BioShock Created 8-25-2007 Version 1.0 =============================================================================== Table of Contents =============================================================================== 1. Introduction.........................................[INDN] 2. Version History......................................[VSHY] 3. Arsenal..............................................[ASNL] A. Weapons........................................[WPNS] B. Plasmids.......................................[PSMD] 4. Tonics...............................................[TNCS] A. Combat.........................................[CBTN] B. Engineering....................................[EGTN] C. Physical.......................................[PSTN] 5. Machines.............................................[MCHS] A. Hacking........................................[HCKG] B. Health Station.................................[HSTN] C. Vending Machines...............................[VDMC] D. Ammo Banditos..................................[AMBD] E. Gatherer Gardens...............................[GTGD] F. Gene Banks.....................................[GNBK] G. Power to the People............................[PTPP] H. U-Invent.......................................[UINV] I. Vita-chamber...................................[VTCB] 6. Walkthrough..........................................[WLKT] A. Welcome to Rapture.............................[WLRP] B. Medical Pavillion..............................[MDPV] C. Neptune's Bounty...............................[NPBY] D. Smuggler's Hideout.............................[SMHD] E. Arcadia........................................[ARDA] F. Farmer's Market................................[FRMM] G. Fort Frolic....................................[FTFC] H. Hephaestus.....................................[HPST] I. Rapture Central Control........................[RCCL] J. Olympus Heights................................[OLHT] K. Apollo's Square................................[APSQ] L. Point Prometheus...............................[PTPM] M. Proving Grounds................................[PRGR] N. The Final Battle...............................[FNBT] 7. Audio Diaries........................................[ADDR] A. Welcome to Rapture.............................[ADWR] B. Medical Pavillion..............................[ADPV] C. Neptune's Bounty...............................[ADNB] D. Smuggler's Hideout.............................[ADSH] E. Arcadia........................................[ADAC] F. Farmer's Market................................[ADFM] G. Fort Frolic....................................[ADFF] H. Hephaestus.....................................[ADHP] I. Rapture Central Control........................[ADRC] J. Olympus Heights................................[ADOH] K. Apollo's Square................................[ADAQ] L. Point Promethus................................[ADPP] 8. Snacks and Medicinals................................[SNMD] 9. Research.............................................[RSRH] 10. General/Misc Tips...................................[GMCT] 11. Achievements........................................[ACVS] 12. Legalities..........................................[LGLS] =============================================================================== 1. Introduction [INDN] =============================================================================== This guide is NOT SPOILER FREE. As with all my guides though, the spoilers do not appear in the walkthrough until the spoilable material appears in the game. I assume that since you are referencing a guide you have reached a certain point in the game and thus are ready to have the information discussed. Also my goal in writing a guide is to present a method of achieving the primary goal, beating the game. Are there better methods? Possibly, but be sure that the methods below work and they work rather well. This guide is also based on the medium difficulty. In order to prevent too much repetition each individual enemy's defeat will not be discussed in detail. If you encounter a Splicer be sure to try and kill it. What I've found from playing the game is that the enemies are generally in the same places but sometimes a new one will spawn where there wasn't one previously. Also, an attempt is being made to provide a description of the location of some of the hidden items in the game (tonics, audio diaries). Hopefully, they will all be found and the corresponding achievements obtain but as the guide proceeds its difficult to know for sure if everything that could be found has been found. Any item known to be missing will be searched for and added at some point. Bioshock is a wonderful experience. ENJOY! =============================================================================== 2. Version History [VSHY] =============================================================================== Version 0.1 (Submitted 8-26-2007) -Walk-through to Smuggler's Hideout -Sections for Tonics, Machines, Weapons, Plasmisds, Achievements began Version 0.75 (Submitted 8-30-2007) -Walkthrough complete up to Olympus Heights -Other sections refined but still need work Version 0.95 (Submitted 9-4-2007) -Walkthrough complete -Audio Diary locations complete Version 0.98 (Submitted 9-4-2007) -Arsenal section reformatted -Tonics section reformated -Achievement list completed -Some General/Misc Tips added -Machines section completed Version 0.99 (Submitted 9-6-2007) -Weapons section completed -Plasmids and Tonics Alphabetized -Pasmids and tonics almost finished Version 1.0 (Submitted 9-8-2007) -Guide complete -Spelling errors corrected (probably not 100%) -More tips and additions possible in the future =============================================================================== 3. Arsenal [ASNL] =============================================================================== The weapons in the game are, of course, a primary way to defeat the enemies. They include the traditional arms of most shooters. They are obtained in several ways, just find them, defeat enemies carrying the weapon, provided by performing a particular portion of the game etc. RT is used to utilize the weapon and RB cycles through the different ones you have, therefore all your weapons are available at any time. Each weapon (except the wrench) can be upgraded twice at Power to the People Machines. Additionally, all the weapons that require ammo have 3 types of ammo (a standard and 2 special). Though you only start with a wrench, the other weapons are easily found by playing through the game. No real extensive exploration of Rapture is required. Plasmids change your DNA and provide specific powers. The use of these powers requires EVE. If no EVE is available the plasmid is useless. Fortunately, EVE is availble in a hypodermic syringe that can be carried by the main character. The first few plasmids are free. They are found during gameplay. The others are obtained via purchase using ADAM at a Gatherer's Garden or through a gift from Tenebaum for rescuing Little Sisters. They are very helpful and add a unique gameplay mechanic to this first person shooter. ------------------------------------------------------------------------------- A. Weapons [WPNS] ------------------------------------------------------------------------------- W: Weapon U: Upgrades BA: Base Ammo AA: Advanced Ammo IA: Inventable Ammo A: Analysis W: Wrench U: There are combat and physical tonics that increases its effectiveness BA: Not applicable AA: Not applicable IA: Not applicable A: The wrench is a good melee weapon. For the majority of the game it was my weapon of choice against most splicers. Numerous enemies can be instantly killed by first stunning them with Electric Bolt and then knocking them in the head with the wrench. W: Pistol U: Pistol Clip Size quadruples the clip size Pistol Damage increase BA: .38 Caliber rounds AA: .38 Caliber armor piercing rounds IA: .38 Caliber antipersonnel rounds A: It is the first fire arm received. The upgrades make it considerably more useful. The problem though is the Pistol is probably one of the last weapons you will want to upgrade. Its utility is minimal when all the weapons are found and you have plenty of ammo. The armor piercing rounds will help against cameras that are too high to reach, but for the most part the cameras will be hacked instead of destroyed. The antipersonnel rounds also provide additional fire power against splicers but other means of attack will take precedence over the Pistol. W: Machine Gun U: Machine Gun Damage increase Machine Gun Kickback Reduction BA: Machine Gun Rounds AA: Anti Personnel Auto Rounds IA: Armor Piercing Auto Rounds A: The clips are fairly large so you can unload a large number of bullets on your enemy. The difficult part is hitting the target with the majority of the rounds. it is probably the most difficult of BioShock's weapons to aim. Its most useful purpose is early in the game to take out a Big Daddy with anti-personnel rounds. Even using those though you will have to manuever well and use several first aid kits. It is a good weapon in instances where there is a group of Splicers in the distance. W: Shotgun U: Shotgun Rate of Fire Shotgun Damage increase BA: 00 Buck AA: Electric Buck IA: Exploding Buck A: This was the weapon I used most frequently. The shotgun packs a good punch that will one shot kill many Splicers in close range. Electric Buck is one of the better alternate ammos in the game. It performs very well against a Big Daddy. Not only will the Electric Buck damage the Little Sister protector but it stuns them as well. This stun action prevents the Big Daddy from attacking. The first two opportunities to use Power to the People machines were used on the shotgun. Try to keep several rounds available for the shotgun at all times. W: Grenade Launcher U: Grenade Launcher Damage increase Grenade Launcher Damage Immunity (your grenades will not harm you) BA: Frag Grenade AA: Proximity Mines IA: Heat Seeking Rocket Propelled Grenades A: The Damage Immunity upgrade greatly increases the usefulness of the grenade launcher. Too many times before the upgrade you will fire a frag grenade and receive collateral damage. Proximity mines are a wonderful way to protect your back when exploring areas. They also come in very handy during the only escort mission late in the game. W: Chemical Thrower U: Chemical Thrower Consumption Rate (decreases consumption rate) Chemical Thrower Range (increases range) BA: Napalm AA: Liquid Nitrogen IA: Electric Gel A: The chemical thrower suffers from having its ammo types all available as plasmids. A fire, cold, and electric plasmid already exits. The plasmid counterparts for each ammo type is more likely to be used than loading the chemical thrower. The one thing that saves this weapon is the use of the electric gel against a Big Daddy. Unloading one cannister of electric gel on a Rosie or Bouncer has to be the easiest way to kill these giants. For this purpose the consumption rate upgrade is more important than the increased range. The Big Daddy won't attack until he is provoked, so you can get close. Additionally, it will not be able to move due to the stunning effect of the electric current. W: Crossbow U: Crossbow Breakage Chance (reduced chance of bolts breaking on impact) Crossbow Damage increase BA: Standard Bolt AA: Incendiary Bolt IA: Trap Bolt A: The ammo for the crossbow is similar to the shotgun in that each one is very useful. There is a little more of a delay with firing the crossbow at several enemies so it is best used at a distance or against single opponents. The trap bolt ammo, similar to the proximity mine, is a good way to protect your back while exploring. It is unlikely to kill an enemy sneaking up on you but will alert you to the Splicer's presence and stun them long enough for you to wage your own attack. W: Research Camera U: Increased research damage and score Tonics BA: Film AA: Not Applicable IA: Not Applicable A: Though it really is not a weapon it is very useful for damage purposes. Taking lots of pictures of every enemy type will make the game even easier. Increasing the research perfromed will add bonuses to damage and provide you with tonics that would otherwise not be acquired. The drawback is that you will likely take a small amount of damage from the enemy whose photo is being taken. This can be avoided by taking pictures of dead enemies but the process takes much longer than photographing live enemies. ------------------------------------------------------------------------------- B. Plasmids [PSMD] ------------------------------------------------------------------------------- P: Plasmid name D: Description U: Upgrades O: Obtained A: Analysis P: Cyclone D: Launches Splicers into the air and hurls them badly on the way down U: Cyclone 2 O: Cyclone Purchase at Gatherer's Garden Cyclone 2 Purchase at Gatherer's Garden A: A nice protective plasmid. Placing a cyclone is just like rigging up a trap in the floor. The trap can be set then you can have some Splicers chase you to set it or just set the trap in the general area they are patrolling. P: Electro Bolt D: An electrical attack that stuns U: Electro Bolt 2, Electro Bolt 3, the damage and stun effect is greater O: Electro Bolt first Gatherer's garden at no charge Electro Bolt 2 Purchase at Gatherer's garden Electro Bolt 3 Purchase at Gatherer's Garden A: It is the first plasmid obtained and may be the most useful one. It should be among the plasmids you carry. Eectro Bolt can disable security cameras, turrets, and security bots so they can be more easily hacked. A few doors in the game can only be opened by supplying a jolt of electricity to the control console that operates the door. Finally, its use in combat is very effective as well. Any Splicer standing in water puts its life on the line when you come strolling by with Electro Bolt equipped. Additionally, the one-two combo Atlas mentions early in the game works well. Shock an enemy and whack it with the wrench while its stunned for extra damage. The biggest drawback of Electo Bolt is that it drains a lot of EVE for each use. P: Enrage D: Enrages target causing it to attack someone other than you U: None O: Purchase at Gatherer's Garden A: Works pretty well when confronted with a group of Splicers. The temporary ally doesn't do a terribly successful job at getting kills but it keeps the numbers against you down and conserves some of your fire power. Make sure there is an enemy nearby though. Otherwise the Splicer will just continue its attack on you. P: Hypnotize Big Daddy D: Causes a Big Daddy to protect you U: Hypnotize Big Daddy 2 O: Hypnotize Big Daddy Tenenbaum's First gift after rescuing 3 Little Sisters Hypontize Big Daddy 2 Rescue all the Little Sister up to and including 1 in Fort Frolic and it will be in Tenenbaum's gift A: There is nothing better than entering a room of Splicers with a Big Daddy on your side. Hitting one of them with this plasmid makes them follow you and fight anyone that fights you. This plasmid uses a great deal of EVE but is worth using in areas with lots of Splicers, especially if you are a little low on ammo. P: Incinerate D: A fire attack U: Incinerate 2, Incinerate 3 O: Incinerate Up the stairs in the Eternal Flame of Medical Pavilion Incinerate 2 Purchase at Gatherer's Garden Incinerate 3 Purchase at Gatherer's Garden A: Incinerate is a must have. In fact you can't progress in the game until you find it in the Medical Pavilion. It provides good damage upon impact and continues to do damage while the Splicer is on fire. Additionally, there are numerous areas where there is flammable liquid on the floor that can be ignited to provide a barrier that will set enemies on fire if they pass through. This plasmid also works pretty well on a Big Daddy. P: Insect Swarm D: Inflict damage by throwing a swarm of bees at your enemy U: Insect Swarm 2, Insect Swarm 3 O: Insect Swarm Purchase at Gatherer's Garden Insect Swarm 2 Purchase at Gatherer's Garden Insect Swarm 3 Purchase at Gatherer's Garden A: The best part of using Insect Swarm is the stopping effect it has on the Splicers. They stop in their tracks and attempt to swat away the bees allowing you to unleash all the fury of your favorite weapon on them. P: Security Bullseye D: Marks enemies for attacks by cameras and turrets U: None O: Falls out of a broken Gatherer's Garden after obtaining the Research Camera A: After picking up this plasmid and placing it in a slot to try it out, I didn't use it the rest of the game. It works well as long as security is near but the same effect can be obtained from hacking the devices. The only difference is the camera will will send security bots on sight as opposed to after a few seconds. P: Targeting Dummy D: Creates a decoy that draws attacks away from you U: None O: Purchase at Gatherer's Garden A: The decoy works really well. The enemies will continue to attack until you make yourself known. It can draw attention away from you while you are low on health and allow you to implement some more sneak attacks. P: Telekinesis D: Pulls objects to you then hurls it . Also useful for holding objects as a shield or grabbing objects out of reach U: None O: Dandy