CHALLENGE ROOMS A guide for completing and achieving the various trophies included with the downloadable content of Bioshock for the Playstation 3. =============================================================================== TABLE OF CONTENTS I) Introduction A) Version History II) The "I" in Team A) Rescuer Trophy B) Expert Trophy C) Pacifist Trophy D) Collector Trophy III) A Shocking Turn of Events A) Rescuer and Master Electrician Trophies B) Expert Trophy C) Collector Trophy IV) Worlds of Hurt A) Introduction and Vending Machine Information B) General Analysis and Advice C) Rescuer and Collector Trophy D) Tough Guy Trophy E) Expert Trophy V) Credits, Legal, & Miscellaneous =============================================================================== INTRODUCTION In my previous Bioshock guide I stated that I intended to make a guide for the Challenge Rooms included with the downloadable content. This is the guide promised. Hopefully it can assist any players with their efforts. If anyone reading this guide has any confusion about some of the terms of abbreviations used here there is a glossary of these in my original guide. http://www.gamefaqs.com/console/ps3/file/931330/55524 Since the first two challenges are primarily puzzles, reading their sections will be a spoiler section. Obviously this is intended for anyone that may need help solving them. If you want to try to figure them out yourself skip down about a third of the way for the last section. ------------------------------------------------------------------------------- VERSION HISTORY Version 1.00 Orginal Version submitted February 24, 2009 Version 1.50 Submitted May 12, 2009 Additional strategy for "A Shocking Turn of Events" Additional proofreading. =============================================================================== THE "I" IN TEAM Description: With no weapons and no damage-dealing plasmids, find a way to defeat the Big Daddy and rescue the Little Sister. ------------------------------------------------------------------------------- Rescuer Trophy: General Walkthrough Go down the hall and enter the room where the Big Daddy is swinging wildly at a monitor or whatever that is. Machine Room: Pick up the Eve hypo on the floor and the one in the corpse if you want it. Go up the stairs to the inventing supplies storage crate with a battery inside it. Take a right through the hall to reception. Take the rubber hose in the crate on the way. Reception: In this room is a Vita Chamber, U-Invent crafting station, a Pnemo with an infinite supply of Eve hypos along with two on the ground in front of it. In the middle of the room there is a desk with an obvious rose for the optional goal and a corpse with coffee. This room also has stairs that serve no purpose other than to give you a safe view of the three RPG turrets and firing range below. Firing Range: Walk through the door into the firing range. Upon doing so the range will go from cold to hot and five doors will open revealing five machine gun turrets. Also, the splicer who was picking at one of the corpses in this area will come running after you. The turrets will take care of him long before he gets anywhere near you though. Behind the bulletproof glass in the immediate area are two door levers. The left side door control opens (surprise!) the left side door. The right side door control opens the door that allows the Big Daddy into the firing range, but needs to be hacked and the rate of flow makes manual hacking impossible. If the fact that the U-Invent was only capable of assembling an automatic hack tool wasn’t enough of a tip-off, it now becomes obvious that a key part of completing this mission will involve collecting the necessary components for building one. No need to worry as the exact components needed to build an automatic hack tool can be found on this level. Convenient, huh? Take a right now and acquire the rubber hose in the crate by the stairs. Go down the stairs to the lower level of the firing range and pick up the Eve hypo on the ground in the cave area before heading into the main area. By now the turrets should have taken care of the drunk but be careful that one of the missiles doesn’t hit you. On the ground in this area you will first see a crate with a rubber hose inside next to some stairs. On top of those stairs is another crate with a battery. At this point you will see a Big Daddy that has been frozen solid by a leaking pipe in the middle of the gap between the ledge you are on and the ledge with a mystery tonic atop a barrel. Jump onto the frozen Big Daddy and jump again onto the corner ledge. This move foreshadows a tactic you will need to use later. Now that you can get it, take the tonic Target Dummy and go back up to the upper level. With Target Dummy at your disposal you can now eliminate the machine gun turrets by placing a dummy in front of each turret one by one so that the RPG turrets will fire and systematically destroy the more dangerous turrets. For best results stay on the upper level so that you can’t get caught in the crossfire. Now head down to the main level, but before you do so place another target on the far left side to draw the attention of the still dangerous RPG turrets. Tightrope the beam to the far side of the wall and move over to the floor area. Before going back across the other way, place a new target on the far right side to keep the turrets occupied until you have made you way to safety. Pressure Plate Room: Before entering this room you will see a crate containing a battery and the first available First Aid kit on the floor. Inside this room you will find a pressure plate (hence the name of the room) in the middle with 4 Eve hypos and a first aid kit on top of it. You will also see another Big Daddy on the left behaving exactly like the first one. By stepping on the plate you will notice that the door to the tunnel area opens only when the pressure plate is activated. Use Target Dummy to draw the Bouncer onto the plate by placing a target to the right side of the room. Run through the door while you have the chance. Inside the tunnel area is a desk with a med kit, three Eve hypos, and Winter Blast 3. Beside the desk is a crate with another battery. Follow the tunnel to the door leading back into reception and get the rubber hose inside the crate. Use the door control to let yourself into the reception room. This door control also permanently opens the door leading back into the pressure plate room. Go back to the machine room and place a target against the wall to draw the Big Daddy into the area in between the ledge you are on and the ledge with the crate. Once he’s there, switch to Winter Blast 3 to freeze him in place for use as a stepping stone. Now jump on him and hop over to the other ledge to acquire the brass tube. Now you can assemble the auto-hack tool. Once done, use it to hack the right side door control to allow the Big Daddy into the firing range. At this point he will start running from one side of the range to the other and back repeatedly. The turrets will not target him, so place a target dummy along the path to get the RPG turrets firing again. The Big Daddy will charge after the dummy but often times will run right past if and not take any damage from the missiles. To remedy this, freeze him with Winter Blast to hold him in place. Repeat until he’s dead. Now you are free to collect the Little Sister. ------------------------------------------------------------------------------- Expert Trophy: Rescue the Little Sister in under 3:00 The speed walkthrough requires essentially the same strategy as the regular walkthrough. The main difference is that now there is no time to waste with exploration, collecting roses, etc. More or less you need to have essentially a perfect run. No dying, no falling off the beam in the firing range, make the jumps on the first try, etc. There are however, a number of tips and tricks that can save those precious seconds. Start of running so that you’re already halfway through the opening hallway by the time the game is fully loaded and don’t stop. Pick up only hypos that are in your direct path along with the various components. When you get to the entrance of the firing range from reception, you have your first decision. Normally you may want to open the left door first, but when you’re trying to shave seconds off your time your instinct is to go down the stairs first to avoid the small amount of backtracking. There is however a problem that can often rear it’s ugly head: the splicer that comes after you. Depending on when and where the splicer gets killed, there is enough of a possibility that when you go running into the bottom area, one or more of the RPG missiles could hit you. This would be easier to deal with if there was a singular set pattern but unfortunately that is not the case. If you choose to open the left door now that will buy some time for the splicer to be safely eliminated. Otherwise you can run down immediately and take your chances. Once you have the Target Dummy start eliminating the machine gun turrets. The fastest method is to start by placing a dummy on one end and working your way down the line. Once you see the first missile fired, move the dummy to the next and so forth. If you can work your way down to the beam walkway while taking care of them, great. Don’t forget to set a dummy in the left corner when you cross the beam and another in the right corner once you reach the walkway. Once you reach the pressure plate room now is a good chance to stock up on needed Eve hypos. Once done, place a target beyond the plate to get the Big Daddy on the plate and run to the door so that you can go through the second it opens. Pick up all necessary items in the tunnel and head over to the machine room. My advice for the most reliable placement for the target is right up against the wall to draw him as close to the wall or corner as possible. Now that you have the tools to open the door to allow the Big Daddy into the firing range comes the hardest part: killing him quickly. The fastest way to kill him is to shatter him, and the most reliable way to shatter him is to get him frozen directly on top of the target. You will want to keep an eye on your Eve bar to make sure that you will be able to deploy both Target Dummy and Winter Blast 3 without having to refill. Keep in mind that this portion of the game is challenging and may require multiple retries and some luck to complete with time to spare. ------------------------------------------------------------------------------- Pacifist Trophy: Rescue the Little Sister without destroying any Machine Gun Turrets. Everything explained previously still applies for this challenge expect for the two most difficult sections: making your way through the firing range safely and killing the berserker Big Daddy. Once you have the Target Dummy at your disposable position yourself on the upper level of the firing range just to the left of the bulletproof glass. Place a dummy on the center of the balance beam. While all the turrets are firing at the dummy run down the stairs and onto the beam. Stop about a third of the way through and wait for the machine guns to pause firing for a second. Use that window to run towards the wall on the right side. Once there, turn around and place a new target in the same spot. Ideally you’ll want to be able to do this before the other wears out to prevent the turrets from honing