______ _________ _______ _______ _______ _______ _ ( ___ \ \__ __/( ___ )( ____ \|\ /|( ___ )( ____ \| \ /\ | ( ) ) ) ( | ( ) || ( \/| ) ( || ( ) || ( \/| \ / / | (__/ / | | | | | || (_____ | (___) || | | || | | (_/ / | __ ( | | | | | |(_____ )| ___ || | | || | | _ ( | ( \ \ | | | | | | ) || ( ) || | | || | | ( \ \ | )___) )___) (___| (___) |/\____) || ) ( || (___) || (____/\| / \ \ |/ \___/ \_______/(_______)\_______)|/ \|(_______)(_______/|_/ \/ "We all make choices in life, but in the end our choices make us". -Andrew Ryan Copyright (Whitney Bulna) (2009) Version 1.03 Complete Walkthrough/FAQ for: BioShock, XBox 360 ------------------------------------------------------------------------------ ////////////////////////////////////////////////////////////////////////////// -TABLE OF CONTENTS- ////////////////////////////////////////////////////////////////////////////// ------------------------------------------------------------------------------ A. Copyright Information B. Contact Information C. Walkthrough Introduction 1. Controls 2. Information Menu 3. Items/Searching 4. Weapons/Upgrading/Ammunition 5. Little Sisters/Adam 6. Big Daddies 7. Audio Diaries 8. Security Systems/Hacking 9. Machines/Hacking 10. Plasmids 11. Gene Tonics 12. Research Camera/Research D. Walkthrough 1. Introduction 2. Welcome to Rapture 3. Medical Plaza 4. Neptune's Bounty 5. Smuggler's Hideout 6. Arcadia 7. Farmer's Market 8. Return To Arcadia 9. For Frolic 10. Hephaestus 11. Rapture Control 12. Olympus Heights 13. Apollo Square 14. Point Prometheus 15. Proving Grounds E. XBox 360 Achievement List F. Lists 1. Plasmid List 2. Gene Tonic List 3. Audio-diary List 4. Research Levels List G. FAQ ------------------------------------------------------------------------------ ////////////////////////////////////////////////////////////////////////////// , /'/ /' / ,/' / -COPYRIGHT INFORMATION- /`--,/ /' / (,/' (_, ////////////////////////////////////////////////////////////////////////////// ------------------------------------------------------------------------------ Bioshock: Walkthrough/FAQ Copyright (2009) (Whitney Bulna) "This walkthrough 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. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders." Above is the generic copyright rules that everyone should adhere by. Along with this, if my walkthrough is found on another website without my permission, legal action can be taken. A lot of people don't realize how long these guides take to create. Its not just playing the game and typing, its creating line breaks, editing, verifying, and editing again. Don't be a jerk and steal guides. As of August 19, 2009, GameFaqs, Cheat Happens, Neoseeker, and Super Cheats are the only websites that can use and host my walkthrough. If you would like to use my guide, please e-mail me outlining its uses and publication location. Under no circumstances may the guide be modified or used without my name. Once again, "All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders." ------------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// /' `\ /' ) /' (___,/' /' ) -CONTACT INFORMATION- /' /' (,/' (___,/' /////////////////////////////////////////////////////////////////////////////// ------------------------------------------------------------------------------- If you have any questions, comments, additions, or errors you would like to point out, please feel free to e-mail me at wbulna@yahoo.com. Also, if you see any spelling errors, please let me know. You will recieve credit for any addition to my guide in the FAQs section. Please do not e-mail me until you havefully read the guide, because chances are your question is probably somewhere in the text. Read it carefully, and only ask questions pertaining to this guide or anything related to the game. ------------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// /' `\ /' ._) /' /' -WALKTHROUGH INTRODUCTION- /' (_____,/' /////////////////////////////////////////////////////////////////////////////// ------------------------------------------------------------------------------- [----------------------------] [--------1.CONTROLS.1--------] [----------------------------] These are the controls under the Default setting for XBox 360. "A" Button: Interact with objects (Use controls, pick up items, etc.). Hold down to play most recent audio-diary. "B" Button: Use an available First Aid Kit. "X" Button: When a weapon is equipped, press to reload weapon. When a Plasmid is equipped, press to use available EVE Hypo. "Y" Button: Jump Left Analog: Move Jack around. Press to crouch. Right Analog: Change Jack's point of view and aim a weapon. Press to zoom in/out. Left Trigger: Fire currently equipped Plasmid. Right Trigger: Fire currently equipped weapon. Right Button: Tap to switch weapon. Hold to bring up weapon selection. Left Button: Tap to switch slotted Plasmids. Hold to bring up Plasmid selection. Back Button: Bring up information menu. Displays Objectives, Map, Radio Messages, Help/Hint Menu Start Button: Pause game and displays remaining Little Sisters, money, and ADAM at the botton of the screen. [------------------------------------] [--------2.INFORMATION MENU.2--------] [------------------------------------] When you press the "Back" button, the Information Menu will appear. This menu is host to a variety of useful information, such as a map of the current area, any current objectives you have, a list of audio-diaries and radio messages you have recieved, and a help and hints menu. Use the Left and Right Trigger buttons to cycle through the different panels. MAP: The map for Bioshock is very dynamic. It displays any explored and unexplored area; explored areas are highlighted yellow/gold, unexplored areas are highlighted grey. The map displays health stations, Gatherer's Garden's, U-Invent Machines, Bot Shutdown Panels, Vending Machines, and Gene Banks. Your current location will be highlighted by an arrow. The map also labels each area with it's proper name to make it easier for you to return if needed. Refer to the map often to find missing items and explore previously locked or missed areas. OBJECTIVES: Displays your current goals that you need to advance in the chapter. RADIO MESSAGES: Displays any recieved radio messages in text and audio format. Also displays any collected audio-diaries in text and audio format. The diaries and messages are categorized by chapter and collection order. HELP: Displays a variety of information for you if you have a question about a certain aspect of the game. Also displays hints for you if you are stuck and don't know where to proceed to next. [-----------------------------------] [--------3.ITEMS/SEARCHING.3--------] [-----------------------------------] Rapture is full of various items you can pick up throughout your journey. This includes Plasmids, weapons, ammo, snacks, drinks (alcoholic and non-alcoholic), U-Invent items, money, EVE hypos, First-Aid Kits, and specialized items to complete goals. Any items can be found on the ground, in a case/trunk, behind furniture, in secret rooms.....basically ANYWHERE. Search EVERYTHING. I will try not to repeat this throughout the guide, since you should just search a room once you know it is free of enemies. PLASMIDS: More details further down. WEAPONS: More details further down. AMMO: More details further down. SNACKS: Snacks are very common and randomly scattered around all areas. Different snacks yield different results. Examples: Chips increase health and do not decrease or increase EVE. Cigarettes will increase EVE and do not increase or decrease health. PEP bars increase both health and EVE. Here is a list of snacks and items related to health and EVE: Bandages, Cigarettes, Cream-filled Cake, PEP bar, Potato Chips, and Spider-Splicer Organs. DRINKS: Like snacks, alcoholic and non-alcoholic drinks are found throughout Rapture. All alcoholic drinks yield the same effect; drinking any alcohol will slightly increase health, but slightly decrease EVE. Alcoholic drinks include: Arcadia Merlot, Chechnya Vodka, Fine Gin, Lacas Scotch, Moonbeam Absinthe, Old Harbinger Beer, Old Tom Whiskey, and Red Ribbon Brandy. The only non-alcoholic drink in the game is coffee, which slightly increases EVE. U-INVENT ITEMS: More details further down. MONEY: The dollar is the currency of Rapture. It is used to buy items at various machines and use objects like telephones and locked bathroom stalls. You can only carry 500 dollars at a time, and money can be found on the floor, in cases/trunks, by searching corpses, etc. Spend and save wisely. EVE HYPOS: These are used to restore EVE in order to use your Plasmids. You may only carry 9 at a time. Use an EVE hypo when using a Plasmid by pressing "X". FIRST-AID KITS: These are used to restore health. You may only carry 9 at a time. Press "B" at any time to restore health. [------------------------------------------] [--------4.WEAPONS/UPGRADING/AMMO.4--------] [------------------------------------------] There are 7 weapons that can be collected and used in the game. Each weapon uses a variety of ammunition that can also be collected and used. Sometimes you may find a weapon you already have; in this case, it will be collected as ammo. Try to make sure you manually reload your weapon after a battle so you don't have to spend time reloading during your next encounter with an enemy. WRENCH: This is the first weapon you recieve in the game. This is used to smash door locks, windows, debris, etc. as well as hit enemies. Cannot be upgraded. PISTOL: You'll recieve this item from the baby carriage in the beginning