Walkthrough of games: Walkthrough of the game Chronicles of Riddick. Escape from Butcher Bay, The

Force, outright force, has decided more in the history of mankind than any other factor, and the contrary opinion is, at best, a good wish. And if our descendants ever forget this fundamental truth, they will pay for their forgetfulness with life and freedom! So it was, and so it will be.

Just think about it! The console action movie, created based on movies, cheerfully climbed onto the throne and with an insolent expression on its face pushed Half-Life 2. It’s a little cramped for two, but you’ll have to endure it. Because he is worthy. Hmmm. And who after this will dare to claim that miracles do not happen?

The game is executed perfectly. According to its formula, it is self-sufficient. Each piece is made to perfection. A strong plot, well-written dialogue (the prisoners talk like prisoners, not ladies on a walk) and most importantly - the atmosphere. Gloomy, repulsive and terrifying. The prison oppresses the player, pressing with low ceilings and shabby walls.

Chronicles of Riddick constantly flows from one form to another, without ever getting boring. Brutal shootouts are replaced by quiet stealth. Riddick stalks in the dark, breaking necks and stabbing knives into sides. In the prison block, the player is given a dozen tasks. And to fulfill them, you have to think more than do. Then everything turns into bloody hand-to-hand combat. Knives, crowbars, and brass knuckles flash in the air. The screen twitches from impacts, bruises and bruises appear on the faces of opponents... Running with death against the clock, furious battles with monsters, walking in a combat robot accompanied by the cheerful crunch of parquet floors and guards, and much more.

And all these funs are richly flavored with nonlinearity. No one tells you where to go, how or when. Almost every task can be completed in several ways. You can cut out the entire block with guards. Or find worker's clothes and walk quietly. Or buy a security guard uniform. Or just steal it from the weapons room.

Graphically, the game can compete with Doom 3 and at the same time produces an acceptable number of frames per second. Without periodic stalling during long brakes. The self-produced engine works properly, not forgetting at the right moment to show off the correct shadows, so beloved by Carmack.

Finally, the player is stunned with an expensive license. Vin Diesel, Cole Hauser, Kristin Lehman, Ron Perlman, Michael Rooker, Xzibit - you have seen them all on the silver screen more than once. And if no one doubted the participation of Vin Diesel and Cole Hauser, then the appearance of the others became pleasant surprise.

And most importantly - no Steam.

Characters

The cult of heroes in America is extremely developed, and heroes are always chosen among criminals.

Oscar Wilde

Riddick

Richard Riddick is one of the most dangerous criminals in the universe. And a tidbit for any bounty hunter. He is always calm and soberly assesses the situation. He has a quiet, scary voice. Sometimes it seems that he is not at all familiar with human feelings.

Medical machines are the most expensive thing in the game. Often you have to look for them.

Riddick cannot be scared or surprised. No matter what happens, he will calmly assess the situation and make the best decision. If there is even the slightest loophole, you can be sure that he will use it. You can’t keep people like that in prison; it’s easier to shoot them on the spot.

This is interesting: If you are interested in the Riddick universe, be sure to visit the domestic fan site: http://www.riddick.ru. On it you will find a lot useful information both about the characters themselves and about the films.

He always gets what he needs. Don't mind his bulldog appearance. Riddick is very smart and prefers to act with cunning rather than brute force. He doesn't recognize fair fights. If he had a motto, it would be: “The enemy must be killed at the minimum cost.”

A strike from the dark, a shot to the back of the head - this is his style. He does not seek to die in glory. His goal is to survive by any means necessary. He is not a hero, he is a criminal.

Johns

One of the many bounty hunters who are trying to get to Riddick. Only unlike others, he succeeds. Jones first appeared in the film Pitch Black. He was driving Riddick to prison when the crash happened. He will subsequently die on an unknown planet...

The game begins with Jones taking Riddick to Butcha Bay and turning him over to the warden. In the future, he will play a significant role, but it will not be possible to clash with him directly. Even more surprising is the ending between Jones and Riddick... but I won't spoil the surprise.

Hoxie

The game talks a little about Hoxie. All that is known is that he is the owner of the prison. Although in his habits he looks more like a businessman than the director of one of the strictest colonies in the universe. He is constantly surrounded by an army of guards to ensure his safety.

She loves expensive suits and constantly monitors her appearance. But don't delude yourself. Manners and luxury are nothing more than a cover. Hoxie has a shark's grip and will not miss his chance. However, it is greed that will destroy him.

Abbott

Hoxie's chief overseer and right-hand man. Dresses in red armor. He always wears sunglasses, even though there is little light in prison. Abbott is voiced and played by famous rapper Xzibit. Perhaps that is why he looks like a “black gangsta” who has listened to enough rap. Habits, speech and manner are one to one. Whether this is good or bad, everyone judges for himself.

Abbott's main task is to create as much as possible more problems prisoners. He does this superbly. He will be able to get even Riddick. For which he will pay. Numerous security guards will not save you either. A skull broken by a metal rod is payment for hard work.

Papa Joes

A mysterious hermit who lives deep in the tunnels. He dresses in rags and wears glasses like Riddick's. But the most amazing thing is his skin. She is brown in color and covered in tattoos. After visiting him, Riddick gains his signature vision. But the most interesting thing is that Joe had nothing to do with this.

If you watched the movie Pitch Black, then you probably remember: Riddick said that he acquired his unique vision in Butcha Bay by paying the surgeon 20 menthol cigarettes for the operation. It turns out that this is not the case. The mysterious voice in Riddick's head is to blame for what happened, but not Joe.

Enemies

Man is your worst enemy.

Marcus Tullius Cicero

Prisoners

Prison is a gathering place for thieves, murderers and rapists of different stripes. The main rule: if you want to survive, fight. Fight to the death. So don't expect a warm welcome. But you shouldn’t think that the prison is inhabited only by psychos. Most of the prisoners are very cunning and respectful strong personalities. Especially if they can back up their words with action.

Riddick feels like a duck to water in prison. This is his element. Here they play by the rules to which he is accustomed. He knows what to do and how to behave. However, he does not blindly follow the rules: he breaks them if they prevent him from achieving his goal. That's why most prisoners are afraid of him.

Prisoners fight with shivs, brass knuckles, and sometimes just fists. It is not difficult to defeat them in battle. Riddick's fist will knock anyone down. They are only dangerous if they attack in a crowd. But even in this case they cannot really take advantage of their numerical advantage.

Mechanics

Prison staff. Dressed in overalls like those worn by prisoners. They are constantly fixing something. They carry weapons with them, but for some reason they don’t use them. It's always lying around. They prefer to fight with a screwdriver. Yeah. It's much better than a rifle.

Mechanics are rare. They can be called a gift of fate: they are stupid, weak and will share a rifle. Spending ammo on them is a big waste. A steel blade works best.

Security

Headache throughout the game. Guards vary in durability, intelligence and armor. Armed with shotguns, assault rifles or pistols. Dressed in dark red armor. The head is covered with a helmet. Although there is no point in it. A headshot is lethal from any weapon.

The smartest opponent in the game. Use flashlights if the surroundings are dark. They clear rooms in groups. In case of danger, they retreat and do not disdain shelters. They prefer not to get into trouble. They often wait until the player gives himself away.

A dangerous enemy, but his actions are somewhat formulaic. Which is what ruins him.

Commanders

The task of commanders is to manage squads of guards. Worn more light armor than ordinary soldiers. They are easily recognized by the cap on their head.

A very smart opponent. It can really create a lot of problems. But light armor reduces all advantages to nothing. The commander collapses after a couple of hits.

Commanders have higher access to the security system than ordinary soldiers. Therefore, they are often used as a way to obtain access cards.

Suppressors

Elite soldiers clad in heavy armor. They look like large iron boxes with a viewing window in the middle. Their task is to suppress prison riots. They do their job superbly. Their armor is almost impossible to penetrate. The only weak spot is the back. Grenades also work well. Although a lot of them are required.

Armed with a machine gun. After the death of the suppressor, you can pick up and use the machine gun yourself. This is the only weapon with which you can go against them head-on. A hail of bullets stops them for a while and they cannot fire back.

Enormous firepower, but the pilot lacks intelligence. It couldn't be easier to deceive him. Show yourself to the suppressor and run into a dark corner. He will stomp after you, but will not poke his head into the darkness. He will get up and wait. You can come out on the other side. If you don't get noticed, you can do whatever you want. At least cut the guards.

If you need to engage in battle, but there is no machine gun, the following technique will help. When the suppressor notices Riddick, start running around and shoot him in the back. He will mark time, trying to keep up with you. The main thing is not to get hit by a hand. Knocks it out the first time.

And a little secret: in the middle of the game they will let you use the suppressor suit. This is compensation to the “staff people” for the long wait for porting.

Mechanoids

Healthy robots with obscenely thick armor. Clumsy, but quite smart. They come in different models and are armed differently. You can fight against them only by sitting in the same steel monster. In other cases, there is only one thing left to do: run as fast as you can.

Occurs several times per game.

Mutants

Hooting, puffing and forever bouncing. Their habits are reminiscent of Gollum from “The Lord of the Rings”. They don’t know how to use weapons, so they try to reach with their paws. Stupid. But they attack in droves.

They appear only once per game. When you encounter them, your only weapon will be a shotgun. So there isn't much choice. They are carried out with one shot at point-blank range. If it were not for the constant revival, they would not pose a danger at all.

Still, I wonder where they came from? They don't look like local monsters. Human form and live in the sewers. Maybe these are prisoners who have undergone mutation? Who knows. The game is silent about this...

Aliens

There are two types of aliens in the game. Huge monster with a giant jaw appears only a few times in the game. It can only be penetrated by grenades. He doesn't care about other weapons. On its back it carries critters, which can separate from the owner and attack on their own.

Little stranger. Almost a complete copy of its big brother. As already mentioned, babies live on their backs. True, it’s unclear where they jump out in droves. Nimble and very biting. They attack by jumping from afar. They can crawl along walls and jump to great heights.

Fortunately, they are quite slow and simply shoot back before they can cause harm. The main thing is to seize the moment. They do not bite immediately after the jump, but a little later. Best weapon against them - a shotgun. You can cover several individuals with shot.

The only annoying thing is that in some places they constantly respawn. However, these sections are quickly covered. So there shouldn't be any problems.

Weapon

God created people, and Colt made them equal.

American proverb

Cold

Brass knuckles

Brass knuckles were once a full-fledged melee weapon (in the Middle Ages and earlier). True, then it looked a little different and was called differently. But the principle of operation remained the same. In general, it is impossible to say in which country brass knuckles first appeared. They were equally common in Japan, Ancient Rus' and Europe. And so it happened that at all times they were used mainly by robbers, thieves, robbers... There were, however, exceptions. For example, knightly gloves with spikes are nothing more than such a special brass knuckles.

This is interesting: the word “brass knuckles” has French roots and comes from the merger of two words: casser (to break) and tete (head).

In Chronicles of Riddick, brass knuckles are used for their intended purpose: smashing the heads of opponents. Except appearance they are no different. In general, the impact force of brass knuckles is undeservedly underestimated. Yes, it makes the blow more powerful, but not enough to replace a knife. Therefore, once you find the blade, you can forget about the brass knuckles.

An interesting observation: brass knuckles double the impact force of the hand on which it is worn (Riddick wears it on his right). Therefore, more hooks with the right and fewer with the left.

Knife

An ancient tool inherited from cave ancestors. Centuries passed, firearms appeared, which completely turned military affairs upside down, but the knife still remains in demand. It is still used today. Special forces, punks in street fights, yes, damn it, what did you use to cut your bread today?

IN Butcher Bay, as in any prison, it is difficult to get hold of a normal blade. The guards do not wear them, and the prisoners make them from scrap materials. Finding a piece of good steel and processing it correctly without the appropriate tools is not easy. But the need for invention is cunning. Screwdrivers, sharpeners and even a surgical scalpel are used.

This is interesting: on the Internet, in one of the online stores, a knife appeared for sale, one to one repeating Riddick’s blade, which in Pitch Black he used to shave his head with grease.

Despite the wide variety of blades, all have the same combat characteristics. Choose according to your taste, there is no difference. The knife doesn't do as much damage as it might seem. But it has a high impact speed.

When you have a blade in your hands, do not stand still. A couple of sharp blows, a rebound to the side - and again an attack. Don't let the enemy come to his senses. Attack from behind, hit in the face - take full advantage of your speed advantage.

Club

It is quite difficult to get a baton in Butcher Bay. Unlike knives and brass knuckles, which almost every prisoner carries with them. And this is understandable. It's difficult to hide such a fool from security. Yes, a knife will be more practical.

There are two types of batons. Homemade is made from an iron rod. A bunch of bolts are screwed on top to enhance the impact, and on the bottom there is a handle so that your hands don’t break when hit. The second one is unique. It can be taken from Abbott's corpse. Externally it resembles a baseball bat. In no way, except for its appearance, does it differ from a criminal “commodity”.

The first time you can get a baton is in Tower 17. It is sold by one of the prisoners in the cafeteria. If you have money, take it. Then she will help you out a lot.

In general, a club is a special weapon and is not suitable for every fight. You need to know how to handle it, otherwise you risk ending up on the floor with your throat cut. Even if the enemy is not particularly strong. Great impact power comes at the price of low speed. So forget about melee combat. Keep your opponent at a distance. Why climb forward? Take advantage of your length. You can reach the enemy from afar, but he can’t reach you. They struck and immediately came back. Don't let him start a contact fight. Up close, you won't even have time to swing.

Experience shows that the most effective strike is from above. The enemy is temporarily lost, and you have time to jump back to a safe distance. In a fight it looks like this: strike from above and take a step back; then you immediately begin to strike again and step forward. The enemy will have time to come to his senses and rush forward. For which he gets a crowbar on the head.

Firearms

Gun

The gun is not at all useless, as it might seem at first. The cartridge has very little penetrating power, but there is practically no dispersion. This is what you need to use. The pistol allows you to shoot the enemy from afar before he notices the player. A shot in the head - and the corpse is ready. And for battles at close and medium distances, there are better weapons.

Pistols are usually carried by commanders. Security prefers assault rifles and shotguns. Which, however, is reasonable.

Shotgun

The guards who serve away from the prisoners are armed with shotguns. This is done as a precaution. The weapon does not have a universal DNA code, so anyone can use it. Which Riddick does with pleasure.

The shotgun is a melee weapon. So close that it is better to use it in complete darkness, when Riddick is not visible. Otherwise, you may not have time to run up to the enemy within firing distance. The shotgun is mainly used against mutants and aliens. Eighteen pellets at a time will calm any monster.

Assault rifle

The assault rifle is our everything. Excellent rate of fire and penetration power. It’s just that the spread let us down. However, this can be “cured” if you shoot in short bursts. Three to five bullets at a time. This saves ammo and doesn't "shine" Riddick as much when he's hiding in the dark.

You can get an assault rifle at the very beginning of the game. You just won't be able to use it. A protection system is installed on each barrel. To disable it, you need to enter your DNA code (palmprint) into the central computer. Otherwise, when trying to pick up the weapon, Riddick will be electrocuted. Therefore, one of the first tasks in the game is to get to the central computer.

In the second half of the game you will find an outdated model assault rifle(though for some reason it’s called Prototype Rifle). It does not have DNA protection, but the clip has been reduced (14 rounds instead of 38) and the rate of fire has been doubled. With a large spread and a small clip, there is nothing good about this.

Tranquilizer gun

You will have to run through a significant part of the game with this scarecrow, for some unknown reason called the Tranquilizer Gun, although it shoots darts that deliver electric current, not tranquilizers. But the result is similar: having received a charge in the chest, the victim temporarily loses the ability to move and convulses helplessly. At this moment you need to run up and finish off with your boot.

A tranquilizer gun can be purchased from a merchant in the mines. This is a forced-voluntary matter. TO story missions this does not apply, but without it it will not be possible to pass the mines. After each shot you need to reload the weapon, but the darts are endless. You can shoot three or four guards and manage to finish them off before they wake up.

It is important: In general, you don’t have to buy a tranquilizer gun. He will meet again in the game. But only the most persistent will be able to get there, using only one knife.

Darts also work on suppressors. True, they are paralyzed for only a couple of seconds, but this is also enough to have time to escape. You can also use a pistol to break lamps and temporarily turn off laser beams.

A tranquilizer gun is a kind of weapon. It takes some getting used to. But half an hour of training - and you will handle it like a real shooter.

Machine gun

Don't flatter yourself. A machine gun is not as versatile a weapon as it might seem at first. Yes, of course, 4000 rounds per clip, 15 rounds per second and enormous penetrating power will stop anyone. Despite the large spread when shooting. In a couple of seconds you can mow down a decent-sized squad.

But if you think about it: is it necessary? Probably not. Riddick deals with enemies not with brute force, but with dexterity and skill. Shot from the dark, a knife in the back. Constant movements, sudden attacks. The game encourages this style of play.

Having picked up a machine gun, Riddick becomes clumsy and slow. This can be partly avoided by moving on your haunches. So the hero moves faster than when standing. But still the maneuverability is like that of a fold-eared macaque. It's not so scary when you're facing one or two guards. If there are more of them, then it is better to abandon the machine gun. They'll shoot you faster than you can aim.

It is important: A useful bug has been spotted. If you drop the machine gun and then pick it up, the clip will be full.

When you open fire, Riddick “glows” like the North Star in the night. Darkness no longer provides cover. Everyone can clearly see where and who to shoot at. Also, you cannot put the machine gun in your bosom. As soon as you take out another weapon, Riddick will throw the machine gun on the floor.

Where a machine gun really comes in handy is against suppressors. Trying to penetrate their armor with another weapon is more expensive for yourself. In addition, once they are caught in a line, they cannot return fire. Apparently, a hail of bullets knocks out the suit's control system. In other cases, it is better to do without it. It's much easier this way.

Grenades

Got it, threw it, forgot. If you threw it successfully, then you can forget about a couple of guards. The only drawback is the grenade's response time. Guards often run past before it explodes. Therefore, you need to be proactive, having previously estimated which way the people will run.

But still, it is best to use grenades against suppressors (of course, if there is no machine gun). By the time they realize it has arrived, it will be too late. They threw three or four things at once - and went for the captured machine gun.

SECOND PAGE

Items

We treat you right, when the rest of the world treats you rough.

Packs of cigarettes

There are cigarette packs scattered everywhere in the game. Some are lying on the floor and immediately catch your eye. Others give prisoners for completed tasks. Still others can be found in secluded places or bought for money. There are 62 packs in total.

Each pack found gives access to a prize from the developers. Most often this is art from a game or movie. When you find all 62 packages, you will gain access to the secret room. Each found pack is added to the current profile once and for all. Even if you start the game again, all the found packs will remain with you.

It is impossible to get all 62 on your first playthrough. To do this you need to beat the game at least twice.

Money (UD Money)

“Not everything is for sale here, but everything is bought or rented.” A truth as old as time. Nothing is for sale in prison, but you can buy almost everything. If only there was money. You can earn them different ways: complete a task, kill someone or just find. Yes, this also happens.

Money in Chronicles of Riddick is used to purchase weapons (knives, brass knuckles, clubs) or certain services (for example, treatment). In most cases, this can be avoided.

To advance through the plot, they are used no more than two or three times. But if you want to get all the packs of cigarettes, and also make the passage much easier, it is better to have a hefty pack of bills in your pocket. It is unlikely that you will experience a lack of finances throughout the game. There are always a lot of them and they are easy to get.

