminal at the end of this hall. Use it to place the valve handle and use it to open the gate.

Before moving into the next section, search the dead-end hall for a pack of smokes.

Cross the catwalk and continue to shoot the dwellers. As you follow the sole corridor, check down a short hall on the left for pack of smokes #15. Follow the main hall into the next section.

Pope Joe’s Den

Follow Pope Joe onto the lift then follow the strange preacher to his den. He offers to help you but only if you’ll find his blessed voicebox. Grab flares from the box; useful if you lose the flashlight and need illumination. There’s also a health unit if you need it. Return to the elevator and use the controls.

At the bottom, go down the left hallway. Follow it into a room containing a couple dwellers (shoot the barrel!). Spot the hole on the right side. Through the hole you’ll find pack of smokes #16 and a health unit cartridge.

Pope Joe helps you in a big way if you find his blessed voicebox.

Return to the room and go right. Find the blessed voicebox in the back corner. It’s a radio. When you grab it, the dwellers emerge. Fight your way back to the elevator and return to Pope Joe’s den. As a reward you receive eyeshine, the ability to see in the dark.

Dark Tunnels

Objective: Find the exit into "Pigsville," the guard quarters.

Eyeshine will help you spot hidden items, specifically packs of smokes.

Use eyeshine to illuminate the tunnel and keep it on. Move out and face the right tunnel. Spot the dwellers in the distance. Blast them when you move within shotgun range. Continue moving straight down the hall until you encounter an area to the left with a barrel. Go toward the barrel then left. Shoot more dwellers ahead. Check the area on the left (near the fence) for pack of smokes #28. Look on the right side and find the ladder. Ascend the ladder to the top and into the next section.


Objective: Get to the Spaceport Hangar.

You can turn off your eyeshine in this well-lit shower. However, be ready to toggle it on in darkness. Move toward the shower exit quietly in sneak mode. You can hear a guard in the first stall on the left. Don’t bother him or he’ll come out (like don’t turn out the lights!). Continue down the hall and find the light switch just outside the locker room.

Switch off the lights and a guard will come turn them back on. Hide and use eyeshine to see when the guard comes out of the locker room. Disable him with a neck break. Drag his body into the darkness if necessary. One more guard patrols the locker room with a flashlight. Sneak up behind him when he moves away and take him out with a silent neck break.

Raid the guards’ lockers for items.

Search lockers for money, a pack of smokes #29, and a guard casual outfit. Put on the civilian clothes. If you didn’t cause a commotion and are wearing the guard clothes then the other guards patrolling the section won’t bother you and you won’t set off alarms--a good thing! Otherwise be prepared to fight your way out.

Exit the locker and go right. You could go left as the right route isn’t mandatory but it nets you a vent tool which can be used to gain supplies from the guard supply room. Use the health unit on the back wall. Turn left and move through the room and past the clueless guards. Jump down the hole in the back left corner of the room. Find the vent tool in the room’s center.

Grab this vent tool. It’ll help you later in the level.

Go to the other side and open the vent hatch. Toggle eyeshine on to see in the dark shaft. Navigate to the ladder and go up. Continue through to the grate. Push out and drop into the next room. You’re back in the previous room but now with a vent tool. Exit (the health unit is on your left) and go right. Move into the guard’s quarters.

Go through the hallway on the right. Pass the guys harassing their friend in the elevator. In the next room, go around the center section and through the narrow hallway. There’s a guard standing post here; it’s Adenoid and he’s in front of a guard supply room.

Continue around to the right. There are two guards here. One sits down in the far right alcove and the second patrols the hallway. When both are facing away, jump over the railing on the left side. Flip on eyeshine and maneuver to the vent. Open it and crawl through.

Get inside this room with the help of the vent tool. Now steal more stuff from the guards!

Drop through the grate and into the supply room. Grab the light guard armor and weaponry. Search the left side of the room for pack of smokes #30. Use the keypad to exit the front door. With light guard armor on, Adenoid won’t bother you.

Return to the previous alcove with the sitting guard. Use the retinal scanner. It doesn’t work which sets off the nearby guards. If you hide in the darkness on the left side near the litter, the guards won’t see you. Use sneak mode. Once the guards pass, race down the hall on the right and into the next section.

Escape from Butcher Bay Walkthrough - Guard Quarters

You need eyes for that retinal scanner--Riddick prefers the eyes of his nemesis, Abbott. You’re in the guard quarters so orders are to look for Abbott’s quarters. Walk around the corner and find Jenkins on the right side near the shopkeeper. Jenkins gives you some stuff, including a bottle of liquor. It’s a good haul cause someone in here will buy it.

This shopkeeper has invaluable information about Abbott. Plus he also sells some stuff.

Talk to the shopkeeper. Ask him where Abbott is. He’s got a package for Abbott and gives it to you for delivery. He also sells other items, including shotgun and assault rifle ammo for 20 UD, a combat knife for 50 UD, and light guard armor for 130 UD. If you’re collecting smokes, purchase them from the shopkeeper. You can score pack of smokes #33.

You can also get some more info about Abbott from other guards around. Look like the delivery routine may pay off. Go to the lift in the back and use the button to ride up.

Exit the lift and go right. Find Chancellor in the hall and talk with him. You can sell him the booze for 50 UD. Plus he gives you pack of smokes #31. Return to the lift area and go the other way. Continue all the way across the balcony and into the quarters.

Abbott’s apartment is the very last one. Get inside by telling him you have the package.

Approach the intersection. There’s a health unit to the right if you need it. Go left. Follow it all the way to the very back corner where you find Abbott’s apartment.

Objective: You have found Abbott’s apartment. Find a way to convince Abbott to open up the door for you.

You have the way to get inside: the package from the shopkeeper. Ring the doorbell and select "I’ve got a package". He’ll let you inside.


Arm your assault rifle and prepare for a firefight. The charade doesn’t last long; Abbott opens fire as soon as you enter his apartment. Strafe to the left for some cover as you blast Abbott with the assault rifle. Keep him targeted and annihilate him until the cut scene interrupts the action.

Tower 17

Objective: Get down to the mines.

Exit the holding cell. Go into the adjacent cell to the right. Flip the bunk and grab pack of smokes #5 underneath. Exit the area through the door to the far right. Walk to the elevator, which automatically starts a descent.

Tower 17 Base

Exit the elevator and speak with Rael. He points you in the right direction: talk to Dogbone for info on getting down to the mines. Enter the next door and descend the stairs into the Tower 17 arena.

This is a non-linear section that can be completed in a variety of orders. Plus, there are many optional missions you can choose to complete (many of which reward you with a pack of smokes). There are also two ways to complete the area’s primary objective. This walk-through will outline how to complete both routes.

Dogbone is to the left. He’ll outline to two paths: kill Bam in the fight ring or find a way into the drug interrogation room and beat the snot out of Abbott. For fights you’ll talk to Centurion; for drugs talk to Twotongue. Both paths net some packs of smokes but if you want to maximize your smokes, you’ll need to complete the fight path and complete most of the drug path. Just follow this walk-through!

Objective: Fight in the ring.

Centurion arranges the fights within Tower 17.

Speak with Centurion. You have to fight to prove yourself. Go into the ring. He says to go challenge Harman. Go to the gate to the recreation area and speak with Harman. This initiates the fight. Return to Centurion and speak with him to start the fight. It’s a straight-up brawl versus Harman. Pummel him with your fists to complete the battle. You receive some UD for a successful beat down.

Speak with Centurion again. He points you to the next victim: Baasim, located in the recreational courtyard. Proceed into the recreational area.

Note the guard across from the recreational area. If you need health during the ring fights, talk to the guard and he’ll let you use a health unit in the room for 10 UD. Save this bonus for as long as possible. You will likely need a boost in the later fights.