of the game. Usually only used for single-enemy battles or when sneaking up on an enemy. There are three types of ammo for the Pistol: Normal, anti-personel, and armor-piercing. Anti-personel is great for taking down more difficult enemies, while armor-piercing is most-effective against Big Daddies, turretts and cameras. The pistol can be upgraded to "Increased Damage" and "Increased Clip Size". MACHINE GUN: This is a great gun for a multi-enemy battle. The only downfall is the kickback from using it. Aim carefully and you'll be fine. The machine gun uses normal rounds, anti-personel, and armor-piercing rounds. The same effects apply as the pistol. The machine gun can be upgraded to "Increased Damage" and 'Increased Kickback". SHOTGUN: The shotgun is great for close-range battles in groups. You can still use it to take out one or two splicers, but you will save time and ammo by using it for several grouped splicers. The shotgun uses three types of ammo: 00 Buck, Electric Buck, and Exploding Buck. 00 Buck is the standard ammo, Exploding Buck makes killing groups much easier, and Electric Buck stuns enemies when shot. The shotgun can be upgraded to "Rate Of Fire" and "Damage Increase". GRENADE LAUNCHER: Mostly used for Big Daddies, the grenade launcher is too powerful for a group of splicers. Use a regular gun to take them out and save the launcher ammo for Big Daddy battles. It uses three types of ammo; Frag Grenade, Proximity Mines, and Heat-Seeking RPG's. Frag Grenades are the standard grenades, Proximity Mines are used to create a barrier for yourself or set up traps for enemies, and Heat-Seeking RPG's are great for taking down a far away enemy (Such as the Cohen missions when the enemies keep running away). Can be upgraded to "Damage Increase" and "Damage Immunity". CHEMICAL THROWER: Although this weapon is a lot of fun to use, it's only real purpose in my opinion is to take out Big Daddies. All of the ammo used for the chemical thrower also comes in Plasmid form, so it's a bit of a waste, but it uses Napalm, Liquid Nitrogen, and Electric Get. The Napalm is like your Incinerate Plasmid, the Liquid Nitrogen is like your Winter Blast Plasmid, and the Electric Gel is great for Big Daddy battles because of it's stunning effect. Can be upgraded to "Consumption Rate" and "Range". CROSSBOW: I almost never used to crossbow except for the Trap Bolt, simply because of it's delayed reload speed. It is a good weapon for a long-distance shot, but otherwise stick to regular guns. It uses three types of ammo; Standard Bolt, Incendiary Bolt, and Trap Bolt. The Standard Bolt is just that, the Incendiary Bolt lights enemies on fire, and the Trap Bolt sets up trap wires to electrocute enemies. It can be upgraded to "Breakage Chance" and "Damage Increase". [---------------------------------------] [--------5.LITTLE SISTERS/ADAM.5--------] [---------------------------------------] Little Sisters are the hub of Rapture. They collect ADAM from corpses around Rapture with a red hypo. While they appear to be young girls around the age of 8, their minds have been genetically modified to collect ADAM and nothing more. After Bridgette Tenenbaum discovered a sea slug found by fisherman from Fontaine's Fisheries, she discovered that these slugs excreted the very valuable ADAM. After several experiments, she eventually found that by inserting the slug into the stomach of a human being, it would yield 30 times more ADAM than if not inserted. Only young girls were found to survive the process, which prompted the creation of the Little Sisters. Frank Fontaine joined forces with Tenenbaum in order to obtain young girls for experiments. He set up "Little Sister's Orphanage" as a front for collecting young girls from parents with the promise of a better life as a result. Obviously, his intentions were to use the girls for the sole purpose of creating ADAM. Collecting ADAM made the girls completely immune to damage and virtually indestructable. The only problem was protecting them while looking for ADAM in Rapture. After the citizens discovered the effects of ADAM and its continued use, they sought out the Little Sisters. Dr. Suchong began the process of creating Big Daddies; former human beings that are greatly altered physically and mentally for the sole purpose of protecting Little Sisters. [-------------------------------] [--------6.BIG DADDIES.6--------] [-------------------------------] Big Daddies are the protectors of Little Sisters. They were once normal men who, over time, were developed into the machines that are meant to only keep the little girls safe from harm. They were permanently fused into a protective suit and physically altered to become Big Daddies. Known as "Mister Bubbles" or "Mr. B" to the little sisters, they are the only hope of keeping the girls from being harmed by ADAM hungry splicers. After Dr. Suchong discovered a way to condition the Little Sisters to become at tached to the Big Daddies, he had to discover a way for the Big Daddies to protect the Little Sisters at all costs. The development of the pheromone for this exact purpose solidified the bond between the Big Daddies and Little Sisters. Now the Little Sisters could roam Rapture, looking for ADAM without the risk of being abducted or killed for it. Big daddies will be found escorting little sisters around the game. If they are found alone, follow them until they knock on one of the holes little sisters hide in. If one does not come out, it means you already harvested or saved the Little Sister associated with that Big Daddy. You can take him down if you want, but it is not suggested unless he has a little sister. Big Daddies WILL NOT ATTACK YOU unless you attack him first. There are four types of Big Daddies; Rosie, Bouncer, and Elite Bouncer/Rosie. Rosies use a Rivet gun that shoots regular ammo as well as proximity mines at you. They are dangerous because of the power of their gun, so try and attack them from a distance. Bouncers use a large drill to attack you, as well as a charge attack. Bouncers will crash into you, knocking you down briefly. This makes you unableto use the controls for a few seconds, giving them a chance to attack. Elite Bouncers and Rosies are the same as regular Bouncers and Rosies, just tougherand more resistant to attacks. If you plan on taking a Big Daddy down, prepare yourself. Make sure all your weapons are reloaded, you have a full arsenal of ammo, and plenty of health and EVE. Use a combination of weapons and plasmids to take him down, and always keep moving. Taking a Big Daddy down from a distance is the best idea you can do. Make sure the Little Sister is with him when you first attack, otherwise you will have to kill another one to get her to come back out. Just wait for him to call her from her hiding spot before attacking. [---------------------------------] [--------7.AUDIO-DIARIES.7--------] [---------------------------------] Audio-diaries are audio journals left by residents of Rapture. Residents recorded them as personal notes, or as messages for other residents. After Rapture's fall, the journals were left behind in various places, often hidden or completely off your original gameplay path. They are basically the narrative of BioShock, explaining the main story-line as well as side stories to help clue you in to incredibly extensive and complicated story-line. Only a handful of the diaries are required to continue gameplay, but otherwise you do not need to collect them. However, collecting them will earn you the "Historian" achievement. A list of all 122 audio-diaries can be found at the end of the guide. [--------------------------------------------] [--------8.SECURITY SYSTEMS/HACKING.8--------] [--------------------------------------------] Rapture contains several different types of security systems, set up by Andrew Ryan to originally keep the citizens safe from harm. However, Ryan has now set them on you, and its your job to take control of them, or destroy them. They come in the form of security cameras, security bots, machine-gun turretts, grenade launcher turretts (RPG), flamethrower turretts, and trap wires. Before we get into the various kinds of security machines, lets discuss hacking. Any security system can be hacked. By hacking them, they will attack enemies instead of you. To hack a machine, disable it with Electrobolt, Winter Blast, or an electric or cold ammo, walk up to it, and press "X". The difficulty of hacking the machine will appear, and you can choose to continue to the next step. If you continue, you will be bought to a screen displaying a mini-game screen very similar to the old PC game "Pipes". In order to successfully hack the machine, you must connect the various pipes from one end to the other to create a continous flow. Connect the pipes to create the best path to the other end. The mini-game begins with all the pipes hidden underneath tiles. Find the beginning pipe quickly and start from there. To reveal a pipe, move the cursor over any tile and press "A". Keep flipping over the tiles until you find enough pipes to connect the starting pipe to the exit pipe. There are three types of pipes you can use; vertical, horizontal, and corner pipes. Although this seems easy, there are several obstacles you will encounter as the hacking difficulty increases. Various pipes will appear that will block your obvious path to the exit pipe. Alarm tiles, which contain a red dot in the middle of them, will alert security bots if the flow passes through one. Overload tiles, which are an orangeish color, will automatically end the mini-game and you will be dealt a large