in on you. Move down by the door and inch your way as close to the center as possible without being in the line of fire. (This is usually about halfway past into the far right turret nook) When the machine gun turrets pause again, run to the next room and don’t stop until you are almost at the spot with the first aid kit. RPG turrets may come after you if you stop before your at the crate. It is very possible that you make take some damage through this part. If you get sent to the Vita-Chamber you can still complete this challenge, but no longer have a margin for error until you get to the med kits. If you drink the booze found in the corpse of the splicer that chases you that will restore a small sliver to help keep you alive in case you happen to catch a round or two on a second try. Normally there are bandages to be found in destroyed machine gun turrets, but obviously that’s not an option here. Continue forward until you’ve opened the door to allow the Big Daddy into the firing range. Repeat the process of placing a Target Dummy on the center of the beam (from the safety of the top level) to get the turrets to fire. The Big Daddy will continue the pattern of running from one end of the range to the other, so waiting for the machine guns to whittle away his health will require some patience. Freezing him when he’s in the center and all five are hitting him at once will save some time. When he’s finally dead you can go down and collect the Little Sister. I believe the range goes cold once she’s out in the middle of it all alone, but nonetheless I would recommend taking the safe route through the machine room to pick her up. ------------------------------------------------------------------------------- Collector Trophy: I’ll preface this section with the obvious which is stating that you cannot get this trophy in the same run as trying to get the expert trophy as 1) there simply isn’t time and 2) if the Big Daddy shatters you can’t get one of the roses. If you can get all four roses and complete the mission in under 3 minutes without using some major cheat code and/or glitch I’ll send you a World’s Greatest Bioshock Player coffee mug. Contrary to my original assumption it is possible to get all four on a Pacifist run. Regardless, I can’t see anything wrong with doing each on separate runs. Rose #1: Lying on the desk in reception. Can’t miss it. Rose #2: On the top railing area in the machine room right next to the entrance. Getting this one is a fun experience as it involves riding a Big Daddy. Draw him over to a spot where you can freeze him and jump on top. More than likely you will need to use the target dummy a couple times to move him into the right position and jump to reach it. Rose #3: Inside the middle RPG turret. The dead rose stems that can be seen from the viewing area inside reception serve as a tip off for this one. Once the Big Daddy is dead you’ll find a grenade launcher and 10 frag grenades in his corpse. Go over to the middle of the beam and fire grenades at it. It will usually require 2 or 3 to destroy it and another to knock it down to a reachable level. Rose #4: In the machine room behind a secret door opened by the pressure plate. To obtain this, you must draw the Big Daddy in the pressure plate room onto the pressure plate and run all the way back to the machine room and grab the rose while he’s still on it. To do so, stand in the tunnel adjacent to the firing range. Try to back as far into it as you can while still keeping the door open. Place a Target Dummy in a position that will draw him onto the plate. Once it’s deployed immediately turn around and start running. If you hear a certain chime you’ll know he’s activated the door. Run into the machine room and grab the rose before the Target Dummy wears off and the Big Daddy moves off the plate. It may take a couple tries to get the timing down. =============================================================================== A SHOCKING TURN OF EVENTS Decription: The Little Sister is trapped at the top of a malfunctioning Ferris Wheel! To bring her down safely, you will need to find ways to electrify the Ferris wheel controls. Can you solve this shocking puzzle? ------------------------------------------------------------------------------- General Walkthrough: Rescuer Trophy and Master Electrician Trophy I’m combining these two trophies into one walkthrough because since there are nine different ways to electrify the wheel, there are numerous different combinations for electrifying the wheel the minimum six times and therefore will not approach this guide as if there were only one way to solve this puzzle. You can choose whatever methods and whatever order you like for the basic goal, but this will contain all possibilities. Beginning: At the beginning of this level you will find yourself in a bathysphere at the ticket office of the Rapture Grand Carnival. Peek through the door and you will see and hear a Little Sister crying. However, you can’t open the door because the switch won’t work. Next to the entrance there is a room with a Vita-Chamber and a corpse holding a shotgun next to a stand with electric buckshot. This door won’t open from where you are either. At this point you will need to send yourself to the Vita Chamber by pulling the broken bathysphere lever three times. Step out of the Vita-Chamber, grab the gun and ammo as well as the two First Aid kits on the ground. Open the door into the first area and shoot the busted switch to get into the top floor of the large open area. Journey Down to the Ground Floor: Here you will be eye to eye with the Little Sister you need to rescue, You will also see a table with supplies and a Thuggish Splicer with an electrified club banging at the elevator controls. She will quickly succeed in reactivating the elevator but at the cost of being electrocuted. This should give you a clue for a means of electrifying the Ferris Wheel. You can wait for the elevator to come up and ride it down to the main floor, but there is a faster option that is still safe. Jump onto the broken table and drop down to a landing area below and then down to the second floor balcony. Here there are several key items and various others of interest. The table you landed on or by has an Eve hypo and against the wall is another table with a first aid kit. There is also a piano which you can play if you want at either a beginners skill level or expertly after splicing up with the Instant Piano Prodigy tonic on display at the bar. (There is also a guitar to play but no tonic that will make him play that at an advanced level) Aside from this gimmick tonic is the familiar combat tonic and in this case key item Static Discharge right by the ledge. You will also want to pick up the other med kits and alcohol in the supply crate. Before venturing down to the main floor you will want go over by where the slot machines are. You can play them with some of the cash lying on the ground, but pay attention to the tipped over one with a corpse trapped under it. Search him to find a trap bolt. Now go down to the first floor through the elevator shaft. First Turn: Walk over to a pool of water with a shorted out switch in the middle and begin with the new goal of electrifying the Ferris Wheel controls. In front of the controls lies your first means to accomplish that goal: a single round of electrified buckshot. Take it and use it on the Ferris Wheel switch. Once electricity is restored, use the control which completes 1 of 6 necessary turns. Not only does this first electrification turn the wheel, but it also opens the doors to the bathrooms directly behind you and the gate to the Grand Carnival. Second Turn: During this time you with have probably heard a splicer walking about and muttering to himself. You’ll find him outside Rapture Records. Incidentally, he will remain locked inside Rapture Records until you acquire Static Discharge. This is an intentional move by the developers as he is the only splicer you will encounter here with a non-electrified club. In fact, the view scope in front of Rapture Records will only focus on where Static Discharge is/was whereas the one by the control will keep focus on wherever the Little Sister is at the moment. Walk over to him close enough to get his attention, but keep far enough away that he will have to chase you. Make him do so until you reach the area with the controls and stay put. Once he clubs you, the static discharge combined with the water will create a huge energy beam that both kills him and electrifies the controls. This completes turn 2 of 6. Third Turn: As mentioned before there are restrooms directly behind you that have had the separating walls broken down so that now it is a singular restroom. Inside is a health station by the gentlemen’s entrance, a broken health station with a free med kit by the ladies’ entrance, an Eve hypo on the sink, an inventing supplies crate containing distilled water, and most importantly a splicer. Get this splicer to chase you back to the controls. Once you’ve baited her into electrifying the wheel, finish turn 3 of 6. Forth Turn: Now it’s time to head to the carnival, but stop in Rapture Records first to get the glue in the crate there. Right before the carnival entrance is a U-Invent machine which, like in the previous challenge, cannot be hacked manually. Right behind it and next to another health station is a supply crate with a battery. A few steps ahead lies a makeshift bunker which is home to a couple items and the plasmid Telekinesis. If you turn to the right you will see a room with a fire burning in the hallway. Head inside for some key items. Once inside you will see a crate containing alcohol and distilled water but also a round of electric buckshot frozen in ice above a broken pneumo and an automatic hack tool frozen in another patch of ice in the grated area below. Grab an item to set on fire to use for melting the ice. The corpse works well for the ice in the reachable area but you will need something smaller to drop down below. I’ve found one of the teddy bears from the counter opposite this area works well for both. Pick up a bear with TK and hold it over the fire until it catches then use it to free up both key items and the other spots here if you want extra med kits. Pull the auto-hack tool up through the hole with telekinesis (and the buckshot too if it fell down there.) Head to the room with all the teddy bears now. Here you will find a crate with glue and a battery and a broken electric safe. Do NOT turn the latch. If you do, the room will fill with trap wires and not the kind you can use. Grab the corpse in this room to short them out safely if this does happen. This safe will have to be opened by force with something like the electric buckshot you just acquired. ***WARNING, if you want the Electrician trophy do NOT open the safe with the electric buckshot. You will need to use another method. (More to come) If you just want to get this over and done with as soon as possible go right ahead. Do not try to use electric gel to open it regardless, it doesn‘t work.