Recreational Area

The prisoners’ recreational area is split up into four sections labeled A, B, C, and D (marked on the doors and on the insignia in the room’s center). Move to section B and find several cons.

In section B, talk to Pink; he sells some smokes. Purchase pack of smokes #56 for 10 UD off of Pink.

In section B, speak with Jamal-Udeen. You may have to leave the recreational area and return. You can only talk to him when he’s not praying. Speak with him as soon as you see him not praying to receive an optional quest (with a pack of smokes reward).

Optional Objective (Jamal-Udeen): Kill all Blueskins.

In section C, speak with Gulag. He mentions the two guys in section A (Cricket and Asif). Apparently they’ve stolen a red tube from Gulag and he wants it back.

Optional Objective (Gulag): Find Gulag’s red tube.

The Nurse wants you to poison Binks’ food.

In section C, speak with The Nurse. He wants to collect a debt. It’s Binks inside the Feed Ward. He wants you to poison Binks’ food.

Optional Objective (The Nurse): Help collect Nurse’s debt.

In section C, speak with Wilkins. He just wants to know if Jagger Valance is still alive. Agree to check on that fact when you reach the mines.

Optional Objective (Wilkins): Get Wilkins info on Jagger Valance.

In section D, speak with Twotongue. Not only does he sell the drugs you need for that mission path but he also sells packs of smokes. But he won’t deal unless you solve his mission. He also has a problem with Cricket and Asif in section A. They have an injector of his. He also wants you to waste Baasim in the ring.

Objective (Twotongue): Get drugs.

Return to section B and find Baasim. You must defeat him to complete either of Dogbone’s paths (fight your way or get caught with drugs). So time for another fist fight! Speak with him to initiate the challenge then return to Tower 17 and speak with Centurion to initiate the battle.

Baasim fights solely with fists so it’s another weaponless brawl. Complete your combinations and block his incoming shots. Don’t go outside the ring for long or risk losing the fight. Upon winning the fight you receive pack of smokes #18. Speak with Centurion for your next fight: Sawtooth, who’s in the Feed Ward.

Escape from Butcher Bay Walkthrough - Feed Ward

Speak with Cuellas at the Feed Ward entrance. He’s looking for a list of snitches. Offer to help him out.

Optional Objective (Cuellas): Find the snitch-list.

You’ll encounter Motor in the hall on the right side leading into the Feed Ward. He wants to avenge Harman’s beat down and starts a fight. Crush him and pick up the poison. Georgie is in the hall on the left side and sneaks a peek at the interrogation room.

Gomer stands in the hall near Motor. He and Monster handle the trade in the Feed Ward. Gomer sells smokes. If you’re collecting packs of smokes then purchase #7 for 10 UD, #8 for 15 UD, #9 for 20 UD, #10 for 25 UD, and #11 for 30 UD.

Go into the mess hall area and find the table with Sawtooth. Check the trays nearby for Binks’ plate. Use the poison grabbed from Motor’s body to poison his food. Return to the Nurse for your reward: pack of smokes #32 and interest-free loans if you need money for fights or drugs.

Speak with Sawtooth in the mess hall to initiate the battle. Return to Centurion to begin the fight.

Sawtooth fights dirty: he’s using a shiv. Don’t hang in close for too long or suffer the cuts. Move in, score a combo punch, and back out and repeat. Stay within the fighting circle to avoid Centurion’s disqualification. Defeat Sawtooth and receive pack of smokes #19. Also pick up the discarded shiv.

Speak with Centurion for your next battle: he sends you to search for Cusa in the recreational area. He’s in section D. Speak with him to initiate the fight then return to Centurion to begin the fight.

Sawtooth’s shiv will certainly help against the brawler Cusa. Jab him with the shiv repeatedly and throw in some right-left combinations to cut the brawny convict down to size. You’ll receive pack of smokes #20 as a reward.

When you give Cricket cash for the shiv, he sends Asif to the stash. Follow him!

Solving Gulag and Twotongue’s Missions: Return to the Recreational Area. Time to solve a mission or two. In section A, speak with Cricket. He offers to sell you a shiv for 30 UD. Take him up on the offer. You need to pay him the money so his buddy Asif will go hide it. Asif takes the money into the Feed Ward. Casually follow him.

He walks to the back of the Feed Ward. If he stops, just back off and wait for him to resume course. He puts the cash in a loose panel in the back room of the Feed Ward. When he leaves, open the panel and take out Gulag’s red tube, Twotongue’s injector, and some UD money.

Return to the Recreational Area and go into section C to find Gulag. Speak with him to return the red tube. You receive pack of smokes #3 as a reward.

Proceed into section D of the Recreational Area and speak with Twotongue. You’ll return his injector and he’ll give you pack of smokes #55 as a reward. You can also now trade with him and complete the drug path if you desire.

Help out Twotongue and he’ll help you.

Speak with Twotongue again to see what he offers. He now wants a single moth. These moths flutter around the Recreational Area. Catch the moths by moving underneath them and when they descend close enough, press the action button to catch. If you want to complete the drug path then purchase the drugs. Either way, you may want to take the time to purchase Twotongue’s other pack of smokes. He’ll sell them for 10 moths. Catch ten of them and return to Twotongue to purchase pack of smokes #22.

If you’re taking the fighting path, return to Tower 17 and speak with Centurion to engage in the final battle against Bam. If you want the drug route, purchase drugs from Twotongue and go to the guards standing in section A of the Recreational Area.

If you’re completing the fight route, use the health unit behind the guard (at a cost of 10 UD) if necessary. Arm your shiv and battle bam. Jab him with the shiv to push him away. Don’t stick in close. Use combinations with the shiv to slice and dice Bam into submission.

You’re taken to Abbott and must face him in a one-on-one battle. He’s a fierce beast with lots of stamina--it isn’t an easy fight. You will have use of the shiv, however. But Abbott uses a club.

Hit and run and combination attacks are keys to the battle. Move in and let Abbott swing his club. Back off quickly to avoid the blow then move in with a shiv jab. This technique isn’t perfect, though; Abbott can swing twice in succession, which may score a blow. You can also use your agility to maneuver around Abbott and away from the front of his club. Attack Abbott’s side with the shiv then back off and repeat. Right-left combination attacks also prove extremely powerful. Get a good rhythm going--right, left, right, left, right, left, right, left repeat until crushed! If you have portion of a health box, retreat and wait for it to replenish in full. It’ll provide some extra stamina--you’ll need every sliver!

Abbott doesn’t go down easy. Maximize damage with combinations and stay out of the way of his club!

Once Abbott has been beat down, grab his security card and his club if you wish. Use the keypad to exit the room. Exit and go forward. Find the health station. Sit inside to regenerate your health and gain an extra block. You’ll spot Georgie on the other side. He offers to distract nearby guards for 50 UD. Save your cash!

Go around to the right and exit using the keypad. You’re back in the Feed Ward. Go to the mess hall and speak with Monster. He’s one of the Feed Ward traders. You can purchase a shiv, club, or vent tool from him. You already have weapons but you need that vent tool. Purchase the vent tool for 15 UD.

Return to Tower 17 and speak with Centurion if you completed the ring fight path. He has a pack of smokes reward for your effort. He hands you pack of smokes #21.

Return to the Recreational Area and into section D. Speak with Flores about the mines for some information. Go to the back of section D and move through the door toward the Work Pass area.

Escape from Butcher Bay Walkthrough - Work Pass

Move to the left side of this new area and speak with Shurik. Don’t worry about the riot guard; he won’t bother you if you keep in line. He forgot his glasses in the mines. Agree to help him out if you wish.

Optional Objective (Shurik): Bring back Shurik’s glasses from the mines.

There’s some items in this control room if you can manage to sneak inside.