amount of damage if the flow passes through it. Fast flow tiles are smaller pipes that speed up the flow of the liquid so you have less time to connect the pipes. Try to avoid these pipes to prevent taking damage and losing the hack. One pipe appears that actually helps you, though. Resistor tiles, which are bigger than other pipes and look like a "swirl", slow the speed of the flow of liquis to give you more time. Sounds confusing, right? It's actually quite simple once you practice with it a few times. The best strategy is to flip over as many tiles as possible before the liquid starts flowing, and start from there so you have more pipes to use from the beginning. Try and find all the bad tiles so you know what to avoid. Practice on a camera a few times so you don't risk taking damage from turretts. Security cameras are placed throughout Rapture to capture enemies where they should not be. When you are not in the cameras view, it will cast off a red light where it is looking. When you step into it's view, the light turns white and the camera will being to beep. You'll have about 5-6 seconds to move out of its view, or it will summon security bots to attack. You can destroy or hack a camera. If you choose to destroy it, armor-piercing bullets work perfectly to quickly take it down. Hacking it will result in it identifying enemies and sending security bots after them. Hacking a camera is great for a large battle, because the extra help from the bots can really come in handy. Turretts can fire regular bulletts, grenades, or flames at you depending on what kind of turrett it is. It will fire ammo at you as soon as you step into its sight unless you have the Security Evasion tonic equipped, which makes security systems take longer to see you. When a turrett sees you, you'll hear a clicking sound a white light will turn on. When it starts shooting at you, the light will turn red. Use the same method to hack a turrett as you would hack a security camera. Hacking turretts is very helpful when you need to escape a few enemies or when you need some back-up. One final note.....try to hack everything unless I say to destroy it. Hacking security systems can help you out so much when you become overwhelmed by enemies. They can also save you a lot of ammo and health in the long run, so hack EVERYTHING. [------------------------------------] [--------9.MACHINES/HACKING.9--------] [------------------------------------] There are several machines scattered throughout Rapture that serve different purposes; some have ammo, some create new items, and some give you new Plasmids. Depending on which one you use, they may require money, ADAM, or nothing at all. There are 8 important machines you'll encounter in the game; Circus Of Values, El Ammo-Bandito, Gene Bank, Gatherer's Garden, U-Invent Machine, Power To The People Machine, Health Station, and Bot Shutdown Panel. CIRCUS OF VALUES: This vending machine contains snacks, health, EVE hypos, automatic hack tools, film, etc. Everything costs money from this vending machine, but you can lower the cost by hacking it. Hacking also may result in extra items that did not originally appear before hacking. EL AMMO BANDITO: Similar to the Circus Of Values, this machine sells all kinds of ammo. It can be hacked to reveal hidden ammo and lower prices of the original ammo. GENE BANK: Gene banks allow you to view and change any Plasmids and Gene Tonics you currently have. It will show how many slots you have available and what Plasmids or Gene Tonics you may place in those slots. It also lists an explination of each Plasmid and Gene Tonic. It does not cost any money to use a Gene Bank, but it cannot be hacked. GATHERER'S GARDEN: These are where you go to purchase new Plasmids using ADAM. You can also purchase health and EVE upgrades that extend your bars for them. Only ADAM can be used to purchase anything from the Gatherer's Garden, and it cannott be hacked. U-INVENT MACHINE: About halfway through the game, you will start encountering these machines after collecting random items not normally used for anything. Take these items to a U-Invent Machine and you will be allowed to create things like ammo, automatic hack tools, and even Gene Tonics. It does not cost any money to use, but does use the items needed to create a specific item. It can be hacked to lower the number of items needed to invent something as well as reveal new items. POWER TO THE PEOPLE: These machines are one-time-use-only. Use them to upgrade a specific weapon of your choice. The screen will display all available upgrades and the weapons that will be upgraded. They shut down after use, so choose your upgrade carefully. There are 12 machines throughout Rapture, which are listed at the end of the guide. Money is not required to use the machine and they cannot be hacked. HEALTH STATION: These are where you can obtain health for money if you are running low on health kits. They completely replenish your health if used, but they can also replenish en enemies health if they have a chance to use them. They can be hacked to drain your enemies health, and heal you at a lower price. Destroy them to obtain one health kit. BOT SHUTDOWN PANEL: Usually around a large area or an area containing several security systems or enemies, these machines are used to shut down any security bots that attack you. If you step into a camera's view or an enemy has a security bot sent after you, use the shutdown panel to repel them. They cannot be hacked. [------------------------------] [--------10.PLASMIDS.10--------] [------------------------------] Plasmids were created from ADAM to genetically modify your DNA. By mutating your DNA, your body creates Plasmids (Incinerate!, Cyclone Trap, Telekinesis) from newely introduced stem cells. Splicers became what they are now by using too many Plasmids and permanently warping their minds. You can have up to 6 Plasmids slotted at one time (after you purchase all six slots from the Gatherer's Garden). There are 11 Plasmids you can obtain in the game. You can purchase, win, or find them, which are all listed in the walkthrough as well as the end of the guide. [---------------------------------] [--------11.GENE TONICS.11--------] [---------------------------------] Gene Tonics are similar to Plasmids; they alter your abilities and "upgrade" them to give you new skills. Tonics can be purchased, won, or found, and come in three forms; Engineering, Combat, and Physical tonics. Engineering Tonics are specifically for hacking and security systems, improving your skills or increasing your resistence to security systems. Combat Tonics deal with weapons and wrench damage. Physical Tonics help improve your physical skills, such as wrench speed and increased damage resistence. They appear in glowing viles, similar to the one given to you by Tenebaum in the beginning of the game in order to save the Little Sisters. You can equip up to 6 tonics for each category at one time (if you purchase all the slots for Physical, Combat, and Engineering tonics at the Gatherer's Garden). One big difference between Plasmids and Gene Tonics is that you do not need to physically use Tonics in order to use their powers. All you have to do is equip them in a slot, and they become effective until you remove or replace them. A list of all Gene Tonics, their location, and an explination of them can be found at the end of the guide. [----------------------------------------------] [--------12.RESEARCH CAMERA/RESEARCH.12--------] [----------------------------------------------] In the third chapter of the game, Neptune's Bounty, you will recieve the Research Camera from Sullivan's office. The Research Camera is used to research different elements of the game, which is explained further down. Researching these elements increases damage done to them, or rewards you with gene tonics and permanent increases in health and EVE, depending on the photographed subject. There are also several achievements associated with researching different elements, which is explained at the end of the guide. For each subject that can be photographed, there are five levels of research. Each level requires more and more photographs to be taken. In order to take photographs that will help you reach the next level, you must consider several factors; visibility of subject, where the subject is placed in the photograph, how many subjects are in the photograph, what action or attack the subject is performing, and how many times the subject has been previously photographed. Also, you will not recieve as many research "points" if the subject is dead. Each photograph is graded using these factors, which will increase the amounts of points recieved for each. Try and include all these factors in as many photographs as possible to obtain the rewards from each level. TAKE PICTURES OF EVERYTHING. You can photograph Big Daddies, Little Sisters, all security systems, and all enemies (Leadhead, Thug, Nitro, Spider, and Houdini Splicers). Friendly security systems cannott be photographed, except in the case of security bots summoned by a friendly security camera. Researching levels and their rewards are listed at the end of this guide. Film is the "ammo" of the Research Camera. It can be purchased from vending machines after the camera is obtained, or found randomly around Rapture. You can carry 100 film at a time. Take as many photographs as possible, preferrably until you are no longer allowed to photograph the subject anymore. Usually after you recieve a letter grade of "C" for a photograph, you will no longer be able to photograph it again. Always make sure