Vent Tool

The tool is needed to open ventilation hatches. Sometimes it can be bought, but most often it is raised from the dead body of a mechanic. Most often it appears where the plot dictates. So don't worry: when you need it, you will find it.

Nanopackaging (NanoMED Cartridge)

When you start the game, Riddick has four health dice. If you received damage, but the cube did not completely disappear (for example, half remained), then after a while it will be restored.

If the cube has completely disappeared, then health can only be restored with the help of a medical device (after treatment, she says a killer phrase - see the epigraph of this chapter). To activate them, you need nanopackages (NanoMED Cartridge). This only applies to non-working ones, of which there are very few in the game. The nanopackages themselves are picked up from the bodies of killed guards or are simply found in secluded corners.

In addition to the ordinary NanoMED Health Unit, there are also NanoMED Health Stations. They not only restore health, but also once and for all add extra die health. There are four such installations in total.

Side quests Yes, yes, you were not mistaken, the game has... quests. Most missions are optional. For completing them you will receive weapons, money or packs of cigarettes. The tasks themselves are primitive, especially judging by the standards role playing game. Commit a contract murder, collect a debt, find the owner's cache or belongings. The walkthrough, of course, describes each quest and how to complete it, if there are several of them.

Silent death

The dark...My favorite...

Despite the general brutality, the game leans more towards stealth elimination of the enemy rather than head-on collisions. This is especially felt on the hard difficulty level. Even if there is no advanced noise and light indicator here, as in Splinter Cell, - in the dark you will have to crawl quite a bit.

This is interesting: Although both Riddick and Sam Fisher prefer to kill suddenly - so that the enemy does not understand who did it - there is a whole abyss between them. Riddick is a predator on the hunt, strong, daring and deadly; Fischer is a clever saboteur for whom murder is only a means to an end.

Darkness - best friend Riddick. Especially after he gains his famous sight. To become invisible to the enemy when you find yourself in the shadows, squat down. The world around will become gray. Now the guards will only be able to detect you if they confront you point-blank. Or using a flashlight.

Riddick moves silently, so it is impossible to hear him while moving. All that remains is to turn on your night vision and start a bloodbath. If the enemy turns on the flashlight, then it is better to get by with simple vision. The bright light will make Riddick blind - and you won't know where to shoot back.

The guards comb the premises very carefully. But there is always the opportunity to come from behind and stick a knife in the side.

It is important: Watch the video tours on the March LCI CD. Including a tour dedicated to the silent elimination of security.

If there is light around, this needs to be fixed. Shoot the lamp and a pleasant darkness will reign around. After this, the guards will probably rush to check what happened to the light. But... that's what you need?

If they take up defensive positions and are ready to riddled anyone who shows up... Well, that’s only to their advantage. You are in the dark, they are not. You see them, they don't see you. We fired a couple of shots and changed position. We waited until the shooting stopped. They fired a couple of shots again. Try to hit the head. One bullet - and the enemy is ready.

A good habit is to knock out all the light bulbs before entering a new room. This will save lives more than once.

If you finish off a guard and there are several more wandering around, it is better to hide the body. So as not to make a fuss. To do this, squat down, approach your body and press the key E. To let go - again E. You need to hide it in dark corners. True, sometimes you can throw it into the abyss or something else.

On the other hand, the body is a great way to attract the enemy's attention. Seeing his dead comrade, he forgets about his duties and runs to check what happened. After which he stands and stares at the corpse. At this moment you need to approach from the back and break the neck.

Hand to hand combat

Dangerous weapons No. There are only dangerous people. We are trying to make you dangerous to the enemy. Dangerous even without a knife. Dangerous as long as you have one arm or one leg and while you are still alive...

Robert Heinlein “Star Troopers”

Even without a weapon, with bare hands, Riddick remains deadly. It is not the weapon that kills, but the person. This is exactly what you need to be afraid of. Chronicles of Riddick features hand-to-hand combat in an original way. Miss a hit and the screen will sway from side to side. An accurate attack - and marks appear on the enemy’s face: bruises and bruises.

The controls are simple: right mouse button - block; left and W/A/S/D - direction of impact. You can also throw a combination of punches.

  • Hit right and left. Two hard blows. They cause average damage, but are carried out quickly. The enemy will probably not have time to block or jump back. If you quickly click the buttons, you can beat the enemy to death, without giving him the opportunity to strike back or block.
  • Elbow strike and uppercut. Powerful but slow combination. You need to seize the moment when the enemy opens up. It's harder to hit, but you're guaranteed to stun the enemy.

If you have a weapon (brass knuckles or a knife), then the combinations will be the same. Only the damage done is much higher.

With bare hands You can kill a person with one blow. The easiest way is to sneak up from behind (you need to squat) and hold down the right mouse button. Riddick will wrap his arms around the victim. Now press the left mouse button. In a couple of seconds, Riddick will break the victim's neck. Or he’ll stick a knife in the side, depending on what’s in his hands.

The second method is more difficult. You wait until the enemy starts to strike, and press the left mouse button. Simply put, carry out a counter strike. Riddick will grab his opponent's hand and finish him off with one blow. Moreover, the combination carried out depends on the enemy’s weapon.

I advise you to practice performing this technique perfectly. This way you can kill even the most powerful fighters with one blow.

In the same way, you can neutralize a security guard armed with a firearm. Run up to him point blank. When he tries to hit with the butt, press the left mouse button. Riddick grabs the weapon pointed at him, a sharp jerk, the barrel sticks into the enemy’s neck - a shot, blood splashes on the wall, and the body slowly slides to the floor.

And one last thing. Riddick, like the real spy Sam Fisher, knows how to kill an enemy by jumping from above. Wait for the guard to pass underneath you and jump off the stairs. Riddick will do the rest himself.

Walkthrough

Pelican Bay is California's newest nightmare, horrors from Orwell and Kafka that became reality at the end of the twentieth century. Instead of simple batons, they used electric ones with a charge of 50 thousand volts; instead of beatings, they used injections of Prolixan, which turned a person into a shuffling zombie for a week. Who can get society out of such hell? Do they really expect, having sowed thorns, to reap the good wheat?

Edward Bunker “And dog shall devour dog...”

Arrival at the colony

I dulled hundreds of saws at the logging site

And to the shackled whisper he chirped at night,

I didn’t graze at the feeders like the last jackal,

I got wind of where the track was and one day I ran.

Chizh & C “Taiga all around”

Escape

The story begins on a ship that is rushing to Butcha Bay - the most guarded prison in the universe... Once on the planet, talk to Jones. You can choose any of the answer options. The result will be the same.

It is important: On the March LKI CD you will find save game files. The game is completed completely and the “commentary” mode is open, as well as all the game secrets.

When Jones turns his back, break his neck. The machine gun turrets opened fire. It's time to get out of here. Wait for the prisoner to open the hatch and jump down. Run through the tunnel. When you reach the stairs, go down.

The mechanic downstairs is repairing the door. There is no use sneaking up on him. He will still notice. Jump down and beat him to death. Pick up the card from the body and open the door.

In a dark corridor, squat down and wait for the guard. Sneak up behind him and break his neck. Pick up the tool from the body, and then hide the corpse in a dark corner. In the next room, climb up the boxes and jump from them onto the stairs. Follow it to get to the ventilation shaft. You can kill the guard that appears by jumping from above. Or just pass by.

The shaft will lead you into a corridor. There is a medical unit hanging on the wall. Use it if you are injured. In the next room there is a guard standing by the table. Run up to him and stick the shotgun in his neck. Effective. You can pick up a weapon, but it has no ammo.

Climb onto the boxes and then onto the railing. Go left to the elevator. Go up. Once on the surface, sneak up on the guard and break his neck. Pick up the weapon and go downstairs. Shoot the lock on the closed door and go into the tunnel.

You can't see anything in the tunnel. But it's better not to use a flashlight. The light will give you away. Be guided by light bombs and the light of security flashlights. There are a bunch of barrels of fuel around, so there's no need to really aim. They fired towards the enemy - they were covered with an explosion. There will be a white light at the end of the tunnel. Run to him... Damn it, it's just a dream.

The Arrival/Prison Yard/Aquila Territory

As a famous criminal, the head of the prison himself came out to meet him. Great honor. After a short conversation, Riddick will be taken to the prison block. Nothing can be done. Bye. Enjoy the local views and watch the credits...

The prison has strict rules. Fighting is prohibited. If video cameras notice disturbances, a charge of electricity will be released at the violator. After which he will be dragged to the cell. In this case, all weapons are lost. Of course, if no one sees, you can at least let the guards go.

There is nothing to do in the cell, so go out into the corridor and talk to Barber. He will say that Mattsson is waiting in the courtyard for Riddick. Hmmm... Interesting. However, it’s still too early to get there. Find Shabby in the hallway. He wants you to kill Molina. Take note. You can also chat with the guard at the grate. But it won't do any good.

Two prisoners are sitting in one of the cells. Chat with Waman. He also longs for Molina's death. Yes, many people don't like this guy. Go to the yard. Along the way you will meet Jack and Coyne. They will advise you to talk to Haley.

In the courtyard, talk to Red and Haley. They will promise to help kill Rust. Why is this necessary? However, it is foolish to refuse help. It's time to approach Mattsson. He will say that the sharpening is in his cell.

Head back to the prison block. There is no sharpening in cell A-40. But two prisoners with clearly aggressive intentions will be discovered. Beat them up and return to Mattsson. He swears he won't do that again and promises to get the shiv. Return to your cell. This will be followed by a game scene in which Riddick will solve a bunch of problems.

Talk to Barber. He will advise you to contact Waman for weapons. Perhaps it’s worth doing that. Along the way, look into cell A-38. Molina is sitting there. Kill him and pick up the brass knuckles from his body. Report his death to Shabby and Waman.

Beast and victim. Although the advantage is not on Riddick's side, guess who is afraid of whom. And who is the victim?

Go out into the courtyard and go to the second half of prison block A. Anarchy reigns in it, everyone will start throwing themselves at Riddick. Knock out the prisoners and move along the corridor. Pick up weapons and money from the bodies. One of the cells contains a medical unit.

In the corridor, the prisoners built a bomb. As soon as you approach them, they will light the fuse. Run away to avoid being hit by the explosion. Afterwards, deal with the smart guys.

Eventually you'll get to Rust. You will have to fight him one on one. So nothing complicated. After his death, watch the video. There's nothing else to do here. Go back. Along the way, talk to all the prisoners. In the corridor you will meet two guards. Walk past them. But you shouldn’t skip the next two (they come out one at a time). Intercept the weapons and shut their throats. Moreover, one will have 5 UD.

On the patio, go to Haley. He will tell you a lot of interesting things. Including how to get to the hospital. Go to the guard at the bars and tell him that he owes Haley money. He will let you inside.

Infirmary

Once you are in the hospital, look around. Hmmm. They clearly don't care about hygiene here. However, there is no time to speculate. Knock out the guard with the machine gun, and then his comrade. Pick up the access card from the body. First, look into the room on the right. In it you will find a scalpel and something else. Now go through the other door.

Opening it, you will encounter a guard. He is clearly surprised to meet Riddick. And he’s upset that he’s without a weapon. Finish him off and move on. There is a medical car in the corridor. Use it to increase your health by one die. Climb up the stairs and go through the door. Hide behind the box and wait for the guard. Break his neck and take 5 UD.

Go through the door at the far end and climb through the hatch. You will find yourself in a hall with two guards. You can't reach them, so slip through without making a fuss, hugging the edge. Another guard is waiting for you in the next corridor. Kill him and hide the body. Through the door to the street.

Below, in the courtyard, three guards are beating a prisoner. They are so busy that they don't have time to look around. Finish off the lone sentry and remove the access card from the body. Drag the corpse into the shadows. Now go to the door. Be careful not to get caught in the spotlight. Once in the room, look around the corner and hide back. Wait until the guard turns his back and let him go.

The next door leads to the main computer. It's time to enter your fingerprints into the DNA database...

Mainframe

The guard wanders carefree around the cave. A monster approaches from behind, snoring furiously. Now someone will have dinner.

Jump down the boxes and kill the mechanic. Enter your palmprints into the database and grab the rifle. In a couple of seconds, security will burst into the room. You can simply shoot them. Or break all the light bulbs and cut them with a knife.

A squad of three people is waiting for you in the corridor. Shoot the fire extinguisher on the wall. The explosion should kill everyone. Pick up your weapon and move on. As soon as you approach the door, the guard will throw a grenade. Run around the corner and wait out the explosion. The door closed, but a hole appeared in the wall. Knock down two fragments to widen the hole and enter the room. A guard with a shotgun is waiting for you in it. Shoot him and use the control panel to turn off the fan. Now climb up the boxes.

Climb through the fan and follow the corridor. There are two guards below. Shoot them and go down. Move on. Along the way you will meet a lone guard with a shotgun. There are already two of them in the next room. Without leaving the darkness, take them out with a headshot. Then climb up to collect the weapon. As soon as you do this, a guard will run out of the corridor where you came from. Finish him off and pick up the money.

Go to the hatch. A guard sat next to him with a shotgun. The tunnels themselves are dark. But it’s better not to turn on the flashlight, otherwise your opponents will spot you. Pull the valve to turn off the gas. Go forward until you hear a grenade throw. Run back and wait out the explosion. Now you can take care of security. They don't have flashlights, so don't waste ammo. Use a knife.

Climb into the resulting gap. The corridor is dark. Climb onto the box and wait for the guard to come running. Cut it and wait for the second one. And it's a waste. Next there will be a hall in which you were ambushed. Without going inside, break as many light bulbs as possible. Improve your health if necessary. Medical installation on the wall. It's time to fight.

Dealing with an ambush is not as difficult as it might seem. The main thing is not to twitch. Once inside, hide in a corner. Ignore the grenade. She won't even remove one division. Then remove the guard from the side and take his position (you need to climb over the boxes). From there, shoot the rest. Moreover, it is better to use a pistol. One shot to the head - and the corpse is ready.

At the end of the party the suppressor will come. You can simply escape on the elevator, but this way you will lose money and ammunition. Wait until he comes out to the center of the hall and run out from behind cover. Circle around him and shoot him in the back with a shotgun. A couple of clips and he's ready. Collect trophies and take the elevator.

Prison Yard Riot

Here you are back in the prison block. True, no longer a prisoner, but a fugitive. Go down to the grate and take out the two guards. Now go upstairs and pull the valve to open the door. The security system has been switched to high security mode. The turrets now fire live ammunition. Destroy them from afar before they notice Riddick.

Move towards the courtyard, taking out the guards along the way. The path to the street is blocked by bars. We need to find a way to open it. Go to the hospital. There's a whole bunch of guards there again. At the end you will meet the commander. Finish him off and pick up the radio. Riddick will say that the riot has been suppressed and the gates can be opened. They believed it. Run outside... and watch the video.

The Pit

You only have six minutes before the flashlight goes out. Then darkness and death. Time is running out, so you need to get out quickly. By the way, the tunnels through which you will run are a former prison. And a bunch of mutants are apparently former prisoners.

Run through the doorway. Turn right, and then right again. You should go out into a room with a tunnel leading down. This is where you will meet the “locals”. Try to collect larger groups so that you can finish them all off with one point-blank shot.

Go down into the tunnel. At the very end you will find a valve. Grab it and go back. Now run along the corridors to the right. Having reached the place blocked by the grate, use the found valve and follow the light of the lighting blocks. Soon you will find yourself in Joe's home.

Papa Joes Den

Once in Joe's home, talk to him. He wants you to bring back a radio that was lost in the tunnels. Only then will he help you. Take some lighting bombs from the table. They will help if the flashlight on your shotgun goes out. Although, if you quickly ran through the tunnels, the charge should be enough.

Run to the lift and go down. Go into the tunnels on the left. After going through several rooms, you will come across a radio. It can be found by listening. The unknown presenter chatters incessantly. Return to the house and show Joe the find.

Dark Tunnels

Run along the ventilation shaft. Going out into the tunnels, shoot two mutants and go right. A couple more corridors and you will reach the stairs. Go upstairs...

Showers

Once in the showers, look around. Someone in the next booth is clearly unwell. Turn off the lights and wait for the doors to open. Quietly strangle the worker and turn off the lights in the corridor. After some time, a guard will come to check what's going on. Break his neck and pick up the weapon.

The last one left, in the locker room. Turn off the lights and break his neck while he wanders in the dark. Now you need to search the lockers. In them you will find money, cigarettes, and most importantly, a worker's uniform. Put it on. Now the guards will take Riddick as one of their own.

If you don't want problems, just pass by. But it’s better to slowly break necks. When they were convinced that there were no witnesses, they turned their heads. And you stand there as if nothing happened. The main thing is that the guards do not see the murder and how you sneak up. Of course, there will be suspicions, but they won’t start shooting. This way you will collect weapons and money. They will be needed later.

At the hangar door, use the retinal scanner. Of course, no one will open the door for Riddick. We need to find the right eyes. Abbott, for example. After using the scanner, a guard will run into the room. Therefore, it is better to knock out the light bulbs in advance. And strangle the guard in the dark.

At this level you can get hold of guard armor and a bunch of rifle ammo. Walking past one of the doors, you may have noticed: inside is an armory. But you don't have an access card. We'll have to find a workaround.

Immediately after the showers, turn right. Drop down the hole in the corner to the level below. There you will find a tool. Open the hatch with them and climb into the mine. Along it you will find yourself in the room from where you jumped down.

Go to the hangar doors and jump to the side. Open the hatch and crawl along the shaft. Soon you will come to the weapons room. Grab your armor and weapons and go back.

Guards Quarters

It's better not to make noise in the guards' quarter. You can kill everyone. But why? It's simply not necessary. At the market square, talk to Jenkins. He will give you a bottle of wine. Chat with the Bondo security guard. He'll talk about guns for Abbott.

Approach the store owner and ask him about Abbott. He will hand over a package: a new rifle for the boss. Also, if you have money and desire, buy things you like from him. True, there is no point in this, they will soon take it away anyway.

Take the elevator to the second tier. Find the Chancellor guard and give him the liquor. He will pay 50 UD for a bottle. Now - to Abbott. Before opening the door, he will ask about the purpose of the visit. Say that you have brought a parcel. The door opens and...

Alternative passage

If you want to kill everyone, no question. There won't be any problems. And to make it even easier, use the control panel to turn off the lights. If you go this way, you will not receive the package for Abbott from the store clerk, but will find it at the front door.

Abbott

Dealing with Abbott is very easy. Hide behind the column on the left and fire when he starts reloading his weapon. A couple of clips and Abbott is ready. And yet Riddick's plans will fail. At the last moment, Jones will interfere with him...

THIRD PAGE

Second try

Tower 17/Tower 17 Base/Recreation Area/Feed Ward/Work Pass

Offending prisoners are sent to the mines. There is a stricter security regime here. For fighting and carrying weapons - execution on the spot. The security is trained inside and out. It's impossible to escape from here. If not for one “but” - the human factor.

Exit the cell and follow the prisoner. While you are riding the elevator, talking is prohibited. Violators are shot on the spot. Wait for the elevator to stop and go outside. Now you can talk to your fellow traveler. Rael will talk about the morals in Tower 17 and advise you to contact Dogbone to find out more. Go downstairs.

There are a lot of people hanging out on the site, but you only need two. Dogbone will give Additional information; Centurion can put up a fight. The offer is tempting. Agree. Moreover, without this there is no way to move on. Your first opponent is Harman. He is standing at the door. Approach him and challenge him to a fight. Then report this to Centurion.