Dental in the Medical Pavilion A: A really good plasmid that should be equipped. Any object (even Big Daddy corpses) in Rapture that is moveable can be used as a weapon. The tanks and barrels do lots of damage when thrown. Additionally, it can draw object that otherwise would be inaccessible to you. P: Winter Blast D: A freezing ice attack U: Winter Blast 2, Winter Blast 3 O: Winter Blast Purchase at Gatherer's Garden Winter Blast 2 Purchase at Gatherer's Garden Winter Blast 3 Purchase at Gatherer's Garden A: This cold attack does exactly what you would expect. It freezes enemies in their tracks. This can be used just to buy some time against multiple enemies or to shatter the frozen Splicer. The drawback from shattering the Splicer is there will be no corpse to search for loot. Oldschool's Ranking of Plasmids 1. Electro Bolt 2. Telekinesis 3. Incinerate 4. Hypnotize Big Daddy 5. Insect Swarm 6. Winter Blast 7. Cyclone 8. Targeting Dummy 9. Enrage 10. Security Bullseye =============================================================================== 4. Tonics [TNCS] =============================================================================== Tonics upgrade your characters abilities. These upgrades are not active in the sense that the only thing required to use them is place the upgrade in a Gene Tonic Slot. There are three main types of Tonics: Combat, Engineering, and Physical. In the Tonic section the following abbreviations will be used T= Tonic (the name of the tonic) D= Description (what the tonic does) L= Location (how you get the tonic) A= Analysis (brief analysis of the tonic) ------------------------------------------------------------------------------- A. Combat [CBTN] ------------------------------------------------------------------------------- T: Armored Shell D: Reduces all physical damage L: 20 ADAM at Gatherer's Garden A: One of the first tonics that can be purchased, Armored Shell helps reduce the damage inflicted by your enemies. It is a good early purchase if you have the ADAM and are willing to spend it on a useful tonic. By no means is it crucial to survival but can be of assistance. T: Armored Shell 2 D: Greatly reduces all physical damage L: A gift from Tenebaum for saving Little Sisters A: A protective tonic that reduces damage. Not only will this help keep you alive but will reduce the number of times first aid kits and health stations are used by reducing damage taken. It is a tonic that should be considered. T: Damage Research D: Increase damage bonuses gained from research L: Its in the small room with the EMP Bomb near Kyburz office in the Hephaestus level A: I took lots of pictures in the game to max out the research levels. This tonic helps to increase the damage bonuses acquired from the photos. If using the camera is an integral part of BioShock for you then this tonic is a must equip. T: Damage Research 2 D: Greatly increases damage bonuses gained from research L: In Point Prometheus its inside The Mendel Memorial Research Library A: A good tonic but at this point in the game its not a priority tonic. Taking pictures throughout has probably lead to maxing out the research for many of the enemies so you already have good bonuses for anyone you face. T: Electric Flesh D: You take less damage from electricity and deal more with it L: In the film room of Fort Frolic, its the room Cohen wants you to meet him in then refuses. You can enter the room at the end of the level. A: Similar to the Frozen Field tonics its not overly useful. There are other tonics to equip ahead of this one. At the time its obtained there are not many enemies that use electricity in their attacks. The real reason to equip the tonic would be to increase the damage inflicted by the Static Discharge tonic. If you have space and Static Discharge in a slot then Electric Flesh becomes more valuable. T: Electric Flesh 2 D: You take much less damage from electricity. You deal much more damage when you use electrical attacks L: Frank Fontaine's Apartment next to the 192 antidote A: The farther you advance in BioShock the slightly more important this tonic becomes. Similar to Frozen Field it should be equipped during the final boss fight. In contrast though there will be more Splicers late in the game that use electricity with their attacks than use cold. Many of the Thuggish Splicers will use electric charged melee attacks. T: Frozen Field D: You take less damage from cold and can freeze enemies when you hit them with the wrench L: Search Martin Finnegan's corpse after defeating him in Fort Frolic A: There are few enemies that actually use cold as an attack. Additionally, the freezing of enemies renders there corpses non existant after destruction. The drestroyed frozen corpses are therefore unsearchable, so you will miss out on many items and cash. Overall this plasmid is not very useful and should not be a priority. T: Frozen Field 2 D: You take much less damage from cold and can freeze enemies when you hit them with the wrench L: Hephaestus in the small room to the right of the hall with the hanging corpses A: Just like Frozen Field this is not a highly useful tonic. The only time which you want to use this is during the final boss battle to protect against his cold attacks. T: Human Inferno D: You take less damage from fire and inflict more damage when you use fire L: 20 ADAM at Gatherer's Garden A: Of the tonics that improve defense against elements, Human Inferno is the most useful. Fire damage is more prevelant than cold or electricity. That said its worth a purchase but debatable if a tonic slot should be used with inferno at all times. T: Human Inferno 2 D: You take much less damage from fire and inflict a lot more damage when you use fire L: Purchase at Gatherer's Garden A: This upgrade becomes avaiable for purchase very late in the game. If you have extra ADAM you can consider purchasing it for the final boss battle. The protection is good but the value of the tonic relies more on the frequency in which the Incinerate plasmid is used. If Ininerate is a primary attack plasmid then Human Inferno 2 is a good buy. T: Photographer's Eye D: Increases research from taking pictures L: Bottom floor of the winery in the Farmer's Market A: It is helpful for the period of time you are taking pictures. This plasmid allows you to obtain the bonuses from finishing the research levels quicker. Many of the bonuses are very good. If a focus is going to be applied to performing lots of research Photographer's Eye should be an equipped tonic. The only problem is that its possible to obtain the upgraded version before this initial version. T: Photographer's Eye 2 D: Greatly increases research scores from taking pictures L: Complete the second level of research for Rosie A: Photographer's Eye 2 can be and likely will be obtained before Photographer's Eye, especially if you regularly take pictures. There will be enough Rosies to photograph before reaching the initial plasmid. If you are going to be taking pictures to get the research bonuses then definitely equip this tonic. T: Static Discharge D: You emit a burst of electricity when struck damaging all around you L: The floor of the Surgical wing of the Medical Pavilion in the hall where Dr. Steinman is first seen A: Static Discharge is a very protective tonic. Numerous times in BioShock you will be surprised by a Splicer not seen. When they hit you with a melee attack they will be shocked and stunned as if you used Electro Bolt on them. T: Static Discharge 2 D: You emit a huge burst of electricity when struck L: Complete the fourth level of research for Leadhead Splicers A: The upgrade is easy enough to obtain. There are lots of Leadhead Splicers to photograph so it can be used for a large portion of the game. T: Wrench Jockey D: Increases Wrench Damage L: Move through a vent in the Kure-All section of Medical Pavilion A: For my play style I found this tonic helpful. If you use the wrench alot it adds a good bit of extra damage. T: Wrench Jockey 2 D: Greatly increase Wrench damage L: Complete the second level of research for Bouncer A: Even more damage than the original Wrench Jockey and can come early enough to be an important upgrade. T: Wrench Lurker D: Quiets your footsteps and increases melee damage on unaware opponents L: 20 ADAM at Gatherer's Garden A: For those melee/wrench lovers out there its a must equip. T: Wrench Lurker 2 D: Quiets your footsteps and greatly increases melee damage on unaware opponents L: Purchase at Gatherers Garden for 50 ADAM A: Again if the wrench is an important component of your offensive arsenal, Wrench Lurker will make it stronger. Oldschool's Ranking of Combat Tonics (Once you have completed all the research Photographer's Eye and Damage Research move down and everything else moves up) 1. Photographer's Eye 2. Static Discharge 3. Damage Research 4. Armored Shell 5. wrench Jockey 6. Human Inferno 7. Electric Flesh 8. Wrech Lurker 9. Frozen Field ------------------------------------------------------------------------------- B. Engineering [EGTN] ------------------------------------------------------------------------------- T: Alarm Expert D: 2 fewer alarms while hacking L: Balcony of Fleet Hall Theater in Fort Frolic A: A helpful tonic that makes hacking easier and less dangerous. Hitting an alarm tile during a hack ends it and calls in security bots for a period of time. T: Alarm Expert 2 D: 4 fewer alarm tiles when hacking L: Live Subject Testing Room of Optimized Eugenics near Voice Box A: A considerable improvement over Alarm Expert but from this point on the hacking that needs done is minimal. By this time you should be able to get an auto hack tool any time you like from a U Invent machine and some of the research makes hacks instantaneous (no mini game necessary). T: Clever Inventor D: Inventing items requires 1 fewer of each component (minimum 1) L: Suchong's Apartment in Mecucry Suites near an important audio diary A: Clever Inventor helps you gain the Avid Inventor achievement by lowering the item requirement. Its a decent tonic to have T: Focused Hacker D: 2 fewer overload tiles when hacking L: At the entrance to Fontaine's Fisheries after Peach lets you in A: While hacking may be easy at the time this tonic is acquired, it gets more difficult. As the game proceeds there will be more overload and alarm tiles to deal with. Having fewer tiles that stop a hack is of benefit. T: Focused Hacker 2 D: 4 fewer overload tiles when hacking L: Inside Fontaine's Center for the Poor in Hestia Chambers during the Apollo's Square level A: Not too impressive but still a good help for hacking if trouble exists. T: Hacking Expert D: 1 fewer alarm tile and 1 fewer overload tile while hacking L: On the desk just inside Langford's Lab after giving her the rose A: Any tonic that makes hacking easier is a decent tonic. The importance of the tonic relies on your ability to perform successful hacks. If hacking is second nature Hacking Expert loses its usefulness. T: Hacking Expert 2 D: 2 fewer alarm tiles and 2 fewer overload tiles when hacking L: Purchase at Gatherer's Garden A: Same as the initial tonic but the upgrade takes a way 2 more tiles. T: Prolific Inventor D: Whenever you invent an item you get twice as many as normal L: A gift from Tenebaum for saving Little Sisters A: Prolific Inventor is a good tonic. With all the useless materials collected throughout the game its time to turn them into important ammo and autohack tools. T: Safecracker D: Reduces difficulty when hacking safes and combo locks L: A gift from Tenenbaum for rescuing Little Sisters A: Safes and combo locks are not a prominent portion of BioShock. The safes do have some good items and can at times be more difficult to hack than other hackable items. The problem is that there are better Engineering tonics to equip and the bonuses from easier to hack safes does not out weigh the other possible tonics. OVerall this is not a priority tonic. T: Safecracker 2 D: Greatly reduces difficulty when hacking safes and combo locks L: In the Autopsy Room of the Little Wonders Educational Facility A: Just as with Safecracker this tonic is not worth using for an engineering slot. It is even more true since this upgrade comes so late in the game. T: Security Expert D: Reduces the difficulty when hacking turrets, bots, and cameras L: Twilight Fields of Medical Pavilion level A: While hacking is not impossibly difficult any little bit that increases the likelihood of success is helpful. Its one of the first Engineering Tonics acquired and should take up an available slot for most of the time explored in Rapture. T: Security Expert 2 D: Greatly reduces difficult when hacking turrets, bots, and cameras L: Complete the second level of research for security bots A: Depending on how many alarms are triggered this tonic can be obtained very early in the game. Its a good upgrade since hacking is a fundamental component of BioShock. T: Shorten Alarms D: Reduces duration of camera alarms L: 20 ADAM at Gatherer's Garden A: I rarely triggered an alarm from a security camera, therefore this tonic had little use for me. It can be beneficial for the reduction of the alarm and could be equipped if there is an extra open slot. For the most part though this is a passable tonic. T: Shorten Alarms 2 D: Greatly reduces duration of camera alarms L: Purchase at Gatherer's Garden A: If you don't trigger many alarms, this tonic is not worth taking a spot of more useful choices. T: Speedy Hacker D: Reduces Flow Speed when hacking L: Painless Dental in the Medical Pavilion A: There is no reason not to have this tonic slotted in one of the engineering spaces. Hacking becomes common in Rapture and the reduction in flow speed helps to keep hacking a successful enterprise. T: Speedy Hacker 2 D: Greatly reduces flow speed when hacking L: Purchase at a Gatherer's Garden A: Though there are less opportunities to hack from the point its obtainable, it is definitely worth exchanging with Speedy Hacker. It will make hacking easier and in case you haven't figured it out by now hacking is important in Rapture. Oldschool's Ranking of Engineering Tonics 1. Speedy Hacker 2. Security Expert 3. Prolific Inventor 4. Clever Inventor 5. Hacking Expert 6. Focused Hacker 7. Alarm Expert 8. Safecracker 9. Shorten Alarms ------------------------------------------------------------------------------- C. Physical [PSTN] ------------------------------------------------------------------------------- T: Bloodlust D: Gain Small amounts of Health and Eve when inflicting damage with the wrench L: Invent A: Blood Lust is not a bad tonic. The Wrench can be an important component of your offense. It also can decrease the need for first aid kits and EVE hypos. T: Booze Hound D: Drinking alcohol restores a small amount of EVE rather than draining it L: Invent A: There is alchohol everywhere in the game but the EVE restoration is not enough to promote this tonic to a top tier. T: EVE Link D: First Aid Kits give you EVE L: 20 ADAM at Gatherer's Garden A: Its unlikely you will have EVE problems throughout the game. There are plenty of hypos to find and plenty of money to buy what you need. That said its a good bonus to be able to use a first aid kit to replenish health and have some EVE restored as well. Its not expensive and worth a purchase but if you can wait a little EVE Link 2 will be available soon. T: EVE Link 2 D: First Aid kits give you a large amount of EVE L: Early in the Farmer's Market level A: This tonic has a good design. The importance of EVE rivals the importance of health. The game is much simpler if you have ample EVE. First Aid Kits will be used regularly anyway so you might as well supplement EVE as well. T: Extra Nutrition D: You gain a little extra health from snacks and bandages L: 20 ADAM at a Gatherer's Garden A: If you are not going for the Tonic Collector achievement, this one is a pass. Snacks and bandages help with health but the amount supplied is minimal and not greatly increased with this tonic. The only reason to use ADAM on this tonic is to get the achievement points. T: Extra Nutrition 2 D: Gain extra health from snacks and bandages L: Move down the stairs next to the neon More Items! Downstairs sign in Fort Frolic A: Its a free tonic and is needed for the achievement but it should not even be considered for insertion in a physical tonic slot. T: Extra Nutrition 3 D: Gain a great deal of health from snacks and bandages L: Reach the fourth level of research on Spider Splicers A: Again, this is an easy tonic to acquire if you take pictures. Its usefulness is minimal and is not worth going out of your way to obtain. If you play like I did, you are taking pictures anyway so you will get this tonic regardless of its utility. T: Hacker's Delight D: Every time you hack something you gain a little health and EVE L: Use the furnace control to burn the corpse in Eternal Flame Crematorium during the Medical Pavilion level A: One of the first tonics you find, it works very well. You will hack numerous times in the game and since hacking will be performed any way you might as well gain some health for your troubles. T: Hacker's Delight 2 D: Every time you hack something you gain health and EVE L: Invent A: As the adventure in Rapture