T H E C H R O N I C L E S O F R I D D I C K: E S C A P E F R O M B U T C H E R B A Y Weapons and Hand-to-Hand Combat Guide for Microsoft Xbox Version FINAL Author: LiMpBiZkitFaN E-Mail: See 'Legal Information' Created: 06/02/04 Completed: 06/07/04 Last Update: 07/01/04 _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -----------------------T A B L E O F C O N T E N T S----------------------- _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I. FAQ Navigation System..................................................FN~ II. Frequently Asked Questions (FAQs)......................................FQ~ III. The Weapons of Butcher Bay Correctional Facility.......................WG~ IV. Legal Information......................................................LI~ V. Credits................................................................CS~ _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I. FAQ Navigation System..................................................FN~ _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The Navigation System is compromised of a combination of letters, and a symbol (the Tilde (~) key). All of my future FAQs will include this new system, making for an easier, and more helpful FAQ experience. Here is how it works: Look in the Table of Contents for a specific section, find the code and do the following: Press CTRL and F on a PC, or the Special Key and F on a Macintosh. A search box will then appear; search for the code, and you will be taken to that section. This system is fairly new, so it is bound to have bugs in it. Please inform me of any errors in the FAQ, or with the system itself. My E-Mail is in the Legal Section of the FAQ. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ II. Frequently Asked Questions (FAQs)......................................FQ~ _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 1. Q. "What do those symbols in your Movelists mean?" A. They represent different buttons on the Xbox Controller. Here is a key: (L)- Represents the Left Analog Stick (R)- Represents the Right Analog Stick (L) Left- Means to push the Left Stick left (L) Right- Means to push the Left Stick right (L) Up- Means to push the Left Stick up (L) Down- Means to push the Left Stick down [L]- Represents the Left Trigger [R]- Represents the Right Trigger 2. Q. "I can't pick up any of the Assault Rifles, what's up with that?" A. Until you arrive in Butcher Bay's Mainframe, you cannot enter your DNA into the database, and since the Assault Rifles in Butcher Bay are all protected by DNA encoding, only those who's DNA is in the database can pick up the Assault Rifle. Even after you get sent to Double-Max, after that point in the game, you will NOT be able to use an Assault Rifle for the rest of the game. You will only be able to use the Prototype Rifle, Shotgun, Tranq-Gun, Mini Gun, and Pistol, as they do not use the DNA encoding. 3. Q. "I can't beat while fighting. Can you help me?" A. The best thing to do if you cannot beat a certain person is to back off and watch their pattern of attack. Toy with them, by hitting them, and watching what their reaction is. Do they block, or do they just keep attacking? Watch their pattern, as understanding their pattern of attack is the key to defeating them. Also, don't take someone on with your bare hands unless you have to. Use your Club or Shiv. If they are unarmed, use your Club and Shiv anyway...it's not like you gotta fight fair in Prison. 4. Q. "I can't find . Where can I find it?" A. I'm sorry, I do not provide Cigarette Pack locations. Please look elsewhere for those types of things. 5. Q. "I'm lost in , where do I go next?" A. Look in your Journal, by pressing the 'Back' button on your controller, and select 'Objectives', it should tell you where you gotta go next. If you are stuck, and say, one of the doors you HAVE to get through is locked, or requires a Keycode, you may have missed something, such as talking to an Inmate, or killing a Guard. That is the best advice I can give you, so if you have more questions concerning what to do next, please refer to the Walkthrough posted by 'the13thJedi', as his excellent Walkthrough will provide that. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ III. The Weapons of Butcher Bay Correctional Facility.......................WG~ _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Recently, I just found out a few new moves that Riddick is capable of. Here is a list of moves, and how to perform them. They prove especially useful during an intense firefight, so try them out, and apply them to best fit your playing style. Quick Sidestep- Press the Directional Pad to lean in the direction you want to sidestep in; Riddick will lean, and then to execute the move, hit the Right Trigger. Riddick will quickly sidestep to the selected direction. This is especially useful for when you want to quickly pop out from behind a wall, get off a few shots, and then quickly get back into cover. Evasive Roll- While in Stealth Mode, you shots from fire arms are MUCH more accurate, because you are crouching. Well, a new use has risen; while in Stealth Mode, press the Directional Pad to lean in the direction you want to roll, then Riddick will lean. To execute the move, press the Right Trigger. This is especially useful for quickly rolling from behind a crate, getting off a few shots, then quickly going back into cover. -[ Fists ]- <> Magazine Capacity <> N/A <> Commonly Used By <> Most Inmates <> Ammunition Used <> N/A <> Classification <> N/A <> Special Features <> Movelist- Block.........[L] Left Jab......[R] + (L) Left Right Jab.....[R] + (L) Right Elbow Strike..[R] + (L) Up Uppercut......[R] + (L) Down Counter.......[R] just before attack hits Inventory Description- None Weapon Information- Best used for when you want to hear that satisfying *crack* of an Inmate, or Guards neck. This is simply your bare hands, so don't get cocky when you see an enemy has a Shiv or Club. When in hand-to-hand combat, try to hit the enemy with a flurry of quick Left and Right Jabs, followed up by an Uppercut, or if they are near a wall, and Elbow Strike, as it knocks them back. When you get an enemy up against a wall, hit him again with a flurry of quick Left and Right Jabs, followed by an Elbow Strike to keep him up against the wall. When the enemy blocks, back off and wait for hit to throw a punch, when he does, hit him with an Elbow Strike, as he will be unprotected, allowing for the maximum amount of damage. -[ Knuckleduster ]- <> Magazine Capacity <> N/A <> Commonly Used By <> Most Inmates <> Ammunition Used <> N/A <> Classification <> N/A <> Special Features <> Movelist- Block.........[L] Left Jab......[R] + (L) Left Right Jab.....[R] + (L) Right Elbow Strike..[R] + (L) Up Uppercut......[R] + (L) Down Counter.......[R] just before attack hits Inventory Description- A handmade weapon is used in fist-fights and is made specifically to inflict more damage to the enemy. Weapon Information- Essentially the same as the Fists, except for the fact that all of your Right Jabs will inflict twice as much damage as opposed to your Left Jabs, as Riddick wears the Knuckleduster on his Right Hand. The same rules apply when wearing the Knuckleduster, except that you should try to get more Right Jabs in, as opposed to Left Jabs. -[ Shiv ]- <> Magazine Capacity <> N/A <> Commonly Used By <> Most Inmates <> Ammunition Used <> N/A <> Classification <> N/A <> Special Features <> Movelist- Block................[L] Left-to-Right Slash..[R] + (L) Left Downward Slash.......[R] + (L) Right Stab.................[R] + (L) Up Stab.................[R] + (L) Down Counter..............[R] just before attack hits Inventory Description- A prison-made knife. Classified as contraband. Properly used, this is a silent and deadly weapon. Handy in guard controlled areas. Weapon Information- A huge upgrade from the Fists and Knuckleduster, the Shiv is essentially a knife. When you are in combat with the Shiv, attack the enemy with a quick series if Downward Slashes, then end the combo with a quick Left-to-Right Slash, and a Stab. Repeat this combo until your target in on the ground soaked in blood. When going up against an enemy with a Shiv, use your Block as much as possible, dodge their slashes, and attack them with a Stab while they are recovering from their attack missing. -[ Club ]- <> Magazine Capacity <> N/A <> Commonly Used By <> Only a few Inmates <> Ammunition Used <> N/A <> Classification <> N/A <> Special Features <> Movelist- Block................[L] Left-to-Right Swing..[R] + (L) Left Right-to-Left Swing..[R] + (L) Right Overhead Smash.......[R] + (L) Up Chin Strike..........[R] + (L) Down Counter..............