The rules are very simple. Don't leave the circle and fight until you die. If someone leaves the circle, both fighters will be shot by machine gun turrets. You can use any weapon in a fight. Protection is turned off during the battle.

After the fight, talk to Centurion and ask him to find a new opponent. He will offer Baasim, but it will cost 5 UD. Agree. Now you can wander around the prison block and do quests.

But first, an escape plan. You need to get your security card. It can be obtained from Abbott. There are two ways to attract his attention and force him to go down. Beat a fighter from the guards in the arena - Bam; get caught with drugs. The first one is more difficult, but more profitable. The second one is simpler, but brings in less money.

Exit Tower 17 and go to the Recreation Area, section A (section letters are written on the floor). There are two guards in the right corner. If you approach them, they will search Riddick. If drugs are found, a meeting with Abbott is guaranteed. You have nothing, so you don’t have to come. There are two prisoners in the left corner. Talk to Cricket and he will offer to buy a shiv. Agree.

Freeze. Funny poses, unfunny fight.

Don't rush to leave. Cricket will give the money to Asif so that he can hide it in a hiding place. You won't be able to follow him, so follow him to section B. We'll rob the cache a little later. You may have noticed large flying insects. You can catch them and then exchange them for cigarettes with a local drug dealer.

The capture process goes like this: squat down and watch the insect. When it sits on the wall or goes down, run up sharply and press the E key. Done. Insects fly almost everywhere, so look around carefully.

Section B has four prisoners. Pink sells cigarettes. Baasim is the fighter you need. Challenge him. He will agree and say that he will wait at Centurion. Jamal-Udeen will ask you to kill all Blueskins.

Go to section C. The Nurse will ask you to collect the debt from Binks. Agree. Wilkins will ask you to find Jagger Valance. This will not happen soon, so you can forget for a while. Gulag will ask you to return the stolen item (red tube). Craps will offer to play dice for money (F5/F9 is my eternal luck).

Return to Tower 17 and talk to Centurion. Again the arena. In general, it is very easy to defeat any fighter. Just learn to intercept the blow. A twisted arm, a counter attack - and the enemy is dead. Fast and angry. After the battle, demand a new opponent from Centurion. He will advise you to talk to Sawtooth.

It is important: when you get the debt out of Binks, you can take out loans from Nurse. True, then there will be no opportunity to return the money. The conversation will not contain the required phrase. But then, in the mines, an unpleasant surprise will await you.

Go to Feed Ward. There are four prisoners resting in the first room. Talk to Surenos. He will ask you to return the list. You won't find it very soon. Motor is waiting for you in the next corridor. He was very upset that you killed Harman, and decided to avenge the death. Finish him off and pick up a bottle of poison from his body. Here, in the corridor, Asif should be wandering. Break his neck and take the card. You can still talk to Georgie, but he won’t say anything sensible.

Go to the dining room. Add poison to Binks' food. You can now report your completed task to Nurse. Challenge Sawtooth. He will agree to a fight. Go to the second half of the dining room. Monster sells a variety of products. If you have money, buy a baton from him. There is a hiding place in the wall opposite the table at which the Monster sits. Open it and take your money and things. Among other items there will be a red tube. When passing by Gulag, do not forget to return the item to the owner.

Return to Tower 17 and take out Sawtooth. Request another opponent from Centurion. He will point to Cusa, who lives in the Recreation Area, in section D. Go there.

Agree to Twotongue's request to cover his business. But to start selling goods, he needs two things: a dead Baasim and a burner (you found it in the cache). Both conditions are met, so you can view the product. There are three items to choose from: poison (no longer needed), drugs and cigarettes (sold only for insects). You need drugs if you want to meet Abbott right now. If yes, buy the package and go search.

Talk to Cusa and return to Tower 17. After beating him, talk to Centurion again. He has run out of fighters. The only one he can offer is the guard Bam. Exactly what is needed. After the fight, the guards will take you to Abbott...

After the end of the video, take out the club and start pounding Abbott. The tactics are the same: strike, step back and another lunge. He has a lot of health, so be patient. After Abbott's death, pick up the security card and go out into the corridor. There will be a medical car there. Use it to increase your health by one die. Through the window, talk to Georgie and give him 50 UD. Then he will help you out during your escape.

This is interesting: Abbott's baton reads "Peacemaker." After reading this phrase, I immediately threw out my rusty rod and picked up a smart bat. I will create peace.

All the work is done, it's time to get out of here. Go to Work Pass. This is the place from where prisoners are sent to work. Talk to Shurik and promise to return the glasses. Go to the far door from the suppressor. Use the card and go inside. There are two guards standing inside, but luckily for you the lights go out. Before the mechanic fixes the generator, get rid of all three with a knife.

There is a cache in the wall next to the medical unit. It contains money and half of the list. Go left and climb into the ventilation shaft. There are two of them in total. One contains money. The other will lead to the elevator shaft. Jump onto the roof and wait for the lift to stop. Congratulations, you have entered the mines.

Mine Entrance / Security Checkpoint / Upper Mines / Cargo Transport / Mining Core

Wait for the lift to stop and two guards to come out of the cabin. Go down the stairs and wait a couple of seconds before heading outside. Let the guards move away.

Kill the guard standing by the box, and then his comrade patrolling the area. The last one remains - the one guarding the gate. You can handle it without difficulty. In general, this section can be passed differently. But more on that later. I give a hint to the most impatient: there is ventilation in the elevator shaft.

Security Checkpoint is one of the most difficult areas in the game. Therefore, you need to act very carefully, with surgical precision. Upon entering the hall, immediately squat down and run to the boxes on the left. Sneak along the wall. You will come out to a guard with his back to you. While his comrade is talking to the suppressor, remove him with a knife blow and hide in the darkness.

The suppressor, seeing you kill the guard, will open fire and run towards you. There is no need to be afraid of him. Having reached the boxes, he will not go into the darkness, he will remain standing. If you don't make too much noise, he won't move.

Hide behind the box and wait for the second guard. If he is in no hurry to search, come out of hiding yourself. Kill him quietly. Try not to attract the attention of the suppressor. Otherwise, you will have to play hide and seek again.

Climb to the very top and go through the door. It was possible to go through the lower door, but then it would be impossible to slip through the next section unnoticed.

So, you find yourself in a small corridor. Wait until the guards on the balcony opposite turn away, and run to the opposite end of the corridor. There, jump down and hide behind the boxes. Wait for the sentry to leave and run over to the containers near the wall. Take a moment when no one is looking at you and go inside the building.

Go up the stairs. In the next room, the guard is talking to the prisoner. Break his neck and talk to Mosely. He will tell you that you need to get a security card to open the door. Thanks for the advice. Now finish him off too. This is one of the Blueskins.

Go through the door on the right and, after going through the corridor, hide in the dark corner. The security chief will appear soon. Finish him off too and pick up the card from his body. Go where he came from. Walk to the end and look down. Prisoner and guard. Go down the stairs and let the last one go. You can talk to the prisoner, but he won’t say anything interesting.

There are a bunch of containers near the freight elevator. Climb to the top one. There you will find Shurik glasses. Go back. Use the card to open the door and go inside...

When you reach the lift, jump onto the platform going down. Once on the ground, you will see a dead guard and an Armadaro prisoner. Smart guy. Talk to him and he will offer to buy a tranquilizer gun for 30 UD. Take it without hesitation. This is the best buy in the game. Moreover, you don’t need money. There is nowhere else to spend them. Walk through the door and you will find...

In Mining Core. There is a sentry at the top. Knock out all the light bulbs and shoot him. Look out the window. The suppressor. Can't deal with it yet. Wait for him to leave and jump down. Remove the guard with the mechanic and run to the control panel. Cut out the electricity before the machine gun turrets notice you.

Move on, knocking out the light bulbs along the way. Having reached the cave, remove the guard and hide the body. Now we need to deal with the suppressor. You can kill him, but it's difficult to do. Go back and carefully examine the walls. On one of them hangs a gas cylinder. This is what needs to be used.

The method is as follows. You lure the suppressor to this cylinder and open the valve. Then you get his attention. He starts shooting - there is an explosion, and the corpse is ready. The most difficult thing is to lure the enemy under the gas stream. The pilot has no brains at all. He needs to be constantly reminded that he is not alone and it is time to fulfill his official duty - to look for escaped prisoners. The best “reminder” is a tranquilizer pistol. You shoot - and wait for it to come.

There are two more guards left. They are killed simply. It's time to talk to the prisoners. You won't get anything from two miners. Only one can buy the instrument from. But behind the container is Jagger Valance (by the way, he was played by Ron Perlman). He will ask you to find a certain container and give you the code for the door.

This is interesting: You can get rid of corpses by throwing them into a crusher. Bloody fog - and there are no more clues.

Go to the crusher and go through the door opposite. Break all the light bulbs and wait. A guard will appear soon. There's a second one behind him. Approach the door and enter the code. The room is filled with gas, so do not sit in it for a long time. They grabbed the container and ran back.

Return to Jagger Valance and hand over the container. He will say that you need a bomb. She can be found in Tower 19. Let's head there. But first, let's wrap things up.

Return to the beginning of the Mining Core and use the freight elevator to go up. You will find yourself in Upper Mines, where you found the glasses. Climb the stairs and go to where Mosely was killed. Two of his comrades are already standing there. Put them to waste. Completed two missions at once: found the second half of the list and killed all the Blueskins.

Now you need to return to Tower 17. You can take the old route, but there is a shorter route. Go to the lift and jump onto the platform going up. Having reached the third level, get out onto the platform. Go through the door.

Once in the room, do not rush to climb into the hatch. Inspect the ventilation shaft. In one place it broke. Jump onto the container and then onto the pipe. Crawl to the rift. Along the shaft you will reach a room with a prisoner Valya and a guard. Finish him off and talk to Valya. He will give you the access code to the secret room.

Go back to the room and climb into the hatch. Along the shaft you will get to the very beginning of the level. You can crawl out here (the hatch leads into the elevator shaft), but it’s better to walk further. You'll come across two guards in the hallway and a sentry in the room with the fan. To disable the latter, use the control panel.

After jumping down, you will find yourself at the Security Checkpoint. In principle, at the very beginning of the level you could go this way. But personally, I found it more difficult.

It's time to tackle the secret room. In the area to the right there is a small lift. Enter the code Valya gave you and it will take you up to the room. Come inside... Medical car. A truly awesome gift: increase your health by one more cube.

Return to the elevator and go up. If you borrowed from Nurse, then two bonebreakers will be waiting for you. They scared me - it was just creepy. Search the ventilation, and then climb onto the wall. Walk slightly to the right. There will be a ladder there. Follow it to Tower 17.

Give the list to Surenos, glasses to Shurik, report the death of all Blueskins to Jamal-Udeen, tell Wilkins about Jagger Valance. Make purchases if you need anything and go to Power Central. Knock out the guard and go through the door...

Security Research 1/Security Research 2/Tower 19

All the doors in the room are locked, but there is a hatch. Climb into the shaft and crawl forward. You will come out into a room with a lone sentry. Take it off and climb up. There is only one way out, so there is not much choice. In the next room, a mechanic is repairing something. Wring his neck and look around. Subduer Suit. The entrance to the cabin is at the back.

This is interesting: This level is made exclusively for PC. Decent pay for the wait.

Once inside the robot, break the glass and off you go. On the CD of the March “LKI” there is a video tour dedicated to the passage of this part of the game. Therefore, briefly about the main thing. In one of the rooms you will run into an ambush. The lights will go out and they will start shooting from all sides. Having dealt with the opponents, get out of the suit. Climb onto the boxes, and then up the stairs to the opposite side. Finish off the guard in the booth and press the button to open the gate. Now quickly jump down and get into the suit.

Eventually you will reach a hall with two robots and one guard at the top. Having dealt with them, climb onto the boxes, then up the stairs to the opposite side. Climb into the hatch there. The mine will take you to the Feed Ward. Only now you are on the second tier. Break the light bulbs and kill the guard. Don't get caught by the machine gun turrets. Otherwise they will open fire.

Go through the door. Find the control panel and turn off the lights. Now it's much easier to deal with security. Move forward, taking out the sentries. Having reached the ventilation shaft, climb inside. This will take you to the elevator, which will take you to the room where you killed Abbott. Go back.

This is interesting: if you paid Georgie, he will distract the guards from patrolling with his screams.

When you reach the hatch, climb inside. The shaft will take you to the control room. Wait for the guard to stand under the hatch and jump on his head. Pick up the security card from the body. Use the computer to open the door. Through it you will reach Tower 19. Talk to Jupiter and he will give you a bomb. Suddenly, guards will come running from both sides and open fire. Wait for the container to fall from above and jump onto it.

Container Router

Riddick was saved by a miracle. Wait for the container to stop and take out the two guards from above. Jump to the ground and find the hatch. Go downstairs. There is another guard in the basement. Finish him off too.

Find the stairs (there are two of them, you need the tallest one; the second leads to a pack of cigarettes) and go upstairs. Shoot the guard and drop the body. There are doors on both sides, but you don't have an access card. Climb onto the side ladder and go up. Knock out the hatch cover and crawl into the ventilation. Having reached the opposite side, knock out the hatch and wait for the guard to appear. Take him out with a tranquilizer gun.

Walk forward a little and climb up the stairs. There you will find a hatch. Get into the mine. Once in the room, knock out all the light bulbs and wait for the guard. There is also a mechanic wandering around somewhere nearby. He won't even have time to make a word. The main thing is to prevent the security system from being turned on. Otherwise, you will also have to deal with the turrets. Pick up the access card from the body. Use the computer and watch the container jump off the rails. We need to look for another way.

There are two of them. One is very simple. The other is more difficult, but it makes it possible to collect packs of cigarettes. If you want to go to the mines right now, then go down the stairs and call the elevator. Now climb up again. Call the elevator again. When it starts to rise, jump onto the roof. Look up. Ventilation hatch. Climb into the shaft and crawl... Eventually you will find yourself at a room filled with gas.

If you want to get cigarettes, go back to where you killed the first guard (there were locked doors on both sides, but now you have an access card). Open the door and go inside. Two guards are wandering in the corridor. Take them off and turn on your night vision. In some places the corridor is blocked by signal beams. If you step on them, the machine gun turrets will be activated.

Now you can go two ways. Along the corridor or through the ventilation (hatch above the box). There is no big difference: the end point is the same. True, there is a pack of cigarettes in the mine. Go to the control room and kill the mechanic. To start the conveyor, you need to send current through the circuit.

Go to the only one open door(it's next to the control room). Move along the corridor, knocking out the sentries. Once outside, shoot the two guards. Go down the path and get down into the generator room. Turn on the power and return to the control room. Start the conveyor and run back.

Wait for the container to start going down and jump onto it. Along the way, Riddick will be slightly maimed by lasers, and the container will stop. Climb into the ventilation shaft. You will get out in the place where the suppressor was nailed with a balloon. Run to the gas room. Along the way you will meet a lone guard.

The first path is much shorter and safer. In addition, you immediately find yourself at the goal. In any case, you need to go to the gas room. Place a bomb in it and go outside...

The Crash

Riddick is always unlucky. On his way out he came across a suppressor. It seemed that all the efforts were in vain, but during transportation there was an explosion... and fate gave a gift. One guard, scared to death of Riddick. Kill the poor fellow and follow his comrade. After the end of the video, jump into the hole. Well, strangers, beware: Riddick is coming.

Abandoned Equipment Center

At this level you need to move very quickly. Monsters are constantly reborn. There are only a couple of safe places. Don't yawn and move your legs faster.

Pick up the shotgun, grenades and leave the cave. As soon as you walk a few meters, a large monster will jump out towards you. Run back for cover. The big guy stalls at the entrance. Throw him a grenade as a snack. One should be enough.

Run out of cover and run into the building. At the entrance, grab another shotgun. When you reach the bridge, pick up the cartridges and go back. In one cave there should be a way up. After jumping over the wall, examine the door. We need some kind of key.

Run to the right. At the end of the corridor there will be a box. There is a tool on it. Grab it and climb into the hatch nearby. Along the shaft you will reach a room with a drilling machine. Turn on the light and, if necessary, heal. Run further. You will come out to the bridge, but from the other side. Pick up the ammunition and the key.

Return to the locked door. You don’t have to go around, but jump over the bridge. After opening the door, run along the corridors. Along the way, pay attention to the strange car. It will come in handy a little later. Eventually you will reach a room with a bunch of weapons and a battery. Pick up everything that is bad and go back.

When you get to the strange machine, insert the battery into it. Now we need to return to the drilling rig. You already know the way. There's a big monster waiting for you there. Throw grenades at him and move on. Turn on the drill and wait for it to break the wall.

Run into the gap. In the room, crawl under the door and jump into the ventilation. The most dangerous section has been passed.

Central Storage

Crawl through the ventilation, looking at the soldiers fighting off the monsters. Once outside, move to the other side along the stairs. Climb into the ventilation shaft. A couple of creatures are waiting for you in it. Shoot them and get out.

The guard alone fights off the monsters. Shoot him and the creatures will stop appearing. There are two doors. Go to the one right in front of you. In the hall, two guards are shooting back at the monsters.

Finish them off and look around. A pile of boxes hints that there is an emergency exit here. First, climb onto the containers next to the loading machine. From them, climb onto the box on the lift (you need to jump from the very edge). The further path is clear. Through the ventilation you will find yourself in a room with a suppressor. There is another way though. And, in my opinion, simpler.

Go through the door on the right. In the corridor, finish off a couple of creatures. When you reach the elevator, climb up through the hatch in the roof. Use Elevator Electronics to release the brakes. Get out of the elevator and run into the room with the suppressor. He is busy dealing with a big monster. Don't interfere. After the creature's death, finish off the suppressor and grab the machine gun.

There's nothing else to do here. Run through the door before the monsters eat you. In the corridor you will meet another suppressor. But he is busy exterminating strangers and does not pay attention to what is happening behind. Take advantage of this and sneak past.

Loading Docks

Enter the room and immediately run behind the boxes. Don't pay attention to the monsters. There are machine gun turrets on the wall. If you hesitate at the beginning, they will riddle you in a couple of seconds. Shoot the guard and run into the elevator. When the door opens, a guard with a shotgun will be waiting for you. And behind the next door is another one. The room will have a medical unit. Improve your health, grab the machine gun tighter - and move on.

Along the way you will meet a couple more guards. When you reach the elevator, go inside. Press the button and hide behind the container. When he stops, wait a couple of seconds and lean out from behind the cover. A suppressor and a couple of guards. Open fire with a machine gun.

Go through the door to the left. In the corridor, in the room on the right, a detachment of guards sat down. Throw a couple of grenades there, and finish off the survivors with a machine gun. Go inside. Medical car. The last one. Increase your health by one more die. Now there should be eight of them.

There are four guards waiting for you in the next room. Drop the machine gun and pick up the rifle. Knock out all the light bulbs from the doorway. The hall will be plunged into darkness. What to do next is clear. Then pick up the machine gun and get into the elevator.

The suppressor is already waiting upstairs. With a machine gun the devil is not scary. Go through the door on the left. You will find yourself in a large hall. Shoot the guard in the booth opposite. Explore his hideout. Right button opens the door to the room where the suppressor sits. It is not necessary. On the left is a large gate. Click and go inside. Waiting there...

Fuel Transport

Big robot. The machine gun is nothing to him, so drop it and take out the shotgun. Do you see the canisters that roll along the rails above? When one of them passes over the robot, shoot at it. The canister will fall and an explosion will occur.

The main problem is getting the robot to stand still. Hide behind the column and run back and forth. The cast iron will stand still and shoot stubbornly. When he falls the death of the brave, pick up the machine gun and go through the next door.