*** Walk towards the back of the carnival. Along the way you will see a variety of carnival games which if you chose to play will net you an infinite supply of Eve hypos and about as many First Aid Kits as you can carry. Pay attention to the balloon popping game at the end. Inside this booth is a corpse that got nailed to the wall with a spider splicer hook. Search him to find a trap bolt. Head behind the giant teddy bear statues to find a crate with distilled water and a chemical thrower. The whole time in this area you’ve probably heard a splicer talking to herself from inside Zimmerman Chardonnay. She will play an important role in getting the electrician trophy. However, the room she’s in is locked and must be opened by entering a combination on the keypad. Hacking is not an option. I won’t tell you the combination (this whole level is a puzzle and me detailing every little step is cheating enough) but will give a hint: look for Zimmerman Chardonnay advertisement posters. Any one that is still legible will have the combination right on it. Enter the code and take off running. If you just want to complete the basic six rotations you’ve had the tools since you picked up the chemical thrower. If you want the electrician achievement lure her into the room with the safe. Once there, stand by the safe until she comes to hit you. You will take some damage but the electrified club strike will bust open the safe to reveal a crossbow. Draw her back out of this room and all the way back to the control and employ the same methods used before to power up the wheel for the 4th time. Turns 5 through 9: You can go back for the battery in Zimmerman Chardonnay if you want, but as long as you have the hack tool you should already have enough components to build one trap bolt and one shot of electric gel. Head on back to the control to use the electric buckshot, electric gel and three trap bolts in whatever order you choose. I’ve found the easiest way to get the trap bolts tripped is to just stand in front of the switch and shoot it. The anchor will stick to the control and the wire will go right into you ensuring that it gets its juice. IMPORTANT, Take your time and make sure the action prompt on the controls says "needs electricity" before using any of your ammunition. If you use it before the wheel gets done turning it will be wasted. When you’re done, collect the Little Sister for one or both trophies. Alternate strategy for getting the Electrician Trophy: A much easier and safer way of opening the safe that I've recently been made aware of is to use the trap wires that shoot out when you turn the switch. Grab one with telekinesis and hold it until the wire passes through the safe and opens the door. (Courtesy Gilium) ------------------------------------------------------------------------------- Expert Trophy: Rescue the Little Sister in under 4:00 Much of the previous walkthrough is based on the path I’ve found works best for a speed run so this will be brief. Starting off there is no need to go out and look around, you should be in the Vita-Chamber before you even start to see the clock. If you grab the shotgun before the shells they will automatically load so you don’t have to take your thumb off the left analog stick on your way to the door that must be shot. Head down to the second level and get the key items and component as fast as you can. Shoot the control and head over to the Rapture Records splicer. Don’t let him or the next one hit you before you get to the control area otherwise they may change course looking for a health station which will cost precious seconds. Be sure to get the component in the bathroom on your way in. Another advantage of having Static Discharge right away is that it gives you a margin for error with this splicer. She doesn’t have to hit the control directly for it to get powered up. Once the third rotation is complete, take a right for the fastest route to the carnival. (No need for the component inside Rapture Records here) Get the stuff you need and grab a teddy bear before you go into the freezer room. Stand right on top of the fire for a second or two to ensure it catches on fire. Unthaw the buckshot and drop the bear down the hole to unthaw the auto-hack tool. Now would be a good time to grab the items in the crate. Pull the key items up through the hole and run into the room with the safe and more components. NOW you want to use the shotgun to blast open the safe for the crossbow. Head to the back of the carnival and don’t miss the trap bolt inside the balloon guy on you way to or from the back with the components and chemical thrower. Stop at the U-Invent to hack it and construct one round of electric gel. Take a left towards the controls and power them up with the electric gel. While the wheel is turning, load the crossbow and get ready to fire it. You’ll want to give about five seconds for each rotation, and you’ll also want to have enough health and health packs to cover the damage lost from being hit by trap wires. Once the prompt display on the controls say "needs electricity" again, shoot the bolt into it and activate the wheel. Set the trap again, but be sure to step to the side to let it set while the wheel is turning. Wait until the wheel is done turning to walk into the wire. Activate the controls and go over to where the Little Sister gets off the wheel so you can pick her up as soon as possible. This whole sequence takes about 15 seconds so you’ll need to account for this as well. ------------------------------------------------------------------------------- Collector Trophy Rose #1: At the top of the elevator shaft. The easiest way to get this is to jump on top of the elevator as it’s coming up when the splicer smashes the controls as you first enter this area. The controls the rose is sitting on will give you a ride down to the second rose. Rose #2: On a hidden landing area about half way between the second and third floor. While you’re riding the elevator down from the very top just step off as you pass. If you miss there are additional elevator control that you can use once it reaches the bottom. Alternate strategy for Roses 1 & 2: If you miss jumping onto the elevator during it’s first trip up, you can still get these. Call the elevator down to the ground floor and send yourself to the Vita-Chamber on the third floor. If there are still some splicers alive you can let one of them beat you to death. If not, stand in the fire for a while. Rose #3: Behind the gate in Rapture Records. Hard to miss when you go in there. Rose #4: In the men’s restroom on top of the "Pick your Plasmid and Evolve" sign. You might have position the camera just right or jump to be able to collect it. Rose #5: Inside the Little Sister vent at the entrance to the Grand Carnival. You’ll have to stand on the ledge area to see it and jump a time or two to get it. Rose #6: In the freezer room Pneumo pipe. Just stand by the hole that you pulled the items out of and look straight up. Rose #7: Inside the barrel on the right in the barrel toss game. Jump over the table in front of it and you can’t miss it. Rose #8: Underneath the balloon to the right of the corpse. Grab a hook or anything else and throw it against the balloon to pop it. You’ll uncover the rose and win a First Aid Kit. Rose #9: Hanging from the light fixture inside Zimmerman Chardonnay. Walk up to the mattress and jump onto the file cabinet in back. Jump up to the bookshelf and walk over to where you are eye level to it and grab it. Rose #10: Inside the gears of the Ferris Wheel machinery. This only becomes accessible after the wheel has been turned seven times. The gears will start grinding and a plate will blow off revealing it. =============================================================================== WORLDS OF HURT Description: The Little Sister wants to be rescued, but this area is crawling with hostile creatures! Clear out all eight combat arenas and she will let you in. No puzzles here, and no Vita-Chamber - it’s kill or be killed. ------------------------------------------------------------------------------- Introduction: This challenge is pure combat, you start this game just like the regular game with no weapons and no plasmids. Fortunately, this time you do have an above average sized health bar and medium Eve bar. On top of that you have four available slots for plasmids and each tonic class and already have the Physical tonics SportsBoost 1 & 2, the Engineering tonic Security Expert 2, and the Combat tonic Photographer’s Eye 2. On top of those tonics or possibly because of them several of the enemies you will encounter will be partially researched. In between the rooms is a central hub area with the Little Sister inside a glassed off area, and all the vending machines you are already familiar with. Gatherer’s Gardens Items: Product.................ADAM price Telekinesis.............120 Enrage!.................120 Target Dummy............90 Security Bullseye.......30 Sonic Boom 2............80 Insect Swarm 3..........80 Cyclone Trap 2..........80 Electrobolt 3...........90 Incinerate 2............90 Photographer’s Eye......20 Damage Research.........20 Eve Saver...............20 Medical Expert 2........40 Eve Link................30 Vending Expert 2........50 Speedy Hacker 2.........60 Focused Hacker 2........40 Security Expert.........20 Clever Inventor.........50 Electric Flesh 2........50 Static Discharge........40 Human Inferno 2.........50 Armored Shell...........40 Wrench Jockey...........20 Circus of Value Items: Product.........................Default (no hacks, etc.) price First Aid Kit...................$20 Eve Hypo........................$38 Film x15........................$30 Incendiary Bolts x6.............$120 Proximity Mine x3...............$75 Antipersonnel Rounds x40........$100 Electric Buck x6................$108 Armor-piercing Bullets x6.......$60 Ammo Bandito Items: Product.........................Default Price Pistol Bullets x6...............$25 00 Buck x6......................$54 Machine Gun Rounds x40..........$60 Frag Grenade x3.................$60 Napalm x100.....................$75 Steel-Tip Bolt x6...............$45 ------------------------------------------------------------------------------- General Information: Each room contains one rose and one Power to the People station. Rather than having a separate section for the collector trophy, I’ll list the location of each rose at the beginning of each room section. For more information about collecting the roses here is a video: http://www.youtube.com/watch?v=PCJR6CUpMKU Hacking is much more difficult in this challenge than it is in the normal game. Every hack-able object is the maximum difficulty and aside from Security Expert 2, no tonics to assist you. I really wouldn’t recommend spending ADAM on any of the hacking tonics because there are not that many items to hack and money is rarely in short supply. There are only a few challenge rooms where enemies healing at health stations presents a problem. If you’re going to hack any machine, make it the U-Invent. The U-Invent is the only means to obtain many of the best ammos and auto-hack tools to take care of the other machines. One thing to remember about hacking is that while it will hurt if you fail, it will not kill you. So even if you can barely see any remaining health, you can continue hacking until you finally finish it. Plasmid Advice: Enrage is the most useful plasmid for this challenge (one of the load screen messages even says as much) and reflected by being tied for most expensive plasmid. Most rooms have hordes of enemies and using this will do most of your work for you. I have yet to see enough use for Telekinesis to justify it being the other most expensive plasmid, which is ironic because it was my favorite in the real game. Security Bullseye was in my opinion one of the most useful plasmids in the regular game but is limited here as there are only two rooms dominated by security equipment. There are also two key differences between this challenge and the normal modes. 