The center door in this area is a small control room containing a med cartridge and a pack of smokes. But the riot guard won’t appreciate you breaking in with your stolen keycard. Wait until the riot guard looks away if you want to use the keypad to enter this room. Find pack of smokes #34 inside. When you leave, peer out of the door and wait until the riot guard looks away or he’ll open fire.

Go to the door on the right side. Use the keypad to unlock the door. Enter sneak mode and creep inside the room. Hide behind the tall crates ahead. There are several guards in here but there’s a problem with the lights. Perfect opportunity for sneaking around with the eyeshine!

Find one piece of the snitch-list in this niche.

When the lights are out, sneak up the stairs on the right side of the stack of crates. With eyeshine on you can see the guards facing the other way. Go toward the right corner and spot the loose panel. Open it and find some UDs inside as well as half of the snitch-list that Cuellas is looking for (Solving Cuellas’ Mission Part 1).

Look back at the room’s center and the guards. Once the lights switch off again, scurry across the room in sneak mode to the opposite staircase. Go into the right corner near the grating and hide behind the crates. You can open this grate and find some UD money inside. When the guards aren’t looking and the lights are out, hug the wall to the opposite corner of this platform and find the other grate. Crawl inside. This can be a tough section since you don’t have weapons. If you’re spotted, get quickly to the exit grating and scamper through.

Navigate the vent shaft, climbing the ladder, and rounding corners as necessary. Continue until you emerge on top of an elevator. Don’t drop inside--there are guards! Stay on the top of the elevator into the next section.

Mine Entrance

Objective: Find Jagger Valance.

Watch the guards exit below. Instead of dropping down inside the elevator, leap onto the top of the ventilation shaft and find the hatch. Open it up. Go right and follow the shaft to the grate. Look through the grate and wait for the guard to move away. Bust out of the vent.

Use the stack of crates for cover as you navigate toward the left side of the hall. Wait for your opportunity to use sneak mode to get behind the guard and break his neck. Drag him into the dark ventilation system. Go down the hall until you spot the vent shaft overhead. Use it and navigate the vent system. When you reach an intersection, take the left path to find pack of smokes #38. Don’t bust out the grate here cause it just leads back to the previously explored hallway. Continue through the unexplored shaft to the grating. You should spot crates ahead.

Push this guard into the fan.

Duck into sneak mode within the stack of crates. Look out to the right and spot the guard. He’s standing over a fan system. Walk up behind him and push him into the fan. Back out and use the service panel in the room’s center to disable the lights and fan. Search around the crates for some money then go to the fan and drop down onto the blades.

There are guards at the bottom. Work quietly and wait until they move away. If you’re seen, just run! Go through the door and toward the next section and just ignore those pursuers.

Security Checkpoint

Go through the large door. Spot the guard in the distance. This is a tough area, particularly because you have no weapon and can’t use the assault rifle discarded by disabled guards. When all else fails and you are seen: run!

Sneak along the left side of the large area and stick behind the crates and darkness in the corner. The right side of the area contains a riot guard and a couple normal guards. None will greet you with open arms so do your best to remain out of sight and in the dark shadows.

There are two routes through this area: an upper and lower route. Both have their difficulties. For the upper route, go to the back corner behind the crates. When the guards are talking and looking away, hop up onto the ledge in the corner. Stick along the left side and maneuver underneath the hangrail ahead. Cross it to the far side and drop down onto the crates.

Pull yourself up onto the crates then hop over the high railing to the upper catwalk. If you want a nearby pack of smokes, jump to the middle section overlooking the room below and use your eyeshine to find pack of smokes #39. Return to the catwalk and go down the stairs into the upper mines.

Escape from Butcher Bay Walkthrough - Upper Mines

Note about the mines. You’ll encounter the same moths you found inside the Recreational Area. If you want another pack of smokes from Twotongue, collect each moth you find until you have 20. If you can’t quite get to 20, you can get more in the Recreational Area when you return but get as many as you can.

Arriving from the upper catwalk, enter sneak mode, move forward and hug the left wall. You can see guards on the opposite catwalk so move carefully to avoid detection. Go around the left corner and continue along the catwalk. When you spot crates below you to the left, drop down and hide in the shadows.

Move out to the left and look for any nearby guards. If you spot a guard, disable him and drag him into the shadows. Move across to the crates on the other side. Stick within the shadows. Wait for the guard to pass and scamper to the back corner to find a narrow path on the right side. Go up the stairs and through the doors.

Chat with Mosely. He’ll help you now but won’t be so friendly on the return trip.

Cross the catwalk hugging the left wall. Enter sneak mode and move through the next door on the left. As you move into the hall, spot a guard with his back turned to the left. Sneak up on the guard and disable him with a neck break. Speak with the other guy: a blueskin named Mosely.

Turn around and creep around the left corner toward the next door. Peer down the hall and wait for the guard to move to the balcony on the right. Sneak behind the guard and disable him. Snag the security card. Look in the right corner of the balcony for pack of smokes #40.

If you want to recover Shurik’s glasses for his mission, they’re nearby.

Solving Shurik’s Mission: Exit the balcony and go right through the next door. Quietly approach the next balcony ahead in sneak mode. There are guards and miners below. Go to the left side of the balcony and wait for the guard to turn away. Slide down the ladder and take cover behind the crates. When the guard looks away, sneak up and disable him. If you’re caught in action, fight him hand to hand. Try and grab his weapon and disable him.

Speak with the miner here named Quintana. He inquires about Shurik; apparently Shurik’s glasses are nearby. Walk over to the crates in the corner and climb up to the top. Grab the glasses off of the top crate.

Return to Mosely and use the keypad to open the door behind him. Move forward into the next section.

Cargo Transport

One of the best purchases in the game--the tranquilizer gun.

Move along the right wall to find a pack of smokes on the ground. It’s pack of smokes #42. Utilize the health unit here if necessary. Face the lift system to the left of the health unit. Note the lights going up and down, which indicates the path of the lift. Hop on the lift going down.

At the bottom speak with Armadaro. He has a tranquilizer gun and he’ll sell it for a paltry 50 UD. Finally a weapon! The great news is that the tranquilizer gun has unlimited ammunition and can also shoot out lights and laser traps. Things just got a bit easier. Continue through the door and into the next section.

Escape from Butcher Bay Walkthrough - Mining Core

Walk forward and through the door. A guard patrols ahead of you. He walks to the edge of a railing and stops. Enter sneak mode and move forward and behind the guard. Shoot him with the tranquilizer gun to knock him out then stomp on his head to finish him off. You can also shoot out the lights to provide cover! There’s a health unit in the same hall if you need to mend wounds.

Sneak up on this guard and disable him with a jolt from the tranquilizer gun.

The next room contains a technician and a patrolling riot guard and perhaps another regular guard. This is one of the toughest stretches in the game. There are two routes into the room. You can hop over the railing and drop onto the crates or go down the stairs across from the health unit. Either way, it’s best to wait until the riot guard moves away from the room. Watch his movements from the railing and wait for him to move away to the left.

The darkness behind the crates provides ideal cover. Drop down onto then behind the crates. Lure the tech close (he’ll run at you if he sees you) and shoot him with the tranquilizer gun. Drag his body into the darkness. You should also wait to see if you spot any regular guards and take them out while the riot guard has moved away. Take out lights while you’re at it!

The service panel on the opposite side deactivates the turret defenses. Not a bad idea if you can get there. If you are spotted by the riot guard, just take cover. If you are collecting smokes, jump over the railing to the right of the panel. Go left and find pack of smokes #4 in the dark corner.

Return up over the railing by climbing on top of the crate. If any guards have been alerted from the noise (such as the riot guard spotting you), shoot them from long-range with the tranquilizer gun. If you’ve been spotted, don’t bother trying to combat the riot guard. Just run to the right and through the tunnel. Hide in corners and allow the guards to come toward you and disable them with the tranquilizer gun. You can also shoot out the lights in the hallway to provide cover.