you have a full amount of film since researching takes a lot of time and searching. ------------------------------------------------------------------------------ ////////////////////////////////////////////////////////////////////////////// /' `\ /' ) /' /' /' /' -WALKTHROUGH- /' /' (,/' (___,/' ////////////////////////////////////////////////////////////////////////////// ------------------------------------------------------------------------------ *Note: As you progress through the game, notice the names of the different areas, names of characters, and what each character says. As the guide moves along, I will give an explanation for each reference. Trust me, knowing the facts behind the game will help you understand the story-line and will make the game even better. Also, remember that even if I don't say it, search EVERYTHING in an area once you have cleared it of threats. [--------------------------------] [--------1.INTRODUCTION.1--------] [--------------------------------] Welcome to BioShock. The game begins on an airplane, with you playing the role of Jack (as seen on the package he is holding as the game begins). The plane crashes after some short dialogue, and you appear to be the lone survivor in the Mid-Atlantic. As soon as you emerge from the water, the game begins. Start swimming forward and in between the flames. As you swim ahead you'll see the tail of the plane sink into the water. Behind you, the flames engulf what is left of the wreckage, cutting you off. Swim to the right of the tail, and to wards the lighthouse. Walk up the stairs on either side, and enter the open double doors. The door will shut behind you, and the lights will turn on. Look up. Meet Andrew Ryan, who you will soon learn is the creator of Rapture. Walk to the back of the room, down the stairs, and all the way down to the bottom. Enter the submarine (Bathysphere) and use the controls. As you descend, you will watch a video introducing you to Rapture, as narrated by Andrew Ryan himself. Sit back and relax for a minute or two as the Bathysphere takes you through the underwater city, since this is the only real full view of Rapture in the entire game. Eventually you'll hear a conversation over a radio between two men who are discussing the plane crash. As you enter the tube leading into the city, the next chapter will begin. [--------------------------------------] [--------2.WELCOME TO RAPTURE.2--------] [--------------------------------------] [---------------------------------------------------------] [----PLASMIDS: ___ 1. Electrobolt ] [ ] [----GENE TONICS: None ] [ ] [----AUDIO-DIARIES: ___ 1. New Year's Eve Alone ] [ ___ 2. Hole In The Bathroom Wall] [ ] [----WEAPONS: ___ 1. Wrench ] [ ___ 2. Pistol ] [ ] [----POWER TO THE PEOPLE: None ] [ ] [----LITTLE SISTERS: None ] [---------------------------------------------------------] The conversation will continue, and from what can be heard, a man named Johnny is supposed to meet you once you rise from the waters. When you surface, it looks like someone's already met him there. All you can do is watch as poor little Johnny meets his fate. The "thing" will try to break into the bathysphere, but proves unsuccessful. Pick up the short wave radio as asked by the man. Meet Atlas, your new friend and radio companion from here on out. As he says, his job is to keep you alive. *New Goal* Get to higer ground. Exit the bathysphere, and walk left up the stairs, noting the signs scattered on the floor. At the top of the stairs, a light will burst to your right. Walk forward and the thing will show itself again. Thankfully, Atlas sends protection in the form of a security bot, and it will run up the wall and into the ceiling. You discover that this thing is actually a splicer, a former normal human turned evil. As of right now, we do not know what has changed them, but we will. Jump over the fallen column, and pick up the wrench on the ground ahead (highlighted yellow/gold). This will be your main weapon in the game, so use it often. Smash the debris blocking the hole in the wall ahead, crouch, and walk through to the next room. Side step the flaming couch that it immediately thrown at you (Isn't this such a great welcoming?). The splicer that threw the couch at you will be waiting around the right wall at the top of the stairs. Club him to death, and search the room, noting the glass case on the left (Rapture, November 5, 1946, about a year after WWII ended). There are chips and a Pep bar on the table to the right if you lost any health. Move upstairs, and take the Electro Bolt Plasmid from the broken Gatherer's Garden. Watch the cutscene as you dive further into the mysteries of Rapture. Once you awaken, use your newely acquired Plasmid on the door control in front of you, and move through the corridor. The tail section of the plane will come crashing through the tube, so move through the opening in it and into the door at the end. Search the room, noting the *ahem* kitty behind the Vita-Chamber, until a splicer comes into the room. As Atlas says, give em the old one, two punch. Electrocute him, then wack him with the wrench. Move through the "Airlock Active" door and kill the splicer waiting on the other side (if he did n't already come through the door previously). Move up the stairs, and watch the flaming elevator fall from the ceiling. A flaming splicer will charge you from the double doors ahead. Kill him, and move through the doors. They will short circuit and lock behind you. Enter the only working elevator to your left, and listen to Atlas' pleas. *New Goal* Go to Neptune's Bounty. Exit the elevator, and note the memorial in front of the door for "Le Marquis d'epoque". Remember that face in the picture. Not really important, just something kinda cool later on. Kill the splicer talking to the empty stroller and pick up the Pistol inside of it. Enter the double doors ahead and you'll be inside the Kashmir Restaurant. Looks like it was a pretty crazy New Year. Move to the right slowly and listen to/watch the fight between two splicers at the bottom of the stairs. Their names are Charlie and Brenda, and who knows what they're fighting about. Kill him, then kill her when she comes out to investigate where he went. Search the kitchen for a few items and money, then leave the room. Atlas will radio you and tell you to zap the pool of water ahead to kill the splicers in it. Once the pool isn't electrified, pick up the first audio-diary (New Year's Eve Alone-Diane McClintock) on the table to the right. Head back upstairs and kill the splicer that comes from the right at the top. Enter that area and go into the ladie's room. Watch the ghost scene of a woman realizing the effects of continued splicing. Pick up the audio-diary (Hole In The Bathroom Wall-Steve Barker) Steve, who ownes the Footlight Theater next door, is complaining to Brenda (yea, you just killed her in the kitchen) about the hole in the bathroom wall. This leads you to believe she owned the Kashmir Restaurant, and splicing might have caused her to stop caring about her business. Turn around and a splicer will jump out of the closed stall ahead. Kill him, enter the men's bathroom, and move through the hole in the wall in the back. Walk across the spotlight's rafters as you listen to Atlas. Move down the stairs at the end and watch the cutscene through the glass. Once it is over, break open the lock on the gate and search that room. Exit the theater, and move right past the Vita-Chamber. Kill the splicer that runs from around the corner, then kill the splicer that tosses the trash can at you ahead. Move towards the stairs and zap the pool the two splicers are standing in halfway down. This next area can be a bit rough, since it will be your first real battle. Just be ready with health and EVE, and you'll be fine. Move towards the open doorway to the right, and it will lock, triggering a series of alarms. Quickly move away from the door since a flamethrower turrett will cook your ass if you don't. Stand in a corner facing the pool of water and be ready to fight 6 splicers- two will jump from the stairs above, so zap them when they land in the water. One will come from a door on the right, and three more will jump from the stairs. When Atlas starts yelling at you, run to the right into the "Medical Pavillion" corridor. Head into the room filled with TVs, and you will be locked inside. Watch the long cutscene from Andrew Ryan. Once hes done ranting and raving, three splicers will try and break through the glass. Luckily, Atlas opens the chamber just in time. Enter the bulkhead to the Medical Pavillion. [-------------------------------------] [--------3.MEDICAL PAVILLION.3--------] [-------------------------------------] [---------------------------------------------------------] [----PLASMIDS: ___ 1. Incinerate! ] [ ___ 2. Telekinesis ] [ ___ 3. Enrage (Purchase) ] [ ] [----GENE TONICS: ___ 1. Hacker's Delight ] [ ___ 2. Security Expert ] [ ___ 3. Wrench Jockey ] [ ___ 4. Speedy Hacker ] [ ___ 5. Static Discharge ] [ ___ 6. Armored Shell (Purchase) ] [ ___ 7. EVE Link (Purchase) ] [ ] [----AUDIO-DIARIES: ___ 1. Released Today ] [ ___ 2. Adam's Changes ] [ ___ 3. Higher Standards ] [ ___ 4. Parasite Expectations ] [ ___ 5. Limits Of Imagination ] [ ___ 6. Love For Science ] [ ___ 7. Vandalism ] [ ___ 8. Surgery's Picasso ] [ ___ 9. Freezing Pipes ] [ ___ 10. Useless Experiments ] [ ___ 11. Testing Telekinesis ] [ ___ 12. Plasmids Are The Paint ] [ ___ 13. Enrage Trial ] [ ___ 14. Symmetry ] [ ___ 15. Aphordite ] [ ___ 16. Not What She Wanted ] [ ___ 17. Gatherer's Vulnerability] [ ] [----WEAPONS: ___ 1. Machine Gun ] [ ___ 2. Shotgun ] [ ] [----POWER TO THE PEOPLE: None ] [ ] [----LITTLE SISTERS: ___ 1. ___ 2. ] [---------------------------------------------------------] Turn right out of the chamber and head into the Pavillion Foyer. Search the desk ahead and pick up the audio-diary (Released Today-Diane McClintock). Turn around and move towards the broken door with the security bot blocking it. Hack it, and move through the doors. Slowly move into the open area pick up the audio-diary (Adam's Changes-Steinman) from the desk ahead, and watch the fight between two splicers. One usually kills the other before they see you, so kill whoever remains. The Steinman in the diary is the same Dr. Steinman that operated on Diane after she was injured. Move upstairs and use the Emergency Access Controls in the center balcony. You will be denied, and alarms will trigger. The door behind you will open, and a splicer will attack you. Kill her and move through. Atlas will tell you that you need to get the key from Steinman himself, so you have a new goal. *New Goal* Get the key from Steinman. Move into the next room, grab the items, and use the "Emergency Access Override" controls. Immediately back away from the window and back into the other room, and prepare for a fight; 5 splicers will attack in this room, and the 6th one will shoot at you from across the override controls. Move down the stairs, and two (sometimes three) splicers will attack leading back to the main foyer. Walk upstairs and into the now unlocked door of the Medical Pavillion. Move down the hall, and when you reach the door, another ghost scene will happen. Hmm, seems like Dr. Steinman has been doing something to his patients? Use the door control and move through the doors.......Nice picture. Note the "Above All Do Not Harm-Dr. Steinman" on the floor. Kinda ironic, isn't it? Pick up the audio-diary (Higher Standards-Steinman) to the right of the bloody gurney ahead. This is the first area you will encounter where you can explore different parts of the area, regardless if they involve the main storyline or not. But for my walkthrough's sake, I include everything, and nothing is considered uninportant in this games storyline. Around the corner to the right or left is a turrett centered in the wall ahead. Another turrett is behind the wall to the right, through a hole. Zap and hack them both, you'll need them soon. Let the turretts kill the splicer that comes around the corner too. Loot the registers across from the first turrett and pick up the audio-diary (Parasite Expectations-Andrew Ryan) sitting on the counter. Ahead towards the left is another audio-diary (Limits of Imagination-Steinman) on the wall next to the knocked over Pavillion directory. Note the blood written sentence above it. Two splicers should attack at some point on the left and right side of the next area. Kill them, and move into the center, closed in area. Loot the area and pick up the audio-diary (Love For Science-Tenenbaum). Move ahead into the next area and kill the two splicers patrolling the halls. In this area, there are 4 different ways to go; The Eternal Flame, Dental Services Area downstairs, Dr. Steinman's Aesthetic Ideals through the big center door, or Twilight Fields Funeral Home (not accessable until later). Before moving into any area, move to the far right of the Pavillion and into the small hallway. Inside will be an Ammo Bandito, Circus of Valves, and another audio-diary (Vandalism-Andrew Ryan). Your quest arrow will tell you to go to Dr. Steinman's Aesthetic Ideals, but to save you some time, we'll move towards the Eternal Flame area (used for cremating bodies after, and in this games case, sometimes before, death). A splicer will be banging on the door ahead before shes blasted to bits by a Nitro Splicer. Kill him and move inside. Remember when I said remember that face in the picture? Look at the photo to the right. Same person. Look at the photo to the left. Not so much. Pick up the audio-diary (Surgery's Picasso-Steinman) underneath the "collage". Move into the next room, and hack or destroy the security camera in the far back. Across from the security camera is the furnace used to cremate bodies, with a fresh one sitting on the slab. Hmmmm...push the button, and in she'll go. When the slab returns, you're given your first Physical Gene Tonic (Hacker's Delight). Move up the stairs and kill the splicer at the top to the left. Loot the room and look at the small lit room. Next to where you killed the splicer is a crawlspace leading into the locked room. Crouch and enter, and pick up the plasmid (Incinerate!) from the broken Gatherer's Garden. Immediately after, three splicers will attack outside the room and bang on the doors and windows. They are conveniently standing in an oil slick leading around the room. I'm pretty sure you know what to do. After the flames subside, move outside and downstairs via the EXIT sign. Move back out into the main hallway, and use your newly acquired plasmid on the ice block blocking the Twilight Fieids Funeral Services door. A splicer might attack from behind once you enter. Go into the left area, zap and hack the turrett to the right, and kill the splicer that jumps out from behind the casket to the left. Hack the safe behind the turrett as well. Move into the right area and kill the splicer crying over the empty casket, which used to contain Winston Hoffner. Wonder where he went? Look at the piece of paper next to the casket, which reads 0451. Use that number on the locked door across from his casket. Loot the room, and move back out and through the door in the center of the room. What a nicely decorated room! Note the body that is pushed towards you in the water. You'll see the shadow of someone ahead, but the lights will turn out, and it will disappear. Move into that area and pick up your first Engineering Tonic (Security Expert) from the table ahead. If you're even close to smart, you'll figure out where the splicer went. Go back around and kill him when he jumps out of the storage cabinets in the walls to the left. Leave this area. Back out in the Medical Pavillion, you might encounter two or three more splicers patrolling. Kill them, and move downstairs into the Dental Services area. Before doing the obvious and melting the ice blocking the door, move to the right under the stairs, and zap the door controls switch. Loot the room, go back and pick up the audio-diary (Freezing Pipes-McDonagh) stuck in the ice, and melt it. Kill the splicer waiting on the other side. The next part sucks, but you gotta do it. Head into the open area with the body in the middle and examine it. The lights will go out, and you'll be attacked by 4 splicers. Once they're all dead, the lights will go back on. This area is again another part that contains several areas to explore at once. Behind the body is a set of double doors leading to Dandy Dental, which is where we need to go first. Pick up the audio-diary (Useless Experiments-Tenenbaum) in front of the entrance, and go in. Search the room, hack the safe, and loot the desk through the other door. Go into the area filled with tennis gear and pick up the audio-diary (Testing Telekinesis-Suchong) leaning against the tennis controls (we'll get to that in a minute). Pick up the Telekinesis Plasmid in the broken Gatherer's Garden behind the controls. Replace Incinerate with Telekinesis, since you only have two Plasmid slots and you'll need Electrobolt for hacking and such. If you want to practice with Telekinesis, use the controls to turn on the tennis machine and lob a few balls back at it. When you feel comfortable with it, leave the room. Personally, I almost never used Telekinesis to attack enemies, but you might like it. When you leave the practice area, a splicer will enter the opposite door. Once she's dead, go back out into the main hall. To the left is the entrance for Painless Dental. Crouch, and walk around the corner. To the left is a turrett, but it cannot see you, since you should be crouching. Move to the right of the window, jump over the debris, and stand behind the pillar. Jump out and zap and hack it. Walk into the room behind it and you'll be blinded by white smoke. Ahhh, cute. Grab the Engineering Tonic (Speedy Hacker) and the audio-diary (Plasmids Are The Paint-Suchong). Before you turn around, be ready for a surprise :-). In this room is a crawlspace, so bash the grating and move into the next room, killing the splicer sitting inside it. Loot the room, and use the door controls to unlock the previously locked Supply Room door. Now that you have Telekinesis, go back towards the frozen entrance and into Kure-All. To the right will be a rocket launcher turrett. Hopefully you practiced, because you have to lob greandes back at it to destroy it. When the turrett is destroyed, a splicer will come from the unlocked room, as well as one from the main hall. Kill them, and enter the door. Hack the security camera on the fall left wall, and pick up the audio-diary (Enrage Trial-Suchong) on the left area patrolled by the camera. Looks like Roland Wallace didn't do so well. Smash the grating to the left of the diary, and loot the room. Pick up the Combat Tonic (Wrench Jockey) from the cabinet. There will be a splicer waiting for you in the previous room, in front of the grating. Kill her, and leave. Go back to the area with the turrett and past it to the next room. Use Telekinesis to grab the key hanging off the wall above the dead splicer. Use the door controls and zap the security camera to the left inside. Kill the splicer that eventually comes out, and