Checkpoint Eleven: Guardhouse
At this point I went back to the locker to get the uniform since there aren’t a lot of enemies to deal with here and it just makes life easier when there aren’t a lot of rewards. If you chose to go get it or still have it on if you originally got it, enter through the doors and go either left or right since they go to the same spot. There are a few guards in here along with a shop on the right hand side. You can pick up a pack of smokes and some ammo here as well. After you are done talking to Yu and Jenkins, you’ll have the info on Abbot and a package for him.
Head to the end of the courtyard and go through the doorway on either side and enter the elevator. Go on up a floor and when you step off head to the left. Follow the hallway all the way around and up the stairs until you finally come to a dead end. It’s a pretty long walk to get all the way to the end, but Abbot’s apartment will be the second last one there is. Again, the uniform makes getting through here a lot easier so I would suggest putting it on, not that there really are all that many enemies to deal with. When you reach Abbots door, press his door bell and choose the option to trick him. You will tell him you have a package and he will open the door. As soon as he does however get ready for a fight with him.
Checkpoint Twelve: Abbot
As soon as the battle starts Abbot will be firing at you. Hide behind a column until he stops firing and then jump out and fire at him non-stop with the assault rifle. You can just let him have it all at once and he will drop without even getting a chance to fire back. Abbot is so incredibly easy it isn’t funny.
Checkpoint: Thirteen: Tower 17
After the scene and the introduction to the sentry turrets, you are free to roam the cells on your floor. Enter the one on the right and flip the bunk to find a pack of smokes. When you have it, go through the door at the end and enter the container to get taken down to the Tower 17 base.
Checkpoint Fourteen: Tower 17 Base
When the contain stops and you are free to walk out, talk to Rael and he will give you the inside info on who runs the double max area of the prison where you are. His info is for you to talk to Dogbone and he would know how to get you down to the mines and to talk to Centurion to set up a fight. Walk down the walkway and enter the door on the right. Follow it out to a courtyard and Dogbone will be directly to your left. He’ll inform you of two ways to prove yourself. One way is to get caught with drugs so you will be taken to the interrogation room and you can beat Abbot there, and the other is to defeat Bam in a boxing match. You can choose which one you want to do, but I chose the drugs because it’s fun beating on Abbot.
To get to Twotongue you will need to go talk to Centurion to the left of Dogbone and he will tell you to talk to Harman for a fight. He is blocking the door to where Twotongue is, so you need him out of the way first. Go talk to him at the door to the rec center and the fight will be on. He’s easy to beat, just block and keep pounding him in the head. After you beat him, go can now go through to the next areas. Talk to Centurion again and he will want 5 UD to tell you who your next challenge will be. Pay it because you will need to fight this next person as well.
Checkpoint Fifteen: Recreation Area
Go out to the rec center and into block A to talk to Cricket. He has a shiv for sale and having a weapon is a good idea. Buy it but make sure you don’t pull it out. As for his buddy, Asif, he’ll take the money “and hide it in the secret spot”. You can watch where he goes but more on that later. Head into courtyard D and talk to Twotongue.
When you go talk to Two Tongue in courtyard D about the drugs, you’ll have to fight Baasim for him so go talk to Baasim and the fight will be challenged. Go back to Centurion to start the fight. Pull out the shiv and let Baasim have it. When you take him down, you can go back and talk to Twotongue and he will tell you he still needs his injector from the PPP. Talk to Gulag and he will tell you the two PPP in courtyard A have it and his red tube. Ignore that for now and go back to Centurion for the next fight victim and he will tell you it is Sawtooth who can be found in the diner. Head back through the rec center door and enter the Feedward.
Checkpoint Sixteen: Feedward
When you enter, there will be a gaggle of inmates gathered around talking. Talk to Cuellas and he will want his snitch list back. Tell him you’ll look for it and go through the next door. Go left and talk to Georgie who will tell you that there are no security cameras in this area. Continue around the corner and you will be rushed by an inmate who was a buddy of Harmans. Shiv him up good, but make sure you pull back towards Georgie or the other side, so that the surveillance in the other room and through the door doesn’t catch you. When you drop him, take his poison and enter the room he was standing in front of. Sawtooth will be on the left side, but you don’t need to talk to him since you aren’t fighting anymore.
Asif should be in the diner by now and he will drop the money in a loose panel in the back room next to the door. When Binks is out of the room, open the panel up and grab the injector, red tube and the 30 UD you paid for the shiv. Go across the room and talk to Monster and he will have a few things for sale, none of which you really need at all. Head back out and go and give the tube to Gulag and the injector to Twotongue. When you give it to him, you will need to do one more thing and that is to get a moth. Go back to courtyard C and grab a moth by pressing X when one is close enough. Go back and give it to Twotongue and you will be offered to buy drugs. Buy the second choice and go back to courtyard A.
Walk up to guards and they will search you which will start a long cut scene. After the scene is over, you will be in a fist fight with Abbot. Abbot has a club that will knock you the hell out in no time flat so make sure you block. All I did was press forward on the left stick and punched repeatedly and he never got a shot in on me and went down no problems. When you drop him, take his club and card and exit through the door which takes you back to the Feedward. Be sure to use the med station there before you leave though to get extra health. Head back into the rec center and head for Courtyard D. Talk to Flores and he will tell you that there is a way into the mines if you have a high ranking officer’s card. Well looky! You do!