Hanger

Finally a hangar. The security on the ship is rubbish. Two suppressors and three guards. Everyone is carried out with a machine gun from afar. Run into the shuttle and watch the video.

Fortune favors the persistent

He walked over the corpses of those heading towards the goal.

Stanislav Jerzy Lec

Exercise Area

Riddick has bad luck all the time. It's so stupid to get caught because of Jagger Valance's betrayal! But this did not save the traitor. The guards are trained to shoot all prisoners who are holding weapons. Now Riddick has been placed in cryosleep. They wake you up once a day for two minutes. Short on time to figure out how to escape? You have a bad opinion of Mr. Riddick.

At first nothing can be done. Two minutes - and you're done. The fourth time Riddick will tell you how you can escape from here. Approach the second prisoner's container and climb inside. Riddick will do the rest himself.

Cryo Pyramids

After getting out of the container, grab the baton and... Riddick will pass out again. As soon as he opens his eyes, immediately hit the robot. Climb onto the pyramid closest to the door and wait. Robots will appear soon. When they see Riddick, they will start shooting, but will soon get tired and start patrolling. Wait until no one is near the door and run away.

Facility Control/Corporate Offices/Take off Platform

Once in the corridor, run to the right. Suddenly the alarm goes off and the doors close. Stand away from the hatch in the floor and wait. Two robots will jump out from there. Hit them with your baton and jump down. There's a whole squad of iron guys there. Lure them one by one and hit them with a crowbar.

Having climbed up, take the gun from the guard and jump down the next hatch. There are also a bunch of robots there. But now you have a gun. One bullet is enough for everyone.

Climb the stairs and strangle the guard at the control panel. Pick up his weapon and unlock the doors. Several guards will immediately run out of the corridor. Shoot them from afar and collect ammo.

Go back the old way. Robots will interfere with you again, but the gun will even the odds. Once in the corridor, you will come across two heavy robots. Run past them and turn left. You will find yourself in a room with a bunch of robots. In the far corner there is an ownerless combat robot. Fabulous. Get inside.

Trampling guards while sitting inside a steel monster is a pleasure worth playing through the game for. Or at least look. On the CD of the March “LKI” A video tour has been posted, clearly explaining what a combat robot is and what it is eaten with.

In the end, Riddick himself will get out of the robot. Open the gate and run outside. The video follows...

And Riddick finds himself in Hoxie's office. But not one, but with two cyborgs. Dealing with them is not very difficult. Grab the shotgun from the floor and shoot at the chandelier. It will become dark around. Squat down and pick up the machine gun. Turn on your night vision (you need it to see cyborgs: they can become invisible) and, hiding behind the columns, fire at your opponents.

However, if something doesn’t work out, watch the video tour. When both opponents are dead, Riddick will stop shooting. This means the game is completed and the video will now begin.

* * *

Sit back and enjoy. Riddick managed to make his legendary escape from Butcha Bay. Not without your help, of course. If it didn’t seem enough, then it’s worth mastering the game again. In “comments” mode. Or wait for the continuation. Maybe we'll see it this year. You never know.

The past 2004 turned out to be an extremely successful year for action fans. During the allotted 366 days, many worthy projects saw the light of day. Eternally online Unreal Tournament 2004, incredibly beautiful Far Cry, the bloody Painkiller, the secretive Thief: Deadly Shadow, the controversial Doom 3, the cult Half-Life 2 and, finally, unexpected by no one, but exploding like a thermonuclear bomb, The Chronicles of Riddick: Escape from Butcher Bay.

Probably no one knows what 2005 has in store. But there is something to wait for and something to hope for. Soon the long-awaited Brothers in Arms will appear, very promising Star Wars: Republic Commando, and then, lo and behold, the already legendary S.T.A.L.K.E.R.

1 2 3 All


Rescue - Escape

Approach Jones and press the E key to start a conversation. Scare him with a line of dialogue. When he approaches the other prisoners, sneak up behind him and snap his neck. After the shooting starts, quickly turn 180 degrees and run to the open hatch. Jump down. Turning right, go down the stairs into a spacious room. Approach the man rummaging through the shield. After destroying it, take the key card. Use it on the electronic lock and go out into the corridor. Wait until the guard passes by the corridor. Sneak up behind him and wring his neck. Take the crowbar near the body. Run into the room where the guard you killed came out from. Climb up the boxes and from there grab the railing of the stairs. Get to the ventilation hatch and use a crowbar to break it open. Get inside and crawl along the ventilation duct to the grate. After knocking it out, jump down. Turn right and go into the next room. Destroy the guard standing near the table. Take a shotgun without ammo. Climb the boxes to the balcony. Go left to the lift. Click on the button and go upstairs. Get out of the lift and begin to slowly approach the guard. Defuse it using the butt of the shotgun. Take the ammo and go down the stairs. Shoot the lock of the door leading to the sewer. Turn on the flashlight (F key) and go into the collector. Destroy all the guards you meet on your way. Go towards the bright light - this is the exit from the collector.

Prison Yard

Leave your cell for a walk. Talk to Barber, the prisoner here. After the conversation, go right along the corridor into the prison courtyard. Walk up to the man standing near the wall with the inscription Aqilas scrawled on it and start a conversation with him. Then head to cell A40. Destroy the two prisoners who burst into the cell after you with clearly not good intentions. Return to the courtyard, where you will once again talk with the person who sent you to this cell. Now return to your cell, where you will meet with Matson. On your way out of your cell, talk to Barber. Go to cell A37, where you will talk to Warren. Now head to the cell opposite. Here you need to destroy the prisoner Molina. When the job is done, pick up the brass knuckles from the floor. Go out into the courtyard and go to the open building opposite.

Aquila Territory

Turning right into the corridor, you will come across two prisoners armed with brass knuckles. After a short fight, their bodies will remain lying on the cold floor. Go into the open chamber, where you will use the first aid kit. Go out into the corridor and, after taking a few steps forward, turn left. Dodge the fire extinguisher flying towards you. Kill the prisoner and take the Finn for yourself. In the next flight, deal with a couple more prisoners. Turn right and exit into a spacious room. Here you will have to fight with a convict who is good at wielding melee weapons. When he is killed, quickly hide the knife and go out into the courtyard. Talk to Hayley about escaping. Go into the building where your camera is located and go to the grate blocking the corridor. Start a conversation with the guard standing on the other side of the bars. After finishing the conversation, he will go to the control panel and open the grille. Go through the door to the left, into the infirmary.

Infirmary - Infirmary

First of all, deal with the guard walking around the room with a shotgun at the ready. Get as close to him as possible and in the ensuing struggle, shoot the guard with his own weapon. Pick up the key card near the body. Then quickly take out the Finn and inflict mortal wounds on the other guard. Go to the door and open it with the key card. In the next room, kill another guard and go along the corridor into the next room. Climb the stairs to a higher level. Having opened the hatch, bend down and go into the narrow tunnel. You should come out onto a platform with a box in the middle. A guard will come out of the door opposite. Hide behind the box and wait until he passes by you. Then sneak up behind him and break his neck. Enter the room where the guard came out. After passing several utility rooms, you emerge into an open area, fenced on one side with a mesh. Kill the armed guard and take his key card. Use it on the lock of the door leading to the next room. Here, kill the guard and go into the farthest door on the left.

Mainframe - Mainframe

Walk along the flight of stairs to the wall and jump down onto the boxes. Sneak up to a person tinkering with a computer and silently eliminate him. Enter your DNA into the computer's database. Take the rifle lying near the toolbox. Go into the corridor, where you shoot the entire group of guards. Turning the corner, go through the hole in the wall into another room. Go to the opposite part of the room through the narrow passage between the boxes. Use the boxes to reach a ventilation duct with a running fan. Shoot the fan blades and go into the canal. After taking a few steps along the grate, you will fall into a narrow corridor. Quickly run forward, destroying all the guards along the way. In the next room, shoot the guards located on the passages. Go left to dark room. Kill the guard hiding behind the box. Then open the hatch and crawl into another room. Turn on the flashlight on your rifle. Go to the valve and turn off the gas supply. Walk a few meters forward along the corridor and enter the next room through the gap in the wall. Move forward, destroying all the guards along the way. Eventually, you should come to a room with a lift in the far corner. Here, destroy all the guards and then the robot that went down on the lift. You can destroy it only by shooting at the back cover, behind which the robot's iron heart is hidden. Then jump on the lift and go up. Go through the only open door to the next level.

Prison Yard Riot

Go into the room in front of you. In the room around the corner, use the health station and turn the valve. Quickly run back into the corridor before the turret can kill you. Turn on the flashlight and go down the stairs next to the door to the prison block. Kill all the guards and destroy the turrets before they do their dirty deed. After passing through a narrow corridor to a closed gate, Riddick will make a remark. Go back to where you came down the stairs, taking out the guards that pop out. Approach the large gate that will open, and, having disarmed the guards, use the radio transmitter lying on the floor. Return to the closed gate and, finding a half-dead prisoner in the narrow corridor, shoot at him to put the poor fellow out of his misery. Finally, go through the gate.

The Pit - The Pit

You only have 6 minutes to escape the dungeon. Go forward and through the tunnel you will reach a corridor with a flaming substance everywhere. From this place zombies will begin to attack you. Shooting them as needed, continue moving forward until you reach a large hole in the floor. Jump down and go right to the end, then turn left and go to a dead end where the valve will lie. Pick it up and return to the hole. Go up the stairs and go straight, then right and finally left until you reach a closed gate. Insert the valve into the groove and turn it. Go through the tunnels to Papa Joe's.

Papa Joe's Den

Ride the lift with Papa Joe and follow him to his room. After talking with him, take 12 light bombs from the box. Return to the lift and go down. Turn left and go to the tunnel entrance. Walk along the tunnel, lighting your way with light bombs. From the tunnel, enter the room where you quickly shoot at the barrels of fuel. The explosion will destroy the lion's share of the local inhabitants. Take out your rifle and finish off the remaining zombies. In the next room, take the sound box and return to Papa Joe.

Dark tunnel - Dark Tunnels

Go into a narrow tunnel and follow it, shooting all the evil spirits along the way. You must reach the stairs that you can climb up.

Showers - Showers

Turn around in the opposite direction and walk along the corridor to the toilet stall. Click the switch several times # your action will force the guard to leave the toilet. Put a bullet between his eyes and take the weapon. Go further along the corridor to the locker room. Find the switch near the doorway and plunge the room into complete darkness. Eliminate the guard who wanted to find out the reason for the sudden darkness. Enter the locker room and head to the exit opposite. Destroy the group of guards holed up in the corridor. Go to the room with the balcony, from there go into the corridor to the right. In the next room, destroy several guards and exit the spacious hall through the passage on the right. From there, enter the corridor and follow it until a door with a retinal scanner appears on the right side. Kill the guard and try to scan Riddick's retina. After an unsuccessful attempt, return back to the corridor and go to the exit to the next level.

Guards Quarters

Fight your way to the other side of the room. Pay attention to the balcony above, from there several guards will fire continuously. Get into the elevator and go up to the second floor. Deal with another group of guards walking through the lobby. Turn left into the corridor and run to the Abbot's apartment. Near the door, take the box with the rifle. Press the bell and answer #Parcel# when asked about the purpose of your visit. A second later, enter the apartment.

Abbot - Abbot

Eliminate the Abbot and watch the final video of the first part.

Tower 17 - Wikiwand Tower 17

Enter the corridor to the right and go to the freight elevator. You and other prisoners will go downstairs.
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Tower base - Tower 17 Base

Exit the elevator and follow the prisoner. As soon as he stops, start a conversation with him. Then go down the stairs to the courtyard. Here, find a guy named Centurion. Ask him to organize a fight with one of the prisoners. Now approach Harman, a big man standing near the gate closing the entrance to the recreation area. Having received his consent to fight with you, approach the Centurion and tell him about the conversation with Harman. The next moment the battle with Harman will begin. Work actively with your fists, remembering to dodge his oncoming blows. After the fight, approach the Centurion and agree on organizing the next fight. Go to the recreation area through the gate near which Harman stood.

Recreation Area

Go through the large gate on the left into the next sector. Buy a Finn from a guy named Cricket for 30 bucks. Enter the door leading to sector B. Find Baazim and get his consent to fight. Return to Tower 17, where your conversation with the Centurion will begin the fight with Baazim. When the battle ends in your favor, approach the Centurion and talk to him about another battle.

Lunch Chamber - Feed Ward

Enter the recreation area, from there go to another sector through the gate with the inscription # Feed Ward #. Go down the corridor to the right. After a few meters, some crazy person will rush in your direction shouting # This is for Harman #. May he suffer the same fate as Harman. Go into the dining room, where at the table on the left side you will find a guy named Pila having lunch. Interrupt his meal by talking about fighting with you. Having received his consent, return to the tower, where after communicating with the Centurion the battle will begin. Take out the Finn and inflict sensitive wounds on your opponent. Having finished the battle in your favor, approach the Centurion and agree with him to conduct another battle. Go to the recreation area, from there through the open gate to sector A. Now you need to go to sector D, first passing sectors B and C. Here, talk to the guy named Kusa. Return to the tower where your duel with this guy will take place. After finishing the battle, approach the Centurion and ask for the organization of the final battle. A man clad in armor will enter the arena. Take out the Finn and strike it in unprotected areas. When this enemy remains lying on the asphalt, several guards will approach you and take you into the room.

A surprise awaits you here in the form of a living and unharmed Abbot. Without further ado, he will rush to beat you with a baton and Riddick will have no choice but to respond in kind. Take out the Finn and inflict wounds on the Abbot without falling under the blows of his baton. Having finished this fight in your favor, search the dead body and find a personal pass card. Pick up the baton from the floor. Use the map to leave the room. Head to sector D, where the exit to the work area is located.

Access to the work area - Work Pass

Enter a spacious room with several guards on the left side. Go to the door to the right, where you use the Abbot's card to enter the next room. Here, the sudden extinguishing of the light will lead to the activation of the guards in search of the reasons that caused this trouble. Turn on the flashlight and pick up the baton. Come out from behind the boxes and go cut the skulls of the guards. After clearing the entire room, go up the steps to the upper platform. Go into the passage between the boxes and go to the wall. Knock out the service hatch with your foot. Crawl through the tunnel, then go up the stairs. Crawl through another tunnel for a few meters before you reach the roof of the lift going down.

Mine Entrance - Mine Entrance

After a couple of minutes, jump into the elevator cabin. Go outside and head to the containers, near which one of the guards is located. Sneak up behind him and deal a fatal blow with your baton. After a couple of seconds, another guard will come around the corner. Deal with him in the same way. Enter the tunnel, carved into the rock. Follow it until you reach the checkpoint entrance. After dealing with the guard, go inside.

Security Checkpoint

Wait for the guard to disappear from view and follow him along the same route. There are containers on the right side of the room. There is a narrow passage between them and the wall. Use it to approach the guard unnoticed. Wring his neck and run into an unlit area of ​​the room. While the other guard is at some distance from you, use this moment to quietly penetrate the roof of the container. From there, climb onto another container and from it onto the balcony. Go through the door and go down the stairs.

Upper Mines

Run to the end of the span. Jump over the fence and jump onto the container. When the guard is out of sight, jump off the container and quickly run into the passage between the containers and the wall. Run forward along the passage, then turn the corner and go through the door into another room.

Freight transport - Cargo Transport

Jump on either of the two lifts and go down to the first floor. Here, start a conversation with a man named Armadaro. Buy from him for 50 bucks a pistol loaded with tranquilizer bullets, which, once in the human body, cause short-term paralysis. Now, along with your valuable acquisition, go through the gate to the mining center.

Mining complex - Mining Core

As you go up the stairs, you will see a guard standing near the railing. Use your new weapon on him. When he settles on the floor, kick him (right mouse button) to send him to the next world. Now go downstairs and go through the door to the left. You will be taken to a large area with a drilling machine in the center. Kill the technician rushing towards you with a screwdriver in his hand. Go behind the car and approach the wall. Deactivate the security system in the form of guns installed under the roof of the mine. Enter the corridor to the right and go into the room with loading mechanisms. Go behind the containers on the right side. Talk to Jaeger Velez. He needs a package that is in the gas room. Go back and go to the opposite end of the room. Go up the ramp and then through the door to the right. Eliminate the two guards near the entrance to the gas room. Dial the room access code on the panel. Once inside, climb onto the box and go into the next room. From there, go through a hole in the wall into a small cave filled with red gas.

Find the package for Veles and go back the same way. After giving the package to Veles, he agrees to help you get to the spaceport. Coming out from behind the containers, kill one of the workers with a chipper in his hands. Take the tool for opening hatches near the body. Return to the previous Cargo Transport level.

Using either of the two lifts, go up to the third floor. Go through the door to the right, then follow the corridor to the ventilation hatch. Open it using the tool taken from the worker. Crawl along the ventilation duct until it breaks. Here, carefully go down to the lower platform and climb inside another channel. Crawl along the canal until you see a hatch at the top. Opening it will take you to the roof of the elevator. Jump into the cabin, where you use the key card on the control panel. After a short descent, exit the elevator and head left, towards a lonely box near the wall. Climb onto the partition along it and carefully walk along it to the box of another room. Using the rail installed under the ceiling, get to the opposite partition. Shoot the robot with your pistol. Now you have literally a few seconds to quietly jump down and run into the room to the left of the robot. From there, enter another room through a door with an electronic lock. Open the ventilation hatch and climb into it. After crawling through dark channels, you must end up in a specially guarded area. It must be passed to get to tower 19.

Climb the stairs to the platform, where you eliminate one guard. Enter the next room. Kill the mechanic digging near the box. Get inside the transparent cabin where the robot stands. Climb inside and continue towards the tower in more comfortable conditions. Move along numerous corridors and rooms, destroying guards and robots along the way. You will have to leave your convenient means of transportation twice. The first time in a large room, when everything around was filled with impenetrable darkness. You need to climb to the upper platform, where you will find the generator power button. Then return to the robot's cabin and continue forward. The second time in a room with a bunch of boxes through which it is possible to get to the upper platform. But before you do this, destroy two robots that resemble birds and all the guards perched on the upper platform. Use the boxes to get to the site, and from there, use the rail to get to the opposite site. After opening the hatch, climb inside the ventilation duct. From it you will find yourself in some room. Go through the rooms, follow the inscriptions on the wall of Tower 19 with the arrow below. Eventually, you should reach the ventilation duct hatch. Get inside and crawl into the tower.

Tower 19 - Wikiwand Tower 19

Get out of the ventilation into the room. Kill the guard and then pick up the key card. Use the computer terminal, turn around and go straight and left. Go through the door on the right. Talk to Jupiter, who will give you a bomb. After the conversation, guards will appear on both sides, kill Jupiter and start shooting at you. Your task is to jump onto the lift that will descend nearby, or first kill the enemies and then jump onto it.

Container terminal - Container Router

When control returns to your hands, go forward towards the lift that has moved away without you. Shoot the two guards heading your way. Turn on the infrared lighting. On the left side in the floor there is a hole with a ladder, go down. Shoot the guard before he has time to react to your presence. Run to the end of the tunnel and go up the stairs. Wring the neck of the guard standing with his back to you and push him into the abyss. Climb the stairs to the upper platform. Take a couple of steps to the right, kick out the grate and climb into the ventilation duct. From it jump onto the box. Wait until the guard turns his back to you and, without unnecessary noise, eliminate him. Go into a dark nook, where you go up the stairs. Turn around 180 degrees and jump into the room. When moving along the corridor, destroy the guard heading towards you. Near the panic button around the corner, kill the technician and take the red pass card.