Locate Jagger Valance behind crates in the mining core.

When you reach the area with the catwalk on the upper left side, hide in the darkness by the crates on the right. Remain there and disable any other nearby guards with the tranquilizer gun--even if you can’t reach them and finish them off. Shoot out any lights you spot, including those above the catwalk.

Solving Wilkins’ Mission: Go behind the crates at your current position and find Jagger Valance. Speak with him. He’ll help you--but for a price.

Objective: Help Jagger Valance.

He wants you to get a package for him; it’s located in a gas-filled room past the rock crusher. He also gives you a code to the gas-filled room; it’s placed in your inventory.

You can get to the rock crusher using force--primarily the tranquilizer gun--or through stealth. Using force, just make sure the riot guard is well away from the area before you start tagging regular guards with the tranquilizer gun. Move around the miners on the right corner of the area and continue to the opposite side to find the rock crusher. It may not be worth the commotion it causes.

For the sneak route, return left from Jagger and peer out from behind the crates. Keep in the darkness and in sneak mode. Look for patrolling guards (and that riot guard is probably still around). Spot the valve across from your position. When the coast is clear, run up to the valve and use it. A ladder lowers to your right. Ascend the ladder to the catwalk. Move in sneak mode to the end of the catwalk. Leap up to the ledge on the left. Shimmy all the way around to the right until you’re over the room containing the rock crusher.

Look down and wait until the guards are moved away and drop down. Arm the tranquilizer and shoot them quick, especially if they’ve detected you. Back into a corner so you can ensure no guard is behind you then pelt any incoming guard.

Jagger wants you to search this room for an important package.

Go down the hall to the right and through the door. Guards patrol the intersection ahead. Hide in a dark corner in the room containing the barrels and wait for a guard to move past. Creep in sneak mode into the intersection and shoot the remaining guard. There’s a health unit here if necessary. Approach the door down the hall. That’s the gas-filled room. Use the keypad then duck and crawl inside. Climb over the crates ahead of you and maneuver to the back of the room to find Jagger’s package. There’s also a med cartridge amongst the rubble.

Return to Jagger Valance. Shoot out all lights with the tranquilizer gun to better conceal yourself in darkness. When you return to the main room, hug the left wall and go to the left side of the crates to find pack of smokes #41. Keep on the far left side over the rail system and you’ll reach the miners. Depending on how you treated the guards earlier, there may or may not be some remaining. Sneak past in the darkness or plug a guard with the tranquilizer gun. Go behind the crates to reach Jagger.

Objective: Get a bomb from Jupiter.

Jagger tells you to see Jupiter in Tower 19. He can get you a bomb. He gives you a code for the elevator and directions toward Tower 19.

Retrace your steps all the way back to the Cargo Transport level. It is ground you’ve already covered so there may be guards still patrolling. Shoot out lights and take your time, especially if there’s a riot guard around.

Face the lifts and use the one on the right. Ride it up. Get off at the middle floor to complete some optional missions.

Escape from Butcher Bay Walkthrough - Mining Core Continued

Solving Jamal-Udeen’s Mission and Cuellas Mission Part 2: When you move through the door, you’ll encounter three blueskins--including Mosely. He’s not so friendly this time. The other two are Alonzo and Void. Defeat them. You have the tranquilizer gun so an easy way is to run away from them, turn around, and shoot them with the gun. Stomp on their heads to finish the blueskins off. When you stomp on Void’s head, he drops the second half of the snitch-list that Cuellas is searching for.

Return to Cargo Transport and go to the top floor. Move through the door ahead. Time for another little tangent for a pack of smokes. Go around to the right and find the stack of crates. Climb them. You should be able to see the top of the vent shaft that runs along the ceiling. Jump onto the shaft and return toward the other side of the room. Drop onto the shaft where the two pieces are separated.

Valya sends you on a short side trip to his secret chamber.

Follow it to a vent shaft and drop inside. Enter sneak mode and exit to the right side. Spot the guard ahead. Sneak up and kill him. Speak with Valya. He gives you the code to his chamber.

Optional Mission (Valya): Find Valya’s secret chamber.

Return through the vent shaft and back to the previous room. Drop off of the shaft and use the vent hatch near the floor. Navigate the new shaft. You emerge out of the shaft into what looks like a precarious chasm. Drop off to the right side. Then turn around and look down to find another landing spot. Drop down and move into the new vent shaft.

It’s worth listening to Valya for this health station.

Solving Valya’s Mission: Navigate this shaft until you find a vent hatch above you. Climb out. You’re back at the elevator. Drop inside the elevator and exit through its main door. Maneuver across the large expanse. Arm the tranquilizer gun so you can disable the two guards that will impede your progress. Use the keypad to open Valya’s chamber. Inside find a health station and, on top of the stack of crates, pack of smokes #37.

Return to the elevator and hit the keypad to ascend. Exit the lift. Now you can return to the prison area and complete some of your quests for their rewards. Exit the lift to the left. Bust through the grate at the back corner of the room to find pack of smokes #36.

Climb onto the crate to the left and grab onto the ledge. Spot the riot guard below. Shimmy to the left side and use the hangrail above. Traverse to the opposite side from the riot guard and drop down. You’re now inside the Work Pass area. You can even see the riot guard and Shurik below. Drop behind the riot guard then walk up to Shurik (the riot guard won’t bother you). Talk to Shurik to return his glasses.

Return through the door and back into the Recreational Area. Speak with Twotongue and purchase pack of smokes #23 for 20 moths (if you need more, find them throughout the Recreational Area). Continue through the area and find Wilkins and talk to him to complete his mission. You receive some UD money as a reward. Talk to Jamal-Udeen to finish off the blueskins mission. He’ll hand you pack of smokes #24 as a reward. Go to the Feed Ward and speak with Cuellas to complete his mission.

Return into Work Pass and enter the door on the far right (Power Central). There’s a guard in the back right corner of the room. Take him out from long-range with the tranquilizer gun. Use the nearby keypad to enter the door into Feed Ward Emergency Ventilation.

Enter the vent hatch on the right and start navigating the tunnel. Arrows and writing inside the shaft point the way. Move toward the Feed Ward. Drop through the grating and go into sneak mode. A guard patrols this hall. Sneak up behind him and eliminate the guard with the tranquilizer gun. Or you can avoid him and enter the door on the right side of the hall.

Time for a brief pack of smokes hunt. At the intersection, go left and quickly use the grating. Crawl inside the vent shaft. Follow it to a right turn and go through. Emerge out into another hallway. Go to the right and grab pack of smokes #43. Return through the vent to the room with the intersection.

You may spot guards patrolling the room. Deal with them with your tranquilizer gun. Don’t forget you can shoot out lights as well. Go to the right side of the hall and use the service panel to disable the area’s lights. Continue to the left and disable more guards. Shoot out the lights with the tranquilizer gun.

Hug the left wall until you reach a split in the path. A guard patrols to the right. Take him out. Continue along this path and eliminate any additional guards. Locate the vent hatch in this area and crawl inside. Follow the arrows toward Tower 19.

Escape from Butcher Bay Walkthrough - Tower 19

Disable the guard to recover the white security card.

You need to find Jupiter to continue Jagger’s mission. Move through the vent and drop down through the grate. You enter a computer room with a guard inside. Drop him with the tranquilizer gun and stomp him. Grab the white security card he drops. Use the computer terminal, which unlocks the cell doors. There’s also a health unit in the room if you need mending.

Go to the keypad to the left of the health unit and use it. Go through the open passage to the right. You enter the cells. Walk out onto the platforms and find Jupiter. Speak with him to receive the bomb.

Poor Jupiter doesn’t live long...but long enough to hand over the bomb.