move through the next door. Hack or destroy the camera in the center of the room, and hack the safe. Loot the next room, and go back out into the hall. Now you're ready to go to a new area, so go back into the main Pavillion hall and kill the couple of splicers that might appear. Enter Dr. Steinman's Aesthetic Ideals, and move through the hallway. Note the parallel corridor to the left. In the room at the end of the corridor, you'll hear manic laughing and see Dr. Steinman mumbling over a picture on the floor. He'll run away when you get close, and seal off the door with debris. A nitro splicer will attack from the balcony above. Just as a sidenot, if you kill him, more will spawn, so when he launches the grenade at you, toss it at the debris blocking the door and proceed through. Pick up the audio-diary (Symmetry-Steinman) on the wall next to the wheelchair. Obviously Steinman isn't wound too tight. Move ahead and the next area will be closed off by a gate. But no worries, Steinman will open them after releasing a security bot on you. Zap and hack it, and quickly move down the hall and hack the turrett at the end. Pick up your first Combat Tonic (Static Discharge) next to the body on the right, and loot the rest of the area. Move intothe doors on the right and quickly hack the security camera on the far wall. Pick up the audio-diary (Aphrodite Walking-Steinman) in the middle of the room.FYI, Aphordite was the Greek goddess of beauty. This game is never short of pointing out obvious parallels At this point, I'm sure you're ready to whack Steinman. Head into the double doors at the end of the room and watch the short cutscene. When he calls you ugly and whips out the gun, move away and begin attacking him. Your security bot should help and maybe even distract him, but he isn't very hard as it is. Try to kill him quickly so he doesn't use the nearby health machine to recover. He moves around a lot, so try to electrocute him to let the bot damage him. Once hes dead, search him and take the key. Loot his office, hack the safe, and pick up the audio-diary (Not What She Wanted-Steinman) from the corpse he just mutilated. Move back into the hallway and 4 splicers will attack. Let the security bot and turrett do most of the work. Head back out to the Medical Pavillion and the tunnell will collapse, blocking you. Go through the now unlocked door and watch the events ahead. You now have a choice; Harvest or Rescue the little sister. If you Harvest her, you will gain 160 ADAM, but she will die in the process. If you Rescue her, you will gain 80 ADAM and she will be safe. If you Rescue 3 little sisters, Tenenbaum will send you a package with 200 ADAM and some other items like Tonics and ammo. If you want the Tonic achievements, then Rescue ALL of the little sisters. If you want more ADAM, Harvesting will gain you more overall, but you cannott get the "Rescued All Little Sisters" achievement. Harvesting only one little sister will give you the bad ending, so make your choice wisely. Your choice also changes what radio messages you recieve next. You can save your ADAM or spend it at the Gatherer's Garden. Pick up the audio-diary (Gatherer's Vulnerability-Steinman) next to the Gatherer's Garden, and move into the next room. This door takes you back into the Pavillion main area. Kill any splicers walking around, and listen to Atlas as he tells you to kill the Big Daddy. Read the section in my guide above before going after him. Kill him, Harvest or Rescue the Little Sister, and move on. Follow your quest arrow back to Emergence Access, and kill the nitro splicer along the way. Hit the controls in the room and move through the newly unlocked door below the stairs. Move into the Bathysphere and head over to Neptune's Bounty. [------------------------------------] [--------4.NEPTUNE'S BOUNTY.4--------] [------------------------------------] [------------------------------------------------------------] [----PLASMIDS: ___ 1. Security Bullseye ] [ ___ 2. Target Dummy (Purchase) ] [ ___ 3. Winter Blast (Purchase) ] [ ] [ ] [----GENE TONICS: ___ 1. Medical Expert ] [ ___ 2. Shorten Alarms ] [ ___ 3. Wrench Lurker ] [ ___ 4. Focused Hacker ] [ ___ 5. Extra Nutrition (Purchase) ] [ ] [----AUDIO-DIARIES: ___ 1. Bathysphere Keys ] [ ___ 2. Timmy H. Interrogation ] [ ___ 3. Fontaine Must Go ] [ ___ 4. Finding The Sea Slug ] [ ___ 5. Picked Up Timmy H. ] [ ___ 6. Masha Come Home ] [ ___ 7. Watch Fonatine ] [ ___ 8. Have My Badge ] [ ___ 9. ADAM Discovery ] [ ___ 10. Eden Leaking ] [ ___ 11. Fontaine's Smugglers ] [ ___ 12. Death Penalty In Rapture ] [ ___ 13. Meeting Ryan ] [ ___ 14. Rapture Changing ] [ ___ 15. Smuggling Ring ] [ ___ 16. Working Late Again ] [ ___ 17. Saw Masha Today ] [ ___ 18. Arresting Fontaine ] [ ___ 19. Putting The Screws On ] [ ] [----WEAPONS: ___ 1. Grenade Launcher ] [ ___ 2. Research Camera ] [ ] [----POWER TO THE PEOPLE: ___ 1. ] [ ] [----LITTLE SISTERS: ___ 1. ___ 2. ___ 3. ] [------------------------------------------------------------] Like I said previously, Rapture is really good at welcoming parties. Move up the stairs and use the vending machine and Gene Bank if necessary. Gene Banks are also explained above. Jump over the debris and into the next room. A new type of splicer, the Spider Splicer, will be ahead of you, but she'll take off before you can interact. I wonder what she was doing? Move into the next area and you'll be in a wharf area with docks, splicers, and a Big Daddy. Try and let the splicers duke it out with him before approaching. There are two turretts underneath the docks;one across the room, and one underneath the dock you're standing on. Try to hack them so they can help you defeat the big daddy. Once you're ready, take him down. Pick up the Physical Tonic (Medical Expect) in the middle of the area and the audio-diary (Bathysphere Keys-Sullivan) behind the far turrett. Listen to this diary carefully, it reveals a lot. Move up the docks and into the next area. When you reach the open area with the Gatherer's Garden and Gene Bank, use Telekinesis on the rocket launcher turrett to your left and kill the splicers in the area. To the right is a lower area, so drop down and loot everything down there. Hack the security camera as well, or just destroy it. You can also hack the security bot resting next to the body. Drop down into the next lowered area and move into the far back, towards a gate. Use the code 5380 on the door, and pick up the items and audio-diary (Timmy H. Interrogation-Sullivan). When you start going back, a splicer will attack from the corner, so kill him and move upstairs. Jump over the debris and go into the next room. You'll hear the spider splicer talking, but she won't attack....yet. Knock on the big door ahead and you'll meet Peach Wilkins. When you're finished talking, you be attacked by her from behind. Just hit her a few times until she hits the ceiling and she'll be chased off by Peach's security bots. You'll have a new goal after she's gone. *New Goal* Find The Research Camera. Peach wants you to research the various spider splicers roaming the area. But first, we have to find the camera. Pick up the Grenade Launcher Peach puts on the conveyor belt for you and leave the room. When you leave, there will be 3 splicers in the water below. Fry 'em. A nitro splicer will be above you near the Gene Bank. Move back towards where you first entered and into the now unlocked gate. Kill the 3 splicers that attack. To the right of this areas entrance is a hole in the floor. Crouch and move down and to the end. Pick up the audio-diary (Fontaine Must Go-Andrew Ryan) and loot the area. Move back out and you'll see two splicers fighting. Either kill them from where you are or go up and fight them. Head up the stairs until you reach a room with green Proximity Mines on the floor. Pick them up, and move into the next room. This next area contains a Big Daddy and several splicers. Again, try and get the splicers to attack the Big Daddy before engaging him. Across from where you entered is an audio-diary (Finding The Sea Slug-Tenebaum). There is a rocket launcher turrett across the docks as well, so hack it and fight the big daddy. There is an audio-diary (Picked Up Timmy H.