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
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-----------------------T A B L E O F C O N T E N T S-----------------------
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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~
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I. FAQ Navigation System..................................................FN~
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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.
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II. Frequently Asked Questions (FAQs)......................................FQ~
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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 <insert name here> 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 <insert Cigarette Pack here>. 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 <insert name of location here>, 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.
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III. The Weapons of Butcher Bay Correctional Facility.......................WG~
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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
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
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.
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IV. Legal Information......................................................LI~
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(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:
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.
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V. Credits................................................................CS~
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- 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.