Checkpoint Seventeen: Workpass
Enter the door to the Work pass and there will be a riot guard and a mine worker in the room. Talk to the worker Shurik and he will tell you that he left his glasses down there and would like you to get them. There are two doors here you can enter but if you are spotted entering either, the riot guard will come after you, so make sure you enter when he isn’t looking. The first is in the center of the room and you can snag a pack of smokes in it and the other is at the far right side. Grab the smokes then enter head for the other door. When you enter it will be dark and two guards inside will be using flashlights to look around. Crouch and head to the right and duck under the walkway there. Go to the far end of the room and use your eye shine to see where the guards are.
Creep up behind each one and snap their necks and then the last one will be the mechanic who will come after you with a screwdriver if you are spotted. When he’s dead, grab the vent tool and go to the right side of the room onto the walkway you were hiding under. There is a med station there and a loose panel on the wall of the door you entered that has the first part of the list of rats. Grab it and head over to the walkway on the left side of the room and there are two grates to go through. The right most will have some money and the left will lead to a ladder. Climb up and you will eventually come out on top of an elevator. When the elevator stops moving, there will be two guards inside so watch that they don’t see you through the holes in the roof.
Checkpoint Eighteen: Mine Entrance
While on the roof of the elevator, make your way over to the ventilation duct and pop open the cover and hop inside. Follow the passage until you reach a grate. Wait for the guard to walk by and then kick it out and sneak up on him. After you drop him, continue up the hallway and there will be another ventilation cover on the right side above a green light. Open it and up you go. Follow this passage around and there will be two paths. The first left will take you to a pack of smokes and a grate above the guard that was at the end of the previous hallway and the other will lead on.
Go to the end of the second passage and kick out the grate and drop down. Sneak up on the guard standing there and push him into the fan in front of him. Head back to where you dropped down and play with the power supply box there and the power will shut off including the fan. Go back over to it and drop down through the fan landing on the two sets of blades first. Sit on the second and wait for the guard below to stop walking under you. Drop off and land on his head. Grab his money and head through the large door behind you to get to the Security checkpoint.
Checkpoint Nineteen: Security Checkpoint
As you enter the hallway and through the next door, there will be a guard in front of you and boxes on either side of the entrance. Hop behind the crate on the right and you will be able to over hear two riot guards talking about you. What you are supposed to do for safety sakes is go to the left of the area and hop up on the ledge there and then climb up onto the far wall. From there you will be able to jump and grab a railing above you and shimmy your way across the area to a large crate which you can then climb up onto and climb up again to the walkway above. That way always seemed to get me killed every time so I didn’t do it. Since it is so pretty damn tricky to get past, all I did was run to the right. Run straight from the crate on the right you are hiding behind and run straight for the giant door to the right of the riot guards. Go full tilt towards it and get inside and there will be a med station there. Use it and go through the next door and it will lead to the upper mines.
Checkpoint Twenty: Upper Mines
When you go through the next door, there will be a guard ahead of you on a platform high up and a guard on the right. Run straight past the guard on the right since there is no where to hide and make a turn around the left corner. Hide behind the crates there for the guard coming to walk past and then take him out. Continue going left and then right to another passage and some more stacked boxes on the right. Hide there and wait for the guard who will come from the end of the passage. When he does, kill him and go through the door at the end. When you enter the building, it is pretty straight forward. Simple move from one door to the next.
When you come to the room with a door on the far left and some guards in front of it, just run past them into the door that is straight ahead and then turn on the gas on the left wall so they don’t follow you. Enter the next door and hide in the corner and wait for the guard to walk past. When he does, kill him and take his security card. Exit the hallway through the next doorway and you will be outside on a catwalk. Use the ladder at the far end and slide all the way down to the ground. There are quite a few enemies here so immediately run to the right and climb the stack of boxes there to grab the glasses on top of them. When you have them, head into the elevator and use the keypad there to open the large elevator doors. Enter the elevator and press the red button on the right side wall to move.
Checkpoint Twenty One: Cargo Transport
When the elevator stops moving, the doors will open and there will be riot guard, a regular guard and a maintenance worker out in the area ahead of you. This is actually the mining core, but the cargo transport is two steps away so bear with me here. Move forward when all the guards and workers are facing the other way and move into the door on the left hand side. There will be a med station at the top of the stairs and a door to the left. Go through the door and talk to Armadaro. Buy his tranq gun off him and you finally have a projectile weapon again. Go ahead and give Armadaro a shot and listen to what he says. Continue around the corner and there will be crates going up along the wall in the fenced area. Wait until one comes and take it up two floors, to the third floor. When you jump off, head to the right and go through the door until you come to some large boxes and a vent hatch.
Don’t bother with the vent hatch and jump on top of the large crate. When you are on top of it jump across to the vent shaft and Riddick will grab the side of it and pull himself up. Didn’t think he would do that did ya? Climb up on to it and follow it above the door you came in through. Climb through the broken vent shaft and continue through the vent passage until you come to a vent door. Open it up and drop down into the hallway below. Move forward and make a right at the end. In the next room will be a guard and a prisoner. You can shoot them both if you like, but make sure you only stomp on the guard and not Valya. If you do tranq both, wait for Valya to get up and then talk to him. He will give you a code for a door but tells you that it can’t be reached from here, only the other side. Super. Head back up through the vent shaft and back down the lifts to where Armadaro was. Talk to him again and he isn’t a happy guy.