Objective: Go back to the mining core and plant the bomb.

Jupiter doesn’t last long when the guards arrive. Take cover in a cell. To escape this seemingly insurmountable situation, wait for the descending crate to appear outside the platform. Jump onto the crate to initiate the cut scene.

Container Router

Your ride comes to a stop quickly. A couple guards prepare to inspect below. As soon as it’s possible, drop off the left side of the container and run to the open hatch. Drop inside and avoid the guards. Toggle eyeshine and shoot the guard in adjacent room with the tranquilizer gun. If you’re collecting smokes: climb the ladder and emerge on the opposite side of the router. Find pack of smokes #44 on the ground. Return to the tunnel.

Follow the dark passage to the ladder. Climb up. Beware of the patrolling guard at the top. Wait for him to pass then sneak up behind him and take him down (or just use the tranquilizer gun). If you’re collecting smokes, take the ladder on the opposite side all the way to the bottom. Crawl through the short tunnel and find pack of smokes #45.

Climb the ladder to the top and bust through the grate. Follow it to another grate and bust out. Spot the guard below. Drop onto the dark crate and remain in sneak mode. The guard moves away. Stay in the dark and shoot the guard using the tranquilizer gun. Continue around the hall to the ladder. Climb it. Break open the grate on the left and go inside. Alternatively you can just jump the gap ahead toward the sign.

Navigate the vent to the next grate. Look out for the nearby guards. Break open the grate and use the tranquilizer gun to disable any nearby guard. There’s a turret around to the left. If you set of the alarm, use the switch just in front of you to disable the system and the turret.

Utilize the rail-track computer...but the results aren’t what you hoped.

Move through the hall marked Control Station A. Disable the guard with the tranquilizer gun and stomp him to recover the red security card. Use the nearby health unit. Walk out onto the catwalk and use the rail-track computer. The results aren’t promising. You’ll need to find another track.

Exit the catwalk. If you’re collecting smokes, climb the crates and grab hold of the high ledge. On top you’ll find pack of smokes #46.

TIP: Now there’s a fantastic shortcut that you can use it that will get you all the way back to the gas-filled room to plant the bomb. It cuts off a lot of gameplay. This walk-through includes the normal route but if you want to try the shortcut then follow these instructions. After getting the red security card, go use the keypad to activate the lift. Send it down. Drop on its rooftop then drop to the ladder and climb back up to the previous floor. Go around to the other side using the grate and vent tunnel. Use the keypad again to call the elevator up to your current floor. As it comes up, hop on its roof. Look up and you’ll spot a vent hatch. Use it. Follow the vent to the mining core. Drop down and you’re just outside the gas-filled room.

Walk to the keypad and use it. Walk onto the adjacent lift and go down. Move to the next keypad and go through the open door. Find the next keypad and use it as well. Arm your tranquilizer gun and disable the patrolling guard. Move through the narrow passage and disable a second guard. Move into the hall and find the vent shaft on the ceiling. Climb onto the crate then jump to the shaft.

Control Station B contains the second rail-computer. But it lacks power.

Navigate the tunnel and find pack of smokes #48. Climb the ladder at the end and follow the shaft to another vent hatch. Open it and exit. Descend the ladder. Hide in the dark and wait for the patrolling guard to appear. Don’t forget to shoot out the lights too. Disable the guard with the tranquilizer gun. Go right and into the area marked Control Station B. Eliminate the tech near the controls.

Unfortunately the track lacks power. You’ll have the find the power generator. Exit the station and use the keypad to open the door on the left. This hallway is trapped. Shoot out the light on the left wall to spot the laser trap. If you shoot the trap with the tranquilizer gun, it will be temporarily disabled. Hide behind the crates and take out the patrolling guard.

If you’re collecting smokes, climb to the top of the crates and use the vent hatch. Follow it to an exit and a small catwalk. Grab pack of smokes #47. Drop down and into the hall. This hall is trapped too so use eyeshine to see the laser traps and use the tranquilizer gun to disable them. Eliminate any guards in the hall then use the keypad to open the far door. Note the sign on the wall: backup generator.

Use the backup generator’s power switch to return power to the rail.

Duck in darkness and spot the patrolling guards outside. Shoot them from long-range with the tranquilizer. Move up and stomp on the guards to finish them off. Jump down to the rail system on the left side. Descend the ladder toward the backup generator. Use the power switch. Work your way back to Control Station B. Don’t forget about the laser traps in the hallway. Shoot them with the tranquilizer gun to disable them. If you set one off, just keep running!

Once inside Control Station B, use the rail-track computer again. The track is activated. Return again to the rail system you were just at. Watch the big crates move from the laser fence toward the hole. Move in behind the crate as it advances toward the hole. Jump onto the crate and descend.

Return to Jagger’s gassy room to plant Jupiter’s bomb.

As the crate stops, jump to the lit ledge. Go inside the grating. Follow the shaft toward the mining core.

When you drop out, you’re back in familiar territory. It’s the mining core where you met Jagger Valance. Beware of any remaining guards still around, particularly the riot guard. Shoot out lights to help create cover and work to the rock crusher. Go down the right hall and toward the gas-filled room that Jagger pointed you toward. Once inside, climb over the crate and move to the back of the room. You automatically plant the bomb and move into the next section.

Escape from Butcher Bay Walkthrough - Crash Site

After the extended cut scene, face the lone guard. Run at him and grab his weapon to disable him quickly. Exit onto the rail and go around to the right. Keep moving down until another cut scene appears. Your bomb has unleashed something menacing. Move into the hole and drop down into the next section.

Abandoned Equipment Center

Objective: Get to the Spaceport Hangar.

This vent tool operates a hatch nearby.

Walk forward and pick up the shotgun as well as the grenades. Save your grenades! Don’t use them for now. But the shotgun will certainly prove invaluable. Go around to the right and snag another shotgun. Follow the creature into the pit. Prepare for combat. You encounter several smaller beasts. Expect to battle these throughout the upcoming levels.

Go up the ramp on the left side then pull up to the ledge. From the ledge, go up the hill to the right. Snag more shotgun ammo near the crates. Climb onto the crate and spot the ledge on the right. Hop over. Spot the sign pointing to the security gate. Unfortunately the gate requires some sort of key--which you don’t have.

You can’t use this drill until you find a charged power cell.

Turn around and proceed down the ramp. Be ready to fire on those creatures as you go. Fire at close-range and try not to waste ammunition. You’ll need it! Follow the tunnel to the next open room. Go up the ramp on the left. Snag the vent tool off of the crate ahead. Turn left and jump up to the overhead vent hatch.

Navigate the vent to the grating. Bust it open. Drop into the room. Use the service panel on the left to toggle on the overhead lights. Combat the creatures that enter from the vent shafts (both forward and behind). Crawl through the tunnel to the right of the service panel. This next room contains the drill. Unfortunately it lacks power. You’ll have to find a cell. The room also contains a health unit but you’ll need a cartridge.

The toolroom key opens the old mechanical lock at the security gate.

Exit through the passage behind the drill. Follow it toward the broken bridge. Pick up the ammo on the ground as well as the toolroom key. Hop onto the debris on the back wall and use the overhead wire to cross the broken bridge. Drop down on the other side and procure more ammo.

Move into the tunnel and go right. You’ll end up in a previously explored area. You’re heading back to the security center’s locked door. Go up the ramp, the ledge, the hill, and back to the stack of crates. Plenty of creatures will be here as well. Go onto the crates and hop over the ledge to the security door. Use the toolroom key and enter. Grab grenades on the right side of the next hallway. There’s also a health unit if needed.

This device recharges power cells.

Crawl under the door then use the service panel to switch on the lights. Beware of beasts entering the room. The power cell regenerator is in this room but you lack a good power cell to regenerate. Move through the tunnel opposite the recharger. Kill more beasties.