proceeds hacking becomes a little less crucial do to auto hack tools and instantaneous hacking obtained through research. T: Hacker's Delight 3 D: Every time you hack something you gain a large amount of health and EVE L: Candidate Induction in Failsafe Armored Escorts area of Point Prometheus as you acquire the helmet A: A nice added bonus for hacking. T: Medical Expert D: First Aid kits give you slightly more health L: At the beginning of Neptune's Bounty in between the two docks A: First Aid Kits are prominent, so its important to get as much value from them as possible. The more health you can obtain from each kit the less money spent on health and the more money available for ammo. T: Medical Expert 2 D: First Aid kits give you more health L: Fort Frolic inside the glass case, Cohen opens the case at the end of the level A: Important upgrade. T: Medical Expert 3 D: First Aid Kits give you much more health L: Suchong's Lab in Apollo Square A: Important upgrade. T: Natural Camouflage D: When standing still you become invisible L: Complete the second level of research for the Houdini Splicer A: Any tonic that makes you invisible to enemies has to be good. T: Scrounger D: When searching containers or corpses you can search again to get different loot L: Completing the second level of research on the Leadhead Slicer A: This tonic is easy to obtain and can provide lots of loot. While not crucial to use can be a quality tonic to put in an "extra" slot. T: Security Evasion D: Security cameras and turrets take longer to see you L: Waterfall Grotto in Arcadia while in search for the Rose A: A very good tonic. A lot of cameras and turrets can be seen from a distance. Ocassionally, there will be one that surprises you. This tonic gives you a little more time to find the surprises. T: Security Evasion 2 D: Security cameras and turrets take much longer to see you L: Heat Loss Monitoring near a audio diary on the side opposite the vision A: Just as its predecessor, this tonic is good. It provides a little more time to notice cameras and turrets. With it equipped you will often be able to walk right up to a camera and hack it before it even senses your presence. T: SportBoost D: Move and swing the wrench faster L: Complete the second level of research for Thuggish Splicer A: An easy to obtain tonic that helps make the wrench a more viable weapon than without the tonic. T: SportBoost 2 D: You move and swing the wrench much faster L: Complete the fourth level of research for Thuggish Splicer A: Keep taking snap shots and you can improve your wrench skills even more. Oldschool's Ranking of Physical Tonics 1. Medical Expert 2. Natural Cammo 3. EVE Link 4. Security Evasion 5. Hacker's Delight 6. Sports Boost 7. Blood Lust 8. Scrounger 9. Extra Nutrition 10. Booze Hound =============================================================================== 5. Machines [MCHS] =============================================================================== ------------------------------------------------------------------------------- A. Hacking [HCKG] ------------------------------------------------------------------------------- Hacking is a crucial component of the time spent in Rapture. Performing hacks will make the experience much simpler. Lots of devices can be hacked and include: security bots, security cameras, turrets, vending machines, Health Stations, safes, key pads, and U Invent machines. Upon hacking the machines you wil have to pay less to get the same item you would get without the hack. Additionally, some items are only availabe at a particular machine after hacking. Hacking a health station lowers the cost of using the device but also will inflict damage on any enemy attempting to use it. Finally hacking the security system (cameras, bots, turrets) will turn the system against your enemies. The process of hacking invovles creating a continuous tube of pipe from a starting point to an endpoint. If successful a flow of fluid will move through the tube resulting in a successful hack. To make things a little more difficult there are overload tiles and alarm tiles that will stop the hack. The if the fluid hits the alarm tile security bots will be alerted. Proceeding through the game will provide several Engineering Tonics that will make hacking easier. There is also an auto hack tool that will peform a successful hack without attempting the puzzle mini-game. ------------------------------------------------------------------------------- B. Health Station [HSTN] ------------------------------------------------------------------------------- Health Stations replenish your health fully at a monetary cost. An unhacked station charges 16 dollars while one that has been hacked only requires 10 dollars. Considering a first aid kit costs more and provides less HP replinishment, these machines should be hacked and used as often as needed. Additionally, if the health station has been hacked any enemy that attempts to use the machine will have their health diminished. ------------------------------------------------------------------------------- C. Vending Machines [VDMC] ------------------------------------------------------------------------------- These are the one stop shops of Rapture. Purchasable items include ammo, auto hack tools, first aid kits, and EVE Hypos. For the most part you will probably be purchasing the occassional first aid kit and EVE hypo for must have moments. Its always a good idea to have a few on hand (you can only carry 9) just in case. Hacking the machine will reduce the cost of most items by approximately half. Vending machines are probably (I didn't do an actual count) the most common machine in the underwater city. ------------------------------------------------------------------------------- D. Ammo Banditos [AMBD] ------------------------------------------------------------------------------- Nothing too complicated here. The Ammo Bandito is just a vending machine that only has ammo for the various weapons you carry. It is a hackable machine and they exit in smaller numbers that the regular vending machine. For the most part this machine will likely not be used much. Most of the time plenty of ammo can be found in the environment and from dead Splicers. ------------------------------------------------------------------------------- E. Gatherer's Garden [GTGD] ------------------------------------------------------------------------------- The ADAM collected from the Little Sisters is used at the Gatherer's Garden machine. ADAM can be spent on health upgrades, EVE upgrades, new plasmids, new tonics, or extra slots for plasmids and tonics. The extra slots are important for achievement purposes and to allow you character to realize his full potential. It is not a bad idea to use a little ADAM on an occasional health/EVE upgrade as well. ------------------------------------------------------------------------------- F. Gene Banks [GNBK] ------------------------------------------------------------------------------- You know all those plasmids and tonics you are searching for and purchasing, well this is the machine to find to put those to use. All the tonics and plasmids are stored in the Gene Bank. Using this machine allows you to replace the old outdated tonic/plasmid with a newer improved version. You can review and change any tonic/plasmid acquired at this machine. ------------------------------------------------------------------------------- G. Power to the People [PTPP] ------------------------------------------------------------------------------- Power to the People Machines are rare. There are a total of 12 machines in the game. That equals one for each of the upgrades mention below. Once the machine is used it can not be used a gain to upgrade another weapon. If you find all twelve you can fully upgrade each weapon in your arsenal and acquire some points to increase your gamerscore. ******** Upgrades ******** Pistol Clip Size- An auto loading clip effectively quadruples the clip size Pistol Damage increase- An ammunition accelerator increases the damage done Machine Gun Damge increase- An acceleration framework increases the damage Machine Gun Kickback Reduction- A stabilization cylinder reduces kickback Shotgun Rate of Fire- A steel gear accelerator increases rate of fire Shotgun Damage increase- A gas assisted firing mechanism increases damage Grenade Launcher Damage increase- Incendiary injectors increase the damage Grenade Launcher Damage Immunity- Autogenerated shaped charges make you immune to the damage from your own grenades Chemical Thrower Consumption Rate- A tapered nozzle reduces the ammunition consumption rate Chemical Thrower Range- A pressure calibration hose increases the range Crossbow Breakage Chance- An automatic tension adjuster greatly reduces the chance of bolts breaking on impact Crossbow Damage increase- A high tensile bow increases the damage ********* Locations ********* -On the wall in the next room after defeating Peach Wilkins -Arcadia just before entering the Farmer's Market near a vending machine -Bottom floor of Winery Cellar in Farmer's Market -Bottom floor of Le Marquis D'Epoque in Fort Frolic -Sinclair Spirits in Fort Frolic, hit the button behind the bar to open a secret door -Hephaestus core near the entrance to the Heat Loss Department across from the Gatherer's Garden -Kyburz's office in the Hephaestus level -Mercury Suites in Olympus Heights on the center column that has the entrance to Fontaine's apartment -Sander Cohen's personal room inside his apartment -Top floor of Fontaine's Center for the Poor in Apollos's Square -Once Fontaine escapes in the Point of Prometheus its behind the Big Daddy corpse where the the Suit Control System is found -Eugenic Analysis room of Optimized Eugenics in the Point of Prometheus level ------------------------------------------------------------------------------- H. U-Invent [UINV] ------------------------------------------------------------------------------- This is a curious machine. At one point in the game you will begin to find some odd items that initially appear to have no use. These include but are not limited to empty hypo, shell casing, rubber tubing, and screws/bolts. The items are not useless at all. They can be combined to form very helpful items. ------------------------------------------------------------------------------- I. Vita-chamber [VTCB] ------------------------------------------------------------------------------- The Vita-chamber is a new approach to checkpoints. This machine prevents you from ever really dieing in Rapture. Once all your health is depleted, you will respawn at the last Vita-chamber passed with approximately one-half your total health. The interesting part is that the enemies you were fighting will still have the same amount of health they had when your HP vanished. An example would be that you could fight a Big Daddy with a wrench and eventually kill it while never using a first aid kit or a health station. This part of the game is one of the more controversial. Some hate the "dumbing down" of the game making the point that the Vita-chamber makes BioShock too easy. Others enjoy the fact that they can comfortably defeat a game without having to reload saves from the same checkpoint over and over until a particularly difficult part is mastered. =============================================================================== 6. Walkthrough [WLKT] =============================================================================== The game begins with your character flying above the ocean in a small airplane. Quickly, the plane takes a dive and crashes into the water. Fortunately, (for us gamers) there is a survivor. Swim forward and move through the ring of fire toward the plane's tail. To the right you should notice a very large building. Swim toward the building and enter the door. It closes behind you. Moving forward triggers more lights to come on. Go down the stairs until you reach the bottom level. Enter the door and pull the Bathysphere Lever. The decent to Rapture begins. ------------------------------------------------------------------------------- A. Welcome to Rapture [WLRP] ------------------------------------------------------------------------------- When your transport stops, the scene outside should make you glad you are safely encased. After the creature leaves, a voice asks you to pick up the short wave radio. Its a guy named Atlas and he's here to help. Thats good because we still don't know what the @*%#! is going on in this underwater city. We will let him be our guide for now at least. When you step out of the transport to Rapture, look to the right. This device is a Vita-Chamber. The Vita-Chamber is somewhat like a checkpoint. If you die after passing one you are transported back to the chamber with less than full health. Now move up the stairs. As you proceed Atlas will shine some light ahead scaring away the creature that is stalking you. Jump the debris and move into the light. Next to the tool box is your first weapon, the wrench. Pick it up and swing it with RT. Destroy the debris that is blocking the door way and crouch to move through the opening. At the other side is a staircase. Upon starting to move up the stairs, a flaming piece of couch comes your direction. Let it fall and continue up to face the first enemy inhabitant of Rapture a Thuggish Splicer. All that can be done at this point is bashing his skull with your wrench. If you took some damage there are pep bars, potato chips, and a cake nearby that will restore some health and Eve. Move up the stairs and into the next hall to find a unique vending machine. In this machine is the first plasmid. Pick it up to gain the Electro Bolt ability. After the cut scene, use your new ablility on the sparking box next to the door. Enter the hall and the walls will begin to bust. Water will flood in but your not in danger. Move through the debris to the other side. The next area has a Vita-Chamber to the left along with a couple of Eve-Hypos. While on the right is a corpse and a Thuggish Splicer. Atlas recommends the 1-2 punch. Hit him with an Electro Bolt then whack him with the wrench. Notice how this plasmid stuns the splicer. Another Splicer is waiting behind the next door. Deal with him and move up the stairs. There is some chatter that can be heard ahead. A burning Splicer will charge, hit him with an Electro Bolt. The next room has an elevator that will take you to a higher floor. On the way up Atlas provides some background info and requests you venture to Neptune's Bounty. To the right there is a shadow on the wall of a mother standing over a baby carriage comforting her child. As you approch its just a splicer comforting a pistol. Bash her head in and take her precious gun. Continue forward and at the Dancers neon sign look below to see a Splicer banging on the door. Take him out and then his lady friend that is on the other side of the door. Enter the kitchen area to find some cash and leave. There are two Splicers in the water a little Electric Plasmid will take them both out. There is an audio diary on the table located in the right side of the watery area. Move back up stairs and enter the bathrooms. The Dame's room has an audio diary while the Gent's room leads to further progress. As you leave the Dame's room a splicer will exit one of the stalls and attack. Leave Kashmir Restaurant through the Gent's room and enter Footlight Theater. Below you will notice a little girl stabbing a corpse with a syringe. Use the scaffolding to move to the other side of the room. Move down the stairs for a closer look and carnage ensues. Search the corpse in the window then bash the gold chain and lock with the wrench to open the gate. Pass the Vita-Chamber to encounter a gun wielding Splicer and then a Thuggish Splicer. At the bottom of the stairs are a couple of Splicers standing in some water searching for something, zap them and investigate. Its a Big Daddy corpse that has a considerable amount of cash. Below is a Vita-chamber. The Gent's room has a first aid kit and some bandages but nothing else. Approaching Neptune's Bounty triggers an alarm that recruits a few Splicers to attack. They come from above and land in the water so they can be taken out easily. There was another that does not traverse the water but is not a problem for our handy dandy wrench. Follow Atlas' advice and detour through the Medical Pavilion. You become trapped and Ryan has a message for you. Once the message is over several Splicers are on their way to attack. Fortunately, Atlas is able to override the locks and get you out. ------------------------------------------------------------------------------- B. Medical Pavilion [MDPV] ------------------------------------------------------------------------------- The new goal is to find the emergency access to arrive at the original destination of Neptune's Bounty. Next to the Vending Machine is a Security Bot that can be hacked for your benefit. First it will follow you and attack your enemies and second it opens the door to Emergency Access allowing progress toward the goal. Upon turning the corner there are a couple of Splicers fighting each other. Allow the one with the gun to kill the