Go to the central computer and enter the required data into it. Return to the place where you jumped from the ventilation duct. Use the card to enter the next room. Walk past the dead guard and enter another room. Before walking down the corridor, turn on the infrared lighting. As you move along it, you will be able to see rays crossing the corridor in different places just above the floor. From the corridor, turn left and go into the room with the computer terminal responsible for controlling the generator. Kill the local technician and try to turn on the generator. In response to your action, the terminal will respond that there is not enough power to start. Leave the room and use the map to go through the door to the left. Walk along the corridor to the exit to the station. Eliminate a couple of guards heading in your direction. Jump off the platform and head towards the hole in the floor with the stairs going down. After going down, go to the lever and move it to another position. Return to the terminal. Turn on the generator and return to the station. Follow the moving container. When he starts going down, quickly jump on him and ride down. Wait for the container to stop completely and jump onto the platform. Kick out the ventilation shaft grate with your foot. From here you will be taken to the Mining Core level. Follow to the gas room. Go to the place where you found the package for Veles. After the cutscene ends, leave the room.

The Crash

Approach the guard. In the ensuing fight, shoot him with your own weapon. Turn on the infrared lighting. Turn the corner and go towards the cliff. Jump into the deep crevice.

Abandoned Equipment Center

Take the shotgun next to the body of the dead guard. After a few meters, a huge creature will appear in front of you, without wasting time, quickly enter the passage on the right. Keep your weapons ready, these places are teeming with various creatures. Go into the large cave, from it into the corridor. He will lead you to a destroyed bridge. Pick up some shotgun shells here and head back. Climb along the slopes to the very top. Head towards the boxes near the wall. Climb onto the wall along them and jump down. To your left is a door locked with a regular lock # you need a key. Go the other way into the room with a ventilation shaft at the top. Take the hatch opening tool from the box and immediately use it for its intended purpose. After leaving the mine, go to the electrical box on the left and turn on the lights. Enter the next room with a drilling machine in the center. To start it you need a charged battery. Enter the dark passage, it leads to the other side of the destroyed bridge. Find the key lying near the guard's body. Using steel cables stretched along the bridge, get over to the other side. Return to the locked door and open it with the key you found. After passing through one corridor, you will find yourself in a room with a battery charging installation. Turn on the lights. Go through the door into a long corridor. From here you will enter the room. Pick up the battery from the floor and don’t forget to collect the cartridges scattered in different corners of the room.

Return to the charging device and charge the found battery. Return to the drilling machine. Insert the battery and turn on the work drill. The car will approach the gate at full speed and completely demolish it. Go inside and climb up the small embankment. Climb into the ventilation shaft and crawl to the next level.

Central warehouse - Central Storage

From the mine exit onto the ledge. As you jump, grab the rail with your hands. Get over to another ledge. Go into the tunnel, where you destroy two vile creatures. From the tunnel you will enter a room. After shooting the guard, go through the door opposite. Go to the left container next to the autocar and climb onto it. Then move to the container standing on the horns of the car, and from it to a container even higher. Go through the ventilation shaft. Jump down onto the grate and from it onto the floor of the room. Go through the door into the next room. Go under the containers and go down the stairs to the very bottom. You must come to the room with a security robot. Shoot at his backpack mounted on the back. When everything around you calms down, go through the door next to the containers and run along the long corridor to the sign that says Loading Docks. Go through the door to the right to the next level.

Take cover from the hail of bullets behind the nearby box. Shoot several creatures and very quickly run to the opposite wall of the room. After eliminating the guard, go into the small room on the right. Take the elevator to the top. Go into the corridor to the left and run to another elevator. Going downstairs, you will find yourself in a dark room with containers on the left side. Destroy all the guards and vile creatures. Enter the lift platform. Press the control panel button to go up. After leaving the lift, turn the robot into a pile of metal. Exit the room through the door to the left. Run along the corridor to another room. Before you get shot here, go into another lift and go up. Go around the container standing near the left wall and go into an inconspicuous passage that will lead you to a spacious hangar with several exits. Shoot the guard standing in the doorway of the control room. Once inside the room, click on the button on the right. Leave the room and go into the opened passage.

Fuel complex - Fuel Transport

At this level you need to destroy the iron monster. In the hangar, under the ceiling, there are transverse guides along which barrels of fuel move. Shoot the barrel as it passes over the robot. After several hits, the robot will be destroyed. Exit the hangar to the spaceport site.

Hangar

Before you get on board the ship you will need to destroy the guards and several robots. After this, the entrance to the inside of the ship will open.

Excersize Area - Excersize Area

Riddick wakes up in a small domed room. Walk around the room, and in a moment you will find yourself immersed in a deep sleep. When you wake up, head to the cryo-box, where you will take a seat.

Cyro Pyramids

You are in a hangar where capsules with frozen people are stored. In a couple of moments you will lose consciousness. When you come to your senses, you will see before your eyes a robot shaped like a dog. Hit him several times. Go around the right pyramid and through the gate into another room.

Facility Control

Walk forward and look to the left, where there will be two medium-sized robots behind the door. Go to the other side of the corridor to the hole in the floor, from which two droids will appear. Kill them. Jump into the tunnel and destroy all the droids that will be here. Get out of the tunnel through the hole at the other end. Kill the guard when his back is to you. Take its opening and drop down into another tunnel, which will also contain droids. Get out of this tunnel and go up the stairs. Kill the guard who will stand near the terminal and the guard in the room. Use the terminal to open the doors and deal with the two soldiers who burst into the room. Collect the ammo and return to the two middle robots you saw at the beginning of the level. Aim for the middle of the armor and they won't give you any problems. Go along the corridors that were previously inaccessible to you, and you will reach a room in which there will be many medium-sized robots. Run to the end of the room, where a free heavy robot will stand. Climb into it and kill all the robots in this room. Go right to the lift, from which a heavy robot will come out. Destroy it and go onto the lift.

Corporate Offices

Walk along the corridors, ignoring the soldiers, so as not to waste ammo. Having reached the middle robots, destroy them and go onto the lift.

Take Off Platform

Follow the corridors until you reach a room containing a heavy robot. Destroy it and you will automatically leave your robot. Approach the door next to which there will be a button and, pressing it, run out onto the platform.

Additional to the game Chronicles of Riddick. Escape from Butcher Bay can also be viewed: codes for the game

The Chronicles of Riddick: Assault on Dark Athena

Get off the coast

Run left along the bank past the locked door. Climb into the sewer pipe and climb out into the collector. There you need to talk to Jemas, and after the conversation is over, go right and go up the stairs.

After picking up the prize card that lies under the pipe, go right through the door. The first hand-to-hand combat awaits you on a small bridge. After defeating the enemy, go to the wall, climb onto the box and jump up to catch the ledge. Follow it to the left and go up.

Go left. When you approach the edge of the area, look down - you will see another enemy. Try to jump on his head to kill the enemy immediately. Next, turn on stealth mode and drag the body of the defeated enemy to the right into a dark niche. After you hide the body, an android will appear from the door located on the right. Wait for him to pass by you, and then attack him from behind. Next, use his weapon by pressing the "E" key to destroy the androids that appear. At the end of the shootout, go through the door through which the robots appeared.

After using the medical services, go up the stairs on the left. When you're at the top, quickly attack the guard and take his weapon. Go along the alley to the left, along the way you can use the nanohoney, which is located against the wall. Although it is better to use his services after you have dealt with a small detachment of soldiers in the square. At the end of the battle, go to the left side of the square and further, through the passage, into a long corridor.

Kidnapped

Run along the corridor after the retreating enemies. After passing through the disinfection chamber, go right to the corner of the room. There you will find a control panel that you need to break. Having done this, hide in the shadows and wait for the android to appear. After killing him, use the robot's weapon to break the windows of the room located on the left side of the site, and then climb inside through the resulting gap. On the right side of the corridor you will find a reward card; Having taken it, climb up the stacked boxes. From there, climb onto the suspension and move forward to the green lantern, where you can crawl into the ventilation shaft. There you will meet a little girl who is hiding in the ventilation from the androids. After talking with her, move to the right, knock out the grate and grab the ledge. Move right. After the cutscene, climb up and go right.

Next to the stairs, pick up a nanomed cartridge; you can get medical help at the far end of the room where the medical device is located. Go down the stairs (a quick descent is possible if you hold down the "Shift" key), go left along the corridor. Destroy the android by attacking him from behind when he stands at the turn of the corridor, and then immediately use his weapon to destroy the second robot located at the end of the corridor on the left. Next, go down the stairs located at the end of the passage and climb out into the elevator shaft by grabbing the ledge. Follow it to the left, and then get out into the corridor.

After watching the video, go left along the corridor, then jump down to the roof of the elevator, where you open the hatch to attack the enemy and get his weapon. Go out the door. In the next room, use the nanohoney located on the pillar if you need health care. Next, climb the vertical ladder to the roof of the room. From there you will see the location of the androids in the large hall. Jump from the roof to the left row of containers and walk forward along them. Next, jump to the right into the shadows and move to the end of the compartment, destroying the androids as needed. Take the stairs in the right corner of the compartment and go into the room. In the far part of the room you will find a button on the wall, with which you can turn on the sliding bridge and walk along it to the crane control panel. After turning it on, go down the vertical stairs.

Exit to the right along the crane boom, jump down when you reach the edge of the boom. Go forward along the boxes and kill a couple of androids guarding this sector of the compartment. Then crawl through the hole between the boxes, which you probably passed by, to get out into the central part of the hall. Watch the right flank, as there is a cargo area with an android on it. Try to climb under the platform, from there it will be easiest for you to attack the guards and then drag their bodies into the shadows. Having cleared the way for yourself, move to the far right corner of the compartment. There you will find an information card and there you can climb onto the box and jump over to the platform. Go past the large door to the other end of the area. There, climb onto the box by pressing the "action" key and climb into the ventilation.

After going through the ventilation, go down the vertical stairs. Kill the guard talking on the videophone. Exit through the door located on the right. Go left and go down the hatch to find yourself in the shadows. Go left, pick up the nanomed cartridge and get to the second exit. Wait until the guard leaves the hatch, and then get out and attack the guard. Take the access card from one of the guards and use it to activate the central terminal. Next, go through the opened door to block No. 128.

Activate the terminal located in the center of the block - the camera shields will open. Next, talk to the prisoner who is sitting in the second cell to the left of the entrance. Then talk to Dacher, who is sitting in the cell on the right. Talk to him matter-of-factly, and then talk to the woman who is sitting in the cell opposite. After that, talk to the man sitting on the left through the camera, ask him substantive questions. To your request - to get you tools, Jaylor will respond with his own condition - you need to kill a guy named Margot, who betrayed the prisoner. To do this, you need to bring a gold tooth as proof. Then ask a question about the living area and you will learn the access code to these compartments. Once the conversation is over, return to the first hall and use the central terminal panel to open the door leading to the sleeping compartment.

Going out into the corridor, you can use the nanohoney, which hangs on the wall to the right. Next, go right along the corridor through two sleeping compartments, killing the mercenaries rising from their beds. By the way, in the second compartment from a small table you can pick up a reward card. After leaving the compartment, go into the rooms located on the left. In the first room you will find a nanomed cartridge, and in the second you will find a reward card. In this corridor you will have to knock down a shirtless man with tattoos on his body. To defeat him, arm yourself with a club and catch the mercenary with counterattacks, i.e. Take a defensive stance and, after the enemy hits, deliver your blow. Next, go to the end of the corridor, remove the grate from the wall on the left and move through the ventilation into Margot’s cabin. After killing the traitor, take his gold tooth, code card from the bed and reward card from the table. Go out into the corridor and return to the cell block. Give Jaylor Margot's golden tooth, in return you will receive a code for the storage room. Exit the block, to the right of the door on the wall, use the digital panel to open the storage room and pick up the screwdriver from there. After taking the tool, return to the room where you killed the first guard. There is a hatch on the floor that can be opened with a screwdriver.

After getting out of the ventilation, kill the android, and then shoot his weapon at the glass on the right. Climb out through the broken window onto the passage running along the wall. At the end of the passage, jump down and climb up the vertical stairs. From the upper platform, jump to the left onto the ledge, and then go down and go into the dark corridor. There, wait until the moving spotlight moves down or up, then exit the corridor and jump onto the box on the left. From there, go up. From the upper platform, jump to the left and climb into the ventilation shaft.
Once out into the corridor, kill the android, then break the damaged grate in the floor to climb into the second ventilation shaft, along which you will reach the room in which there is a large nanohoney. Use it to increase your health level. Return through the ventilation to the previous room. Pick up the android's body and drag it into the room where the large nanomed is located, through the opened door. Using the android's weapon, shoot the glass in the locked door and go into the next room through the resulting gap.

Climb the stairs, kill the guard and continue climbing. At the end of the upstairs corridor, kill the second guard and go down into the ventilation, the entrance to which is located behind the box. When you get out under the passage, attack the technician sitting by the sparkling hatch. Select the “arrester” - an android will appear from the door. Run back into the corridor and go up the passage. Kill the android and go through the door.

After entering the hall, guarded along the perimeter by the enemy, go to the right. Kill the android when he approaches the corner, and then use his weapon to finish off the enemy standing above you, and another one who will be on the upper tier on the right side of the hall. Next, go up the vertical stairs, kill the last enemy and run to the right to the far corner. From there, move to the right, jumping onto the crane.

After going into the corridor, climb into the ventilation through the hole on the left. Pick up the reward card and follow the ventilation to the end. From there, attack the android who is guarding the corridor, and then go up the stairs. After killing the second guard, climb onto the upper platform located opposite the nanohoney. There, go through the door on the left and move to the right, hiding behind the boxes to avoid the spotlight. In the far right corner of the hall there is an elevator that will take you to the second tier. Next, run left to the end, where the second lift is located, and rise to the next level. On the third tier, you will need to deal with a couple of guards and run away from the spotlight to the far side of the passage.

@Stoker wrote:

The fact that they created this page is cool, but what did Third Person forget in the genre line? The entire game is played in first person.

In some scenes, the action switches to a third-person view, which is absent in many jokes. A trifle, but worthy of mention, in my opinion =\

@Rev wrote:

then it is not worthy of mention in genres.

In this case, the genre does not contradict: if it were about “Third Person Shooter”, then yes. And that’s just Third Person, which is the game. Indeed, it switches, unlike the same Call of Duty, Outlast, Condemned and others like them, where all the dialogues also came from the first.

If by Thrid Person we mean a shooter, then I think it is necessary to add to the name so that there is no confusion: everything is clear with FPS (the same applies to the first person).

@Stoker wrote:

And it's just Third Person

tree

@Rev wrote:

@Stoker wrote:

And it's just Third Person

Yeah, that is, we will include in the genre all games that have at least one third-person frame. It even sounds stupid.

Argue this by saying that someone came up with such a genre?.. well, this list of genres is very similar to tracing paper, where it is used tree genres, well, we don’t have a tree, so there’s no point in the first-person and third-person genres, because unlike that site, here there are normal FPS and TPS, the first of which someone never attributed to the game...

@Rev wrote:

Yeah, that is, we will include in the genre all games that have at least one third-person frame. It even sounds stupid.

You have many such games you know, with “at least one third-person shot”, but not being one themselves? I personally don’t this and the first Darkness and even then it’s not “one frame”, but half the gameplay.

@Rev wrote:

genres is similar to a copy from here, where a genre tree is used, but we don’t have a tree, so there is no point in the first-person and third person genres, because unlike that site, here there are normal FPS and TPS, the first of which is someone I didn’t attribute it to the game...

That's right: in the genre column it was Third Person, not TPS. But in general, then, I’m wondering what First Person and Third Person mean, if there really are traditional FPS and TPS?

@dameon wrote:

you yourself still won’t fill out the entire encyclopedia, and if they don’t do this

As my old friend said: “Eh...tomorrow!”

Force, outright force, has decided more in the history of mankind than any other factor, and the contrary opinion is, at best, a good wish. And if our descendants ever forget this fundamental truth, they will pay for their forgetfulness with life and freedom! So it was, and so it will be.

Robert Heinlein "Star Troopers"

Just think about it! The console action movie, created based on movies, cheerfully climbed onto the throne and with an insolent expression on its face pushed Half-Life 2. It’s a little cramped for two, but you’ll have to endure it. Because he is worthy. Hmmm. And who after this will dare to claim that miracles do not happen?

The game is executed perfectly. According to its formula, it is self-sufficient. Each piece is made to perfection. A strong plot, well-written dialogue (the prisoners talk like prisoners, not ladies on a walk) and most importantly - the atmosphere. Gloomy, repulsive and terrifying. The prison oppresses the player, pressing with low ceilings and shabby walls.

Chronicles of Riddick constantly flows from one form to another, without ever getting boring. Brutal shootouts are replaced by quiet stealth. Riddick stalks in the dark, breaking necks and stabbing knives into sides. In the prison block, the player is given a dozen tasks. And to fulfill them, you have to think more than do. Then everything turns into bloody hand-to-hand combat. Knives, crowbars, and brass knuckles flash in the air. The screen twitches from impacts, bruises and bruises appear on the faces of opponents... Run against the clock against death, fierce battles with monsters, walks in a combat robot accompanied by the cheerful crunch of parquet floors and guards, and much more.

And all these funs are richly flavored with nonlinearity. No one tells you where to go, how or when. Almost every task can be completed in several ways. You can cut out the entire block with guards. Or find worker's clothes and walk quietly. Or buy a security guard uniform. Or just steal it from the weapons room.

Graphically, the game can compete with Doom 3 and at the same time produces an acceptable number of frames per second. Without periodic stalling during long brakes. The self-produced engine works properly, not forgetting at the right moment to show off the correct shadows, so beloved by Carmack.

Finally, the player is stunned with an expensive license. Vin Diesel, Cole Hauser, Kristin Lehman, Ron Perlman, Michael Rooker, Xzibit - you have seen them all on the silver screen more than once. And if no one doubted the participation of Vin Diesel and Cole Hauser, then the appearance of the others was a pleasant surprise.

And most importantly - no Steam.

Characters

The cult of heroes in America is extremely developed, and heroes are always chosen among criminals.

Oscar Wilde

Riddick

Richard Riddick is one of the most dangerous criminals in the universe. And a tidbit for any bounty hunter. He is always calm and soberly assesses the situation. He has a quiet, scary voice. Sometimes it seems that he is not at all familiar with human feelings.

Medical machines are the most expensive thing in the game. Often you have to look for them.

Riddick cannot be scared or surprised. No matter what happens, he will calmly assess the situation and make the best decision. If there is even the slightest loophole, you can be sure that he will use it. You can’t keep people like that in prison; it’s easier to shoot them on the spot.

This is interesting: If you are interested in the Riddick universe, be sure to visit the domestic fan site: http://www.riddick.ru. On it you will find a lot of useful information both about the characters themselves and about the films.

He always gets what he needs. Don't mind his bulldog appearance. Riddick is very smart and prefers to act with cunning rather than brute force. He doesn't recognize fair fights. If he had a motto, it would be: “The enemy must be killed at the minimum cost.”

A strike from the dark, a shot to the back of the head - that’s his style. He does not seek to die in glory. His goal is to survive by any means necessary. He is not a hero, he is a criminal.

Johns

One of the many bounty hunters who are trying to get to Riddick. Only unlike others, he succeeds. Jones first appeared in the film Pitch Black. He was driving Riddick to prison when the crash happened. He will subsequently die on an unknown planet...