[R] just before attack hits Inventory Description- A heavy club that inflicts serious damage to your opponents in close combat. Classified as contraband. Weapon Information- The Club. The Club is more of a special purpose weapon than it is of a practical fighting weapon. In my opinion, the Club is too slow to serve any purpose against a Shiv wielding Inmate, but its damn powerful. When fighting an enemy with the Club, try to use hit-and-run tactics. When the enemy attacks, quickly sidestep it, and attack with a Left-to-Right Swing, quickly followed by a Right-to-Left Swing. Back off again, and finish him off with an Overhead Smash, and a quick Chin Strike. -[ Gun ]- <> Magazine Capacity <> 14 Rounds <> Commonly Used By <> Maximum Security Light Guards, Double-Max Guards <> Ammunition Used <> 9mm Uranium-Core bullets <> Classification <> Semi-Automatic, Recoil-Operated Handgun <> Special Features <> None Inventory Description- Pistol type handgun. Holds 14 rounds of 9mm Uranium Core ammunition. Weapon Information- Your basic Handgun. It's weak; very weak, but when push comes to shove, it gets the job done. The basic rule of thumb when using the Pistol it to zoom in, and aim for the head from a long distance, as the Guards Assault Rifles are inaccurate from long distances, giving you the time you need to quickly zoom in, pull the trigger, and take cover, without taking too much damage. Just to be safe, don't get caught in a firefight with just a Pistol. -[ Tranquilizer Gun ]- <> Magazine Capacity <> 1 Round <> Commonly Used By <> N/A <> Ammunition Used <> High-Voltage Shock Darts <> Classification <> Single Shot, Non-Lethal Incapacitation Device <> Special Features <> Stand over downed target, and hit [L] to crush their skull Inventory Description- Electroshock Tranquilizer Gun. Fires high voltage electrical charges. Ammunition virtually unlimited. Weapon Information- The Tranquilizer Gun, aka, the Tranq-Gun, is going to be your best friend for a good part of the later half of the game. Oddly enough, the Tranq-Gun looks a LOT like the M6D Handgun from Halo; Weird. Back on topic, the Tranq-Gun is a single-shot weapon, which means that after every shot, you gotta pop a new Charge Pack into it. Fortunately, if you're good like me, you can take out three or four Guards at a time and finish them off before they come back to their senses. The Tranq-Gun will also stun Riot Guards, and fortunately, will blow lights out, so try to veil yourself in darkness before commencing your assault on a group of Guards. Also, it should be noted that you can disable Security Lasers for a time of about 10 seconds by shooting the emitters on the walls. -[ Assault Rifle ]- <> Magazine Capacity <> 38 Rounds <> Commonly Used By <> Maximum Security Light Guards, Double-Max Guards <> Ammunition Used <> 9mm Mercury Twin-Tipped bullets <> Classification <> Fully Automatic, Gas-Operated Assault Rifle <> Special Features <> Flashlight Inventory Description- DNA encoded assault rifle. Fires 9mm Mercury Twin-Tip ammunition. Holds 38 rounds. Weapon Information- The Guards of Butcher Bay commonly use the Assault Rifle, as its powerful, and dependable. This weapon is the only DNA encoded firearm in the game, and this is because of the fact that Guards with Shotguns and Pistols are less likely to be in heavily populated Inmate areas, whereas the Assault Rifle is the most encountered weapon in Butcher Bay. The best way to go about using the Assault Rifle is to fire in short, controlled bursts of about 3 to 5 rounds each. This conserves ammunition, helps improve accuracy, and also reduces the amount of blinding muzzle flash from the weapon. -[ Prototype Rifle ]- <> Magazine Capacity <> 14 Rounds <> Commonly Used By <> N/A; Found in Tool Room of 'Crash Site' <> Ammunition Used <> 9mm Mercury Twin-Tipped bullets <> Classification <> Fully Automatic, Prototype Model Assault Rifle <> Special Features <> Flashlight Inventory Description- An old prototype version of the standard guard assault rifle. This version fortunately seems to lack DNA protection. Weapon Information- This is the old prototype version of the Assault Rifle commonly carried by the Guards in the prison. The main flaw to this weapon is the fact that its Magazine is very small, holding a mere 14 rounds, not to mention that the fire rate is nearly doubled than that of the standard Assault Rifle. It also happens that the Digital Ammunition Readout on the weapon is cracked. This just hasn't turned out to be Riddick's day..... -[ Shotgun ]- <> Magazine Capacity <> 8 Rounds <> Commonly Used By <> Maximum Security Light Guards, Double-Max Guards <> Ammunition Used <> 7mm Tungsten buckshot <> Classification <> Semi-Automatic, Gas-Operated Assault Shotgun <> Special Features <> Flashlight Inventory Description- Pump-action Shotgun. Holds 8 rounds of 7mm Tungsten buckshot. Weapon Information- The Shotgun is uncommonly carried by Guards within Butcher Bay, and when it is, it is usually in an area where Inmates don't usually hang around, and is therefore lacking DNA encoding. Take this to your advantage, by applying boot-to-ass with a Counter- Attack, and taking the Shotgun for yourself. The Shotgun fires 18 pellets of 7mm Tungsten buckshot with every pull of the trigger, in