other Splicer then kill him. On the desk to the left is an Audio Diary. Move up the stairs and use the Emergency Access Control. Access is DENIED. Move through the door behind the control panel and take out the Splicer. On the other side of the door at the end of the hall is a machine gun and the Electrical Override Switch that you need to activate. Upon activating the override switch, you release a fair number of Splicers. Just stand in the hall and pick them off as they rush you. When they cease their onslaught its off to find Steinman and obtain his key. I'm sure he will be more than happy to allow it to be borrowed. On the way back to the Pavilion Foyer you will encounter two Splicers. Between the stairs in the foyer sits a desk and on that desk is an Audio Diary. Move up the stairs and into the Pavilion. Use the door control to head toward the surgery department. Pick up the Audio Diary on the wall behind the bloody gurney. On the other side of the wall is a security turret that will attack unmercifully. Shock it then hack it so it will attack your enemies instead. There is an Audio Diary on the table in front of the turret. Another turret is located to right of the room behind a large hole in the wall, hack it too if you like. Upon exiting the supply room move down the first hall to the right to find a vending machine, an ammo vending machine and an audio diary. There are also two more audio diaries in the area around the turret. When the exploring is complete move to the back of the room and enter the door under Dr. Steinman's Aesthetic Ideal. The hall leads to the Surgical Foyer. As you move forward you can see a Big Daddy and Little Sister to the left. On the left side of the Surgical Foyer sits a Vita-Chamber. As you approach the chamber an enemy will throw an explosive and run away. The explosive blocks the entrance to the surgical department. The new goals are to move the debris and find the Telekinesis plasmid. Turn around and head back out. When you near the entrance to Steinman's Aesthetic Ideal be prepared for some Splicers. Take them out and move to the right. You should see a large sign for the area call Eternal Flame. There is a lady pounding on the door that will be taken out without any action from you, just watch. The guy taking care of business is a Nitro Splicer he is a little stronger than the enemies thus far but still not match for our collection of fire arms. Enter through the door that was removed by the Nitro Splicer and pick up the audio diary to the left. When you enter the next area Atlas will mention he hears security cameras. As soon as he begins to talk about the camera look up and to the left. You should see a series of red lights in a circular pattern on the far wall. That is the security camera. I'd recommend shocking it and hacking. Use the furnace control next to the security camera to obtain Hacker's Delight (a physical tonic). Continue up the stairs. At the top and to the left is a Splicer, take it out. Now move to their position and crouch to access the room. Here we find a new plasmid, Incinerate. After picking up the plasmid, at least three Splicers appear. To fight them off simply use the new plasmid on the liquid on the floor and watch what happens. Exit the Eternal Flame. Use the newly acquired plasmid on the ice in front of the door next to the Twilight Fields Funeral Homes sign. Enter and move to the left. A Splicer will knock over a coffin. Destroy her then turn your attention to the turret behind you. Now move to the other side of the room and kill the Splicer crying over the coffin. Get the items you want and move to the door with the green light next to it. Use the key pad and enter 0451 (its the number next to the coffin the splicer was crying over). Inside is an Automatic Hack Tool and some other goodies. Enter the last room in Twilight Fields that you have not investigated. Move to the left into the water. On the far wall you should notice a shadow of a Splicer cutting up something. As you move to that area the lights go out then back on and no one is there. Continue forward to find a Security Expert Engineering Tonic. Exit the funeral home and head down the stairs toward dental services. Use the Incinerate ability to remove the ice from the entrance and pick up the audio diary. Move by the Kure-All door for now and go toward the broken clock. When you pick up the shotgun the lights go out and several Splicers will attack. Fend them off with the shotgun and use medical kits as needed. To the right is a Vita-chamber and to the left is Dandy Dental. Hack the Health Station and pick up the audio diary. Enter Dandy Dental and move into the water. There is a safe that can be hacked for some cash, EVE, and a first aid kit. Now go through the glass door in the area to obtain the Telekinesis Plasmid. I'd recommend exchanging it for the Incinerate Plasmid. Telekinesis is required for the mission and Electro Bolt is very helpful. You can practice using it with the ball launcher. When ready leave Dandy Dental after picking up the audio diary near the controls for the ball launcher. Head over to the Kure-All area we initially skipped. As soon as you enter fire the Electro plasmid to the right to deactivate the turret and hack it. Enter the first door on the right after exiting the room with the turret. Move to the right toward the water. In the corner near the ceiling is a security camera. Disable it then hack the camera. Hack the safe if you like then move back up the small set of stairs and to the right to find an audio diary. To the left of the audio diary is a small vent cover. Use the wrench to knock it loose, crouch, and enter. In the next room you will find a Combat Tonic. Exit the Kure-All area. Proceed toward Painless Dental. The door below the sign will not open so turn the corner but be aware of the turret to your left. Move to the wall next to the crates. Jump onto the crates and crouch to enter the room with the turret. Hack it and move forward. There is a tonic and a audio diary in the next room. Use the wrench to break a vent near the floor again. This time the next room has a Splicer but its nothing that can't be handled. When ready exit through the door. Head back toward the Painless Dental sign but do not reenter the area. Instead move to the corpse hanging from the window and look inside. Use Telekinesis to grab the key on the wall. Use the key in the Door Control to enter the last area of Dental Services, Chompers Dental. To the immediate left is a security camera that should be dealt with quickly. Next enter the room behind the counter. There is another security camera on the wall straight ahead. Hack it and the safe below it if you like. Head out through the door you haven't used to pick up some extra ammo and leave the Dental Services area completely. Climb the stairs and reenter Steinman's Aesthetic Ideal. Use Telekinesis to catch one of the Nitro Splicers bombs and destroy the debris blocking your path. Pick up the audio diary behind the corpse in the wheel chair then move left. Around the corner will be a Security Bot, a Turret, and a Security camera in the room on the right side of the hall. Peak around the corner and Steinman will run, hopefully the Security Bot will come to you. Zap it and hack it. Then do the same to the turret. Enter the room on the right side of the hall. Disable and hack the security camera, then pick up anything you need including an audio diary on the next to the gurney. After leaving look at the ground to find a Static Discharge Combat Tonic. Enter the viewing room. Dr. Steinman is ranting about his creations, that is until he sees you watching him. Once he goes on his rampage enter the room through the door on the right. Move to your immediate right and enter the water. Hack the Health Station in the back. There is a safe with some items as well but thats not really important now. Steinam basically runs around the room and fires his weapon at you. Using Electro Bolt (it freezes him just like everyone else but for a shorter period of time) and a Shotgun his health decreased rapidly. Using Telekinesis to hurl the oxygen tanks does some nice damage as well. It doesn't hurt to have some medical kits handy just in case you can't make it to the health station in the back. When he dies search him and get his key. Head back the way you came. When you reach the hall with the turret several Splicers head your way. A quick zap and the water will do the rest. Atlas will mention a tunnel collapse and a door will open to the left. You witness a Big Daddy being knocked through a window. Enter the room with the Little Sister and a cut scene begins. ADAM is an important currency and is obtainted from the Little Sisters. You will receive more ADAM by harvesting as opposed to rescuing the girls. The good doctor promises we will be highly rewarded by rescuing the young lasses. The rescue option nets you 80 ADAM and the harvest option provides 160. So approach the Little Sister and make your choice. If interested I'm planning on the rescue method for all the little sisters. Once the ADAM is obtained it can be used at the newly appearing Gathering Garden. Next to the Garden is an audio diary. Use the machine to purchase either a health upgrade or the Enrage plasmid or both depending on you choice with the Little Sister. Proceed through the door on the left and take out the Nitro Splicer ahead. Atlas mentions that the first Big Daddy battle is just ahead. Don't be surprised if you have to use the Vita-chamber. The Big Daddy's are quick and unmerciful. Armor piercing bullets seem to help and any electric plasmid/weapon does stun the Little Sister Protectors. I'd recommend saving before fighting one for the first time so you can see exactly what you are up against. Use armor piercing rounds and the shotgun if your quick enough. If all else fails just keep respawning at the Vita-chamber. Be prepared to use the first aid kits as well. After 2 or 3 hits from a Big Daddy you will wish you could carry more kits. Once the Big Daddy is out of the picture retrieve the ADAM however you like. You can return to the Gathering Garden and buy more if you like or just continue to Emergency Access. Once at Emergency Access activate the console again then use the Bathysphere Lever. ------------------------------------------------------------------------------- C. Neptune's Bounty [NPBY] ------------------------------------------------------------------------------- The first goal is to meet up with Atlas at Fontaine Fisheries, first though hack the vending machine and purchase any items you need. Next use the Gene Bank to switch out plasmids and tonics. Jump onto the bench and move to the door. Notice the creatures's shadow in the distance. As you approach it is scared away, probabaly waiting to attack later. Hack the Health Station in the hall and exit to the next room to find a Big Daddy. Let the Big Daddy walk down the ramp and into the open area below. He should be engaged by some Splicers and will attack them. Move down the ramp and look to the right under the dock. There is a turret that will come in very handy. Hack the turret then return to the top of the dock. For safety purposes you should also know there is a second turret on the other side of the open area under a the dock. For now though ignore it. If all went well you should have been able to hack the turret and return with little damage. Now, using the Electric Buck Shot of the shotgun is very helpful. It damages the Big Daddy (Rosie) and freezes it. Continue using this ammo until out then just wail away at it with some armor piercing rounds. The normal machine gun rounds are also useful while firing away at the Little Sister's protector if you are on the dock while he is at ground level. Remember to use first aid kits regularly and that there is a hacked Health Station in the previous hall. Once the Big Daddy is dead there may be some Splicers on there way that is if they weren't destroyed in the battle with the Big Daddy. If you've been rescuing the Little Sisters this is the third one and Dr. Tennenbaum has a reward for you inside a Teddy Bear at a Gatherer's Garden. Before you move to the downed Big Daddy shock the turret in the distance and move to it for a hack (crouching is necessary to move under the dock). There is also an audio diary behind the turret. Now that its safe search the Big Daddy, rescue the girl, and pick up a tonic. If you stay in the Lower Wharf area long enough you can kill three Big Daddies and rescue three little sisters. The Big Daddy keeps spawning from the door below the Fontaine Fisheries sign and will knock on the wall and Little Sisters will be extracted from the holes. The rest of the level is described with the idea that all three Little Sisters in the area have been harvested/rescued. When ready enter Fontaine Fisheries. Ahead and to the right is a turret that launches cannon balls as well as two splicer on the deck below. Use telekinesis to catch the cannon balls and attack the splicers. Now hack the turret. Return up the ramps to find your gift (200 Adam, Hypnotize Big Daddy, and 12 Armor piercing pistol rounds) next to the Gatherer's Garden. Purchase any upgrades you want then continue. I would recommend at the very least a Plasmid Slot. Move all the way down to the water level and continue until you reach a locked door with a keypad. Hack the keypad (I didn't see the code anywhere) and enter the room to acquire an audio diary. Move back to the top and jump over the boxes where the turret sits. Enter the door and pick up any ammo and health kits in the room. Move to the golden door and knock. A guy name Peach Wilkins answers and says he won't let you in without finding him a research camera. As you go to leave one of the Splicers seen at the very beginning of the game comes down from the ceiling. Its quick and has melee and ranged attacks. Its hard to do much against it but fortunately it doesn't seem as though you have to. After short time a security bot appears and chases it away. Peach leaves you a grenade launcher as well. The camera is in the Wharf Master's office in the Upper Wharf. Move back to the previous area and toward the Gatherer's Garden. The previously closed off area is now open for exploration. There will be three or four Splicers at the beginning of the newly opened area. Let them notice you then reatreat back so they will follow. Let your hacked turret do most of the work while you pick them off with the weapon of your choice. Move up the stairs and enter the Upper Wharf. A Big Daddy is battling some Splicers and there is an audio diary on the table across from the door. Fight the Big Daddy if you like. If you leave him alone he should leave you alone. On the other side of the Pier 4 sign is a turret that should be hacked. Before continuing pick up a second audio diary on the floor along the wall opposite the Pier 4 sign. Continue into the Wharf Master's office by breaking the lock with the wrench. Note that there is a Bot Shutdown Panel staight ahead. Pick up the audio diary and go up the stairs. There is a security camera at the top of the stairs that should be disabled before proceeding. Alternatively, watch the light it shines as it moves and move as it is looking away. Just by the first camera and to the left is a second camera that can be hacked. Notice the Bot Shutdown panel next to the chained Wharf Master's Office entrance. Break the lock with the wrench. Shock the turret inside and hack it. To the right is another turret and a security camera. Shock the turret then hack the camera. Once the camera is hacked hack the turret. Continue down the hall and find a turret to the immediate left and one in the distance to the right. I think we know what to do now. with all the turrets and cameras working for you, the area can be explored safely. There is a vent to the left of the first turret that can be busted off and entered. On the other side is a security camera. Exit the crawl space to the right when the light is looking away. Under the camera you will not be detected. Zap it then move toward the desk and hide to the left. Acquire the audio diary and anything else you like (there is a safe), rezap the camera and leave. Now move through the gate with the chain and crouch to move through the hole in the wall. In the Interrogation Room sits the Research Camera. Take a picture of the Splicer in the next room. Now only 2 more Splicer photos are required. There is another Splicer to the left of the Vita-Chamber. Some sort of explosion blocks the way you came in. Instead leave through the window to the right and pick up the Security Bullseye Plasmid. If you have space try it out on the Splicer below. Fall below and find a audio diary in a crate to the right. Exit to the Fighting McDonagh's/Jet Postal and pick up an audio diary. Continue forward and hack the camera to the right just past the Bot Shutdown Panel. There is a audio diary under the camera. We will enter Jet Postal first. Upon entry fight of the Splicers or retreat to the security camera. Pick up the audio diary on the left. Enter the next room photograph then destroy the Spider Splicer. Destroy the camera around the corner and loot everything you can find. Make sure to load