The game begins with Jones taking Riddick to Butcha Bay and turning him over to the warden. In the future, he will play a significant role, but it will not be possible to clash with him directly. Even more surprising is the ending between Jones and Riddick... but I won't spoil the surprise.

Hoxie

The game talks a little about Hoxie. All that is known is that he is the owner of the prison. Although in his habits he looks more like a businessman than the director of one of the strictest colonies in the universe. He is constantly surrounded by an army of guards to ensure his safety.

She loves expensive suits and constantly monitors her appearance. But don't delude yourself. Manners and luxury are nothing more than a cover. Hoxie has a shark's grip and will not miss his chance. However, it is greed that will destroy him.

Abbott

Hoxie's chief overseer and right-hand man. Dresses in red armor. He always wears sunglasses, even though there is little light in prison. Abbott is voiced and played by famous rapper Xzibit. Perhaps that is why he looks like a “black gangsta” who has listened to enough rap. Habits, speech and manner are one to one. Whether this is good or bad, everyone judges for himself.

Abbott's main task is to create as many problems for prisoners as possible. He does this superbly. He will be able to get even Riddick. For which he will pay. Numerous security guards will not save you either. A skull broken by a metal rod is payment for hard work.

Papa Joes

A mysterious hermit who lives deep in the tunnels. He dresses in rags and wears glasses like Riddick's. But the most amazing thing is his skin. She is brown in color and covered in tattoos. After visiting him, Riddick gains his signature vision. But the most interesting thing is that Joe had nothing to do with this.

If you watched the movie Pitch Black, then you probably remember: Riddick said that he acquired his unique vision in Butcha Bay by paying the surgeon 20 menthol cigarettes for the operation. It turns out that this is not the case. The mysterious voice in Riddick's head is to blame for what happened, but not Joe.

Enemies

Man is your worst enemy.

Marcus Tullius Cicero

Prisoners

Prison is a gathering place for thieves, murderers and rapists of all kinds. The main rule: if you want to survive, fight. Fight to the death. So don't expect a warm welcome. But you shouldn’t think that the prison is inhabited only by psychos. Most prisoners are very cunning and respect strong personalities. Especially if they can back up their words with action.

Riddick feels like a duck to water in prison. This is his element. Here they play by the rules to which he is accustomed. He knows what to do and how to behave. However, he does not blindly follow the rules: he breaks them if they prevent him from achieving his goal. That's why most prisoners are afraid of him.

Prisoners fight with shivs, brass knuckles, and sometimes just fists. It is not difficult to defeat them in battle. Riddick's fist will knock anyone down. They are only dangerous if they attack in a crowd. But even in this case they cannot really take advantage of their numerical advantage.

Mechanics

Prison staff. Dressed in overalls like those worn by prisoners. They are constantly fixing something. They carry weapons with them, but for some reason they don’t use them. It's always lying around. They prefer to fight with a screwdriver. Yeah. It's much better than a rifle.

Mechanics are rare. They can be called a gift of fate: they are stupid, weak and will share a rifle. Spending ammo on them is a big waste. A steel blade works best.

Security

Headache throughout the game. Guards vary in durability, intelligence and armor. Armed with shotguns, assault rifles or pistols. Dressed in dark red armor. The head is covered with a helmet. Although there is no point in it. A headshot is lethal from any weapon.

The smartest opponent in the game. Use flashlights if it's dark around. They clear rooms in groups. In case of danger, they retreat and do not disdain shelters. They prefer not to get into trouble. They often wait until the player gives himself away.

A dangerous enemy, but his actions are somewhat formulaic. Which is what ruins him.

Commanders

The task of commanders is to manage squads of guards. Wear lighter armor than regular soldiers. They are easily recognized by the cap on their head.

A very smart opponent. It can really create a lot of problems. But light armor negates all the advantages. The commander collapses after a couple of hits.

Commanders have higher access to the security system than ordinary soldiers. Therefore, they are often used as a way to obtain access cards.

Suppressors

Elite soldiers clad in heavy armor. They look like large iron boxes with a viewing window in the middle. Their task is to suppress prison riots. They do their job superbly. Their armor is almost impossible to penetrate. The only weak spot is the back. Grenades also work well. Although a lot of them are required.

Armed with a machine gun. After the death of the suppressor, you can pick up and use the machine gun yourself. This is the only weapon with which you can go against them head-on. A hail of bullets stops them for a while and they cannot fire back.

Enormous firepower, but the pilot lacks intelligence. It couldn't be easier to deceive him. Show yourself to the suppressor and run into a dark corner. He will stomp after you, but will not poke his head into the darkness. He will get up and wait. You can come out on the other side. If you don't get noticed, you can do whatever you want. At least cut the guards.

If you need to engage in battle, but there is no machine gun, the following technique will help. When the suppressor notices Riddick, start running around and shoot him in the back. He will mark time, trying to keep up with you. The main thing is not to get hit by a hand. Knocks it out the first time.

And a little secret: in the middle of the game they will let you use the suppressor suit. This is compensation to the “staff people” for the long wait for porting.

Mechanoids

Healthy robots with obscenely thick armor. Clumsy, but quite smart. They come in different models and are armed differently. You can fight against them only by sitting in the same steel monster. In other cases, there is only one thing left to do: run as fast as you can.

Occurs several times per game.

Mutants

Hooting, puffing and forever bouncing. Their habits are reminiscent of Gollum from The Lord of the Rings. They don’t know how to use weapons, so they try to reach with their paws. Stupid. But they attack in droves.

They appear only once per game. When you encounter them, your only weapon will be a shotgun. So there isn't much choice. They are carried out with one shot at point-blank range. If it were not for the constant revival, they would not pose a danger at all.

Still, I wonder where they came from? They don't look like local monsters. Human form and live in the sewers. Maybe these are prisoners who have undergone mutation? Who knows. The game is silent about this...

Aliens

There are two types of aliens in the game. A huge monster with a giant jaw appears only a few times in the game. It can only be penetrated by grenades. He doesn't care about other weapons. On its back it carries critters, which can separate from the owner and attack on their own.

Little stranger. Almost a complete copy of its big brother. As already mentioned, babies live on their backs. True, it’s unclear where they jump out in droves. Nimble and very biting. They attack by jumping from afar. They can crawl along walls and jump to great heights.

Fortunately, they are quite slow and simply shoot back before they can cause harm. The main thing is to seize the moment. They do not bite immediately after the jump, but a little later. The best weapon against them is a shotgun. You can cover several individuals with shot.

The only annoying thing is that in some places they constantly respawn. However, these sections are quickly covered. So there shouldn't be any problems.

Weapon

God created people, and Colt made them equal.

American proverb

Cold

Brass knuckles

Brass knuckles were once a full-fledged melee weapon (in the Middle Ages and earlier). True, then it looked a little different and was called differently. But the principle of operation remained the same. In general, it is impossible to say in which country brass knuckles first appeared. They were equally common in Japan, Ancient Rus' and Europe. And so it happened that at all times they were used mainly by robbers, thieves, robbers... There were, however, exceptions. For example, knightly gloves with spikes are nothing more than such a special brass knuckles.

This is interesting: the word “brass knuckles” has French roots and comes from the merger of two words: casser (to break) and tete (head).

In Chronicles of Riddick, brass knuckles are used for their intended purpose: smashing the heads of opponents. Apart from their appearance, they are no different. In general, the impact force of brass knuckles is undeservedly underestimated. Yes, it makes the blow more powerful, but not enough to replace a knife. Therefore, once you find the blade, you can forget about the brass knuckles.

An interesting observation: brass knuckles double the impact force of the hand on which it is worn (Riddick wears it on his right). Therefore, more hooks with the right and fewer with the left.

Knife

An ancient tool inherited from cave ancestors. Centuries passed, firearms appeared, which completely turned military affairs upside down, but the knife still remains in demand. It is still used today. Special forces, punks in street fights, yes, damn it, what did you use to cut your bread today?

In Butcher Bay, as in any prison, it is difficult to get hold of a normal blade. The guards do not wear them, and the prisoners make them from scrap materials. Finding a piece of good steel and processing it correctly without the appropriate tools is not easy. But the need for invention is cunning. Screwdrivers, sharpeners and even a surgical scalpel are used.

This is interesting: on the Internet, in one of the online stores, a knife appeared for sale, one to one repeating Riddick’s blade, which in Pitch Black he used to shave his head with grease.

Despite the wide variety of blades, all have the same combat characteristics. Choose according to your taste, there is no difference. The knife doesn't do as much damage as it might seem. But it has a high impact speed.

When you have a blade in your hands, do not stand still. A couple of sharp blows, a rebound to the side - and again an attack. Don't let the enemy come to his senses. Attack from behind, hit in the face - take full advantage of your speed advantage.

Club

It is quite difficult to get a baton in Butcher Bay. Unlike knives and brass knuckles, which almost every prisoner carries with them. And this is understandable. It's difficult to hide such a fool from security. Yes, a knife will be more practical.

There are two types of batons. Homemade is made from iron rod. A bunch of bolts are screwed on top to enhance the impact, and on the bottom there is a handle so that your hands don’t break upon impact. The second one is unique. It can be taken from Abbott's corpse. Externally it resembles a baseball bat. In no way, except for its appearance, does it differ from a criminal “commodity”.

The first time you can get a baton is in Tower 17. It is sold by one of the prisoners in the cafeteria. If you have money, take it. Then she will help you out a lot.

In general, a club is a special weapon and is not suitable for every fight. You need to know how to handle it, otherwise you risk ending up on the floor with your throat cut. Even if the enemy is not particularly strong. Great impact power comes at the price of low speed. So forget about melee combat. Keep your opponent at a distance. Why climb forward? Take advantage of your length. You can reach the enemy from afar, but he can’t reach you. They struck and immediately came back. Don't let him start a contact fight. Up close, you won't even have time to swing.

Experience shows that the most effective strike is from above. The enemy is temporarily lost, and you have time to jump back to a safe distance. In a fight it looks like this: strike from above and take a step back; then you immediately begin to strike again and step forward. The enemy will have time to come to his senses and rush forward. For which he gets a crowbar on the head.

Firearms

Gun

The gun is not at all useless, as it might seem at first. The cartridge has very little penetrating power, but there is practically no dispersion. This is what you need to use. The pistol allows you to shoot the enemy from afar before he notices the player. A shot in the head and the corpse is ready. And for battles at close and medium distances, there are better weapons.

Pistols are usually carried by commanders. Security prefers assault rifles and shotguns. Which, however, is reasonable.

Shotgun

The guards who serve away from the prisoners are armed with shotguns. This is done as a precaution. The weapon does not have a universal DNA code, so anyone can use it. Which Riddick does with pleasure.

The shotgun is a melee weapon. So close that it is better to use it in complete darkness, when Riddick is not visible. Otherwise, you may not have time to run up to the enemy within firing distance. The shotgun is mainly used against mutants and aliens. Eighteen pellets at a time will calm any monster.

Assault rifle

The assault rifle is our everything. Excellent rate of fire and penetration power. It’s just that the spread let us down. However, this can be “cured” if you shoot in short bursts. Three to five bullets at a time. This saves ammo and doesn't "shine" Riddick as much when he's hiding in the dark.

You can get an assault rifle at the very beginning of the game. You just won't be able to use it. A protection system is installed on each barrel. To disable it, you need to enter your DNA code (palmprint) into the central computer. Otherwise, when trying to pick up the weapon, Riddick will be electrocuted. Therefore, one of the first tasks in the game is to get to the central computer.

In the second half of the game you will find an outdated model of an assault rifle (though for some reason it is called Prototype Rifle). It does not have DNA protection, but the clip has been reduced (14 rounds instead of 38) and the rate of fire has been doubled. With a large spread and a small clip, there is nothing good about this.

Tranquilizer gun

You will have to run through a significant part of the game with this scarecrow, for some unknown reason called the Tranquilizer Gun, although it shoots electric darts, not tranquilizers. But the result is similar: having received a charge in the chest, the victim temporarily loses the ability to move and convulses helplessly. At this moment you need to run up and finish off with your boot.

A tranquilizer gun can be purchased from a merchant in the mines. This is a forced-voluntary matter. This does not apply to story missions, but without it you will not be able to complete the mines. After each shot you need to reload the weapon, but the darts are endless. You can shoot three or four guards and manage to finish them off before they wake up.

It is important: In general, you don’t have to buy a tranquilizer gun. He will meet again in the game. But only the most persistent will be able to get there, using only one knife.

Darts also work on suppressors. True, they are paralyzed for only a couple of seconds, but this is also enough to have time to escape. You can also use a pistol to break lamps and temporarily turn off laser beams.

A tranquilizer gun is a kind of weapon. It takes some getting used to. But half an hour of training - and you will handle it like a real shooter.

Machine gun

Don't flatter yourself. A machine gun is not as versatile a weapon as it might seem at first. Yes, of course, 4000 rounds per clip, 15 rounds per second and enormous penetrating power will stop anyone. Despite the large spread when shooting. In a couple of seconds you can mow down a decent-sized squad.

But if you think about it: is it necessary? Probably not. Riddick deals with enemies not with brute force, but with dexterity and skill. Shot from the dark, a knife in the back. Constant movements, sudden attacks. The game encourages this style of play.

Having picked up a machine gun, Riddick becomes clumsy and slow. This can be partly avoided by moving on your haunches. So the hero moves faster than when standing. But still the maneuverability is like that of a fold-eared macaque. It's not so scary when you're facing one or two guards. If there are more of them, then it is better to abandon the machine gun. They'll shoot you faster than you can aim.

It is important: A useful bug has been spotted. If you drop the machine gun and then pick it up, the clip will be full.

When you open fire, Riddick "glows" like the North Star in the night. Darkness no longer provides cover. Everyone can clearly see where and who to shoot at. Also, you cannot put the machine gun in your bosom. As soon as you take out another weapon, Riddick will throw the machine gun on the floor.

Where a machine gun really comes in handy is against suppressors. Trying to penetrate their armor with another weapon is more expensive for yourself. In addition, once they are caught in a line, they cannot return fire. Apparently, a hail of bullets knocks out the suit's control system. In other cases, it is better to do without it. It's much easier this way.

Grenades

Got it, threw it, forgot. If you threw it successfully, then you can forget about a couple of guards. The only drawback is the grenade's response time. Guards often run past before it explodes. Therefore, you need to be proactive, having previously estimated which way the people will run.

But still, it is best to use grenades against suppressors (of course, if there is no machine gun). By the time they realize it has arrived, it will be too late. They threw three or four things at once - and went for the captured machine gun.

SECOND PAGE

Items

We treat you right, when the rest of the world treats you rough.

Packs of cigarettes

There are cigarette packs scattered everywhere in the game. Some are lying on the floor and immediately catch your eye. Others give prisoners for completed tasks. Still others can be found in secluded places or bought for money. There are 62 packs in total.

Each pack found gives access to a prize from the developers. Most often this is art from a game or movie. When you find all 62 packages, you will gain access to the secret room. Each found pack is added to the current profile once and for all. Even if you start the game again, all the found packs will remain with you.

It is impossible to get all 62 on your first playthrough. To do this you need to beat the game at least twice.

Money (UD Money)

“Not everything is for sale here, but everything is bought or rented.” A truth as old as time. Nothing is for sale in prison, but you can buy almost everything. If only there was money. You can earn them in different ways: completing a task, killing someone, or simply finding them. Yes, this also happens.

Money in Chronicles of Riddick is used to purchase weapons (knives, brass knuckles, clubs) or certain services (for example, treatment). In most cases, this can be avoided.

To advance through the plot, they are used no more than two or three times. But if you want to get all the packs of cigarettes, and also make the passage much easier, it is better to have a hefty pack of bills in your pocket. It is unlikely that you will experience a lack of finances throughout the game. There are always a lot of them and they are easy to get.

Vent Tool

The tool is needed to open ventilation hatches. Sometimes it can be bought, but most often it is raised from the dead body of a mechanic. Most often it appears where the plot dictates. So don't worry: when you need it, you will find it.

Nanopackaging (NanoMED Cartridge)

When you start the game, Riddick has four health dice. If you received damage, but the cube did not completely disappear (for example, half remained), then after a while it will be restored.

If the cube has completely disappeared, then health can only be restored with the help of a medical device (after treatment, she says a killer phrase - see the epigraph of this chapter). To activate them, you need nanopackages (NanoMED Cartridge). This only applies to non-working ones, of which there are very few in the game. The nanopackages themselves are picked up from the bodies of killed guards or are simply found in secluded corners.

In addition to the ordinary NanoMED Health Unit, there are also NanoMED Health Stations. They not only restore health, but also add an extra health die once and for all. There are four such installations in total.

Side quests Yes, yes, you were not mistaken, the game has... quests. Most missions are optional. For completing them you will receive weapons, money or packs of cigarettes. The tasks themselves are primitive, especially judging by the standards of a role-playing game. Commit a contract murder, collect a debt, find the owner's cache or belongings. The walkthrough, of course, describes each quest and how to complete it, if there are several of them.

Silent death

The dark... My favorite...

Despite the general brutality, the game leans more towards stealth elimination of the enemy rather than head-on collisions. This is especially felt on the hard difficulty level. Even though there is no advanced indicator of noise and light, as in Splinter Cell, you will have to crawl a fair amount in the dark.

This is interesting: Although both Riddick and Sam Fisher prefer to kill suddenly - so that the enemy does not understand who did it - there is a whole abyss between them. Riddick is a predator on the hunt, strong, daring and deadly; Fischer is a clever saboteur for whom murder is only a means to an end.

Darkness is Riddick's best friend. Especially after he gains his famous sight. To become invisible to the enemy when you find yourself in the shadows, squat down. The world around will become gray. Now the guards will only be able to detect you if they confront you point-blank. Or using a flashlight.

Riddick moves silently, so it is impossible to hear him while moving. All that remains is to turn on your night vision and start a bloodbath. If the enemy turns on the flashlight, then it is better to get by with simple vision. The bright light will make Riddick blind - and you won't know where to shoot back.

The guards comb the premises very carefully. But there is always the opportunity to come from behind and stick a knife in the side.

It is important: Watch the video tours on the March LCI CD. Including a tour dedicated to the silent elimination of security.

If there is light around, this needs to be fixed. Shoot the lamp and a pleasant darkness will reign around. After this, the guards will probably rush to check what happened to the light. But... that's what you need?

If they take up defensive positions and are ready to riddled anyone who shows up... Well, that’s only to their advantage. You are in the dark, they are not. You see them, they don’t see you. We fired a couple of shots and changed position. We waited until the shooting stopped. They fired a couple of shots again. Try to hit the head. One bullet and the enemy is ready.

A good habit is to knock out all the light bulbs before entering a new room. This will save lives more than once.

If you finish off a guard and there are several more wandering around, it is better to hide the body. So as not to make a fuss. To do this, squat down, approach your body and press the key E. To let go - again E. You need to hide it in dark corners. True, sometimes you can throw it into the abyss or something else.

On the other hand, the body is a great way to attract the enemy's attention. Seeing his dead comrade, he forgets about his duties and runs to check what happened. After which he stands and stares at the corpse. At this moment you need to approach from the back and break the neck.

Hand to hand combat

There are no dangerous weapons. There are only dangerous people. We are trying to make you dangerous to the enemy. Dangerous even without a knife. Dangerous as long as you have one arm or one leg and while you are still alive...

Robert Heinlein "Star Troopers"

Even without a weapon, with bare hands, Riddick remains deadly. It is not the weapon that kills, but the person. This is exactly what you need to be afraid of. Chronicles of Riddick features hand-to-hand combat in an original way. Miss a hit and the screen will sway from side to side. An accurate attack and marks appear on the enemy’s face: bruises and bruises.