If you’re looking for pack of smokes, jump onto the crate then onto the roof. Go toward the other side and find pack of smokes #49.

Continue through the tunnel into the room with crates. Enter the next room and find the power cell on the ground. There’s also an assault rifle prototype to add to your arsenal. Search the open crate for pack of smokes #50. Return to the cell charger. Use the charger to power the cell.

Find the power cell in the supply room and return it to the charger.

Return to the security gate and go down the ramp. Go to the left side and to the vent hatch you used earlier. Follow the shaft until something interrupts you--a beast from below destroys the shaft. Fall into the room and arm your grenades. If you haven’t used any and collected them all you should have more than enough.

Run across the room and turn around. Toss grenades at the monster. Once it’s dead, search the hole for pack of smokes #51.

Saving grenades pays off when you face off against this monstrosity.

Exit the room through the tunnel and return to the drill. Place the power cell into the drill then switch the machine on. Go through the opened passage and crawl through to the right. Defeat more small creatures as you work up the hill. Go into the vent shaft to the left and into the next section.

Escape from Butcher Bay Walkthrough - Central Storage

Exit the shaft onto the ceiling and spot the guards engaged below. Cross to the other vent and keep going. Bust out the grating at the end and step onto the small ledge. Grab the hangrail above and traverse to the adjacent ledge. Drop down. For a pack of smokes, ascend the ladder. Go to the far left side of the fans to find pack of smokes #52. Return to the ledge.

Go through the next tunnel. Keep going through until you pop out of a hatch. A guard fights the critters in the next room. Blast him while his back is turned. Fend off any remaining critters. Snag the med cartridge.

Let the guards fight off the creatures...then kill the guards.

There are two doors here and two paths. For maximum firepower and enjoyment, go through the door opposite the vent shaft. You’ll enter a storage room with tons of crates. A couple guards battle creatures inside. Defeat the guards and creatures. Grab any discarded ammo or weaponry. Move toward the forklift. Leap up to the crate to the forklift’s left. Turn toward the room’s center and run and grab hold of the crate on the forklift. Just jump to it and you will automatically grab hold. Pull up and leap to the next set of crates along the opposite wall. Go to the right and into the vent.

Your rewarded greatly when you take down this riot guard. Now you own the minigun!

Navigate the vent and drop out onto the floor below. Fight off more beasts. Go through the door and into the tunnel on the left. Drop down the hole at the end. Descend the ladder to the very bottom. Follow the tunnel to another warehouse room containing a riot guard fighting off a gang of creatures. While the creatures distract the riot guard, maneuver up behind and shoot the riot guard’s back of the head with the shotgun. Keep circling around the riot guard and pelt its rear flank with shotgun shells. Your reward for the effort: the riot guard’s minigun! Finish off any remaining creatures in the room.

Exit via the door on the back corner (with the blue hue). There’s a health unit inside. Continue around the hall and into the next tunnel. There’s another riot guard! The minigun makes quick work of it. Switch miniguns for more ammo and keep moving. Enter the door at the tunnel’s end into the next area.

Loading Docks

The next room contains defensive turrets moving along the ceiling. It’s not an easy area, particularly if you snagged the minigun from the previous level. You’ll move slowly and it’s hard to take out the turrets quickly. Your best option is to scamper quickly to the left and avoid the turrets completely. You may suffer some damage but it’s worth not messing with the emplacements. Get around the crates on the left side for cover. You’ll encounter creatures and guards--mow them all down.

Move into the door on the left toward the elevator. Slaughter the guard standing nearby. Hit the button and go into the elevator. Exit and follow the only path while mowing down guards and creatures. Reach a room with a health unit and another elevator switch. Ride the elevator.

Exit and approach the next door. More guards populate the docks. Crush them with your weaponry. Return up the lift and use the health unit if you need it. Walk through the fence to another elevator button. Press it.

Take the opportunity to use this health station before pressing onward.

Ride to the top. There’s a riot guard waiting for you. Shoot out all the lights to help provide cover so you can get a beat on the riot guard. If you’re using the minigun, the riot guard requires little effort. If you don’t have the minigun, use the darkness to sneak by the riot guard. Enter the door on the left in the back corner.

Two guards stand at the top of a short staircase. Toss a grenade if you have anymore or just demolish them with your weaponry. Go left at the top of the stairs. There’s a room on the right side with several guards. Annihilate them with a grenade or the minigun. Go inside and use the health station. Resume course down the hall to a brightly lit storage room.

Hit the left door button to open the route toward fuel transport.

Shoot the guards inside (including those on the catwalk above). Use the crates to reach the catwalk and recover pack of smokes #53. To get up there you’ll need to drop the minigun temporarily. Return down and go through the fence onto another elevator. Press the button. Once again, shoot out lights as you near the top.

Obliterate or sneak past the next riot guard at the top. Follow the hall around to the left and through a narrow corridor. Emerge into a guard station. Shoot the guards inside. If you have a cartridge you can use the health unit inside. Press the door button on the left inside the station (if you’re facing out of the station). Exit and move toward the next section.

Escape from Butcher Bay Walkthrough - Fuel Transport

Defeat the heavy guard by dislodging the fuel tanks running across the top rail.

Trouble lurks on the other side of the door. It’s a heavy guard. To defeat this enemy, utilize the pillars throughout the room for cover. Drop the minigun and equip the shotgun. Put a pillar between you and the heavy guard to stay out of its line of fight.

There are fuel tanks being transported throughout the room. Look toward the ceiling and watch them slide by on rails. When a tank moves above the heavy guard, shoot the tank. It drops and explodes near the heavy guard. Repeat until the heavy guard falls. Maintain your position behind a pillar. If the heavy guard adjusts left or right adjust with it to remain behind cover.

Once the heavy guard explodes, cross the room and move through the large door toward the next section.

Captured again! Getting out of this room is easier than it looks.


Exit into the hangar area. If you carry a minigun, this section isn’t very difficult. There’s a riot guard on the left side just past the crates and another in the back right corner. Crush them with the power of the minigun or sneak past using the crates for cover. A trio of enemies stands guard near the spacecraft at the end of the hanger. Eliminate them and work your way onto the open craft.

Exercise Area

Objective: Escape from Butcher Bay.

Things aren’t looking up in this prison exercise yard. But you’ve escaped before--you can escape again! Move around the yard until you pass out. When you come to, another inmate has joined you. Watch how he’s put back into the chamber. Another one comes out and you pass out. When you regain consciousness, walk over and use the cryobox. You awaken in the next section.

Disabling the guard nets a gun...a great weapon against the sentry droids.

Cryo Pyramids

Turn around and grab the club if you want. Defensive sentry bots are about to attack you. Get on top of a pyramid to avoid them. Your goal is to get through the open door inside this room (it’s the one the larger security bots come through). It’s the door across the room opposite your start position. Ascend the pyramid to the left of the door. Hide there while the larger bots exit and fire at you. Drop down and quickly move through the open door into the next section.

Facility Control

Sneak up on the guard so you can use the computer console.

Exit into the next chamber and go right. You become trapped. A hatch opens in the floor releasing sentry bots. Drop inside the hatch. Quickly navigate this misty hall to its end. Don’t fight. Grab the ledge at the other side. There’s a guard in the next area. Disable him or punch him out--whatever--and grab his gun and cartridge. There’s a health unit nearby.

Fall through the other hatch and navigate the tunnel. There are sentry bots inside but now you have a gun. Leap out of the hatch at the other side. Go up the staircase. Move left at the top and enter sneak mode. Go behind the guard at the console and knock him out. Use the console to open the doors below. Enter the side room on the left side for a cartridge and pack of smokes #54.

Riddick plus heavy guard robot equals Schwarzenegger-size destruction.