up on some film for your camera at the vending machine. Now over to McDonagh's to get the last snapshot. As soon as the door opens to McDonagh's be prepared to take the photo. There is a audio diary in the crawl space next to the Vita Chamber and five in the tavern itself. When you've explored the tavern sufficiently exit and head back to Fontaine Fisheries. On the way back you will encounter a couple of splicers and a turret in the area outside the tavern. Then there will be an enemy just outside the Fontaine Fisheries entrance. Upon arrival inside the Fishery, melt the ice to pick up a engineering tonic. Peach requires that all weapons be relinquished before entering. Use the Pneumatic Tube to get rid of all weapons. You get to keep your wrench and plasmids of course. When entering the next room it gets very foggy before the attack begins. Before entering the room note that there is a vending machine straight ahead and a Bot Shutdown Panel. Since there is a Shutdown Panel there must be a camera nearby. Again before entering look to the right, the camera is positioned in an indentation on the wall. Upon entering immediately move to the camera and hack it. Once its hacked return to the Vending Machine area. When the fog clears Peach will attack. It can get kind of hectic but try to focus on getting rid of Peach first. Using Telekinesis works wonders against Peach because he throws bombs just like the Nitro Splicers. (On a side note: in the process of attempting to throw his bombs back at him, I used the Telekinesis plasmid a little early, took his mask, and threw it at him). Stay on the side near the Vending machines to fight this battle. On the other side of the wall is a turret that can be hacked but is not necessary until Peach is gone. If things get too hectic duck into the near cooler on the left hand side and let the enemies come to you. The combination of the hacked security camera and Telekinesis should end Peach's existance. Explore the remainder of the Freezer in peace and when ready find the Pneumatic Tube to the right of the turret to retrieve your weapons minus a lot of ammo. Continue down the hall to find a Power to the People Weapon Upgrade Station. This machine will upgrade one of your weapons but can only be used one time, choose wisely. The cooler on the left has a couple splicers, a safe, and and audio diary, while the one on the left has the way out. ------------------------------------------------------------------------------- D. Smuggler's Hideout [SMHD] ------------------------------------------------------------------------------- Move further into the hideout and some grainy photos will flash on screen. Atlas will come over the radio and talk about his family being close. Pass the Vita- chamber and use the Gene Bank if necessary. There is a turret just ahead that will likely get in a couple shots before you can disarm and hack it. Pick up the nearby ammo, EVE hypo, and audio diary. Continue forward, as you reach the Submarine Bay, Atlas asks you to flip a switch and let him. Ryan warns though that you will know the true meaning of being his enemy if you proceed with Atlas' request. Jump over the rubble and break the lock on the gate. The bright gold Control Panel is the switch Atlas wants activated. From this point you can proceed one of two ways: Search the rest of the small area then flip the switch or just flip the switch now. If you search first you can look around without any enemies impeeding your progress. There is a audio diary and some ammo just down the hall in a fenced area to the right. You can still search all you want if you hit the switch now but there will be numerous Splicers to deal with as you explore. When ready flip the switch and watch what happens below. After the scene is done move through the area fighting or avoiding as many Splicers as you wish. The goal is the door to Arcadia next to the sub that Atlas believed his family was in. After entering the door look to the left to get an audio diary. ------------------------------------------------------------------------------- E. Arcadia [ARDA] ------------------------------------------------------------------------------- Atlas, needless to say, is not too happy about what just occured. He wants revenge on Ryan at all costs. Jump over the crates, move pass the Vita-chamber to discover the Tea Garden. Take the path to the left (there is a audio diary to left of the foot bridge). As you cross the bridge you should see another "ghostly" vision and then hear someone in the distance begging for help. Enter the Arcadia Glens to pick up a couple of diaries. Then to the Rapture Metro door to investigate the guy who keeps screaming for help. When you open the door you will see what appears to be a splicer in the distance. It is a Houdini Splicer. Investigate the lower area to find some ammo and maybe some materials for inventing. Then move up the stairs. Be prepared at the top because this new Splicer will attack. They disappear and reapper quickly. Using Winter Blast to Freeze them seems to work well. There is a crawlspace that can be utilized just before the exit to the room (there really is not anything of note to be found there). When ready, move through the door heading to Rapture Metro. There will be a Splicer on the upper balcony to the right and one straight ahead down the hall. The next room is occuppied by at least three splicers and a turret in the distance to the right. It would be best to back away to fight. Maybe even lure the splicers to the oil slick located on the bridge. Enter the room and safely hack the turret. To the right behind the ferns is a crawl space with a safe, only enter the inital crawl space not the one in the room with the safe. Exit and use Electro Bolt on the sparking door control to get some ammo. Continue forward and enter the door at the end of the hall. The room is not Splicer free. Electric wiring protects the goodies in this room. If you hit one of the wires you loose a substantial amount of health. Jump on the table to avoid the wires and still get the loot or use telekinesis to remove the bolt from the wall to disable it. Continue down the ramp and a Splicer will attack at your level as well as from above. Take out the one you see and let the turret you hacked take out the ones above. Enter the Arcadia Glens. On the right side of the area is a U Invent machine. If you like use some of the items you have accumulated to invent some stuff. Just after passing the Farmer's Market a Big Daddy is fighting off a Splicer. Let him take some damage then take it out if you like. Its a Rosie so its more of a ranged attacker than the Bouncer. By rescuing this Little Sister Tenebaum gives you 200 ADAM, Safecracker, and 12 Electric Buck. Next we will explore the Waterfall Grotto. In the left hand corner is a U Invent Machine as well as some heat seeking RPG rounds. The lower level of the area is full of electric wires, a security camera, a couple of turrets, and of course some Splicers. Its better to explore the area now, trust me. Move down the stairs and use Electro Bolt on the Splicer below. Now look to the right on the ground in the corner is a turret, destroy it with the weapon of your choice. Use Telekinesis on the box and throw it at the electric wires to disable them (alternatively you can crouch under them or shoot them down by firing at the attachment point). Next move further down the stairs locate and zap the camera in the far corner. There is an opening between two walls that can be used for using Electro Bolt on the camera. Quickly step around the corner, zap the turret, and hack it. Zap the camera one more time and hack it now. There are two diaries at the bottom in the water and one in the room that needs an Electric Bolt to the door to open. Now move toward the Farmer's Market sign. Be careful though there is a security camera to the left just before the Rolling Hills door. Take a left before entering Rolling Hills and enter Arcadia Glens. The room in this area has a splicer and some ammo. Get what you want and exit to find a Big Daddy roaming. Now backtrack to the Rolling Hills door and enter. At the bottom of the small hill there is a turret to the left and some Splicers ahead. Hack the turret and let it do the work. There is a diary nearby under the Rolling Hills sign. Enter Professor Langford's Research Laboratories. Immediately to the right is a security camera that is easy to hack without worrying about Electro Bolt. Once inside the next room Langford comes on the TV and asks for a Rose sample. Exit the TV room to be encountered by some Splicers. Let them approach so the security camera can help. Moving with the arrow at the top of the screen runs you into a Houdini Splicer and an opening in the wall. Explore the area inside and pick up the diary. Continue to backtrack, following the arrow. Another Houdini appears opening a new cave. Once he's taken out its time to continue the hunt for the rose. The arrow leads to the Waterfall Grotto. Pick one of the rose's next to the large rotating wheel. Return to the the room where Langford appeared on the tv. Place the rose in the Pneumatic tube. She is very pleased and offers you an invitation for a meeting. Enter the lab and pick up the tonic on the desk. As you proceed she states she has the turrets hacked so they won't attack. She wants to see you in her office. Explore each area as you move forward. When you reach her office Ryan comes over the intercom and poisons her. With her last living effort she writes 9457 on the window. Pick up the Chemical Thrower on the desk and some liquid Nitrogen. Before leaving search Lanford's corpse and use the Botanical Illustration. The picture moves to reveal a safe with a key pad lock. Hmmm? What could the code be? Anyway if you figure it out there is sure to be something good inside (diary, market key). The goal now is to make the Lazarus Vector. The ingredients required include 7 units of distilled water, Chlorophyll solution, and enzyme samples. You should have found some chlorophyll by now, so the other two items need to be found. Now those turrets and cameras that were friend are no longer. You definitely want to hack instead of destroy them. Trust me it will help in just a bit. Exit the lab and Atlas will mention that the Farmer's Market may just have what we need. Once you reach the Tree Farm there will likely be a Splicer protected by a security bot. Take out the Splicer and the bot is yours. The Farmer's Market is the next door on the left. Upon on passing the sign above there will be a Power to the People Machine to the left, upgrade your choice of weapon. Move into the pre-Market area after acquiring the items in the safe to the left. Use the Bulkhead to enter the Market. ------------------------------------------------------------------------------- F. Farmer's Market [FRMM] ------------------------------------------------------------------------------- Search the body next to the Pneumatic Tube to acquire the first enzyme sample. On the right side of the next area is a turret that needs to be dealt with before continuing. There is a second turret in the left hand corner of this room as well as a camera to the right of the second giant block of cheese. With the room safe move to the Vending Machine you saw while handling the first turret. Pick up the EVE Link 2 tonic. Watch for the Splicer on the walkway above then pass under the same walkway. Several Splicers will exit the door to the left. Once they are gone enter and pick up a couple diaries. The next room over houses a bottle of distilled water. Move up the stairs and enter the wooden door. Beware of the camera in the far left corner. Use the crawl space on the far wall to get a diary. Exit the room and turn right. Enter the door. You are now in the same room but with access to the camera, hack it. The Big Daddy of this level is lurking nearby. It is another Rosie. With the camera hacked this would be a good time to take him out. Especially with the crawl space under the camera as well. With the Big Daddy out of the way head to the Worley Winery sign and move up the stairs. Here is the second bottle of Distilled water and an audio diary. Move into the Silverwing Apiary. Upon opening the door you will see a Splicer being attacked by bees. The bees will then turn to you. They take a bit of health away but nothing major. The next room is where all the rest of the enzyme samples are. There are six more required. You have to use the smoke control to force the bees inside their hives. Doing so allows you to enter the hive area for searching, unfortunately each time you do so Splicers spawn nearby. The process of using the smoke, searching, and avoiding/killing Splicers will have to continue until 6 samples are found. There is a safe along the left wall in the corner that will have 3 samples. Once enough samples are obtained exit and move to the winery. On the other side of the wall is a turret and security camera. Hack or destroy them then open the safe to find 3 distilled waters. A fifth bottle of water is on the floor in this room as well. Move down the stairs in the back of the winery and use Telekinesis to get the bottle on the rafters above the electrified wire. Use a barrel to telekinetically disable the wire and continue forward. The last bottle required is near the U Invent Station on the Winery Cellar Top Floor. You don't have to continue down the stairs but if you do there is lots of stuff to find (Photographer's eye tonic, lots more distilled water, ammo, Power to the People Machine). When ready begin the journey back to Langdon's lab. As soon as you reenter Arcadia through the bulkhead, Ryan sets off an alarm greeting you with some security bots. Use the camera to get some quick photos of the bots if you want, otherwise you have two options: stay and fight off the bots or run and find a Bot Shutdown Panel. Use the U Invent Machine in Langdon's office to create the Lazarus Vector. Then insert the Vector into the misting machine. Ryan does not like your meddling so he is sending some Splicers to take you out. Run to the entrance to the lab. There is a Lab Access Seal console that you need to activate to seal the doors. Also if you search the pneumatic tube you should find some items. Additionally a Big Daddy should be roaming the halls. Use him to help fight by activating your Hypnotize Big Daddy plasmid. Hopefully you have plenty of anti-personnel ammo to unleash on the charging Splicers. Just retreat until you can't go back any more and pick of the Splicers as they race to you. Fortunately, you have hacked turrets and security cameras helping out as well. When the mist is ready or deployment Atlas will tell you to flip the switch. Go back to Langdon's office and activate the console. Now exit Arcadia through the Metro door just outside the lab. ------------------------------------------------------------------------------- G. Fort Frolic [FTFC] ------------------------------------------------------------------------------- As you enter look to the left. The Slot Machine is where you can get the Jackpot achievment without being in danger. Just keep playing until it hits. Breaking the glass in the Apothecary windows to obtain the First Aid kits and EVE will result in a security bot appearing. Use the Bot Shutdown panel to stop the attack and you have an ally after a hack. Enter the Rapture Metro Hephaestus. The Blathysphere is submerged by Sander Cohen. Exit to the previous room you were in. It is now full of those electrical wires and Spider Splicers. Since the Spider Splicers have been somewhat scarce you may not have had opportunity to fully research them yet, now would be a good time if you like. There will be at least 6 (I may have lost count) Spider Splicers that will come mostly in pairs. If you have the Static Discharge 2 Tonic equipped it can help a lot. It will stun the Splicers when they perform their melee attacks allowing you to kill them in any way you see fit. Once they are gone Sander opens the door and would like to meet you at the Fleet Hall Theater. Enter the door Sander opened and you have arrived at the Atrium. Before continuing with the main part of the story we will do a little exploring. Move to the left and through the door way next to the stage. Unfortunately, the Seahorse is closed, so continue by the stairs and note the moving light ahead. Its a security camera around the corner. From the camera move straight ahead and get the diary. The restroooms don't really have anything in them so move around the corner and enter Sophia Salon. There is a diary in the small back room. Exit and move by the Gene Bank. Note the red light on the floor. A security camera is in the left corner of the room. Hack the camera and pick up the diary on the bar. Enter Le marquis D'Epoque and be ready to face a turret. Move down stairs and find a Power to the People Machine, a diary, and a note on the floor reading 7774. Return to the Atrium and climb the stairs. There is a diary on the ground in front of the Fleet Hall Theater Sign. There is a camera inside the theater behind the wall that the ticket booths are on. Walk up the staircase on the right side of the room and collect a diary. As you move around the corner