1) Almost all the Big Daddies here have gone berserker. Normally, Big Daddies do not attack you if you use Security Bullseye against them but they will here. 2) There are no alarm tiles in any of the hack-able objects. One useful trick in the regular game would be to start a hack but intentionally direct the flow into an alarm tile so that security bots would be summoned and then use this plasmid to divert their attention. The designers of this challenge were obviously aware of players using this tactic and eliminated the possibility of using it here. However, being by far the cheapest plasmid available makes it worthwhile. I have yet to buy Target Dummy for this challenge, mainly because I try to stick to the offensive plasmids. I haven’t used Sonic Boom 2 much, but this may be the one situation where it is superior to Telekinesis. Lots of hazards and such that will compound the damage done. Insect Swarm 3 is another plasmid that I’ve found more useful here than in the normal game. It can immobilize just about any enemy while doing some damage in the process. Since hacking health stations is much harder than normal, setting Cyclone Trap 2 in front of one to prevent splicers from using it comes in handy. It’s also handy in the final section where you know where enemies will spawn. Electrobolt 3 is not quite as useful here mainly because there are few areas of standing water. However, I still use it a lot for things like the 1-2 punch and disabling turrets. Incinerate 2 is the most effective available plasmid I’ve found for dealing direct and consistent damage. Weapon Advice: Unless you’re doing a Tough Guy run, you will be using your other weapons a lot. The wrench is a very effective weapon itself especially with the tonics already equipped. Some research of the many Bouncers encountered will make it even more effective. After you complete each room, your first stop should be at the U-Invent to see if you have enough components to build the specialty ammunitions. I try to use the crossbow with steel-tip bolts mostly because they are by far the most economical option here. They do a significant amount of damage to every type of enemy encountered and can often be recycled. Regular machine gun rounds come in second for best value. Here is the list of the weapons and ammunitions in the order I've found most useful for this challenge as well as the uses they are best suited for: Weapon................Ammunition................Use Crossbow..............Steel-Tipped Bolts........Everything mid to long range Machine Gun...........Machine Gun Rounds........Splicers close to mid range Pistol................Anti-Personnel Rounds.....Splicers, all ranges Grenade Launcher......Frag Grenades.............Big Daddies, groups mid range Chemical Thrower......Electric Gel..............Big Daddies close range Shotgun...............Exploding Buck............All enemies close range Sticking with one ammo for each weapon is most beneficial during the speed run. Feel free to use different ammunitions or multiple types for the same weapon if they work for you. ------------------------------------------------------------------------------- Rescuer and Collector Trophies: Room #1: A Single Splicer Rose Location: In between the cracks of the mechanical station thing nearest to the broken health station. Pick up the wrench, pistol and 6 pistol rounds on your way into the room. Unless you’re doing a speed run, just take care of him with the wrench. I’d recommend waiting until after you’ve taken care of the thuggish splicer to search the room for items. There are usually some bandages in with him or some of the other corpses and if you’ve been in a clubbing contest with him there is a decent chance you’ve taken some damage. The Little Sister’s gift will contain $120, 80 ADAM and all your weapons. Now that you can use the Power to the People station, I’d recommend upgrading the crossbow damage. Now that you have your camera and some film I’d also recommend taking a picture of the dead splicer, the picture won’t net much of a research bonus, but every bit helps. Once you walk into the teleportation device to return to the central hub, you’ll be presented with this message: You’ve beaten your first challenge, but the next one is harder. You now have all your weapons, but you’ll need to buy some ammunition. Pick up some crossbow bolts, lots of film and whatever items you need before moving onto the next challenge. You can get some items from the Gatherer’s Gardens if you want but I usually wait until I can afford some of the better plasmids. Room #2: A Single Big Daddy Rose: In a crack in the partially sunken floor near the entrance. This one is really tricky to find and get. You will probably need to crouch to see it then move around and adjust the camera to actually collect it. Like with the previous room, you’re often better off waiting until after he’s dead to collect the items in here. You might also want to visit the Pttp machine right away though, I’d suggest crossbow bolt breakage chance. Before engaging him, you will definitely want to take some pictures. This room has a pillar in the middle and at least a quarter of it is filled with electrified water. Stand next to the pillar and shoot him with the pistol. Sidestep to the right when he comes charging so that he lands in the water. You can shoot him while he’s in here, but normally you can conserve your ammo by letting the electricity take care of him. Just move from one side of the room to the other so he will keep trying to come after you through the electrified water. If he does make it out of the water you can jump across the corner part of the water by the pillar. He will follow you and fall back in. When he’s finally finished, collect the gift of $240 and 80 ADAM. Take the portal up and you be presented with this message: You can attempt the remaining arenas in any order you like. Some are more difficult than others. For this guide the remaining rooms will be numbered in the order the appear starting at Room #1 and going clockwise, this is not a difficulty ranking or a recommendation for the order which to do each room. The gift received upon completion of each room will always be $120 and 80 ADAM from here on out. Room #3: Spider Splicers Rose: Under the bench near the Power to the People machine. This is the only rose I found in this challenge without actually looking for a rose. Be sure than you are stocked up on film before going into this room. Since spider splicers like to crawl around on the ceiling you can fully research them before dropping down into the combat area. You’ll also get Extra Nutrition 3 from the research so might as well use it while you have the open spots. Drop down into this Eternal Flame Crematorium themed arena and search the corpse hanging from the ceiling by the entrance to find an Eve hypo. By now one or more of the residents will probably become aware of your presence. If you have Enrage it wouldn’t be a bad idea to apply it to the first one that comes after you. If you don’t have Enrage, Incinerate 2 works well and a couple shots of Electrobolt 3 will take care of them if they get into the water. Otherwise the best option is to try to snipe an unaware one with the crossbow. The crossbow works best if they are crawling around on the ceiling or charging straight at you. Otherwise when they are doing their back flips and other acrobatic feats it’s hard to line up a clear shot that will hit it’s mark with the crossbow. In closer quarters or when they are moving around using either the much faster firing pistol or machine gun with anti-personnel rounds is a better option. If they get real close switching to the wrench gets the job done. When you’re done be sure to search the room for supplies. Room #4: Security Bots Rose: Buried in ice to the right of the broken bot shutdown panel where the thuggish splicer was. You will need Incinerate 2 or napalm to get this one. Key screen message to keep in mind here: Hacking an enemy counts as defeating it for the purposes of this Challenge Room. You started equipped with Security Expert 2 for a reason. However, I would only recommend hacking the "dead" ones (after taking a picture). This is one of the rooms that makes getting Security Bullseye worthwhile. Run trough this Fontaine Fisheries themed room until you see the Big Daddy standing in front of the Little Sister vent. Stick the Bullesye on him (from a distance, because he will come after you) and let him take care of the bots while they partially take care of him. Follow the tunnel to the right of where he was through another room and you’ll find a splicer with a red ring around his head. You can kill him right away, but doing so will shut down any bots you haven’t hacked. It’s up to you if you want to take care of him now or lure him into wherever the Big Daddy is then use Enrage on him for a kamikaze mission. (Keep this tactic in mind for a Tough Guy run) A few crossbow shots should take care of the Big Daddy and clear the room. If you have some fire attacks in your arsenal it doesn’t hurt to thaw out this room. Lots of good items like distilled water and so forth lying around under ice in here. Room #5: Houdini Splicers Rose: Behind a sheet leaning against the wall beneath the stairs to the left of the health station. Not the best description I know but if you go down to the area by the health station it’s not hard to find. Getting this one however is another matter altogether. Go up the stairs to the landing above it. There is an area where the railing is gone just past the corner of the top of the section of stairs above this rose. Get a running start and jump. Depending of where you jump you will either land in the area with the rose, end up on the stairs above it, or fall to your death. Since the latter is a very real possibility your want to be sure to save the game progress before attempting the jump. This room is unlike any other challenge room. All the other rooms are designed like mazes but this one is a long spiraling staircase filled with many hazards on the way to the bottom. When you first drop down here you’ll see some splicers teleporting and walking around some platforms you can’t reach. While they are doing this and are not aware of you would be a good time to take some pictures. Natural Camouflage is one of the best tonics available and for the cost of a few rolls of film it’s yours. On top of that if you take enough pictures you’ll get research bonuses that make it much easier to see where they are going. If you want to snipe them with your crossbow go ahead, just be sure that if you see one walking be sure to lead it by what would be the equivalent of a foot to make sure the bolt connects. Now if you choose to eliminate them when they are in these unreachable areas remember that you won’t be able to loot their corpses unless you have Telekinesis equipped. If you have it or don’t care go right ahead. Taking care of enemies individually makes your job easier as you continue down the stairs. You don’t want to be engaged in a battle with a Houdini splicer on the stairs because there is no room to move to dodge their attacks and it’s easy to run into