Retrace your path back through the underground tunnels including the misty one. Climb out and spot two security bots in the distance. Run past them. Your weaponry won’t be enough to fight them toe-to-toe. Go around the corner to the right and enter weapon storage. Locate an unoccupied heavy guard in the back corner. Oh, it’s beat down time! Enter the heavy guard!

You’re basically invincible now with incredible firepower from the primary minigun and secondary missiles. Obliterate the security bots inside the room and work your way to the right side to the elevator. When the door opens, crush the other heavy guard. It’s not even a contest. Ride the elevator into the next section.

Work your way through the corporate halls blasting everything in your path.

Corporate Office

Exit the lift and run the gauntlet through the hall. It’s a linear path and full of destruction. Mow down the feeble guards that attempt to block your path and take out any security bots that appear. Crush, crush crush! Work your way into a room on the left. Finish off the bots and enter another elevator.

Take Off Platform

Search up this ledge to find a pack of smokes.

Exit the left and turn left. Obliterate more hapless guards. Enter the adjacent room. A heavy guard appears from the right side. Blast it under the might of your own firepower. You automatically exit when it’s clear. Use the crates to get up to the ledge and find pack of smokes #2. Move next to the door button and find pack of smokes #14 on the ground.

Use the door button and run out onto the landing area. Don’t turn back--there are far too many enemies on your tail. Keep moving until the cut scene.

Concentrate fire on one personal guard so you can kill it quickly and recover its wondrous weapon.

Time for the final battle against Hoxie’s personal guards. Quickly go to the back of the desk and pick up the shotgun. There are two mechanized guards and each possesses its own cloaking device. Use the pillars for cover and watch for the muzzle flash to let you know the location of each guard. Concentrate on a single guard. Once one falls you can use its minigun to crush the other.

Escape from Butcher Bay Walkthrough - Packs of Smokes

Packs of smokes are hidden throughout the game. Find a pack of smokes to unlock a collectible. The following table reveals all 59 packs of smokes, its name, level location, and brief description on where to find them. Note that the level names used in this table follow the walk-through used in this game guide. At times in the game you make a return to previous levels; but to avoid confusion, the level names used below follow the walk-through in order.

#1Hogdahls FinestEscapeIn a crawlspace behind the crates in the room with the hangrail.
#2Candy CandyTake Off PlatformUse the crates to reach the ledge in the last room.
#3Carls BlendRecreational AreaReturn the red tube to Gulag.
#4SwiftMining CoreIn the recess area to the right of the service panel controlling the rail defenses.
#5CharliesTower 17Underneath the bunk in the holding cell.
#6Desert AirEscapeOn the table in the room where you acquire your first firearm.
#7Dog SmokesFeed WardPurchase from Gomer.
#8Black DeathFeed WardPurchase from Gomer.
#9Charlies CCFeed WardPurchase from Gomer.
#10PirateFeed WardPurchase from Gomer.
#11RouletteFeed WardPurchase from Gomer.
#12Dr. FilurInfirmaryInside the dark treatment room. Get the code from Shabby in the Prison Yard.
#13Alundo ClassicsMainframeOn top of the catwalk in the crate-filled supply room.
#14Space CowboyTake Off PlatformNear the door button.
#15Mount NoirThe PitInside a side tunnel just before Pope Joe’s Den.
#16OPPope Joe’s DenInside the hole in the wall just before Pope Joe’s blessed voicebox.
#17SensaiFeed WardReceive from Cuellas for obtaining the snitch-list.
#18YoyallTower 17Defeat Baasim in a ring fight.
#19StarlifeTower 17Defeat Sawtooth in a ring fight.
#20ClemensTower 17Defeat Cusa in a ring fight.
#21NonameTower 17Receive from Centurion for completing the ring fights.
#22PainfulRecreational AreaPurchase from Twotongue for 10 moths.
#23Cone PuffsRecreational AreaPurchase from Twotongue for 20 moths.
#24Five FingersRecreational AreaReceive from Jamal-Udeen upon completing his mission.
#25VoodooPrison YardReceive from Waman after killing Molina.
#26The CountsPrison YardPurchase from Booger in the courtyard after killing Rust.
#27The Beetle BlendMainframeKilling the riot guard.
#28CaravanDark TunnelsIn an alcove on the left across from the ladder to Showers.
#29YupsShowersInside the lockers.
#30QShowersGuard supply room.
#31Gronkos BoxGuard QuartersTrade booze with Chancellor.
#32Old TimerRecreational AreaComplete The Nurse’s optional mission.
#33GuardsGuard QuartersPurchase from shopkeeper.
#34Red FrogWork PassInside the control room.
#35BlossEscapeOn the crates just above the technician.
#36Tiny TimsMining CoreInside a grate at the top of the elevator.
#37SicherMining CoreInside Valya’s secret chamber.
#38Rolles RokMine EntranceInside the ventilation shaft.
#39NorquistSecurity CheckpointUpper catwalk in the first room of the section.
#40Space JockeyUpper MinesOn the balcony with the sharpshooter near Mosely.
#41JimboroMining CoreBehind the crates just outside the rock crusher.
#42Addictive MCargo TransportIn the first room of the level across from the lifts.
#43Iron LungsMining CoreOn the way to Tower 19.
#44CA AlderholmContainer RouterOn the opposite side of your entrance. Must use underground passage to reach.
#4520 MusketeersContainer RouterAt the bottom of the ladder inside the crawlspace near the first patrolling guard.
#46Robot SmokesContainer RouterNear the top of the crates by the rail-track computer.
#4768thContainer RouterThrough a vent shaft near Control Room B on route to power generator.
#48MaestroContainer RouterInside the vent shaft toward the substitute rail.
#49MummyAbandoned Equipment CenterOn top of the tunnel opposite the cell recharger.
#50Count GuntherAbandoned Equipment CenterInside the crate near the power cell.
#51Cloud No 17Abandoned Equipment CenterInside the hole left by the huge beast.
#52EnfermoCentral StorageNear the fans after the ladder.
#53GraesLoading DocksInside the brightly lit storage room on the catwalk.
#54GawdFacility ControlInside the office near the security console.
#55LungbustersRecreational AreaReturn the injector to Twotongue.
#56YoshimiRecreational AreaPurchase from Pink.
#57MBryoAquila TerritoryTalk to Blueboy after killing Rust.
#58HobibsAquila TerritoryIn cell A-28.
#59JR GrassAquila TerritoryTalk to Moondog in cell A-11 after killing Rust.

Escape from Butcher Bay Walkthrough - Collectibles

Recover packs of smokes to unlock concept art, trailers, and other items in Chronicles of Riddick’s collectibles section. The following table reveals each collectible and its corresponding pack of smoke.