Sander says he is not going to meet with you just yet. Move back toward the security camera and walk straight across the room. The far wall has an elevator with a call button next to it. Call the elevator and take out the Splicers that come down the stairs. Enter the elevator. Now you are inside the theater, a Splicer is playing the piano on stage. Cohen seems to be forcing him to do so and when the Splicer gets sick of it BOOM!. Sander now wants a photo of the charred body. Explore the area the biggest find is a Alarm Expert tonic on one of the balconies. The door won't open so you have to jump from the next balcony (Telekinesis wouldn't work for me?). When ready move back to the Atrium and use Cohen's Masterpiece. Your reward from Cohen is a Crossbow. Now Cohen is turning you into an assassin. He has three others that he wants dead. The first on the hit list is Martin Finnegan located somewhere in Poseidon Plaza. Get the diary frozen to the wall. Enter the next room and look to the left. That is Finnegan who just teleported away. The frozen bodies in the room are not dead. If you thaw them they will attack, smashing them with the wrench or shooting them will vaporize them. Incinerate the large block of ice to the left and reveal a crossbow and a Health Station. When you move by the Health Station you are frozen in a block of ice but will be released when Finnegan is done talking. When you are free again the battle will be much easier if you just shatter all the frozen bodies. At the very end of the hall Finnegan will unfreeze and begin his attack. You can take a lot of his health away and practically kill him in one shot if he can be lured to the area to the right of the Health Station. Shooting the pipes there will create a large explosion. Otherwise use the Health Station as necessary because his attacks deal a good bit of damage and go on the warpath with your favorite combination of Plasmid and Weapon. Search his body and receive a Tonic, then take his picture for Cohen's masterpiece. Clear off the ice to the left of the exit and leave through this new path. At the other end several Spider Splicers will attack. Stand in the hall and pick them off one by one. If you wait in the area long enough a Big Daddy appears (Bouncer). Take him on three times if you like. If you have only rescued thus far Tenenbaum has another gift (200 Adam, Hypnotize Big Daddy 2, and 4 First Aid Kits). When you are done with the Big Daddy's return to the Atrium through the frozen hall and place the picture. While I was placing the picture a Big Daddy and Little Sister appeared and I took him out for a fourth rescue this level. Now return to Poseidon Plaza. Explore Sinclair Spirits to find a Power to the People Station by hitting the button behind the bar and going through the newly opened door. Find the Extra Nutrition 2 tonic by following the neon More Items! Downstairs sign. Inside the Robertson's Tobaccoria find an audio diary and a door to use the previously found code (7774) on. Now move up the stairs near the entrance to the frozen hall. Pharoah's Fortune and Sir Prize have a diary. Now to Rapture Records and the next assassination. There is a diary behind the counter to the left. Drop below but watch for the corpse to explode. There will be a quick series of beeps then boom. Turn around and Cobb will be upstairs. Stand behind where the explosion took place and wait for some Spider Splicers to fall from the ceiling. Take them out then move to the wall on the right while facing the balcony and enter the crawl space. You exit back up top and Cobb is waiting outside. He will run some but mostly all you have to do is return the bombs to their sender using Telekinesis. Hector Rodriguez is nearby in Eve's Garden. Upon entry a "vision" occurs. Jump on the stage and take the secret passage to room in the back (audio diary). Exit the room and Rodriquez will be at the bar. when he spots you he will run. Chase him and fire your best weapon the hole time. Alternatively, you can try to throw his bombs back at him but I found a good shotgun to the back works pretty well. Take his photo and return to Cohen's masterpiece. When you place the next picture in the work of art. Cohen becomes angry and sends a lot of Splicers your way. Defeat them all and Cohen presents you with a gift of ammo. A helpful tip is to move to the security camera you hacked previously near the Southern Mall. Place the final picture. Cohen will walk down the stairs and admire his wonderful piece of art. Once Cohen is done talking Atlas comes across the radio and wonders whats wrong. You can climb the stairs and reenter the theater and acquire a diary, Electric Flesh tonic and some film. They are in the room Cohen was initially in when he refused to meet you the first time. Move to the Bathysphere you initially tried to enter to go to the next area. ------------------------------------------------------------------------------- H. Hephaestus [HPST] ------------------------------------------------------------------------------- Atlas makes a very simple request from the start. Go to Ryan's office and kill him. Enter Hephaestus and take the first left. Take out the couple of Splicers and move into Ryan Industries. After entering immediately pick up a barrel with Telekinesis and heave it at the Splicer moving down the stairs. There is a turret in the back so be fore warned. Next move into Ryan's Office. Continue around the corner and destroy the camera above the next door. The next room has some corpses hanging on the wall. The first and last one on the right have diaries. There is also a diary and tonic in the room to the right. Head into Hephaestus Core. You will find a few Splicers in room with a downed Big Daddy. Through the next hall and into the next room you intrude on a battle between a Splicer and a Big Daddy. Just stand back and let what happens happen. Once you have dealt with the Big Daddy (your choice) move down the ramp. At the bottom of the ramp move to the left and go down another level. You should see the Heat Loss Monitoring sign just ahead. That is the primary goal, but first lets turn around and move behind the stairs. At the bottom level is a Splicer and a diary. Move back up the stairs and toward the Monitoring wing. To the right is a Splicer getting something out of a vending machine. Don't use that machine because it spits out explosives. Go by the Heat Loss Department acquire a diary find a Power to the People station, and a Gatherer's Garden. Enter Heat Loss Monitoring. As you proceed down the hall the lights will shut off a couple times. Be prepared because at the end of the hall those corpses are actually opossum playing Splicers. At the bottom of the area is a patrolling Bouncer. If you haven't already rescued all the Little Sisters take him out and Tenenbaum will have another gift prepared for you (200 ADAM, Armored Shell 2, 12 Incendiary Bolt). Continue to the bottom. Take out the Splicers and move to the left. Hack the Diable Electric Current console. Enter the water and get the diary. Now move over to the other side and get the diary in gold and a tonic. Return to the core area and enter the Workshop just up the stairs outside the Heat Loss entrance. There is a Big Daddy patrolling the workshop. Hypnotize him to clear the area. There isn't much on the main level so go down to the office of the supervisor. If you still have the Big Daddy Hypnotized he will take care of the two turrets that are blocking your path. Move to the right of the turrets and pick up the diary in the corpse next to the Health Station. Go up the short set of stairs and enter the crawl space in the corner. It leads to a Damage Research tonic, a diary, and an EMP Bomb Casing to examine. Now you need to construct the device mentioned in the diary. The requirements are 2 quarter cans of ionic gel, 1 nitroglycerin charge, and four R-34 wire clusters. Exit the room. The Splicers have respawned but who cares they are not that tough anyway. The Big Daddy corpse is glowing yellow, search it to find a wire cluster. Now enter the Kyburz's office by either entering the code or hacking the key pad. The code (as mentioned from a previous diary) is Australia Day or 01-26. The room is full of the electric wires. Use the destroyed turret to shield yourself from damage and disable the wires. There is a Power to the People Machine in the office as well as the Nitroglycerin we need. On the side of the desk in the back of the office is an "Intriguing Switch". Activate it to obtain the nitroglycerin. When you hit the switch a turret appears at the entrance. There is a can of Ionic Gel in the other wing (where the Big Daddy took out the turrets) of the workshop. Exit the workshop and move to the right at the bottom the ensuing ramp is a second can of Ionic Gel. The remaining wire clusters must be gotten from Big Daddies. There is another corpse near the beginning of the level and you may have already rescued three Little Sisters so there you go. Just return to the site of you Big Daddy fights to retrieve the last wires. Alternatively you can just kill some more (its not as tough as it was at first). When they are obtained go back to create the device. Now simply pick up the bomb and take it to the only unexplored area, Geothermic Control. Have a Big Daddy accompany you to the new area. Once you enter be prepared for some turrets through the second set of doors. Set some proximity mines on either side of the large wheel you have to turn. Between the turrets, the proximity mines, and the Big Daddy you should be able to turn the wheel relatively smoothly. Use the elevator to lower to the bottom floor. Continue foward and pick up the Shorten Alarm 2 tonic. Flip the switch next to the core then attach the EMP Bomb. Now follow the arrow out to Ryan's office. There will be plenty of enemies along the way and a alarm was activated. Just run to the office killing anything in the way. Flip the switch and a door will open behind it. Enter Rapture Central Control and meet Andrew Ryan face to face. ------------------------------------------------------------------------------- I. Rapture Central Contol [RCCL] ------------------------------------------------------------------------------- The only goal now is to kill Andrew Ryan. He is upset and is going to destroy the entire city before admitting defeat. Go by the vending machine toward Ryan's office the door is jammed and will not open. Climb the stairs to the left and enter the crawl space. Continue ahead and you finally see Andrew Ryan. Watch and listen. When he finishes talking move toward him then watch some more. When the cutscene is over take the override key into the office and to the right. We finally learn a lot more about the story. Follow the Little Sister to the vent and arrive at... ------------------------------------------------------------------------------- J. Olympus Heights [OLHT] ------------------------------------------------------------------------------- The level starts with more story. One of the Little Sisters asks you to follow her. Move up the stairs and she leads you out of the area so you can continue your quest. Move to the far end of the tunnel to find a golden wheel. Use that wheel to open the gate where the water veers away from its straight path. Move through the newly opened gate and to the surface. Fontaine has programmed you to periodically lose some of your health bar. In order to reverse this an antidote must be found. At the end of the tracks sits an overturned train car with a safe, guarded by two Splicers. Get it if you like then head down the tracks in the opposite direction. On the other side of the wall is a Big Daddy and a turret. To the left of this turret (on the side with the small area of water) near the Gatherer's Garden is another turret. On the opposite side of the area is a security camera guarding the Apollo Square entrance. Pick up the diary on the bar in the center and move forward entering Mercury Suites. There will be a few Splicers down the track as well as some train cars with safes. Investigate all you like but your target is to reach Mercury Suites. As you approach the large sign indicating arrival at the goal, be aware that there will be a couple of Splicers and a security camera immedately inside. On the other side of the wall is the apartment complex we are looking for. Suchong's apartment is the first one on the left. At the end of the hall on the left is a diary. There is nothing of importance on the right side so head to the water straight across from the entrance. Behind the book cases is a table with a Clever Inventor Tonic and a gold audio diary. The diary reveals the fact that there is an antidote to Fontaine's mind control. Tenenbaum reveals she had a dose of lot 192 in her apartment on the second floor. As you exit look to the right and take note of the turret. To the left behind the center column is a security camera and a Power to the People machine. Move up the ramp next to Fontaine's apartment. When you reach the second floor Tenebaum's home is the first door you see. Unfortunately it is locked. Move to the third floor instead. As you arrive at the third floor a security camera will be recording any trespassers. Continue to the right and pick up the diary next to the camera. When you come to a deadend there will be a hole in the wall of the building. Enter here into a bathroom. This is Tenenbaum's apartment. Search the top floor only to find out that Fontaine searched it and took 192 to his own home. The good thing is we have the code to enter his dwelling and get the antidote. Move down stairs and destroy the lock on the door. Move around to Fontaine's door and enter 5744 on the keypad. Use the elevator to enter the home of Frank Fontaine. There are a few Splicers in the initial area as well as a turret behind one of the rocks ahead. Also do not forget to take out the camera above the door. Continue up the steps and go right to pick up a diary. Return to the stairs in front of the bear and go to the right. There is a turret to the immediate right behind the bar. There is an exit just before the bar. Move across the balcony and enter the next room. Electric Flesh 2 tonic is on a desk as well as the antidote. The antidote fixes your health but makes you unable to choose which plasmid is equipped. Boy, the side effect is almost worse than the problem. In order to correct this you will need another dose of 192. Tenebaum feels that there will be more in Suchong's lab located through Apollo Square. Before heading to the lab you may want to explore the rest of the apartment complex. There is an audio diary inside Dr. Culpepper's place on the first floor (its the door across from the Power to the People machine). Also of note is Sander Cohen's apartment on the first floor. If you attempt this before you have control of your plasmids just wait for a Big Daddy to come along and follow it until Hypnotize Big Daddy is the active plasmid. Take control of the Big Daddy then move into Cohen's apartment. Using one of your weapons disrupt the dancers in front of the piano. This action infuriates Cohen. He will exit his room and come down the stairs to fight. Unfortunately for him you enlisted some "Big" help. Cohen is a powered up Houdini Splicer. Upon his demise, search Sander's corpse to find his Muse Key. There is also a Power to the People Station in the room. There really isn't a lot more to Mercury Suites. The only thing left is to rescue two Little Sisters and head back to the Apollo bulkhead. ------------------------------------------------------------------------------- K. Apollo's Square [APSQ] ------------------------------------------------------------------------------- Move past the Vita-chamber and pick up the diary next to the turned over vending machine. Move through the open gate. On the other side of the broken train car should be a Big Daddy hopefully fighting some Splicers. Take advantage of the situation to gain even more ADAM. Arrival at the Square provides a morbid site. There are people/Splicers hanging above with a Gene Traitor sign nearby. To the right is a diary next to the Gatherer's Garden. Continue to the right and encounter a turret you may not be ready for. Head to Artemis Suites for the second antidote. Peak around the corner to see a Splicer and a turret. Take out the Splicer as it charges and use some Armor Piercing ammo to take out the turret. Stay on the platform where the turret was located and move forward. At the end there will be a security camera to the left. Hack it and it will take out some of the enemies below. Just ahead past the flaming train car is a Vita-chamber. A security camera is watching every move on the far wall after passing the Vita-chamber. I'd recommend racing toward it and hacking it if possible. It will provide a great advantage against the enemies. The only room accessible at the ground level only houses ammo. Move up the stairs to the second floor. Enter the free clinic and race to the left to hack the security camera. Don't rest though because there is a turret to destroy directly behind you. The next room after the turret is Suchong's office where you will find a diary and the 192 antidote. The other room has a Medical Expert 