a box-like pattern. The Shotgun is powerful, versatile, and downright nasty at close range, so start pulling the trigger and staring in awe as you see the ragdoll physics engine in action. -[ Minigun ]- <> Magazine Capacity <> 4000 Rounds <> Commonly Used By <> Riot Guards <> Ammunition Used <> 10mm Mercury Twin-Tipped bullets <> Classification <> Fully Automatic, Direct Fire Suppression Weapon <> Special Features <> None Inventory Description- Minigun. Fires 10mm Mercury Twin-Tip ammunition at an extremely high fire rate. The Minigun holds a maximum of 4000 rounds. Weapon Information- Here is where you get the term 'overkill'. I don't know if its the fact that the Minigun holds 4000 rounds of ammo, or the fact that it fires around 15 rounds a second, the Minigun is simply one hell of a weapon. Unfortunately, you only have two or three chances to pick up one of these babies, and passing it up is not something you'd want to do. Simply aim, and pull the trigger. Anything standing in front of the weapon will be dead in exactly 0.001 seconds. Really. -[ Grenade ]- <> Magazine Capacity <> N/A <> Commonly Used By <> Maximum Security Light Guards, Double-Max Guards <> Ammunition Used <> N/A <> Classification <> Military-class hand-held Explosive device <> Special Features <> None Inventory Description- Military class combat-grenades with limited explosion radius that makes them suitable for tight area battle. Weapon Information- The Grenade. The Grenade is your basic hand-held device of hell-bringing. You throw it, and a few seconds later, it explodes with the force of one of those explosive barrels you find around the prison. The sad thing about the Grenade is the fact that you can't 'cook' it, meaning you can't hold it to let some time off of the fuse before throwing it. This means that by the time you throw the Grenade in an enemy's path, they will most likely be long gone, especially if they are used against Guards. The best application for the Grenade is against Riot Guards, as they don't move very much, and by the time they see the Grenade come, it will already be on the verge of detonation. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ IV. Legal Information......................................................LI~ _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ (C) 2004-2005 LiMpBiZkitFaN. All rights reserved. All rights reserved including the right of reproduction in whole and in part in any form. Microsoft Xbox and the Microsoft Xbox logos are registered trademarks of Microsoft. The Chronicles of Riddick: Escape from Butcher Bay is a registered trademark of Starbreeze Studios, and Vivendi Universal Games. The author of this document is in no way affiliated with Microsoft, Starbreeze Studios, or Vivendi Universal. You may not place this document on your Website or reproduce it in any way without the author's consent. The Chronicles of Riddick: Escape from Butcher Bay, The Chronicles of Riddick: Escape from Butcher Bay logo, and all related Characters are copyright and property of Starbreeze Studios, and Vivendi Universal Games and their respective owners. The following Websites have permission to use my FAQ: - www.Gamefaqs.com - www.GameSpot.com - www.IGN.com - www.WOgaming.com No UNOFFICIAL Websites may use this FAQ. Do not bother to E-Mail me asking to use this FAQ on your Website, unless you meet specific requirements* as I WILL say NO! The reason behind this is the fact that some people are too lazy to go to GameFAQs to get the latest version of my FAQ, and when readers E-mail me, it causes problems. For example, in one of my older FAQs, someone told me that my FAQ was wrong about a certain topic, where as it had been corrected about two months before, so I decided that I shouldn't let people host my FAQs when they can't keep them updated. It's not my job to send out a Zip file every time I update a FAQ, to two or three other hosts. * I.E., not having a steady amount of bandwidth, visitors, or other conditions, which are subject to determination by me. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ V. Credits................................................................CS~ _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - The brave Soldiers currently in Iraq, and Afghanistan doing their jobs. - CjayC for posting my FAQ on his great website. - Jens Andersson, the TCoR Lead Designer for taking the time to e-mail me, and complement me on my FAQ. - Starbreeze Studios, and Vivendi Universal Games for actually putting out an excellent movie-based game. - Trung Bui, for alerting me to a very big error reguarding the Fist and Knuckleduster Movelist. ~END FAQ~