Cigarette List#14
Game Concept Art 01#27
Game Concept Art 02#23
Game Concept Art 03#28
Game Concept Art 04#45
Game Concept Art 05#3
Game Concept Art 06#20
Game Concept Art 07#48
Game Concept Art 08#44
Game Concept Art 09#46
Game Concept Art 10#24
Game Concept Art 11#10
Game Concept Art 12#29
Game Concept Art 13#49
Game Concept Art 14#50
Game Concept Art 15#43
Game Concept Art 16#4
Game Concept Art 17#15
Game Concept Art 18#52
Game Concept Art 19#5
Game Concept Art 20#18
Game Concept Art 21#38
Game Concept Art 22#13
Game Concept Art 23#40
Game Concept Art 24#25
Game Concept Art 25#26
Game Concept Art 26#36
Game Concept Art 27#41
Game Concept Art 28#32
Game Concept Art 29#21
Game Concept Art 30#39
Game Concept Art 31#30
Game Concept Art 32#35
Game Concept Art 33#55
Game Concept Art 34#53
Game Concept Art 35#58
Game Concept Art 36#57
Game Concept Art 37#11
Game Concept Art 38#37
Game Concept Art 39#19
Game Concept Art 40#54
Movie Concept Art 01#54
Movie Concept Art 02#16
Movie Concept Art 03#2
Movie Concept Art 04#59
Movie Concept Art 05#51
Movie Prop 01#31
Movie Set 01#7
Movie Set 02#8
Movie Set 03#9
Movie Set 04#34
Movie Set 05#56
Movie Set 06#12
Movie Set 07#33
Movie Set 08#47
Movie Set 09#22
Movie Set 10#42
Movie Still 01#6
Riddick First Playable 1#43
Riddick First Playable 2#36
Riddick First Playable 3#41
Riddick First Playable 4#47
Riddick Prototype 1#26
Riddick Prototype 1#1
Riddick Prototype 2#59
Riddick Prototype 3#31
Riddick Prototype 4#21
Starbreeze Technology Demo#14
The Chronicles of Riddick Combo Trailer#1
The Chronicles of Riddick Movie Teaser#17
The Chronicles of Riddick Novelization#15

Xbox 360 Achievements

Note that there are Spoilers on this list.

Achievement NameHow To EarnPoint Reward
Advanced Weapon HandlingProve that you can use your weapon under difficult circumstances.CCC
Basic Weapon Handling level 1Kill 10 people.15
Basic Weapon Handling level 2Kill 1000 people.10
Basic Weapon Handling level 3Kill 10,000 people.20
Bell BoyComplete all side missions in Butcher Bay.30
Bounty HunterCollect all bounty cards.20
Chain SmokerCollect all cigarette packages.30
Champion of AthenaComplete the Assault on Dark Athena campaign on hard difficulty.50
DominatorGet a 12 kill long kill streak. Get a quadruple kill. Get the first and last kill in a match.40
Explosive MasterBOOM!20
FunwreckerRuin someones day.20
HeroCapture a flag. Capture a powercell. Win a round alone against at least 3 enemies.20
High Security Jail BreakComplete the Escape from Butcher Bay campaign on hard difficulty.50
JuggernautKeep on going no matter what.20
KillerGet a 4 kill long kill streak. Get a double kill. Get the first kill in a match.10
Margo's LockerFind and open Margo's Locker.10
Master of AthenaComplete the Assault on Dark Athena campaign on normal difficulty.10
Master of DronesComplete the Main Decks using only two drones.30
Medium Security Jail BreakComplete the Escape from Butcher Bay campaign on normal difficulty.20
Melee ExpertClose and personal.20
Miles LetterHelp Miles and transmit his message.10
MurdererGet a 8 kill long kill streak. Get a triple kill. Get the last kill in a match.20
Sniper MasterThey'll never see it coming.20
Stealth MasterGet through the Cargo Bay without being noticed.20
Trigger Happy!Don't stop firing until you are sure you are out of ammo.20
UnderdogNever give up.20
Winner level 1Win 10 matches.15
Winner level 2Win 100 matches.30
Winner level 3Win 1000 matches.50
Control a Heavy GuardFind and control a Heavy Guard.10
Control a MechFind and control a Mech on the Dark Athena.20
Control a Riot GuardFind and control a Riot Guard.10
Control an Alpha DroneFind and control an Alpha Drone.10
Escape the AthenaFind a way out of the Athena.30
Eye ShineFind Pope Joe and let him perform the eye shine surgery.10
GabrilFind and help Gabril.10
Honest FightingFind and kill Jaylor in a fair fist fight.25
Kill a Heavy GuardFind and kill a Heavy Guard.10
Kill Abbott.Get the opportunity to kill Abbott.10
Kill an Alpha DroneFind and kill an Alpha Drone.25
Kill Rust.Find Rust and kill him.10
Kill SpinnerFind and kill Spinner.25
Main Frame HackFind the Butcher Bay main frame and input your DNA.10
Melee MasterFind and beat Iron Lord.25
Open the VentsGet a Dark Athena vent tool.10
RebelStart a Riot on the Athena.20
Ring Fight ChampionBeat all competition in the Tower 17 ring.10
SCAR gunFind and equip yourself with a SCAR gun.10
Sniper RifleFind and equip yourself with a sniper rifle.10
UlaksFind and equip yourself with a pair of Ulaks.10

PlayStation 3 Trophies

Note that there are Spoilers on this list.

Achievement NameHow To EarnPoint Reward
Advanced Weapon HandlingProve that you can use your weapon under difficult circumstances.Bronze
Basic Weapon Handling level 1Kill 10 people.Bronze
Basic Weapon Handling level 2Kill 1000 people.Bronze
Basic Weapon Handling level 3Kill 10,000 people.Silver
Bell BoyComplete all side missions in Butcher Bay.Bronze
Bounty HunterCollect all bounty cards.Bronze
Chain SmokerCollect all cigarette packages.Bronze
Champion of AthenaComplete the Assault on Dark Athena campaign on hard difficulty.Gold
DominatorGet a 12 kill long kill streak. Get a quadruple kill. Get the first and last kill in a match.Silver
Explosive MasterBOOM!Bronze
FunwreckerRuin someones day.Bronze
HeroCapture a flag. Capture a powercell. Win a round alone against at least 3 enemies.Bronze
High Security Jail BreakComplete the Escape from Butcher Bay campaign on hard difficulty.Gold
JuggernautKeep on going no matter what.Bronze
KillerGet a 4 kill long kill streak. Get a double kill. Get the first kill in a match.Bronze
Margo's LockerFind and open Margo's Locker.Bronze
Master of AthenaComplete the Assault on Dark Athena campaign on normal difficulty.Silver
Master of DronesComplete the Main Decks using only two drones.Bronze
Medium Security Jail BreakComplete the Escape from Butcher Bay campaign on normal difficulty.Silver
Melee ExpertClose and personal.Bronze
Miles LetterHelp Miles and transmit his message.Bronze
MurdererGet a 8 kill long kill streak. Get a triple kill. Get the last kill in a match.Bronze
Sniper MasterThey'll never see it coming.Bronze
Stealth MasterGet through the Cargo Bay without being noticed.Bronze
Trigger Happy!Don't stop firing until you are sure you are out of ammo.Bronze
UnderdogNever give up.Bronze
Winner level 1Win 10 matches.Bronze
Winner level 2Win 100 matches.Silver
Winner level 3Win 1000 matches.Gold
Control a Heavy GuardFind and control a Heavy Guard.Bronze
Control a MechFind and control a Mech on the Dark Athena.Bronze
Control a Riot GuardFind and control a Riot Guard.Bronze
Control an Alpha DroneFind and control an Alpha Drone.Bronze
Escape the AthenaFind a way out of the Athena.Bronze
Eye ShineFind Pope Joe and let him perform the eye shine surgery.Bronze
GabrilFind and help Gabril.Bronze
Honest FightingFind and kill Jaylor in a fair fist fight.Bronze
Kill a Heavy GuardFind and kill a Heavy Guard.Bronze
Kill Abbott.Get the opportunity to kill Abbott.Bronze
Kill an Alpha DroneFind and kill an Alpha Drone.Bronze
Kill Rust.Find Rust and kill him.Bronze
Kill SpinnerFind and kill Spinner.Bronze
Main Frame HackFind the Butcher Bay main frame and input your DNA.Bronze
Melee MasterFind and beat Iron Lord.Bronze
Open the VentsGet a Dark Athena vent tool.Bronze
RebelStart a Riot on the Athena.Bronze
Ring Fight ChampionBeat all competition in the Tower 17 ring.Bronze
SCAR gunFind and equip yourself with a SCAR gun.Bronze
Sniper RifleFind and equip yourself with a sniper rifle.Bronze
UlaksFind and equip yourself with a pair of Ulaks.Bronze

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