3 tonic. Exit the clinic to find some Spicers and a newly placed turret. Before leaving Artemis Suites you can explore the top floor of the area, though the only thing up there is a safe and lots of film. Exit Artemis Suites and head back to the area with the hanging Splicers. Use the Gatherer's Garden if you like then explore the rest of the area behind the turret briefly mention above moving toward Hestia Chambers. On the other side of the wall where the turret sits is a security camera. Take care of the camera and move down the tracks to Fontaine's Center for the Poor. There is a bomb firing turret at the top of the steps. You will also encounter some Splicers and a Big Daddy. Basically the only things really worth going after are a diary and Power to the People station in the room on the top floor. After entering the room find the staircase below the security camera to find the two items. Exit the Center and move down the stairs into Rapture Metro. Use the elevator and when it stops kill a couple of Splicers before entering the Bathysphere. From here either move on to Point Prometheus (you are closing in on the end of the game) or return to previous areas to get/do things you have not completed. ------------------------------------------------------------------------------- L. Point Prometheus [PTPM] ------------------------------------------------------------------------------- The town greeter of Point Prometheus is none other than Frank Fontaine. Being in charge of the welcoming committee seems to have stressed him out. Give chase to Fontaine but know that you are not going to catch him just yet. He will throw some fire on the oil spill slowing you down. Then in the next hall he activates a couple of security bots for you to deal with. In the next room Fontaine escapes and Tenebaum is puzzeled. She suggests you find a Big Daddy to search. Luckily there is one in the room (there's a Power to the People machine nearby). Upon searching you find a Suit Control System. With that piece of technology you will be able to turn into a Big Daddy. This is required to have a Little Sister open the door that Fontaine escaped through. The twin doors in the current room lead nowhere, so move up the stairs next to the door Fontaine exited through. Enter the first door on the right (The Mendel Memorial Research Library) and disable the camera to the right. On by the camera is an RPG turret that will greet you with a blast if your not careful. The library contains a pair of Big Daddy Boots, lots of ammo, and a Damage Research 2 tonic. Exit the library and go right. Through the next door you enter the Main Hall and will see a Little Wonders Educational Facility sign. To the right is some rubble and a Gatherer's Garden. Next to the garden is a turret. Enter the door to the right of the turret. Its one of the two entrances to the Failsafe Armored Escorts area. The first room on the left after defeating the opossum playing Spider Splicer contains some security bots you can hack. Exit and move to the left to find the Candidate Conversion wing. On the other side of the wall sits two turrets. They are easily hacked by peeking around each side and shocking them. Inside is an audio diary, some ammo, and a U Invent Machine. Exit this area and enter the Suit Assembly wing. There will likely be a Big Daddy patrolling so take him out if you like. Move up the stairs to find a audio diary. Go back down the stairs and go to the right of the Securis metal door. In the distance you should see gold Big Daddy Suits, continue to the right and enter the room. There is a vending machine and an audio diary. Exit and move through the metal Securis door. There is a RPG turret on the left. Move through the room and find the Big Daddy Suit in the next area. Climb the stairs to the right after passing the Ammo Bandito machine to get a diary. Move back down the stairs and enter the Candidate Induction area to obtain the helmet. As you turn to leave 4 to 5 Spider Splicers appear and attack take them out then leave the Failsafe Armored Escort area. Now move into the Little Wonders Educational Facility. As soon as the door is opened a security camera can be seen scanning the area from the ceiling. Go right and up the hall to find the first Big Daddy Pheromone Sample on a desk. Make your way around the top floor in a circle to find the second sample on a desk next to an audio diary. Without leaving the facility go down the stairs near the entrance and investigate the rooms. Room five is the important one it has the last of the three samples. Now enter the Autopsy room in the back but be prepared to take out a security camera. In the back is another sample (in case you need another) and the Safe Cracker 2 tonic. Return to the Main Hall and enter Optimized Eugenics. Use the entrance on the right and be prepared for a security camera. The Live Subject Testing room has the Voicebox Modification Machine you need, as well as a tonic. That was easy but there is still more to explore if you like. Here isa list of the highlights in the rooms Plasmid Prototyping: diary Backup Generator: a safe Eugenic Analaysis: Power to the People machine, safe Test Subject Storage: diary Once you acquire all you like return to the area where Fontaine escaped. Tenenbaum comes over the radio and tells you the Little Sister will appear if you hit the vent with your wrench. She appears and opens the door for you. Oh no, the game was excellent until now. Escort missions are usually not very well done. Enter the Proving Grounds ------------------------------------------------------------------------------- M. Proving Grounds [PRGR] ------------------------------------------------------------------------------- Use the nearby Gene Bank (check the map or you will pass it) to set your plasmids and tonics to your favorites. Then move ahead. If the Little Sister dies you have to run back to another vent to entice another one to appear. Follow the Little Sister to the first door she will open. In the Central Atrium you will hear lots of gun fire but it is all below. You are safe for now. When you turn the corner in South Exhibits hall a thuggish electric Splicer will charge take him out. The next Splicer will be a Spider Splicer that will fall from the ceiling behind you when you have reached the area with the benches and suit cases. If you use Electro Bolt/Wrench the Splicer will be no problem. Just ahead is test subject 1. The Little Sister will stop at the corpse and go through the process of extracting ADAM. While she is there Splicers will charge first from the hall to the left and then from the hall you just passed through. Note that the hall you just passed through has an oil spill that may come in handy. When the Spider Splicer is dead rush down the hall passing the test subject and turn the next corner to the left. There is a turret at the end of the hall and a Security Camera to the left. Hack/destroy both and return to the Little Sister before she starts harvesting ADAM. If done quick enough both machines will be allies and the Little Sister will receive no harm. Once Tenebaum finishes her speech the attack begins. Set up some Proximity Mines on the side leading to the corpse as well as some Trap Bolts. Additionally, regularly set fire to the oil spill. This combinatation should prevent any Splicers from reaching the girl. Meanwhile the other side is guarded by the turret and camera. Just in case anyone slips by stay on alert. When she is done harvesting race ahead. Near the security camera will be a Splicer with a security bot. Take him out to hack the bot. Now move by the turret and to the right to hack another turret. Return to the security camera for another battle. This time at Test Subject 2. The girl will race to the next door when she has completed harvesting ADAM from the second corpse. In this room there is a giant fossil in the center. As she approaches the middle of the room two secret doors open on either side of the fossil. Turrets are located behind the secret panels and are ready to attack. Zap em and hack em. There is a health station in the corner by the second turret. When the girl opens the next door be ready for a camera to the left. On down the hall is a pool of water where three Splicers will spawn. Use Electro Bolt to take them out without hassle. Again leave the girl behind and race forward. There is a Splicer with a security bot ahead. Take him out and the bot is yours. Ahead and to the left across from the next Test Subject is a turret and a camera in the distance. Hack the turret then jump on the ledge and take control of the camera. Splicers will come from three places: the direction you just traveled, the ledge where the turret is located, and the direction you were headed before having to stop (I guess there is a fourth a Spider Splicer the first one actually will drop from the ceiling and land next to the girl). When this battle is over get your electric gel used in the Chemical Thrower equipped. Around the corner and up the hall is another pool of water. An angry Big Daddy will bust through the wall and attack. Fortunately, you have exactly the right weapon equipped to take him out easily. There is some proximity mines, an EVE hypo, and a first aid kit behind the wall the Big Daddy broke through. Defeating the Bouncer was all the protection the Little Sister required so let her run and open doors while you get the loot. After passing through two doors the girl hides in one of the vents again and you are in a room with lots of vending machines. Load up on all the ammo, first aid kits, and EVE hypos you can but save some cash for a health station if it will be necessary. Also if you have any extra ADAM use it to purchase any upgrade from the Gatherer's Garden. I would also recommend equipping the tonics that protect you from damage (Electric Discharge (2), Armored Shell (2), Human Inferno (2) and Frozen Field (2)). In the last spot available you may want to use Static Discharge (2). When you are ready to proceed take the extraction tool from the outstreched hand of the Little Sister in the Vent. When you have prepared fully enter the elevator for the final battle. ------------------------------------------------------------------------------ N. The Final Battle [FNBT] ------------------------------------------------------------------------------ There are not Vita-chambers during the final battle. It is the only time in the game that if you die you are dead, so you may want to have a save right before taking the elevator up or at the point the elevator stops. When you reach the top you will see Fontaine encased in some sort of ADAM machine. Run up the ramp and use the ADAM harvesting tool to drain his supply. When done he will be released and attack. Fontaine has three forms. In each form he will have the same type of attacks. A ranged attack with his element of choice (fire, cold, electricity), a charge attack, and physical attacks when near your position. The first form Fontaine takes is fire, then cold, and finally electricity. The attacks are the same only taking the form of the different elements. Basically, I took a simple approach during the battle. I simply unloaded all the regular ammo in the shotgun to make it through the first two forms and a good portion of the last. Then switch to any other type of ammo for the shotgun to finish him off. As his health fully depletes for each form taken he will return to the machine he was in at the start. At that point use the ADAM extraction tool again to continue the battle. During the second cold phase of the fight there will also be security bots attacking. No need really to pay any real attention to them. If you take out Fontaine the bots won't matter. Finally, the electric phase of the fight also brings out some Splicers. Again just like the bots they can primarilly be ignored. Nine first aid kits should be enough, especially if the Medical Expert Tonics are equipped. Additionally, if you need it there is a health station behind one of the walls in the battle field. Check the map to find its exact location (its on the left side of the map as you enter). Congratulations Rapture is safe =============================================================================== 7. Audio Diaries [ADDR] =============================================================================== ------------------------------------------------------------------------------- A. Welcome to Rapture [ADWR] ------------------------------------------------------------------------------- New Year's Eve Alone (Diane McClintock): On a table in the Dancing Downstairs area Hole in the Wall (Steve Barker): in the Dame's bathroom ------------------------------------------------------------------------------- B. Medical Pavilion [ADPV] ------------------------------------------------------------------------------- Adam's Changes (Steinman): On a desk at the beginning of the Emergency Access area Steinman Released Today (Diane McClintock) On a desk in between two staircases at the Medical Pavilion Foyer Higher Standards (Steinman): Behind a bloody gurney upon entering the surgery wing Parasite Expectations (Andrew Ryan): In front of the turret in the surgery wing Vandalism (Andrew Ryan): Down the short hall to the right of the supply turret next to a vending machine Limits of Imagination (Steinman): Hanging on the left wall below the blood text "ADAM denies us any excuse for not being beautiful" Love for Science (Tenenbaum): Behind the initial turret in the surgery area near a Health Station Surgery's Picasso (Steinman): Eternal Flame attached to the picture on the left Freezing Pipes (McDonagh): In the ice blocking the entrance to the Dental Services Area Useless Experiments (Tenenbaum): In front of Dandy Dental after picking up the shotgun Testing Telekinesis (Suchong): Leaning against the controls for the ball Launcher in Dandy Dental Enrage Trial (Suchong): The Kure-All area of Dental Services near the security camera Plasmids are the Paint (Suchong): Painless Dental in the room after the turret next to the Speedy Hack Tonic Symmetry (Steinman): Behind the corpse in the wheel chair after gaining access to the Surgery area Aphrodite Walking (Steinman): In the room to the right in the hall where Steinman runs Not What She Wanted (Steinman): Search the corpse Steinman was stabbing before battling him Gatherer Vulnerability (Steinman): Next to the Gathering Garden after Harvesting/Rescuing the first Little Sister ------------------------------------------------------------------------------- C. Neptune's Bounty [ADNB] ------------------------------------------------------------------------------- Bathysphere Keys (Sullivan): Behind the distant turret at the first Big Daddy Timmy H. Interrigation (Sullivan): Move to the water level below the Gene Bank and Gatherer's Garden to hack a key pad and find Finding the Sea Slugs (Tenenbaum): Initial part of Upper Wharf on a table across from the entrance Fontaine Must Go (Andrew Ryan): Before climbing the stairs at the "Sunshine of the Sea Brand Shellfish" sign look to the right and see some broken metal grating crouch and follow the path to the diary Come Home (Mariska Lunch): Upper Wharf in the area where the Big Daddy patrols Watch Fontaine (Andrew Ryan): To the left of the Upper Wharf Vending Machine near the Bot Shutdown Panel Have My Badge (Sullivan): Enter the vent near the first turret in the Upper Warf its on the desk in the small room with a security camera Adam Discovery (Tenenbaum): In a crate to the right after receiving the Security Bullseye Plasmid Eden Leaking (McDonagh): Immediately after entering the door to Fighting McDonagh's/Jet Postal Fontaine's Smugglers (Tenenbaum): Under the security camera on the way to Fighting McDonagh's/Jet Postal Death Penalty in Rapture (Andrew Ryan): To the left upon entry to Jet Postal Meeting Ryan (McDonagh): Crawl Space in the Fighting McDonagh's area next to the Vita-chamber Smuggling Ring (Sullivan): In the Fighting Mconagh's Tavern Working Late Again (Andrew Ryan): In the Fighting Mconagh's Tavern Arresting Fontaine (McDonagh): Top floor of the Fighting Mconagh's Tavern in room 6 Saw Masha Today (Mariska Lutz): Top floor of the Fighting Mconagh's Tavern in room 7 Rapture Changing (McDonagh): In the Fighting Mconagh's Tavern go through the door that needs to be hit with Electro Bolt (its behind the bar) then go straight through the next door its on a table Picked up Timmy H. (Sullivan): Upper Wharf next to a corpse on the way back to Fontaine Fisheries after obtaining the camera Putting the Screw On (Peach Wilkins): Freezer Bottom Floor cooler to the left of the weapon upgrade station ------------------------------------------------------------------------------- D. Smuggler's Hideout [ADSH] ------------------------------------------------------------------------------- Meeting with Fontaine (Peach Wilkins): Next to the first turret at the start of the level Kraut Scientist (Frank Fontaine): In a fenced area to the right after the control panel Atlas wants you to activate Offered A Deal (Peach Wilkins): Immediately to the left after entering the door to Arcadia next to the Sub ------------------------------------------------------------------------------- E. Arcadia [ADAC] ------------------------------------------------------------------------------- Seeing Ghosts (McDonagh): To the left of the foot brige in the Tea Garden at the beginning of the area Big Night Out (Dieter Sonnekalb): In the Arcadia Glens next to a bench Mass Producing ADAM (Tenenbaum): Arcadia Glens in front of the chair next to the large rock Arcadia Closed (Langford): Next to the Gene Bank at the top of the stairs on the way to the Rapture Metro The Market is Patient (Andrew Ryan): Waterfall Grotto on a bench near the U Invent Machine Offer a Better Product (Andrew Ryan): Bottom level of Waterfall Grotto Early Tests Promising (Langford): Bottom level of Waterfall Grotto on crate Heroes and Criminals (Diane McClintock): Waterfall Grotto inside the door that needs Electric Bolt to open Shouldn't Have Come (Mariska Lutz): Lower Rolling Hills under the sign just after the turret The Saturnine (Langford): After getting the Rose mission a Splicer appears and moves into a hidden passage the diary is at the entrance What Won't They Steal? (Langford): In the Lanford Research Lab behind the desk with the tonic Teaching an Old Hound (Lanford): on the desk in the room after Langford says she has the turrets hacked The Lazarus Vector (Langford): Search Langford's body after she is poisoned Lazarus Vector Formula (Lanford): in the safe behind the Botanical Illustation in Lanford's office Arcadia and Oxygen (Langford): Inside the tree farm near the entrance Maternal Instinct (Tenenbaum): Just inside the Farmer's Market right after the safe The Great Chain (Andrew Ryan): On a bench to the right in the room with the Bathysphere in the Metro Station ------------------------------------------------------------------------------- F. Farmer's Market [ADFM] ------------------------------------------------------------------------------- Bee Enzyme (Tasha Denu): at the beginning of the level Pulling Together (Andrew Ryan): After the first turret of the Farmer's Market it is on the bar below the sign with the rooster First Encounter (Andrew Ryan): The Employee's Only Room next to the room where the first bottle of distilled water is found Hatred (Tenenbaum): The Employee's Only Room next to the room where the first bottle of distilled water is found Desperate Times (Andrew Ryan): Through a crawl space in the employee's only section the Big Daddy patrols Water in the Wine (Pierre Gobbi): To the left of the Worley Winery sign next to the bottle of the Distilled Water ADAM Explained (Tenebaum): Silverwing Apiary Functional Children (Tenenbaum): On a table in Worley Winery ------------------------------------------------------------------------------- G. Fort Frolic [ADFF] ------------------------------------------------------------------------------- Come to the Record Store (Cobb)- One of the first things you see when you enter the Southern Mall The Wild Bunny (Sander Cohen)- Back room of Sophia's Salon Artist's Feud (Sullivan)- On the bar near the security camera that is located close to Sophia's Salon Fancy Cigarettes (Albert Milonakis)- Next to the Power to the People machine in Le marquis D'Epoque Stood Up Again (Diane McClintock)- At the top of the Atrium stairs before the Fleet Hall Theater sign Musical Insult (Sander Cohen)- Top of the stairs in the Fleet Hall Theater The Iceman Cometh (Martin Finnegan)- In the hall near the entrance to Poseidon Plaza Guns Blazing (McDonagh)- Inside Robertson's Tobaccoria found in the area after Poseidon's alternate exit Bump Culpepper (Sullivan)- Top floor of Pharoah's Fortune on a pool table Fontaine's Army (McDonagh)- Bottom floor Sir Prize Ryan's Stableboy (Anna Culpepper)- Rapture Records behind the counter to the left Pregnancy (Jasmine Jolene)- Through the passage on the stage in Eve's Garden It's All a Grift (Rodriguez)- Inside Eve's Garden on the bar where Rodriguez is found Requiem for Andrew Ryan (Sander Cohen)- inside the film room in Fleet Hall Theater, accessible after Cohen walks down the stairs at the end of the level The Doubters (Sander Cohen)- Inside Sander Cohen's Fine Art Collection room next to the theater ------------------------------------------------------------------------------- H. Hephaestus [ADHP] ------------------------------------------------------------------------------- Ryan Takes F Futuristics (McDonagh)- The crate next to the vending machine near the turret Scoping the Gate (Kyburz)- Inside the door that marks Ryan's Office next to the Vita Chamber Stopping Ryan (McDonagh)- First corpse hanging on the right Going to Heat Loss (Anya Andersdotter)- Last corpse hanging on the right A Man or Parasite (Andrew Ryan)- In the room to the right of the hall with hanging corpses Fonataine's Legacy (McDonagh)- Next to the Vita Chamber after you see the first Big Daddy of the level Running Short on R-34's (Pablo Navarro)- Across from the Workshop in the core area Impossible Anywhere Else (Andrew Ryan)- At the very bottom level of the core area Assassin (Anya Andersdotter)- Between the Geothermal Control and Heat Loss Monitoring Wings of the core area next to the Gatherer's Garden Kyburz Door Code (Pablo Navarro)- Heat Loss Monitoring top level on the side opposite the vending machine Genetic Arms Race (McDonagh)- Lower level of Heat Loss Monitoring, disabling electric current required Getting a Break (Pablo Navarro)- Lower level of Heat Loss Monitoring opposite side of above in gold Device Almost Finished (Kyburz)- Bottom level of workshop in small room before turrets The Dream (Kyburz)- In the corpse near the Health Station Assembling the Bomb (Kyburz)- Through crawl space after passing the diary above Great Chain Moves Slowly (Andrew Ryan)- Inside Kyburz's office Market Maintenance Code (Pablo Navaro)- While looking at the door to Kyburz's office there is a crawl space (very well hidden) to the left just below the position the turret occupied ------------------------------------------------------------------------------- I. Rapture Central Contol [ADRC] ------------------------------------------------------------------------------- The Vita Chamber (Suchong)- On a desk to the left at the beginning of the level Baby Status (Suchong)- Table in Ryan's pre-office area Mind Control Test (Suchong)- Table in Ryan's pre-office area ------------------------------------------------------------------------------- J. Olympus Heights [ADOH] ------------------------------------------------------------------------------- Mozart of Genetics (Suchong)- On the bar near the entrance to Apollo heights Fontaine's Human Jukebox (Suchong)- At the end of the first hall in Suchongs apartment Mind Control Antidote (Suchong)- Suchong's apartment next to the Clever Inventor tonic Fontaine's Breakup (Paparazzi)- Third floor of Mercury Suites next to camera Sad Saps (Frank Fontaine)- on a desk to the right when you first see the giant bear statue in Fontaine's Home Artist Woman (Sullivan)- Inside Dr. Culpeppers apartment ------------------------------------------------------------------------------- K. Apollo's Square [ADAQ] ------------------------------------------------------------------------------- What's Happening Here (Diane McClintock)- next to vending machine at beginning Atlas Lives (Diane McClintock)- next to the Gatherer's Garden at the Square Protection Bond (Suchong)- Suchong's office inside the Free Clinic The Longest Con (Frank Fontaine)- Fontaine's Center for the Poor, move to the room on the top floor and go down the stairs Today's Raid (Diane McClintock)- Same room as above but it is inside the nearby corpse Meeting Atlas (Diane McClintock)- just inside Fontaine's Center for the Poor inside a steamer trunk ------------------------------------------------------------------------------- L. Point Prometheus [ADPP] ------------------------------------------------------------------------------- Missing Boots (Suchong)- inside the Candidate Conversion room of Failsafe Armored Escorts Protector Smell (Suchong)- Up stairs in the Suit Assembly area of Failsafe Armored Escorts Cheap Son of Bitch (Suchong)- in Suit Assembly area of Failsafe Armored Escorts in room with Vending Machine Mistakes (Andrew Ryan): Top floor of Suit Assembly area on console next to the Gene Bank Protecting Little Ones (Suchong)- Suit Assembly area of Failsafe Armored Escorts up the stairs to the right after obtaining Big Daddy Suit Why Just Girls? (Tenenbaum)- Little Wonders Educational Facility next to a Big Daddy Phermone Sample (top floor) Marketing Gold- (Andrew Ryan)- Optimized Eugenics, Test Subject Storage area on a consloe along the wall to the right Extra Munitions (Suchong)- Plasmid Prototyping room of Optimized Eugenics on the floor next to some overturned file cabinets Changing Employers (Suchong): Use Incinerate on the ice in front of the door across from the vending machine near Optimized Eugenics enter and search the trash can =============================================================================== 8. Snacks and Medicinals [SNMD] =============================================================================== Gin- will restore a small amount of health but drain a small amount of EVE Absinthe- will restore a small amount of health but drain a small amount of EVE Bandages- provides a modes boost in health Beer- will restore a small amount of health but drain a small amount of EVE Chips- gives a small amount of health Cigarettes- gives a very small boost of EVE Coffee- restores a small amount of EVE Creme filled cake- gives a small amount of health Pep Bar- gives a small amount of health and EVE Scotch- will restore a small amount of health but drain a small amount of EVE Vodka- will restore a small amount of health but drain a small amount of EVE Whiskey- will restore a small amount of health but drain a small amount of EVE Wine- will restore a small amount of health but drain a small amount of EVE =============================================================================== 9. Research =============================================================================== Thuggish Splicer- Vulnerable to antipersonnel rounds, Increased Damage + Sport Boost Tonic Increased Damage ++ Sport Boost 2 Tonic Increased Damage +++ Leadhead Splicer- Vulnerable to antipersonnnel rounds, Increased Damage + Scrounger Tonic Increased Damage ++ New Combat Tonic Static Discharge 2 Increased Damage +++ Spider Splicer- Vulnerable to antipersonnel rounds, increased damage + Organs can be used like first aid kits Increased Damage ++ Extra Nutrition 3 Tonic Increased Damage +++ Nitro Splicer- Vulnerable to antipersonnnel rounds, Increased Damage + Permanent 15% chance that any enemy grenade will be a dud Increased Damage ++ Permanent 35% chance any enemy grenade will be a dud Increased Damage +++ Houdini Splicer- Vulnerable to antipersonnel rounds, Increased Damage Natural Camouflage Tonic Increased Damage ++ Easier to predict Houdini Splicers' teleportation destination Increased damage +++ Rosie- Vulnerable to armor piercing rounds, Increased Damage + Photographer's eye 2 Tonic Increased Damage ++ Rosie Loot almost always contains rare invention materials Increased Damage +++ Bouncer- Bouncers are vulnerable to armor piercing rounds, Increased Damage +, Wrench Jockey 2 Tonic Increased Damage ++ Permanent 50% increase to all wrench damage Increased Damage +++ Little Sister- Small increases to max health and EVE Small increases to max health and EVE Small increases to max health and EVE Small increases to max health and EVE Small increases to max health and EVE Security Bots- Vulnerable to armor piercing ammo/electricity, Increase Damage + Security Expert 2 Tonic Increased Damage ++ Hacking security bots automatically succeeds Increased damage +++ Security Cameras- Vulnerable to armor-piercing rounds and electricity increased damage + Find twice the film in destroyed cameras Increased damage ++ Flow speed reduced when hacking any security camera Increased Damage +++ Turrets- Vulnerable to armor-piercing rounds and electricity increased damage + Find twice the ammunition on destroyed turrets Increased Damage ++ Hacking turrets automatically succeeds Increased Turret Damage +++ =============================================================================== 10. General/Misc Tips [GMCT] =============================================================================== -Don't be afraind to spend your cash. There is no bonus for conserving it and there is plenty in the game to allow you to acquire whatever you like. -Rescue all the Little Sisters. Not only will this net you an achievement but its not that difficult to get through the game without Harvesting ADAM. Its a fact that harvesting results in more ADAM but Tenebaum evens the loss by providing gifts of ADAM, plasmids, ammo, etc. -Use electricity to fight a Big Daddy. The Electric Buck for the shotgun and the Electric Gel for the Chemical Thrower are Big Daddy destroyers. -Take lots of pictures. The research improves your attacking, provides tonics, and other bonuses. -No picture is wasted. If you take a picture of something that can not be photographed no film is lost. The same is true if you photograph something that has reached its full research potential. -Hack every security camera and turret you come across. Doing so will often conserve your ammo and provide free kills. -The price of tonics and plasmids at the Gatherer Garden goes down as the game progresses. =============================================================================== 11. Achievements [ACVS] =============================================================================== 1. Toaster in the Tub (10) -The player has shocked an enemy in the water 2. Completed Welcome (10) -Successfully complete the Welcome to Rapture Level 3. One Successful Hack (5) -Perform at least one successful hack 4. Hacked a Security Bot (10) -Successfully hack a security bot 5. Hacked a Vending Machine (10) -Successfully hack a Vending Machine 6. Hacked a Turret (10) -Successfully hack a Turret 7. Hacked a Safe (10) -Successfully hack a Safe 8. Defeated Dr. Steinman (15) -Successfully defeat the crazed Dr. Steinman 9. Bought One Slot (5) -Purchase one slot in any plasmid or tonic track 10. Researched a Splicer (5) -Take at least one research photo of a splicer 11. Skilled Hacker (40) -Successfully complete 50 hacks 12. Quality Research Photo (20) -Take a Research Photo of the highest grade 13. Defeated Peach Wilkins (15) -Defeat Peach Wilkins 14. Hacked a Security Camera (10) -Successfully hack a Security Camera 15. Upgraded a Weapon (5) -Acquire at least one weapon upgrade 16. Basic Inventor (5) -Successfully invent at least one item 17. Fully Researched Thug Splicer (10) -Fully Researched the Thug Splicer 18. Fully Researched Gun Splicer (10) -Fully Researched the Leadhead Splicer 19. Maxed One Track (20) -Purchase every slot in one of the Plasmid or Tonic Tracks 20. One Fully Upgraded Weapon (5) -Fully upgrade one weapon 21. Fully Researched Houdini Splicer (10) -Fully Researched the Houdini Splicer 22. Restored the Forest (15) -Restored the forest of Arcadia 23. Lucky Winner (10) -Hit the jackpot at a slot machine 24. Fully Researched Spider Splicer (10) -Fully researched the Spider Splicer 25. Two Fully Upgraded Weapons (5) -Fully upgraded two weapons 26. Prolific Photographer (5) -Take at least one photo in every research group 27. Completed Cohen's Masterpiece (30) -Complete Sander Cohen's great masterpiece 28. Three Fully Upgraded Weapons (10) -Fully upgraded three weapons 29. Fully Researched Bouncer (10) -Fully researched the Bouncer 30. Defeated Andrew Ryan (30) -Defeat Andrew Ryan 31. Found Cohen's Room (10) -Enter Sander Cohen's personal quarters 32. Four Fully Upgraded Weapons (10) -Fully upgraded four weapons 33. Irony (10) -Take a picture of Sander Cohen's corpse 34. Fully Researched Little Sister (10) -Fully research the Little Sister 35. Fully Researched Rosie (10) -Fully researched the Rosie 36. Fully Researched Nitro Splicer (10) -Fully researched the Nitro Splicer 37. Research PhD (20) -Max out all possible research 38. Ammo Inventor (25) -Successfully invent all possible ammo types 39. Broke Fontaine's Mind Control (30) -Break Fontaine's mind control 40. Maxed All Tracks (50) -Purchase every slot in all four Plasmid and Tonic tracks 41. Five Fully Upgraded Weapons (10) -Fully upgrade five weapons 42. Dealt with every Little Sister (40) -Havested or Rescued every possible Little Sister 43. Avid Intentor (10) -Successfully invent at least 100 items 44. Became a Big Daddy (30) -Become a Big Daddy 45. Weapon Specialist (20) -Acquire all upgrades for all weapons 46. Tonic Collector (50) -Collect or invent all 53 tonics 47. Historian (50) -Find every audio diary (122) 48. Defeated Atlas (100) -Defeat Atlas 49. Little Sister Savior (100) -Complete the game without harvesting any Little Sisters 50. Seriously Good at This (40) -Complete the game on the hardest difficulty setting =============================================================================== 12. Legalities [LGLS] =============================================================================== This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. E-mail: oldschoolwv312@yahoo.com Copyright 2007 Jason Fryer a.k.a oldschool312