a hazard on the stairs or fall off them if you are trying to dodge. Once you make your way to the bottom of the stairs is the time when you’ll be forced to deal with more than one at a time but is also the only time when you can move around and attack like normal. I always try to enrage as many as I can because chasing them around is futile. It also helps to set the ice splicers on fire because they are typically the strongest and this way they will slowly wear down. Either the pistol or machine gun works well for taking care of whoever is left. Room #6: All Kinds of Enemies Rose: In between the wall and the bunker to right of Little Sister vent. This may be my favorite challenge room and one I normally try to make among the first covered. The variety of enemies is the best chance to get a lot of research done which saves time in the specialty rooms and helps get to prepared for the final test. The turret here is already disabled so all you have to do to hack it is walk right up to it and start hacking. If you use Enrage on the Big Daddy here he will clean house. All the explosive barrels here make this one of the few rooms where Telekinesis is useful, but if there is a splicer next to one shooting the barrel gets the job done. Be sure to search the nitro splicer grenade boxes because this is the only chance you get for some free grenades. You might want to upgrade the grenade launcher here in preparation for the next challenge. Room #7: All Kinds of Big Daddies Rose: Behind a log next to the wall to the left side of the Little Sister vent. It’s closer to the corner of the outlet opposite the vent. This is predictably the hardest room and by far the hardest in the Tough Guy challenge. This room also definitively answers the question of which Big Daddy is the best. Elite Rosie is the alpha Big Daddy by a mile. When you first arrive in this arena you’ll see a Bouncer walking by. Leave him alone for now and head forward to where you see a Rosie and an Elite Rosie crossing paths. Enrage the Rosie so that it can get in a couple shots before the Elite Rosie starts to fight back. Now would be a good time to take some pictures of these two because these will be the only Rosies you’ll encounter here. Once you stop getting bonuses move on to the area by the water wheel. This is a key area to remember because this area has a free first aid kit, Power to the People machine, and a health station. Turn to the right of the PttP station and you’ll see an Elite Bouncer swinging away at the Little Sister vent. Leave him alone for now. By now the Rosie should be dead so you can go collect the contents of him and his rivet gun. Also, the Bouncer should be in view of the Elite Rosie and use Enrage to get them to duke it out. Wait until the Bouncer is dead to goad the Elites into a fight. You want the Elite Rosie to take as much damage as possible and therefore don’t want to take a chance of any other Big Daddies fighting amongst themselves. You’ll usually have to Enrage the Elite Bouncer and let him chase you until he is in view of the Elite Rosie and then use it again to get him to direct his attention elsewhere. If you’re lucky the Elite Rosie will have about 75% of his health left once its down to you and him. If you have any of the specialty ammo that can only be built like armor-piercing machine gun rounds, electric gel, or heat-seeking missiles now would be a good time to use them. If not, steel-tipped bolts still to an effective job. Try to bring the fight into the area specified before because the long corridor provides good cover if you can get him to circle around here and the health station being nearby allows you to use it. Try not to rely on using Telekinesis for playing hot potato because he can usually use his rivet gun to detonate it before you can catch it and throw it back. A few crossbow shots that hit their mark will take care of him. Room #8: Security Turret Maze Rose: Against the wall on top of the second set of gears to the left of the right of the PttP machine. This is another case where finding the rose is the easy part. You’ll have to position yourself correctly then time a jump correctly. No possibility of death but still usually require some time and many tries. As was the case in the Security Bots room, if you hack a turret you’ll probably see this message: Hacking an enemy counts as defeating it for the purposes of this Challenge Room. The first turret you see will be an RPG turret to the right of where you enter. You can hack it by disabling it with Electrobolt or distracting it by using Security Bullseye on the splicer that comes by here. The bullseye uses less Eve so I use that whenever possible. You will definitely want to take pictures of the first couple turrets you encounter so that you will be able to instantly hack them. If you go back to the beginning area and take a left you will soon be near the Big Daddy in this arena. Stick Security Bullseye on him to serve two purposes: destroying several turrets and eliminating him. Try to hack as many turrets as you can because there are a number of leadhead splicers wandering around here and this way you kill two birds with on stone. If you don’t want to or don’t have enough Eve to hack all the turrets a direct hit from a crossbow bolt will destroy it. If you don’t see any enemies still alive but haven't heard the room completed music it most likely that you’ve missed one of the several flame turrets tucked in between barriers at the end of the maze walls. If you want, you can destroy the turrets you’ve hacked with your wrench to collect the items inside. Now that you’ve completed all the rooms, all you have to do is walk up to the Little Sister in the central hub and collect her right? Unfortunately you’ll find there is one last challenge for you to overcome. So before you walk up the stairs to pick her up stop over by the vending machines to stock up for the last onslaught. First stop by the U-Invent to see if there are any items that can be built. If you have enough components for an auto-hack tool or two be sure to use them on the health stations. If you haven’t purchased Cyclone Trap 2 yet now is the time to get it. All the enemies that show up here will materialize like Houdini splicers at the various teleportation spots and this way you’ll be able to eliminate a number of them the minute they arrive. Remember that like with trap bolts there are a limited number of traps you can have set at once so don’t set too many. Also if one or more of the health stations aren’t hacked you can put a trap in front of them to keep wounded splicers from healing at them. Spend all the ADAM you can on plasmids or tonics and all your money on ammo, etc. If you need to heal later there will be plenty of cash to pick up from dead splicers later. Once your ready walk up the stairs and wait until the lights come partially back on. The first wave of splicers will be mostly thuggish and leadhead splicers. If you set up Cyclone Traps many of them will be taken care of (or at least partially) before they have a chance to come after you. Regardless, you will still need to take care of most yourself. As the first wave is ending another wave of spider and nitro splicers begin to arrive. You can run around trying to reset the traps but that strategy is inefficient since you have to keep track of how many there are and that plasmid drains a lot of Eve. Mow them down and eventually some Houdini splicers will arrive. Once all of them are gone two leadhead splicers controlling two security bots. If you have Security Bullseye (if not equipped swap it in at the Gene Bank) use it to get the bots to turn on their masters. A quicker option is to just shoot them so that the bots will shut down. Be sure to hack them both because them will be a big help for the last enemy- a Bouncer. While they are keeping him occupied equip whatever Big Daddy specialty ammunition (grenades, armor-piercing rounds, electric gel) you may have. If you don’t have any just make sure everything else is fully loaded to bring him down. Once he finally succumbs, the lights will come on and the Little Sister will flip the switch to allow access to the area she was hiding in. Collect her and the Rescuer trophy. ------------------------------------------------------------------------------- Tough Guy Trophy: Rescue the Little Sister using only plasmids, tonics, the wrench and the research camera, on Medium or higher difficulty. This is the only Silver Trophy that can be obtained from the downloadable content and in my opinion is the most fun challenge for Worlds of Hurt. There are other methods for completing this challenge but this one has proven effective on Survivor so it’s guaranteed to work on Medium difficulty. Room #1: A Single Splicer This room can be done exactly like in the normal mode: just grab the wrench and beat him to death with it. However, here’s a tip to remember to avoid accidentally using any other weapons later: don’t pick up the pistol or bullets on your way into this room. If you don’t have any ammunition for a weapon it will be skipped when you cycle through your weapons making it impossible to actually fire. When you are done scour the room for items and take a picture of the dead splicer after you get the camera. No need to bother with the Power to the People machines here. Now that you have some cash and ADAM you can start stocking up on supplies. Obviously there is no need to even bother buying anything other than First Aid Kits, Eve hypos, and film. Spend all of your money on film now, you will be using a lot of film throughout this run. Check the U-Invent every few trips back up to see if you have enough components to build auto-hack tools. Now or during the next round would be a good time to try hacking the U-Invent or health stations in the central hub. You can try hacking the Circus of Values machine but there is little need to as your wallet will be overflowing due to not needing to buy ammunition. It’s up to you if you want to buy a plasmid at the Gatherers Gardens or wait until you can afford one of the more expensive ones. I like to pick up Security Bullseye now since it’s cheap, uses little Eve, and I like to get the security equipment rooms out of the way first. Room #2: A Single Big Daddy Use the film you bought to take as many photos as you can. In the normal mode you can only take four photos of a single subject but here you can sometimes get five. If you’re lucky, you can fill the first two research bars here and get Wrench Jockey 2. If not, you’ll get it right away in the next room with a Bouncer. If you bought Security Bullseye before coming here, you can implement essentially the same strategy as normal. Just stand to the right of the pillar and use the bullseye on him. Sidestep his charge and let the electrified water take care of the rest. If you don’t have Security Bullseye or any other plasmid, you can still smack him with the wrench and get him to chase you until he gets into the water. This option is obviously much more dangerous and bears a significant risk of taking substantial damage. Once he’s finally finished search the room and head on up. By now you should have all the film you’ll need so now is a good time to start filling up on First Aid Kits and Eve hypos. If you bought Security Bullseye on your last trip up you should have 130 ADAM, meaning you can afford Enrage and still have 10 ADAM left over. Room #3: Security Bots I always make