The controls are simple: right mouse button - block; left and W/A/S/D - direction of impact. You can also throw a combination of punches.

  • Hit right and left. Two hard blows. They cause average damage, but are carried out quickly. The enemy will probably not have time to block or jump back. If you quickly click the buttons, you can beat the enemy to death, without giving him the opportunity to strike back or block.
  • Elbow strike and uppercut. Powerful but slow combination. You need to seize the moment when the enemy opens up. It's harder to hit, but you're guaranteed to stun the enemy.

If you have a weapon (brass knuckles or a knife), then the combinations will be the same. Only the damage done is much higher.

You can kill a person with your bare hands and with one blow. The easiest way is to sneak up from behind (you need to squat) and hold down the right mouse button. Riddick will wrap his arms around the victim. Now press the left mouse button. In a couple of seconds, Riddick will break the victim's neck. Or he’ll stick a knife into his side, depending on what’s in his hands.

The second method is more difficult. You wait for the enemy to start striking and press the left mouse button. Simply put, carry out a counter strike. Riddick will grab his opponent's hand and finish him off with one blow. Moreover, the combination carried out depends on the enemy’s weapon.

I advise you to practice performing this technique perfectly. This way you can kill even the most powerful fighters with one blow.

In the same way, you can neutralize a security guard armed with a firearm. Run up to him point blank. When he tries to hit with the butt, press the left mouse button. Riddick grabs the weapon pointed at him, a sharp jerk, the barrel sticks into the enemy’s neck - a shot, blood splashes on the wall, and the body slowly slides to the floor.

And one last thing. Riddick, like the real spy Sam Fisher, knows how to kill an enemy by jumping from above. Wait for the guard to pass underneath you and jump off the stairs. Riddick will do the rest himself.

Walkthrough

Pelican Bay is California's newest nightmare, horrors from Orwell and Kafka that became reality at the end of the twentieth century. Instead of simple batons, they used electric ones with a charge of 50 thousand volts; instead of beatings, they used injections of Prolixan, which turned a person into a shuffling zombie for a week. Who can get society out of such hell? Do they really expect, having sowed thorns, to reap the good wheat?

Edward Bunker "And Dog shall Devour Dog..."

Arrival at the colony

I dulled hundreds of saws at the logging site

And to the shackled whisper he chirped at night,

I didn’t graze at the feeders like the last jackal,

I got wind of where the track was and one day I ran.

Chizh & C “All around the taiga”

Escape

The story begins on a ship that is rushing to Butcha Bay - the most guarded prison in the universe... Once on the planet, talk to Jones. You can choose any of the answer options. The result will be the same.

It is important: On the March LCI CD you will find save game files. The game is completed completely and the “comments” mode is open, as well as all the game secrets.

When Jones turns his back, break his neck. The machine gun turrets opened fire. It's time to get out of here. Wait for the prisoner to open the hatch and jump down. Run through the tunnel. When you reach the stairs, go down.

The mechanic downstairs is repairing the door. There is no use sneaking up on him. He will still notice. Jump down and beat him to death. Pick up the card from the body and open the door.

In a dark corridor, squat down and wait for the guard. Sneak up behind him and break his neck. Pick up the tool from the body, and then hide the corpse in a dark corner. In the next room, climb up the boxes and jump from them onto the stairs. Follow it to get to the ventilation shaft. You can kill the guard that appears by jumping from above. Or just pass by.

The shaft will lead you into a corridor. There is a medical unit hanging on the wall. Use it if you are injured. In the next room there is a guard standing by the table. Run up to him and stick the shotgun in his neck. Effective. You can pick up a weapon, but it has no ammo.

Climb onto the boxes and then onto the railing. Go left to the elevator. Go up. Once on the surface, sneak up on the guard and break his neck. Pick up the weapon and go downstairs. Shoot the lock on the closed door and go into the tunnel.

You can't see anything in the tunnel. But it's better not to use a flashlight. The light will give you away. Be guided by light bombs and the light of security flashlights. There are a bunch of barrels of fuel around, so there's no need to really aim. They fired towards the enemy - they were covered in an explosion. There will be a white light at the end of the tunnel. Run to him... Damn it, it's just a dream.

The Arrival/Prison Yard/Aquila Territory

As a famous criminal, the head of the prison himself came out to meet him. Great honor. After a short conversation, Riddick will be taken to the prison block. Nothing can be done. Bye. Enjoy the local views and watch the credits...

The prison has strict rules. Fighting is prohibited. If video cameras notice disturbances, a charge of electricity will be released at the violator. After which he will be dragged to the cell. In this case, all weapons are lost. Of course, if no one sees, you can at least let the guards go.

There is nothing to do in the cell, so go out into the corridor and talk to Barber. He will say that Mattsson is waiting in the courtyard for Riddick. Hmmm... Interesting. However, it’s still too early to get there. Find Shabby in the hallway. He wants you to kill Molina. Take note. You can also chat with the guard at the grate. But it won't do any good.

Two prisoners are sitting in one of the cells. Chat with Waman. He also longs for Molina's death. Yes, many people don't like this guy. Go to the yard. Along the way you will meet Jack and Coyne. They will advise you to talk to Haley.

In the courtyard, talk to Red and Haley. They will promise to help kill Rust. Why is this necessary? However, it is foolish to refuse help. It's time to approach Mattsson. He will say that the sharpening is in his cell.

Head back to the prison block. There is no sharpening in cell A-40. But two prisoners with clearly aggressive intentions will be discovered. Beat them up and return to Mattsson. He swears he won't do that again and promises to get the shiv. Return to your cell. This will be followed by a game scene in which Riddick will solve a bunch of problems.

Talk to Barber. He will advise you to contact Waman for weapons. Perhaps it’s worth doing that. Along the way, look into cell A-38. Molina is sitting there. Kill him and pick up the brass knuckles from his body. Report his death to Shabby and Waman.

Beast and victim. Although the advantage is not on Riddick's side, guess who is afraid of whom. And who is the victim?

Go out into the courtyard and go to the second half of prison block A. Anarchy reigns in it, everyone will start throwing themselves at Riddick. Knock out the prisoners and move along the corridor. Pick up weapons and money from the bodies. One of the cells contains a medical unit.

In the corridor, the prisoners built a bomb. As soon as you approach them, they will light the fuse. Run away to avoid being hit by the explosion. Afterwards, deal with the smart guys.

Eventually you'll get to Rust. You will have to fight him one on one. So nothing complicated. After his death, watch the video. There's nothing else to do here. Go back. Along the way, talk to all the prisoners. In the corridor you will meet two guards. Walk past them. But you shouldn’t skip the next two (they come out one at a time). Intercept the weapons and shut their throats. Moreover, one will have 5 UD.

On the patio, go to Haley. He will tell you a lot of interesting things. Including how to get to the hospital. Go to the guard at the bars and tell him that he owes Haley money. He will let you inside.

Infirmary

Once you are in the hospital, look around. Hmmm. They clearly don't care about hygiene here. However, there is no time to speculate. Knock out the guard with the machine gun, and then his comrade. Pick up the access card from the body. First, look into the room on the right. In it you will find a scalpel and something else. Now go through the other door.

Opening it, you will encounter a guard. He is clearly surprised to meet Riddick. And he’s upset that he’s without a weapon. Finish him off and move on. There is a medical car in the corridor. Use it to increase your health by one die. Climb up the stairs and go through the door. Hide behind the box and wait for the guard. Break his neck and take 5 UD.

Go through the door at the far end and climb through the hatch. You will find yourself in a hall with two guards. You can't reach them, so slip through without making a fuss, hugging the edge. Another guard is waiting for you in the next corridor. Kill him and hide the body. Through the door to the street.

Below, in the courtyard, three guards are beating a prisoner. They are so busy that they don't have time to look around. Finish off the lone sentry and remove the access card from the body. Drag the corpse into the shadows. Now go to the door. Be careful not to get caught in the spotlight. Once in the room, look around the corner and hide back. Wait until the guard turns his back and let him go.

The next door leads to the main computer. It's time to enter your fingerprints into the DNA database...

Mainframe

The guard wanders carefree around the cave. A monster approaches from behind, snoring furiously. Now someone will have dinner.

Jump down the boxes and kill the mechanic. Enter your palmprints into the database and grab the rifle. In a couple of seconds, security will burst into the room. You can simply shoot them. Or break all the light bulbs and cut them with a knife.

A squad of three people is waiting for you in the corridor. Shoot the fire extinguisher on the wall. The explosion should kill everyone. Pick up your weapon and move on. As soon as you approach the door, the guard will throw a grenade. Run around the corner and wait out the explosion. The door closed, but a hole appeared in the wall. Knock down two fragments to widen the hole and enter the room. A guard with a shotgun is waiting for you in it. Shoot him and use the control panel to turn off the fan. Now climb up the boxes.

Climb through the fan and follow the corridor. There are two guards below. Shoot them and go down. Move on. Along the way you will meet a lone guard with a shotgun. There are already two of them in the next room. Without leaving the darkness, take them out with a headshot. Then climb up to collect the weapon. As soon as you do this, a guard will run out of the corridor where you came from. Finish him off and pick up the money.

Go to the hatch. A guard sat next to him with a shotgun. The tunnels themselves are dark. But it’s better not to turn on the flashlight, otherwise your opponents will spot you. Pull the valve to turn off the gas. Go forward until you hear a grenade throw. Run back and wait out the explosion. Now you can take care of security. They don't have flashlights, so don't waste ammo. Use a knife.

Climb into the resulting gap. The corridor is dark. Climb onto the box and wait for the guard to come running. Cut it and wait for the second one. And it's a waste. Next there will be a hall in which you were ambushed. Without going inside, break as many light bulbs as possible. Improve your health if necessary. Medical installation on the wall. It's time to fight.

Dealing with an ambush is not as difficult as it might seem. The main thing is not to twitch. Once inside, hide in a corner. Ignore the grenade. She won't even remove one division. Then remove the guard from the side and take his position (you need to climb over the boxes). From there, shoot the rest. Moreover, it is better to use a pistol. One shot to the head and the corpse is ready.

At the end of the party the suppressor will come. You can simply escape on the elevator, but this way you will lose money and ammunition. Wait until he comes out to the center of the hall and run out from behind cover. Circle around him and shoot him in the back with a shotgun. A couple of clips and he's ready. Collect trophies and take the elevator.

Prison Yard Riot

Here you are back in the prison block. True, no longer a prisoner, but a fugitive. Go down to the grate and take out the two guards. Now go upstairs and pull the valve to open the door. The security system has been switched to high security mode. The turrets now fire live ammunition. Destroy them from afar before they notice Riddick.

Move towards the courtyard, taking out the guards along the way. The path to the street is blocked by bars. We need to find a way to open it. Go to the hospital. There's a whole bunch of guards there again. At the end you will meet the commander. Finish him off and pick up the radio. Riddick will say that the riot has been suppressed and the gates can be opened. They believed it. Run outside... and watch the video.

The Pit

You only have six minutes before the flashlight goes out. Then darkness and death. Time is running out, so you need to get out quickly. By the way, the tunnels through which you will run are a former prison. And a bunch of mutants are apparently former prisoners.

Run through the doorway. Turn right, and then right again. You should go out into a room with a tunnel leading down. This is where you will meet the “locals”. Try to collect larger groups so that you can finish them all off with one point-blank shot.

Go down into the tunnel. At the very end you will find a valve. Grab it and go back. Now run along the corridors to the right. Having reached the place blocked by the grate, use the found valve and follow the light of the lighting blocks. Soon you will find yourself in Joe's home.

Papa Joes Den

Once in Joe's home, talk to him. He wants you to bring back a radio that was lost in the tunnels. Only then will he help you. Take some lighting bombs from the table. They will help if the flashlight on your shotgun goes out. Although, if you quickly ran through the tunnels, the charge should be enough.

Run to the lift and go down. Go into the tunnels on the left. After going through several rooms, you will come across a radio. It can be found by listening. The unknown presenter chatters incessantly. Return to the house and show Joe the find.

Dark Tunnels

Run along the ventilation shaft. Going out into the tunnels, shoot two mutants and go right. A couple more corridors and you will reach the stairs. Go upstairs...

Showers

Once in the showers, look around. Someone in the next booth is clearly unwell. Turn off the lights and wait for the doors to open. Quietly strangle the worker and turn off the lights in the corridor. After some time, a guard will come to check what's going on. Break his neck and pick up the weapon.

The last one left, in the locker room. Turn off the lights and break his neck while he wanders in the dark. Now you need to search the lockers. In them you will find money, cigarettes, and most importantly, a worker’s uniform. Put it on. Now the guards will take Riddick as one of their own.

If you don't want problems, just pass by. But it’s better to slowly break necks. When they were convinced that there were no witnesses, they turned their heads. And you stand there as if nothing happened. The main thing is that the guards do not see the murder and how you sneak up. Of course, there will be suspicions, but they won’t start shooting. This way you will collect weapons and money. They will be needed later.

At the hangar door, use the retinal scanner. Of course, no one will open the door for Riddick. We need to find the right eyes. Abbott, for example. After using the scanner, a guard will run into the room. Therefore, it is better to knock out the light bulbs in advance. And strangle the guard in the dark.

At this level you can get hold of guard armor and a bunch of rifle ammo. As you walked past one of the doors, you may have noticed: inside is an armory. But you don't have an access card. We'll have to find a workaround.

Immediately after the showers, turn right. Drop down the hole in the corner to the level below. There you will find a tool. Open the hatch with them and climb into the mine. Along it you will find yourself in the room from where you jumped down.

Go to the hangar doors and jump to the side. Open the hatch and crawl along the shaft. Soon you will come to the weapons room. Grab your armor and weapons and go back.

Guards Quarters

It's better not to make noise in the guards' quarter. You can kill everyone. But why? It's simply not necessary. In the "marketplace" talk to Jenkins. He will give you a bottle of wine. Chat with the Bondo security guard. He'll talk about guns for Abbott.

Approach the store owner and ask him about Abbott. He will hand over a package: a new rifle for the boss. Also, if you have money and desire, buy things you like from him. True, there is no point in this, they will soon take it away anyway.

Take the elevator to the second tier. Find the Chancellor guard and give him the liquor. He will pay 50 UD for a bottle. Now - to Abbott. Before opening the door, he will ask about the purpose of the visit. Say that you have brought a parcel. The door opens and...

Alternative passage

If you want to kill everyone, no question. There won't be any problems. And to make it even easier, use the control panel to turn off the lights. If you go this way, you will not receive the package for Abbott from the store clerk, but will find it at the front door.

Abbott

Dealing with Abbott is very easy. Hide behind the column on the left and fire when he starts reloading his weapon. A couple of clips and Abbott is ready. And yet Riddick's plans will fail. At the last moment, Jones will interfere with him...

THIRD PAGE

Second try

Tower 17/Tower 17 Base/Recreation Area/Feed Ward/Work Pass

Offending prisoners are sent to the mines. There is a stricter security regime here. For fighting and carrying weapons - execution on the spot. The security is trained inside and out. It's impossible to escape from here. If not for one “but” - the human factor.

Exit the cell and follow the prisoner. While you are riding the elevator, talking is prohibited. Violators are shot on the spot. Wait for the elevator to stop and go outside. Now you can talk to your fellow traveler. Rael will talk about the morals in Tower 17 and advise you to contact Dogbone to find out more. Go downstairs.

There are a lot of people hanging out on the site, but you only need two. Dogbone will provide more information; Centurion can put up a fight. The offer is tempting. Agree. Moreover, without this there is no way to move on. Your first opponent is Harman. He is standing at the door. Approach him and challenge him to a fight. Then report this to Centurion.

The rules are very simple. Don't leave the circle and fight until you die. If someone leaves the circle, both fighters will be shot by machine gun turrets. You can use any weapon in a fight. Protection is turned off during the battle.

After the fight, talk to Centurion and ask him to find a new opponent. He will offer Baasim, but it will cost 5 UD. Agree. Now you can wander around the prison block and do quests.

But first, an escape plan. You need to get your security card. It can be obtained from Abbott. There are two ways to attract his attention and force him to go down. Beat a fighter in the arena from the guards - Bam; get caught with drugs. The first one is more difficult, but more profitable. The second one is simpler, but brings in less money.

Exit Tower 17 and go to the Recreation Area, section A (section letters are written on the floor). There are two guards in the right corner. If you approach them, they will search Riddick. If drugs are found, a meeting with Abbott is guaranteed. You have nothing, so you don’t have to come. There are two prisoners in the left corner. Talk to Cricket and he will offer to buy a shiv. Agree.

Freeze. Funny poses, unfunny fight.

Don't rush to leave. Cricket will give the money to Asif so that he can hide it in a hiding place. You won't be able to follow him, so follow him to section B. We'll rob the cache a little later. You may have noticed large flying insects. You can catch them and then exchange them for cigarettes with a local drug dealer.

The capture process goes like this: squat down and watch the insect. When it sits on the wall or goes down, run up sharply and press the E key. Done. Insects fly almost everywhere, so look around carefully.

Section B has four prisoners. Pink sells cigarettes. Baasim is the fighter you need. Challenge him. He will agree and say that he will wait at Centurion. Jamal-Udeen will ask you to kill all Blueskins.

Go to section C. The Nurse will ask you to collect the debt from Binks. Agree. Wilkins will ask you to find Jagger Valance. This will not happen soon, so you can forget for a while. Gulag will ask you to return the stolen item (red tube). Craps will offer to play dice for money (F5/F9 is my eternal luck).

Return to Tower 17 and talk to Centurion. Again the arena. In general, it is very easy to defeat any fighter. Just learn to intercept the blow. A twisted arm, a counter attack - and the enemy is dead. Fast and angry. After the battle, demand a new opponent from Centurion. He will advise you to talk to Sawtooth.

It is important: when you get the debt out of Binks, you can take out loans from Nurse. True, then there will be no opportunity to return the money. The conversation will not contain the required phrase. But then, in the mines, an unpleasant surprise will await you.

Go to Feed Ward. There are four prisoners resting in the first room. Talk to Surenos. He will ask you to return the list. You won't find it very soon. Motor is waiting for you in the next corridor. He was very upset that you killed Harman, and decided to avenge the death. Finish him off and pick up a bottle of poison from his body. Here, in the corridor, Asif should be wandering. Break his neck and take the card. You can still talk to Georgie, but he won’t say anything sensible.

Go to the dining room. Add poison to Binks' food. You can now report your completed task to Nurse. Challenge Sawtooth. He will agree to a fight. Go to the second half of the dining room. Monster sells a variety of products. If you have money, buy a baton from him. There is a hiding place in the wall opposite the table at which the Monster sits. Open it and take your money and things. Among other items there will be a red tube. When passing by Gulag, do not forget to return the item to the owner.

Return to Tower 17 and take out Sawtooth. Request another opponent from Centurion. He will point to Cusa, who lives in the Recreation Area, in section D. Go there.

Agree to Twotongue's request to cover his business. But to start selling goods, he needs two things: a dead Baasim and a burner (you found it in the cache). Both conditions are met, so you can view the product. There are three items to choose from: poison (no longer needed), drugs and cigarettes (sold only for insects). You need drugs if you want to meet Abbott right now. If yes, buy a package and go search.

Talk to Cusa and return to Tower 17. After beating him, talk to Centurion again. He has run out of fighters. The only one he can offer is the guard Bam. Exactly what is needed. After the fight, the guards will take you to Abbott...