-Sullivan) on a body halfway down the dock, and another audio-diary (Masha Come Home-Mariska Lutz) next to the little sister hideaway. The code 7533 in this diary is important, so remember it. Smash the lock off the gate at the end and kill the splicers that comes out of hiding from the right. The security camera to your left is too high to hack, so just destroy it. Pick up the audio-diary (Watch Fontaine-Andrew Ryan) at the foot of the stairs and go up them. At the top of the stairs is another camera that you can hack. Keep moving until Atlas radios you. The next area can be pretty nasty, if you aren't prepared. There are 5 security systems in here; a turrett to your right and left, a camera in the middle, another turrett in the far corner, and one more turrett in the corner hole in the back. Stand in the corner of the door before you go in, and look at the desk ahead. There is a tiny space you can hide in just past it. Run to it and be ready to hack the first turrett on the right. Quickly hack it, because the turrett across the hall will start fireing. This one usually gets destroyed by the one you just hacked, so don't worry about it. Run to it and pick up the health kits in the hole in the wall if needed. Turn back around to the entrance, and use the boxes for cover as you try to hack the 3rd turrett. The 4th turrett sits under the camera, so hack them both. A splicer or two might come in and join the fun, but the turretts will take care of them. There is a crawlspace next to one of the turretts, with a security camera on the other side. Destroy it and pick up the audio-diary (Have My Badge-Sullivan) on the table. Hack the safe and loot the room. Move back into the room and smash the lock off the door. What I found funny was that a lot of what was being smuggled in was crosses and Bible's. Loot the room, and enter the next room. A spider splicer will be in the adjourning room. Pick up the camera and take a picture of him. Read my above information on research and using the camera. Look around the room and notice this was Sullivan's office. Check out the corkboard. Leave the room and kill the splicer that appears after the explosion. Step down onto the roof to the right and pick up the Plasmid (Security Bullseye). Kill the splicer screwing with the camera and hack the camera. Jump down and pick up the audio-diary (ADAM Discovery-Tenebaum) from the crate to the right. Use Telekinesis to pick up the items beyong the grates conveyor belt. Move through the door ahead and pick up the audio-diary (Eden Leaking-McDonagh). Move into the next area after Atlas radios you. From now on, you can take pictures of any enemies, security systems, and Big Daddys/Little Sisters for research points. If you research everything to its max, you get the Research PHD achievement. Hack the camera in the next alcove to the right and let it send security bots to take care of the splicers that attack. Pick up the audio-diary (Fontaine's Smuggler's-Tenenbaum) from the bench below the camera. Move into Jet Postal, the room to the right. Two splicers will immediately attack, so kill them and pick up the audio-diary (Death Penalty In Rapture-Andrew Ryan) from the table to the left of the entrance. In the back of the room, a spider splicer will be on the ceiling. Take a picture of it and kill it. If you are low on or out of film, but some from the vending machine on the left before going towards the splicer. Search and loot the room thoroughly and exit. Move into Fighting McDonagh's across the hall. If you are quick, you can snap a shot of a spider splicer jumping into the ceiling as soon as the door opens. Kill the two splicers that attack and loot the room. Pick up the audio-diary (Meeting Ryan-McDonagh) in the crawlspace just next to its entrance. Move towards the grate but don't bash it yet. Fry the splicers walking in the water in the other room. Enter, and hack the security camera ahead. Enter the room at the other end behind the waterfall and pick up the audio-diary (Rapture Changing-McDonagh) on the desk. Loot the room and hack the turrett in the crawlspace behind the pile of boxes. Kill the splicer that attacks from the outside, and hack the safe inside. Exit the room and zap the control panel on the door across from you. Enter the room and kill the two or three splicers in here. This is the main bar area of Fighting McDonaghs. Pick up the audio-diary (Smuggling Ring-Sullivan) off the barrell in the center of the room, and the other audio-diary (Working Late Again-Andrew Ryan) off the barrell towards the back. Go into the bathrooms at the bottom of the stairs and kill the splicer. You can pay five dollars to enter the bathroom stalls, but they only have some ammo and such. Nothing important. Head upstairs and kill the two splicers that attack. Walk through the door across the top of the stairs and snap a picture of the spider splicer that attacks from behind. Kill him after the pictures are taken. Once his finished, loot the room you tried to go into. Move upstairs and enter 7533 into the combination locked door. This was the room mentioned by Mariska Lutz, Masha's mother. Looks like she couldn't wait. Pick up the audio-diary (Saw Masha Today-Mariska Lutz) next to the corpses and note the picture underneath it and bottle of pills. After the diary finishes, the tv will short out and the painting on the wall will fall off, revealing an Engineering Tonic (Shorten Alarms) in the wall. Leave the room and zap the door controls for the other room. Kill the splicer inside, and the two that attack from behind. Pick up the audio-diary (Arresting Fonatine-McDonagh). We have everything we need now, so follow your quest arrow back to Peach. Kill the splicer and the security bot in the bar, and keep moving. Kill the splicer and the turrett he hacked, and keep going. When you enter the wharf area, two splicers will attack. There will be another Big Daddy patrolling the area. Take him out, and move back to Fontaine Fisheries. Pick up the Combat Tonic (Wrench Lurker) from the pier railing and kill the spider splicer that attacks (or take her picture if you need it). Once you reach Peach's area and talk to him, you'll have to relinquish your weapons to enter. *New Goal* Relinquish Your Weapons. Melt the ice covering the Engineering Tonic (Focused Hacker) and make sure you have Incinerate! and Electrobolt equipped. Enter the room and be prepared to fight several of Peach's splicers, as well as Peach himself. Use the surrounding oil slicks to take out some enemies. Hack the security systems if at all possible as well to help out. You don't have any weapons, so you must rely on your Plasmids. It can be difficult at times with everything going on, but its not too bad. Once Peach is dead, Atlas will radio to you. Melt all the ice in the area and search all the rooms. Melt the ice blocking the hole in the second right room and crawl into the adjourning room. Once you've got everything, head down the stairs and take your weapons from the Pneumatic Tube. Melt the ice, kill the splicers inside, and search the left room. Pick up the audio-diary (Putting The Screws On-Peach Wilkins). In the center of the room is your first Power To The People Machine. Use it, and enter the next room. Watch the ghost scene and melt the ice. Move through the hole and Atlas will radio you. You'll go into the next level as you walk down the corridor. [--------------------------------------] [--------5.SMUGGLER'S HIDEOUT.5--------] [--------------------------------------] [---------------------------------------------------------] [----PLASMIDS: None ] [ ] [----GENE TONICS: None ] [ ] [----AUDIO-DIARIES: ___ 1. Meeting With Fontaine ] [ ___ 2. Kraut Scientist ] [ ___ 3. Offered A Deal ] [ ] [----WEAPONS: None ] [ ] [----POWER TO THE PEOPLE: None ] [ ] [----LITTLE SISTERS: None ] [---------------------------------------------------------] Move down the tunnel and into the flooded area. Atlas will radio you about his location. Use the Gene Bank in this area if needed. Once you reach the ramp, there will be a turrett behind the crates at the top. Zap and hack it, and take the audio-diary (Meeting With Fontaine-Peach Wilkins) resting to the right of the turrett. Move down the next area and Atlas will radio to you. *New Goal* Find The Submarine Bay. Follow the path to the controls, over the debris. Smash the lock on the door, and push the glowing controls in the next room in front of the window. The cutscene that occurs is pretty significant, so sit back and watch. Once the doors open up, leave the room. *New Goal* Go to the submarine. Kill the spider splicer that attacks just outside the door. Kill the 5 or so splicers that attack as you move down the area. There will be a locked gate at the bottom of the stairs with an audio-diary (Kraut Scientist-Frank Fontaine) on the floor. Kill the rest of the splicers until you reach the sub. Good timing. *New Goal* Escape The Docking Bay. Sad, but it happens. Enter the area after the sub and pick up the audio-diary (Offered A Deal-Peach Wilkins) immediately to the left of the door. Enter the bulkhead to Arcadia. [---------------------------] [--------6.ARCADIA.6--------] [---------------------------] [---------------------------------------------------------] [----PLASMIDS: ___ 1. Electrobolt 2 (Purchase) ] [ ___ 2. Cyclone Trap (Purchase) ] [ ] [----GENE TONICS: ___ 1. Security Evasion ] [ ___ 2. Hacking Expert ] [ ___ 3. Human Inferno (Purchase) ] [ ] [----AUDIO-DIARIES: ___ 1. Seeing Ghosts ] [ ___ 2. Big Night Out ] [ ___ 3. Mass Producing ADAM ] [ ___ 4. Arcadia Closed ] [ ___ 5. The Market Is Patient ] [ ___ 6. Early Tests Promising ] [ ___ 7. Offer A Better Product ] [ ___ 8. Heroes And Criminals ] [ ___ 9. Shouldn't Have Come ] [ ___ 10. The Saturine ] [ ___ 11. What Won't They Steal? ] [ ___ 12. Teaching An Old Hound ] [ ___ 13. Lazarus Vector ] [ ___ 14. Lazarus Vector Formula ] [ ___ 15. Arcadia And Oxygen ] [ ___ 16. Maternal Instinct ] [ ] [----WEAPONS: ___ 1. Chemical Thrower ] [ ] [----POWER TO THE PEOPLE: ___ 1. ] [ ] [----LITTLE SISTERS: ___ 1. ___ 2. ] [---------------------------------------------------------] This next area introduces you to inventing items. You'll encounter a lot random and seeimgly uninportant items, but pick up everything so you can later invent stuff in the U-Invent Machines. Inventing is explained above, so read it for more information. You'll also earn several achievements for inventing as well. Move down the hallway, looting the crates as you go (Obviously), and smash the lock on the door at the end. Enter the Tea Garden. Yes, that is grass, and those are trees. This is my favorite level, along with Farmer's Market, simply because its cool looking. The door directly across from you has two unlit torches on either side of it. Light them, and loot the room. Pick up the audio-diary (Seeing Ghosts-McDonagh) all the way in the left area, next to the door. You'll see a ghost scene on your way there. In this area, you can hear someone shouting for help on the