this the first room to tackle for a simple reason: there are only two actual enemies. Once you enter this room you will here an alarm sounding, but you don’t have to worry about it. Go through the door that says "cold storage" on the immediate left from where you enter and follow the tunnels directly until you see a deactivated bot lying on the ground. Take a picture of it. Even though it is "dead" a photo will complete the rest of the current research bar and get you part of the way to the next research reward: automatically successful hacks. Hack this bot and use Security Bullseye to send it after the Bouncer in the next room. Now is a good time to take pictures of him and the rest of the bots that soon join the party. If he manages to deactivate one hack it or reactivate it. Once you can’t take anymore pictures, move onto the room with the thuggish splicer and take a couple pictures of him as he just starts to take notice. Get him to chase you until he is in the same room as the Big Daddy and then Enrage him. He won’t do a lot of damage to the Bouncer, but every bit helps. While he’s on his kamikaze mission is a good time to search for the area for any disabled bots to use. Hopefully, the bots will take care of him but more likely you will have to finish him off yourself. If at all possible try to draw him into the room with the health station for the final battle. By the time you are done you should have 90 ADAM which is exactly the amount needed for Electrobolt 3. One tip to remember when buying any plasmid is that after the purchase your Eve bar will be refilled, so don’t waste a hypo in between if you buy a plasmid. Be sure to be fully stocked on Eve hypos before moving onto the next room. Room #4: Security Turret Maze Now that you have Electrobolt and Security Bullseye this room should be a breeze. Before you drop down into this room try to zoom in on several of the turrets (I’d recommend some of the ones farthest from the floor level entrance first) and take pictures until hacking them becomes automatic. Once you enter, short out the RPG turret to the right (for hacking of course) and head back towards the entrance area to avoid getting in the crossfire of the machine gun turret in the other corner of this section. Quickly move in front of the flame turret to the left of the entrance area and hack it. (Because they have limited peripheral vision here, flame turrets have a small window of opportunity where they can often be hacked without having to disable or distract them.) By now a splicer and the RPG turret in this area should have become aware of your presence so to stay alive use Security Bullseye against the splicer. Now that the turrets are pre-occupied hack the machine gun turret in the corner. Take care of hacking the RPG turret and flame turret in this area once the splicer is dead. Once they are under your command apply the bullseye to the Big Daddy directly in front of you. Hopefully he will first attack the machine gun turret in the corner to the right of him. If not, it will just cost you some Eve later on. To keep out of his path of destruction go back towards the entrance and hack the machine gun turret in view of the first turret encountered. By now you should know that all non-mechanical enemies found on this level should be dealt with via SB. One by one hack each turret until you either hear the level cleared music or only you and the Big Daddy remaining. If he is still alive and swinging get SB ready and use it on him from enough of a distance that a functional turret will be able to lock in on him before he can get to you. Once everything is clear, you can use your wrench to smash each turret in search of components. Batteries, rubber hoses, and brass tubes are the only components relevant to this challenge so if the turrets don’t yield any of the above or useful items like bandages or coffee just leave it. If you took enough pictures of the leadhead splicers here, you should have the Scrounger tonic at your disposal. It doesn’t have a whole lot of use in this challenge but can help some here. When you come up you may have enough components to build an automatic hack tool. If you do, go ahead and use it on one of the health stations now to save a few bucks healing in between rounds. This is a round break where you have many options for what to do with your 80 ADAM. You can buy Insect Swarm 3, get some of the useful tonics such as Eve Link, Eve Saver, Armored Shell, Wrench Jockey, Static Discharge, etc. or just save it for later. I generally try to get Armored Shell and/or Eve Link/Eve Saver here. Armored Shell because or is overall damage reduction and fills one of the three valuable combat tonic slots, and one of the Eve tonics because it saves valuable hypos and leaves some ADAM left over for after the next round. Room #5: Spider Splicers Now even more so than in other rounds you want to be sure to do your research from the bird’s eye view. If you take all the photos you can of every one, you should be able to have them fully researched before dropping down into the combat area. Research will also net Extra Nutrition 3, equip it if you don’t already have the slots filled with better tonics. Save your progress before actually dropping down as always. If you can carry it, take the Eve hypo inside the corpse hanging by the entrance, otherwise pick it up afterward. Move to the left area with the homemade bunker and the only real water area in this challenge. Use Enrage if more than one are in the area, otherwise try to draw them into the water for Toaster in the Tub. If one happens to be crawling along the ceiling Electrobolt 3 will bring them down, if they happen to be directly above the water they will be electrocuted almost as much as if they were standing in it from the start. If you happen to shock them on dry land the 1-2 punch will deal significant damage. If they survive the 1-2 punch be wary of them retaliating with the dropkick attack. On this level more than any wounded enemies are a threat to heal themselves at the health station. If you see one headed there freeze them in they’re tracks with Electrobolt and finish them off with the wrench. If one or more splicers are engaged in battle you might want to go over there and be on guard for when the loser comes running. Before you leave this room you should be fully stocked on health kits or close to due to the abundance of healing items on this level. Whether you tackle the Houdini Splicers or All Kinds of Enemies room next depends on which plasmid you buy. You will want to have Incinerate 2 for the Houdini room and Insect Swarm 3 for the others. Room #6: Houdini Splicers This room can either be really easy or really hard. As stated previously, falling to your death is easy to do if you’re not paying attention. The other decision that affects the difficulty is whether or not you intend to loot the corpses. Some tips: If you rely on Enrage, most of the enemies will take care of each other but at the cost of not being able to collect the items they carry and being left with only the more difficult ice splicers at the end. You also run the risk of one of the ice splicers getting stuck in a loop of freezing an enemy, teleporting away and back again, then freezing the same still frozen enemy. This can be very troublesome due to the fact that he and the other splicer will usually be in an area unreachable to you. This is where Incinerate comes in handy. It will slowly kill enemies that won’t come to an area where you can kill them directly with the wrench and weaken other enemies to make it easier when that time comes. If a splicer attacks you directly they will eventually move onto the stairs. While this puts you at a greater risk for damage it gives you the opportunity to use the 1-2 punch. This maneuver will spell instant death to all Houdini splicers except for ice splicers even on Survivor difficulty. Once you have worked your way to the bottom feel free to use all the plasmids and other tactics as you normally would. Be sure that your research is complete or almost so by the time you reach the bottom. Natural Camouflage does not work here but will be extremely valuable in the later challenges. Reaching the research level that grants you the ability to better recognize where Houdini splicers appear will make success here much more attainable. If you don’t already have Insect Swarm 3 get it now. Swap out Security Bullseye. Room #7: All Kinds of Enemies Have a decent amount of film available because as the title indicates, there are all kinds of enemies to research, most of which can be done during the overview. When you drop down first run right to the deactivated turret and hack it. Step back behind some cover while the turret takes care of the Nitro and/or Houdini splicer in this area. Move over to where the Big Daddy is and Enrage the leadhead behind the wall so that she can get a couple shots in before he eliminates her. If there are any of the Nitro splicers still around try to Enrage him as well. They are among the few enemies that can do some real damage to the Bouncer. Otherwise leave him alone for the moment and move to the adjacent area where pretty much every variety of splicer is congregated. Use Enrage again to set off a fracas. If the Big Daddy is done with the splicer Enrage him to draw him into this area to clean up and hopefully take some damage in the process. During this time is a good opportunity to scan the area for any remaining splicers that may be wandering around by themselves. Use Incinerate or Electrobolt plus wrench to take care of them. In the likely event that the Big Daddy will be the sole survivor once the dust settles. Whip out Insect Swarm 3 and use it on him. While he is occupied with the bugs run behind a wall and stay put until the Natural Camouflage takes effect. Wait awhile after the effects of the swarm wear off (you will here a loud buzzing sound) while he looks for you. If he doesn’t find you after a few seconds he will go back to the vent. However the moment he sees you he will come after you so don’t let your guard down. Repeat this process as necessary until he is finally finished. Before the final room you will want to get everything in order. Be fully stocked on health packs and Eve hypos. Have the plasmids Enrage and Insect Swarm 3 available as your primary attacks and Incinerate 2 and Electrobolt 3 as backups. For Physical Tonics you want to have SportsBoost 1 & 2, Natural Camouflage, and either Eve Link or Eve Saver. For Combat Tonics go with Wrench Jockey 2, Armored Shell, Static Discharge, Wrench Jockey 1 if you bought it. Feel free to go ahead and swap out Photographer’s Eye 2 if you have five of these. You should be able to finish the Bouncer research if it hasn’t already been without it and it won’t make any real difference with what Rosie research can net. Room #8: All Kinds of Big Daddies The first stage of this level is more or less done the same as advised in the standard walkthrough. One by one Enrage the enemy near the Elite Rosie so that he will eliminate them and hopefully take as much damage as possible in the process. Once its down to just you and him, get behind him and stand still until Natural Camouflage turns you invisible. Wait until he’s about to turn a corner and unleash Insect Swarm 3 on him. Immediately turn tail and run and put several walls behind you and him (go clear to the other side of the arena if necessary) and stay put again