After the end of the video, take out the club and start pounding Abbott. The tactics are the same: strike, step back and another lunge. He has a lot of health, so be patient. After Abbott's death, pick up the security card and go out into the corridor. There will be a medical car there. Use it to increase your health by one die. Through the window, talk to Georgie and give him 50 UD. Then he will help you out during your escape.

This is interesting: Abbott's baton reads "Peacemaker." After reading this phrase, I immediately threw out my rusty rod and picked up a smart bat. I will create peace.

All the work is done, it's time to get out of here. Go to Work Pass. This is the place from where prisoners are sent to work. Talk to Shurik and promise to return the glasses. Go to the far door from the suppressor. Use the card and go inside. There are two guards standing inside, but luckily for you the lights go out. Before the mechanic fixes the generator, get rid of all three with a knife.

There is a cache in the wall next to the medical unit. It contains money and half of the list. Go left and climb into the ventilation shaft. There are two of them in total. One contains money. The other will lead to the elevator shaft. Jump onto the roof and wait for the lift to stop. Congratulations, you have entered the mines.

Mine Entrance / Security Checkpoint / Upper Mines / Cargo Transport / Mining Core

Wait for the lift to stop and two guards to come out of the cabin. Go down the stairs and wait a couple of seconds before heading outside. Let the guards move away.

Kill the guard standing by the box, and then his comrade patrolling the area. The last one remains - the one guarding the gate. You can handle it without difficulty. In general, this section can be passed differently. But more on that later. I give a hint to the most impatient: there is ventilation in the elevator shaft.

Security Checkpoint is one of the most difficult areas in the game. Therefore, you need to act very carefully, with surgical precision. When you enter the hall, immediately squat down and run to the boxes on the left. Sneak along the wall. You will come out to a guard with his back to you. While his comrade is talking to the suppressor, remove him with a knife blow and hide in the darkness.

The suppressor, seeing you kill the guard, will open fire and run towards you. There is no need to be afraid of him. Having reached the boxes, he will not go into the darkness, he will remain standing. If you don't make too much noise, he won't move.

Hide behind the box and wait for the second guard. If he is in no hurry to search, come out of hiding yourself. Kill him quietly. Try not to attract the attention of the suppressor. Otherwise, you will have to play hide and seek again.

Climb to the very top and go through the door. It was possible to go through the lower door, but then it would be impossible to slip through the next section unnoticed.

So, you find yourself in a small corridor. Wait until the guards on the balcony opposite turn away, and run to the opposite end of the corridor. There, jump down and hide behind the boxes. Wait for the sentry to leave and run over to the containers near the wall. Take a moment when no one is looking at you and go inside the building.

Go up the stairs. In the next room, the guard is talking to the prisoner. Break his neck and talk to Mosely. He will tell you that you need to get a security card to open the door. Thanks for the advice. Now finish him off too. This is one of the Blueskins.

Go through the door on the right and, after going through the corridor, hide in the dark corner. The security chief will appear soon. Finish him off too and pick up the card from his body. Go where he came from. Walk to the end and look down. Prisoner and guard. Go down the stairs and let the last one go. You can talk to the prisoner, but he won’t say anything interesting.

There are a bunch of containers near the freight elevator. Climb to the top one. There you will find Shurik glasses. Go back. Use the card to open the door and go inside...

When you reach the lift, jump onto the platform going down. Once on the ground, you will see a dead guard and an Armadaro prisoner. Smart guy. Talk to him and he will offer to buy a tranquilizer gun for 30 UD. Take it without hesitation. This is the best buy in the game. Moreover, you don’t need money. There is nowhere else to spend them. Walk through the door and you will find...

In Mining Core. There is a sentry at the top. Knock out all the light bulbs and shoot him. Look out the window. The suppressor. Can't deal with it yet. Wait for him to leave and jump down. Remove the guard with the mechanic and run to the control panel. Cut out the electricity before the machine gun turrets notice you.

Move on, knocking out the light bulbs along the way. Having reached the cave, remove the guard and hide the body. Now we need to deal with the suppressor. You can kill him, but it's difficult to do. Go back and carefully examine the walls. On one of them hangs a gas cylinder. This is what needs to be used.

The method is as follows. You lure the suppressor to this cylinder and open the valve. Then you get his attention. He starts shooting - there is an explosion, and the corpse is ready. The most difficult thing is to lure the enemy under the gas stream. The pilot has no brains at all. He needs to be constantly reminded that he is not alone and it is time to fulfill his official duty - to look for escaped prisoners. The best “reminder” is a tranquilizer gun. You shoot and wait for it to come.

There are two more guards left. They are killed simply. It's time to talk to the prisoners. You won't get anything from two miners. Only one can buy the instrument from. But behind the container is Jagger Valance (by the way, he was played by Ron Perlman). He will ask you to find a certain container and give you the code for the door.

This is interesting: You can get rid of corpses by throwing them into a crusher. Bloody fog - and there are no more clues.

Go to the crusher and go through the door opposite. Break all the light bulbs and wait. A guard will appear soon. There's a second one behind him. Approach the door and enter the code. The room is filled with gas, so do not sit in it for a long time. They grabbed the container and ran back.

Return to Jagger Valance and hand over the container. He will say that you need a bomb. She can be found in Tower 19. Let's head there. But first, let's wrap things up.

Return to the beginning of the Mining Core and use the freight elevator to go up. You will find yourself in Upper Mines, where you found the glasses. Climb the stairs and go to where Mosely was killed. Two of his comrades are already standing there. Put them to waste. Completed two missions at once: found the second half of the list and killed all the Blueskins.

Now you need to return to Tower 17. You can take the old route, but there is a shorter route. Go to the lift and jump onto the platform going up. Having reached the third level, get out onto the platform. Go through the door.

Once in the room, do not rush to climb into the hatch. Inspect the ventilation shaft. In one place it broke. Jump onto the container and then onto the pipe. Crawl to the rift. Along the shaft you will reach a room with a prisoner Valya and a guard. Finish him off and talk to Valya. He will give you the access code to the secret room.

Go back to the room and climb into the hatch. Along the shaft you will get to the very beginning of the level. You can crawl out here (the hatch leads into the elevator shaft), but it’s better to walk further. You'll come across two guards in the hallway and a sentry in the room with the fan. To disable the latter, use the control panel.

After jumping down, you will find yourself at the Security Checkpoint. In principle, at the very beginning of the level you could go this way. But personally, I found it more difficult.

It's time to tackle the secret room. In the area to the right there is a small lift. Enter the code Valya gave you and it will take you up to the room. Come inside... Medical car. A truly awesome gift: increase your health by one more cube.

Return to the elevator and go up. If you borrowed from Nurse, then two bonebreakers will be waiting for you. They scared me - it was just creepy. Search the ventilation, and then climb onto the wall. Walk slightly to the right. There will be a ladder there. Follow it to Tower 17.

Give the list to Surenos, glasses to Shurik, report the death of all Blueskins to Jamal-Udeen, tell Wilkins about Jagger Valance. Make purchases if you need anything and go to Power Central. Knock out the guard and go through the door...

Security Research 1/Security Research 2/Tower 19

All the doors in the room are locked, but there is a hatch. Climb into the shaft and crawl forward. You will come out into a room with a lone sentry. Take it off and climb up. There is only one way out, so there is not much choice. In the next room, a mechanic is repairing something. Wring his neck and look around. Subduer Suit. The entrance to the cabin is at the back.

This is interesting: This level is made exclusively for PC. Decent pay for the wait.

Once inside the robot, break the glass and off you go. On the CD of the March LCI there is a video tour dedicated to the passage of this part of the game. Therefore, briefly about the main thing. In one of the rooms you will run into an ambush. The lights will go out and they will start shooting from all sides. Having dealt with the opponents, get out of the suit. Climb onto the boxes, and then up the stairs to the opposite side. Finish off the guard in the booth and press the button to open the gate. Now quickly jump down and get into the suit.

Eventually you will reach a hall with two robots and one guard at the top. Having dealt with them, climb onto the boxes, then up the stairs to the opposite side. Climb into the hatch there. The mine will take you to the Feed Ward. Only now you are on the second tier. Break the light bulbs and kill the guard. Don't get caught by the machine gun turrets. Otherwise they will open fire.

Go through the door. Find the control panel and turn off the lights. Now it's much easier to deal with security. Move forward, taking out the sentries. Having reached the ventilation shaft, climb inside. This will take you to the elevator, which will take you to the room where you killed Abbott. Go back.

This is interesting: if you paid Georgie, he will distract the guards from patrolling with his screams.

When you reach the hatch, climb inside. The shaft will take you to the control room. Wait for the guard to stand under the hatch and jump on his head. Pick up the security card from the body. Use the computer to open the door. Through it you will reach Tower 19. Talk to Jupiter and he will give you a bomb. Suddenly, guards will come running from both sides and open fire. Wait for the container to fall from above and jump onto it.

Container Router

Riddick was saved by a miracle. Wait for the container to stop and take out the two guards from above. Jump to the ground and find the hatch. Go downstairs. There is another guard in the basement. Finish him off too.

Find the stairs (there are two of them, you need the tallest one; the second leads to a pack of cigarettes) and go upstairs. Shoot the guard and drop the body. There are doors on both sides, but you don't have an access card. Climb onto the side ladder and go up. Knock out the hatch cover and crawl into the ventilation. Having reached the opposite side, knock out the hatch and wait for the guard to appear. Take him out with a tranquilizer gun.

Walk forward a little and climb up the stairs. There you will find a hatch. Get into the mine. Once in the room, knock out all the light bulbs and wait for the guard. There is also a mechanic wandering around somewhere nearby. He won't even have time to make a word. The main thing is to prevent the security system from being turned on. Otherwise, you will also have to deal with the turrets. Pick up the access card from the body. Use the computer and watch the container jump off the rails. We need to look for another way.

There are two of them. One is very simple. The other is more difficult, but it makes it possible to collect packs of cigarettes. If you want to go to the mines right now, then go down the stairs and call the elevator. Now climb up again. Call the elevator again. When it starts to rise, jump onto the roof. Look up. Ventilation hatch. Climb into the shaft and crawl... Eventually you will find yourself at a room filled with gas.

If you want to get cigarettes, go back to where you killed the first guard (there were locked doors on both sides, but now you have an access card). Open the door and go inside. Two guards are wandering in the corridor. Take them off and turn on your night vision. In some places the corridor is blocked by signal beams. If you step on them, the machine gun turrets will be activated.

Now you can go two ways. Along the corridor or through the ventilation (hatch above the box). There is no big difference: the end point is the same. True, there is a pack of cigarettes in the mine. Go to the control room and kill the mechanic. To start the conveyor, you need to send current through the circuit.

Go through the only door that is not open (it is next to the control room). Move along the corridor, knocking out the sentries. Once outside, shoot the two guards. Go down the path and get down into the generator room. Turn on the power and return to the control room. Start the conveyor and run back.

Wait for the container to start going down and jump onto it. Along the way, Riddick will be slightly maimed by lasers, and the container will stop. Climb into the ventilation shaft. You will get out in the place where the suppressor was nailed with a balloon. Run to the gas room. Along the way you will meet a lone guard.

The first path is much shorter and safer. In addition, you immediately find yourself at the goal. In any case, you need to go to the gas room. Place a bomb in it and go outside...

The Crash

Riddick is always unlucky. On his way out he came across a suppressor. It seemed that all the efforts were in vain, but during transportation there was an explosion... and fate gave a gift. One guard, scared to death of Riddick. Kill the poor fellow and follow his comrade. After the end of the video, jump into the hole. Well, strangers, beware: Riddick is coming.

Abandoned Equipment Center

At this level you need to move very quickly. Monsters are constantly reborn. There are only a couple of safe places. Don't yawn and move your legs faster.

Pick up the shotgun, grenades and leave the cave. As soon as you walk a few meters, a large monster will jump out towards you. Run back for cover. The big guy stalls at the entrance. Throw him a grenade as a snack. One should be enough.

Run out of cover and run into the building. At the entrance, grab another shotgun. When you reach the bridge, pick up the cartridges and go back. In one cave there should be a way up. After jumping over the wall, examine the door. We need some kind of key.

Run to the right. At the end of the corridor there will be a box. There is a tool on it. Grab it and climb into the hatch nearby. Along the shaft you will reach a room with a drilling machine. Turn on the light and, if necessary, heal. Run further. You will come out to the bridge, but from the other side. Pick up the ammunition and the key.

Return to the locked door. You don’t have to go around, but jump over the bridge. After opening the door, run along the corridors. Along the way, pay attention to the strange car. It will come in handy a little later. Eventually you will reach a room with a bunch of weapons and a battery. Pick up everything that is bad and go back.

When you get to the strange machine, insert the battery into it. Now we need to return to the drilling rig. You already know the way. There's a big monster waiting for you there. Throw grenades at him and move on. Turn on the drill and wait for it to break the wall.

Run into the gap. In the room, crawl under the door and jump into the ventilation. The most dangerous section has been passed.

Central Storage

Crawl through the ventilation, looking at the soldiers fighting off the monsters. Once outside, move to the other side along the stairs. Climb into the ventilation shaft. A couple of creatures are waiting for you in it. Shoot them and get out.

The guard alone fights off the monsters. Shoot him and the creatures will stop appearing. There are two doors. Go to the one right in front of you. In the hall, two guards are shooting back at the monsters.

Finish them off and look around. A pile of boxes hints that there is an emergency exit here. First, climb onto the containers next to the loading machine. From them, climb onto the box on the lift (you need to jump from the very edge). The further path is clear. Through the ventilation you will find yourself in a room with a suppressor. There is another way though. And, in my opinion, simpler.

Go through the door on the right. In the corridor, finish off a couple of creatures. When you reach the elevator, climb up through the hatch in the roof. Use Elevator Electronics to release the brakes. Get out of the elevator and run into the room with the suppressor. He is busy dealing with a big monster. Don't interfere. After the creature's death, finish off the suppressor and grab the machine gun.

There's nothing else to do here. Run through the door before the monsters eat you. In the corridor you will meet another suppressor. But he is busy exterminating strangers and does not pay attention to what is happening behind. Take advantage of this and sneak past.

Loading Docks

Enter the room and immediately run behind the boxes. Don't pay attention to the monsters. There are machine gun turrets on the wall. If you hesitate at the beginning, they will riddle you in a couple of seconds. Shoot the guard and run into the elevator. When the door opens, a guard with a shotgun will be waiting for you. And behind the next door is another one. The room will have a medical unit. Improve your health, grab the machine gun tighter - and move on.

Along the way you will meet a couple more guards. When you reach the elevator, go inside. Press the button and hide behind the container. When he stops, wait a couple of seconds and lean out from behind the cover. A suppressor and a couple of guards. Open fire with a machine gun.

Go through the door to the left. In the corridor, in the room on the right, a detachment of guards sat down. Throw a couple of grenades there, and finish off the survivors with a machine gun. Go inside. Medical car. The last one. Increase your health by one more die. Now there should be eight of them.

There are four guards waiting for you in the next room. Drop the machine gun and pick up the rifle. Knock out all the light bulbs from the doorway. The hall will be plunged into darkness. What to do next is clear. Then pick up the machine gun and get into the elevator.

The suppressor is already waiting upstairs. With a machine gun the devil is not scary. Go through the door on the left. You will find yourself in a large hall. Shoot the guard in the booth opposite. Explore his hideout. The right button opens the door to the room where the suppressor sits. It is not necessary. On the left is a large gate. Click and go inside. Waiting there...

Fuel Transport

Big robot. The machine gun is nothing to him, so drop it and take out the shotgun. Do you see the canisters that roll along the rails above? When one of them passes over the robot, shoot at it. The canister will fall and an explosion will occur.

The main problem is getting the robot to stand still. Hide behind the column and run back and forth. The cast iron will stand still and shoot stubbornly. When he falls the death of the brave, pick up the machine gun and go through the next door.

Hanger

Finally a hangar. The security on the ship is rubbish. Two suppressors and three guards. Everyone is carried out with a machine gun from afar. Run into the shuttle and watch the video.

Fortune favors the persistent

He walked over the corpses of those heading towards the goal.

Stanislav Jerzy Lec

Exercise Area

Riddick has bad luck all the time. It's so stupid to get caught because of Jagger Valance's betrayal! But this did not save the traitor. The guards are trained to shoot all prisoners who are holding weapons. Now Riddick has been placed in cryosleep. They wake you up once a day for two minutes. Short on time to figure out how to escape? You have a bad opinion of Mr. Riddick.

At first nothing can be done. Two minutes - and rest. The fourth time Riddick will tell you how you can escape from here. Approach the second prisoner's container and climb inside. Riddick will do the rest himself.

Cryo Pyramids

After getting out of the container, grab the baton and... Riddick will pass out again. As soon as he opens his eyes, immediately hit the robot. Climb onto the pyramid closest to the door and wait. Robots will appear soon. When they see Riddick, they will start shooting, but will soon get tired and start patrolling. Wait until no one is near the door and run away.

Facility Control/Corporate Offices/Take off Platform

Once in the corridor, run to the right. Suddenly the alarm goes off and the doors close. Stand away from the hatch in the floor and wait. Two robots will jump out from there. Hit them with your baton and jump down. There's a whole squad of iron guys there. Lure them one by one and hit them with a crowbar.

Having climbed up, take the gun from the guard and jump down the next hatch. There are also a bunch of robots there. But now you have a gun. One bullet is enough for everyone.

Climb the stairs and strangle the guard at the control panel. Pick up his weapon and unlock the doors. Several guards will immediately run out of the corridor. Shoot them from afar and collect ammo.

Go back the old way. Robots will interfere with you again, but the gun will even the odds. Once in the corridor, you will come across two heavy robots. Run past them and turn left. You will find yourself in a room with a bunch of robots. In the far corner there is an ownerless combat robot. Fabulous. Get inside.

Trampling guards while sitting inside a steel monster is a pleasure worth playing through the game for. Or at least look. On the CD of the March “LKI” A video tour has been posted, clearly explaining what a combat robot is and what it is eaten with.

In the end, Riddick himself will get out of the robot. Open the gate and run outside. The video follows...

And Riddick finds himself in Hoxie's office. But not one, but with two cyborgs. Dealing with them is not very difficult. Grab the shotgun from the floor and shoot at the chandelier. It will become dark around. Squat down and pick up the machine gun. Turn on your night vision (you need it to see cyborgs: they can become invisible) and, hiding behind the columns, fire at your opponents.

However, if something doesn’t work out, watch the video tour. When both opponents are dead, Riddick will stop shooting. This means the game is completed and the video will now begin.

* * *

Sit back and enjoy. Riddick managed to make his legendary escape from Butcha Bay. Not without your help, of course. If it didn’t seem enough, then it’s worth mastering the game again. In "comments" mode. Or wait for the continuation. Maybe we'll see it this year. You never know.

The past 2004 turned out to be an extremely successful year for action fans. During the allotted 366 days, many worthy projects saw the light of day. The eternally online Unreal Tournament 2004, the incredibly beautiful Far Cry, the bloody Painkiller, the secretive Thief: Deadly Shadow, the controversial Doom 3, the cult Half-Life 2 and, finally, no one expected, but exploded like a thermonuclear bomb The Chronicles of Riddick: Escape from Butcher Bay.

Probably no one knows what 2005 has in store. But there is something to wait for and something to hope for. Soon the long-awaited Brothers in Arms, the very promising Star Wars: Republic Commando will appear, and then, lo and behold, the already legendary S.T.A.L.K.E.R.

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