until you can’t be seen again. Wait until you hear the swarm disperse and his footsteps sound like he has given up pursuit and has returned to his patrol route. Slowly make your way back to where he is and send them after him again. Be careful, if he sees you, he will attack. If you were just near where he was you can wait until he walks past you to start your attack. Don’t think just because you have turned invisible when you attack he won’t still attack you, so try to stick to the run & hide technique. Once he’s finally done search the room and take the ride up. DO NOT try to retrieve the Little Sister until you are ready, and by ready I mean getting stocked up on supplies and such. The last room should have produced enough components to build another automatic hack tool. Build it an use it on the other health station. If by chance you can build three hack tools use the third on the Circus of Values machine. Stop at the Gatherer’s Gardens and purchase Cyclone Trap 2. Set up a vortex at each of the teleportation spots so that the first wave will practically be taken care of as the arrive. Once they at all set up and you have fully stocked up on items, go try to retrieve the Little Sister. As they arrive it might not be a bad idea to replace the traps but don’t spend too much time on that because two will completely drain your Eve and there are bound to be some enemies attacking you. Work you way through the horde using a combination of Enrage and 1-2 punches until the splicers with hacked bots arrive. Now might be a good time to stop at the Gene Bank and swap out Enrage with Security Bullseye and Cyclone Trap 2 with Insect Swarm 3. Use SB to get the bots to take out their masters and then hack them once they fall to the ground. It doesn’t hurt to stick SB on the Big Daddy right away so they don’t waste time waiting to attack him. While the bots and Big Daddy are engaged in battle would be a good time to make your final trip to the CoV for items. Once both bots have been destroyed get Insect Swarm ready to use it to wear him down the same way as has been done before. If he comes charging after you, shock him with Electrobolt to freeze him in place. Once he’s finally dead, go up the stairs to collect the Little Sister and the Tough Guy trophy. ------------------------------------------------------------------------------- Expert Trophy: Rescue the Little Sister in under 15:00, on Medium or higher difficulty. If the Tough Guy trophy was a Silver trophy, this one should be Gold. Unfortunately, it’s just another Bronze trophy to add to your collection. It is usually the one trophy preventing players from having 100% completion so at least you can have the bragging rights of that once you finish this. This challenge is all about speed, so every second counts. No time for scavenging around for items or any other time killers. Here are a few tips for shaving seconds off your times: Don’t stop at the vending machines after completing every room. Sometimes you have no choice but to restock on ammo, supplies, and ADAM upgrades, but you will need to go directly from one room to the adjacent room a minimum of two times to make it in under the target time. You may want to do a run on Easy difficulty just to get used to which routes work fastest for you and which tactics are most efficient in certain rooms. Re-load when you are going to collect the gift from the Little Sister at the conclusion of each level or when you are going to the next room. The later will be more common as much of the time you wont have a full clips worth of a certain ammo until after you stop at the machines in the hub. To save time reloading mid-battle, try to have only one type of ammo for each weapon and try to have a specific use for each weapon. (See Weapons Advice section for details about my recommendations.) Several of the ammos I’ve chosen are specialty ammos that have to be selected with the directional pad. To save time loading them hold the left analog stick forward as you are running into the next room and use your right hand to select the appropriate button on the directional pad. Research, but don’t over research. By this I mean don’t just stand there trying to milk every available photo out of a subject or trying to center or zoom in a shot for a higher score. You do want to do some research to get the damage increases but can’t do so at the expense of time. If there are subjects in view go ahead and take a shot or two but don’t stop for anything other than lining up a headshot. Every splicer will go down with one crossbow head shot so the research will only speed up other attacks. If all of your weapons are fully loaded before the door opens to a new room try to get a view photos in as you cross above the arena. Try to use your ADAM on tonics that enhance your efficiency rather than plasmids. Tonics are always active and don’t drain Eve and therefore are better suited for speed. Weapons are almost always faster ways of killing enemies. Most damage plasmids can only be used two or three times before having to reload which is another reason to try to use them sparingly here. Your wallet will be lighter here than in other rounds because you won’t be searching every corpse and container. Spending $38 for two or maybe three kills is also fiscally inefficient. Before the final test I usually only use Electrobolt 3 as my main offensive plasmid due to the fact that it works against all enemies and combining it with the wrench will finish off most splicers. Enrage is still needed for rooms with Big Daddies and Security Bullseye helps with the obvious. One of the first tonics I try to get is Clever Inventor. Even though it’s an Engineering Tonic, it allows you to build more of the specialty ammunitions that gives you more firepower and therefore makes you able to kill enemies faster. Eve Link and Eve Saver serve their obvious purposes. I prefer Eve Link because if your Eve is zero using a med kit will allow you to use a plasmid again one more time. Medical Expert 2 helps you save money on First Aid Kits and in some cases helps you stay alive. I can’t recommend buying more than two Physical Tonics because you don’t want to swap out SportsBoost 1 or 2 during this challenge. Armored Shell and Static Discharge are the universally useful Combat Tonics. The third or forth option is a more difficult decision. If you’ve researched Bouncer enough you will earn Wrench Jockey 2 which is worth a spot even though the wrench is the least efficient weapon in your arsenal. Human Inferno 2 is really only useful as a complement to Incinerate 2. I usually go with Electric Flesh 2 because I use ElectroBolt 3 and if I have any Electric Gel this makes it almost as effective as reducing the consumption rate on the chemical thrower. Heed the advice of the load screens: save often and in multiple slots. I wouldn’t recommend saving as you are completing a room but saving immediately before you drop down is helpful for replaying a room. Multiple slots are especially beneficial because if you have made good time after a certain number of rooms you can do retries starting halfway through instead of at the beginning. Try to keep an eye on the timer but more importantly try to keep time in you head during each room. Try to target 1:30 for each room. If you average that you will have 3 minutes for the part at the end as well as the time in between each room. Several rooms will obviously take longer than that (Houdini, Turret Maze, All Kinds) and 2:00 to 2:30 is a more realist goal. The goal is to try to average around 1:30 and the first two rooms and some of the other quicker rooms will make up for the time consuming ones. If any room takes three minutes or more or longer than it usually takes to complete reload and try again. In any event, this will require a large amount of planning (knowing your route and where to find all the enemies), perseverance (many retries), skill (not missing shots), and a bit of luck. Onto the walkthrough. Keep in mind this is not this only route or strategy, but it worked for me. Room #1: A Single Splicer: As with all the other speed challenges you want to hit the ground running as the game loads and don’t stop moving unless it is necessary. Run to the entrance, grab the weapons and get down into the arena as fast as possible. If you run straight ahead you can loot the corpse in the middle, then strafe to the right and shoot the splicer (two shots max), loot his and the Big Daddy's corpse then take the gift. Once you have your weapons back upgrade the damage on the crossbow and head up. If everything went right you should be reading the next challenge message after 30 or 35 seconds. Depending on if you looted the planted corpses and what everything yielded you can buy 3 rounds of steel tipped bolts or 2 rounds and some film. Room #2: A Single Big Daddy Get the items in the corpse right behind the gate and drop down. If you have some film take a photo or two before you move into position. Grab the crossbow and put two shots into him before he charges. Sidestep so he lands in the water put another bolt or two in at point-blank range, and if there is a sliver of health left switch to the pistol and use those rounds on him. You will only be able to collect one bolt from him no matter what and the bullets were free. Loot his corpse and the one by the Power to the People machine. I don’t know if crossbow bolt breakage chance is the best option here because it only applies to misses, but it is the upgrade I always get anyway. Your time when done should be 1:30 tops, if you can finish both under 1:15 you’ll definitely want to save in a new slot after making your purchases. The cash gift from this room is $240 so you’ll definitely want to stock up now. I usually try to get a clip or two of machine gun rounds, at least 2 or 3 bundles of crossbow bolts, some film especially if I didn’t get any before, a couple First Aid Kits and maybe an Eve hypo if I still have some cash left. As far as Plasmids go Security Bullseye and Enrage or Electrobolt 3 are good for starters. Room #3: Security Bots Take a left after you drop down. Don’t forget to pick up the various items along the path like the distilled water, cash next to it and items in the trunk. Take a picture of the disabled bot before hacking it if you have film. Whether or not you choose to use the PttP machine here is your call. It will add a few seconds to your time but it’s not too far out of the way. If you go I’d suggest machine gun damage. Right ahead of you as always is the Little Sister vent with the Big Daddy swinging away. Stick the bullseye and move onto the room with the splicer. Take care of him with any remaining pistol rounds or the machine gun to finish him quickly and eliminate the bots he was controlling. Turn you attention back to the Big Daddy and put all of your bolts into him. If he isn’t dead by then finish him off with the machine gun. Any total time under 3:00 after finishing this room is a good start. If you can get under 2:45 you’ll definitely want to open a new file to save. Room #4: Houdini Splicers Be care not to get caught up taking too many photos here. If you start taking pictures while they are standing around unaware they may teleport away before you can shoot them which wastes precious seconds. For most of this room you will be sniping splicers with the crossbow as you strafe your way down the stairs. Houdini splicers are some of the weakest health wise so you don’t necessarily have to get a crossbow headshot for a one hit kill. If one happens to start attacking and teleport to a part of the stairs below you can use the 1-2 punch for a kill that allows you to loot them. Eventually you’ll make you way to the bottom. Get off the stairs and go directly to the Pttp machine. Machine gun damage (if you don’t have it already), kickback, or pistol clip size are all good choices. I prefer clip size first over damage because if you are using anti-personnel rounds a headshot will one-hit kill any splicer and a couple body shots will take care of them as well. 24 round clip size also means you won’t need to reload in during your time in a room which saves time and time is obviously the whole point of this challenge. A couple seconds after stopping at the Pttp machine an ice splicer will materialize in the central area directly in front of you. One shot with the crossbow will take care of him same as the others. A fire splicer should show up shortly afterward, either a crossbow shot or a few machine gun rounds will take care of her and finish the room. If you can finish this room with a total time of 5 minutes or less you’ve got a great shot at completing this challenge. Half the rooms in a third of the time gives you a bit of a leeway in the later parts. At this point you will need to stop at the vending machines. If you stop at the Gatherer’s Gardens first you can pick up whichever of the Enrage or Electrobolt 3 pair not already acquired, and Clever Inventor along with some other tonics. I specifically listed Clever Inventor it increases the odds of being able to build certain specialty ammos or maybe even more of them. Room #5: Spider Splicers Since this one is on the way now is the time to get it out of the way. Get whatever new ammos acquired loaded and if there is time do some fly-by photography. This room can more or less be approached similarly to normal. Go to the left and try to bring down the one here with the crossbow. Switch the machine gun or pistol if some start doing their back flip routine. Try to draw as many as you can into or over the water area. Whichever ones don’t get electrocuted can be finished of with the 1-2 punch. The 1-2 punch may not take care of a splicer here that is at full health so you can use shocking them as an opportunity to line up a headshot. You should be able to get at least 3 of the 5 taken care of here. If not the forth should be on the ceiling between the water and the Little Sister vent. The last one will be by herself on the ceiling in the long hall to the left of the vent. This is the only room where I deliberately skip the Pttp machine since it is so far out of the way. Try to stock up as much as you can here. If everything goes right you may not have to make another trip back to the vending machines. Now would be a good time to buy six frag grenades. Room #6: Security Turret Maze This is a room where you definitely want to be taking pictures as you run over it. There is a good chance you will make some progress on leadhead splicers but more importantly you want to be able to at least have the option of the turret auto hack. More or less you will be following the same path as before here. When you drop down take a picture of the first turret if you haven’t reached the research goal yet and shoot it with the crossbow. Try to hack the flame turret before it becomes aware and stick Security Bullseye on the splicer in this area. Shoot the machine gun turret in the corner and try to hack the RPG while it’s still distracted. Try to get the flame turret hacked as well because you don’t want to have to backtrack to this area later. Stick SB on the Big Daddy and heal at the health station if you need to before moving on. Be sure that the leadhead is dead too even if you have to finish the job yourself. By now the machine gun turrets in the corner near the entrance may be firing at you so either shoot it with the crossbow or use SB on any splicer that may have wandered into this area. Shooting a turret is usually preferred in this run because it’s faster, cheaper, and destroyed turrets yield lots of valuable components and often extra machine gun rounds, but if a splicer is present hacking ensures that you’ve killed the proverbial two birds with one stone. Once this turret is neutralized, shoot the one by the Pttp machine (finish of the machine gun upgrades if you haven’t already, otherwise move onto the pistol or maybe even chemical thrower consumption if you have some gel), followed by the one behind it. If there is a splicer in this area use SB and try to speed up his demise with the machine gun then shoot the flame turret and other turret. Now it’s likely just you and the Big Daddy. Be looking to see if the turret in the corner next to him is still intact. If it is use SB for some more teamwork, otherwise just make a pincushion out of him with the crossbow. Room #7: All Kinds of Big Daddies Drop down here and Enrage the Bouncer walking by, keep running and do the same to the Rosies that happen to be crossing paths. Hopefully the Bouncer joins the Rosie brawl instead of going after the Elite Bouncer. Since your goal is speed if he picks a fight with the other Bouncer just reload. Pick up the health pack by the Pttp and upgrade grenade launcher damage immunity if you have any grenades. Clear at the other end of the room is the Elite Bouncer. You should be able to get two or maybe three crossbow shots in before having to sidestep his charge. Turn around and finish him off before he can turn around. If there was a three way Big Daddy fight going on during this time it should be coming to its conclusion. Try to stick the Elite Rosie with a couple crossbow shots during this time to make your job as easy as possible once the others are dead. Try to finish him off with what is left in this particular quiver of arrows and switch to the grenade launcher if they run out. I really wouldn’t recommend electric gel just yet unless its an emergency. The Elite Rosie is the only Big Daddy in this challenge that drops a reward on par with what you usually get so be sure to pick it up even if it means taking a couple extra seconds in this room. You’ll probably be visiting the vending machines now for two reasons. 1) It’s extremely unlikely that you won’t need to restock ammunition, etc. after the last two rooms. 2) Your wallet will be close to full now, especially if you looted the Elite Rosie. While time is more important than money in this challenge, having a full wallet before you take the gift from the Little Sister at the end of the next room is throwing $120 away. Now also wouldn’t be a bad time to pick up Cyclone Trap 2 and/or some of the useful tonics that you don’t have already. Room #8: All Kinds of Enemies This is another room where you might be able to get some decent research done from above. The first thing you should do once you are actually in the room is hack the turret. Try to take care of the Nitro and Houdini splicer here quickly so that you don’t have to worry about them destroying your turret. If you need to heal do it at the health station and if you bought Cyclone Trap 2 set one by it to stand guard. Enrage the splicer with the machine gun so she can weaken the Big Daddy while you take care of the rest. You can Enrage him to have him clean house but I try to leave him for last for two reasons. 1) It’s really easy to get caught in his path of destruction, especially here due to all the explosive hazards. 2) I will always know exactly where to find the Big Daddy: right by the exit. There usually is a Houdini splicer in the hall between here and the largest concentration of splicers in this room. Take care of her with one crossbow shot then switch to the machine gun and open fire on the barrels in the corner just beyond her. The explosion will easily eliminate the Nitro splicer hiding back here and if your lucky another one. Take care of everyone in this area by whatever means that doesn’t require reloading and use your last weapon upgrade. Electrobolt will bring the spider splicer down to the ground or hold her still for a quick execution. Turn the corner and head towards the Big Daddy. The usual combination of bolts and grenades or gel will take care of him and keep him in your path. Once you are back to the hub immediately run to retrieve the Little Sister so that you don’t waste any time standing alone in the dark. The lights of the U-Invent are your best indicator of you position at first and that is where you want to be going first anyway. If you can build an auto-hack tool use it on the adjacent health station. Try to get a full 24 anti-personnel pistol rounds as that is your most efficient ammunition for this part. In fact I would stick with that until its gone. If you can get some gel or exploding buckshot now is the time to do it. Stock up on Eve Hypos now, Cyclone Trap 2 can only be used twice before needing to refill whether you have Eve Saver or not. Speaking of which, get it if you don’t have it and start putting traps on all of the portals to thin out as much of the first wave as you can after that stick one in front of any unhacked health stations and be done with it. Electrobolt 3 is the only plasmid you may need for actual combat. This whole section is so chaotic that it is hard to have a specific strategy for dealing with the splicers that don’t walk into the traps, but that is why I recommend ant pistol rounds. Another time saving tip is if there aren’t any spilcers in the immediate vicinity, equip the grenade launcher. Whenever you see a blue cloud materializing, launch a frag grenade in its direction. Accuracy is less of a concern with grenades and one is more or less a one hit kill for any splicer. This is especially useful for the last two splicers that bring security bots. The Big Daddy will go down the same as all the others. Some crossbow bolts at long range, frag grenades at long to midrange, and electric gel when he gets up close and personal. If you reduced the chemical thrower’s consumption rate and equipped Electric Flesh 2, the gel should finish him quickly. He will need to go down with at least 15 seconds to spare to still meet this goal. Don't be surprised if this area requires mulitple retries to stay under goal just like the actual rooms. Once finally completed, congratulations on earning all the trophies for the downloadable content. =============================================================================== CREDITS, LEGAL, & MISCELLANEOUS Credit for assistance with the Collector trophies goes to: YouTube user Overlord73 for the video clip of the "Worlds of Hurt" rose locations. http://www.youtube.com/watch?v=PCJR6CUpMKU Virus66 for posting information about where roses in other rooms are: http://www.gamefaqs.com/boards/genmessage.php?board=931330&topic=46732856 Gilium for the extra Master Electrician strategy. The game Bioshock and all intellectual properties contained therein are trademarks and copyrighted materials developed by 2K Boston, 2K Australia, 2K Marin, and Digital Extemes. The guide is intended for personal noncommercial use at: www.gamefaqs.com www.supercheats.com Any unauthorized use is prohibited. For information pertaining to other use of this guide or any questions and/or comments pertaining to this guide please contact the author at . Enter the email minus the spamfilter part. You can also send a message via PSN to Trogdor98. Copyright 2009 Mark Nagel