right side through the far door. Ignore him, its a splicer. Head through the door next to the audio-diary and pick up the audio-diary (Big Night Out-Dieter Sonnekath) on the bench ahead. Watch the ghose scene, and pick up the other audio-diary (Mass Producing ADAM- Tenenbaum) on the right side underneath the table. Note the posters of "Who is Atlas?". Now, walk into the room where you heard the shouting. Meet the Houdini Splicer. These guys suck, and are annoying as hell because they can become invisible, teleport, and shoot fire at you. When he teleports, he will leave a cloud of red smoke in his path, so follow it and take him out. Your best bet with these guys is to freeze them, but remember that freezing yields no items if you kill them. Search the room as he plays hide and seek with you, and eventually he'll run upstairs into the upstairs area. Kill him and pick up the audio-diary (Arcadia Closed-Langford) from the table to the right. Use the Gene Bank if needed. There are two crawlspaces in here, and the one you have to open the door for will trigger a splicer to appear outside. Loot the room and kill him. Move through the door labeled Rapture Metro and you'll be above the previous area. Kill the splicer shooting at you from the adjacent balcony, and the one that eventually comes from the end of the walkway. Doncha just love the music? Open the door into the next area, zap and destroy the turrett to the immediate right, and kill the splicers scattered throughout the room. Zap the door controls on the door and loot the room. Head down the hall and into the "Employees Only" door to the right. A new type of danger, trapwires, will be introduced in here when you seem a splicer walk through one. Avoid them, or destroy them using Telekinesis and throwing objects at them, or just taking them out of the wall. Be careful thought, because you can sometimes hit yourself when doing this. Loot the room, and loot the crawlspace to the left. Poor kitty. The other door leads you back into the previous room. Leave the room and go downatsirs, killing the splicers that might attack. Eventually you reach a pink area with a door leading to Arcadia Glens. Enter it. A Houdini Splicer will kill another splicer in front of you as you enter. He'll disappear, and you'll be able to use your first U-Invent Machine in the area he came from. Move down the stairs and explore the flooded area. Kill the Houdini Splicer that attacks eventually. Watch out for the security camera above the hole above the debris. Follow the flooded area until you reach a lowered area and jump down. Move into the next area, and enter the Supply Room on the left. Kill the Houdini Splicer waiting inside. There is a U-Invent machine and a Gene Bank in this room. Kill the splicer that enters as you are leaving. Move through the other door and you'll be where the security camera is. Destroy it and jump back into the flodded area below you. Move up the small set of stairs and you'll be in an area with a Big Daddy, Gatherer's Garden, and a splicer or two. Take out the Big Daddy, and spend some of that hard earned ADAM. Move into the Waterfall Grotto and pick up the audio-diary (The Market Is Patient-Andrew Ryan). The area down the stairs is rigged with several security systems, including three turretts and a security camera. One turrett is below the first set of stairs, the other is directly in front of you on the stairs, the third is in an alcove at the bottom, and the camera is halfway around the corner. Hack them and take out the splicer wandering around (if the security systems don't). Pick up the audio-diary (Early Tests Promising-Langford) on the storage crate near the bottom center of the room, and another audio-diary (Offer A Better Product-Andrew Ryan) on a fallen brick next to a corpse against a wall. Zap the door halfway up the cascading stairs and pick up the audio-diary (Heroes And Criminals-Diane McClintock) in the room. Follow your quest arrow to the Rolling Hills door, and take out the turrett and splicer waiting inside. A Big Daddy should come walking in at some point, but if he doesn't, continue to the next area and lure him back to the Rolling Hills area and use the turrett against him. Pick up the audio-diary (Shouldn't Have Come-Mariska Lutz) on the rock right under the big Rolling Hills sign while leaving the area. Head down the stairs and a cutscene will trigger. Never a dull moment in Rapture! *New Goal* Find Julie Langford. Move into the door straight ahead, and hack the camera to the right of Julie Langfords Research Laboratories. Walk into the office and you'll recieve a video message from Langford herself at the next door. *New Goal* Find A Rose Specimen. Leave the room, and kill the 3 splicers that are waiting in the tree area. Head back towards Rolling Hills, but before going up the stairs, enter the small cave next to them. There is a Houdini Splicer in here, so kill him and pick up the audio-diary (The Saturnine-Julie Langford) right by the entrance. At the top of the stairs is another cave area with a Houdini Splicer. Kill him and loot the cave. Head back to the Waterfall Grotto. Once you reach the door, you'll see three splicers stomping on a houdini splicers body. Kill them all and pick up the Physical Tonic (Security Evasion). Remember the area with all the turretts and cameras we hacked earlier? It will come in handy now. Head over to that area and pick a rose from the bushes in the center of the room. Splicers will appear once you do, so take them out with the help of the security system. *New Goal* Bring The Rose Specimen To Langford. Head back to Langford's office (follow the quest arrow), and she'll open the door for you once you give her the rose. Pick up the Engineering Tonic (Hacking Expert) off her desk inside, and the audio-diary (What Won't They Steal?-Julie Langford) next to the file cabinets on the floor. In the lab area, there is another audio-diary (Teaching An Old Hound-Julie Langford) off the research table. A timer will trigger, which informs you of how much time you have before Langford's security system turns back on (This is done so you can't hack the systems while you have time. Yea, they thought of everything). Head up to her office and watch the cutscene. Looks like we don't stand a chance, haha. Oh c'mon its a game, have some fun. 9457 is the code written on the window, so search the office. *New Goal* Search Langford's Office. Pick up the audio-diary (The Lazarus Vector-Langford) off of her body, and pick up the Chemical Thrower off her desk. Use the code to unclock the safe hiding behind the botanical picture and pick up another audio-diary (Lazarus Vector Formula-Langford). In order for you to obtain the vector, you must collect all the items needed to make it, and make it in a U-Invent machine. You'll need chlorophyll, distilled water, and bee enzymes. So let's get to hunting. Leave her office, and kill the two splicers hanging out by the door. Langford's security system is now active, so hack the turrett to the left, the turrett to the far left in the other room, and the camera on the center wall. A Houdini Splicer will show up soon, so kill him and head back towards the Rolling Hills. When you leave her office, Atlas will radio you. *New Goal* Go To The Farmer's market. Follow your quest arrow to the newly opened Tree Farm. Pick up the audio-diary (Arcadia And Oxygen-Langford) next to the storage crate directly ahead. Two splicers will attack, along with a security bot, in this room. Kill them and hack the bot. Move up the stairs in the back, left part of the room and use your first Power To The People Machine just inside to the left. These are explained in the above section. Kill the houdini splicer warping around this area. Hack the safe in this area and pick up the audio-diary (Maternal Instinct-Tenebaum) before you go down the stairs. Head straight down and into the bulkhead, and into Farmer's Market. [-----------------------------------] [--------7.FARMER'S MARKET.7--------] [-----------------------------------] [---------------------------------------------------------] [----PLASMIDS: ___ 1. Insect Swarm (Purchase) ] [ ] [----GENE TONICS: ___ 1. EVE Link 2 ] [ ___ 2. Photographer's Eye ] [ ] [----AUDIO-DIARIES: ___ 1. Bee Enzyme ] [ ___ 2. Pulling Together ] [ ___ 3. First Encounter ] [ ___ 4. Hatred ] [ ___ 5. Desperate Times ] [ ___ 6. Water In The Wine ] [ ___ 7. Functional Children ] [ ___ 8. ADAM Explained ] [ ] [----WEAPONS: None ] [ ] [----POWER TO THE PEOPLE: ___ 1. ] [ ] [----LITTLE SISTERS: ___ 1. ] [---------------------------------------------------------] Our objective is to find all the ingredients needed to make the Lazarus Vector. We should have enough Chlorophyll because the Houdini Splicers carry it and we've killed quite a few of them. If not, kill a few more and re-search the two caves we looted earlier. Remember to always loot areas you've cleared out of enemies, EVEN WHEN I DON'T SAY SO. It would be silly to keep saying it, as previously mentioned in the notes above. Especially in this area, you'll need to find 7 distilled waters and 7 bee enzymes, so search, search, search. Alright, enough ranting, lets move on. Right outside the bulkhead is a corpse with a (1) Bee Enzyme in it and an audio-diary (Bee Enzyme-Tasha Denu). Looks like she held true to her word. Head through the door, down the corridor, and into the next area. You should be just in time to watch a Houdini Splicer get blown to bits my the rocket launcher turrett to the right. Hack it and let it take out the other splicer wandering around. Pick up the (1) Chlorophyll from the houdinis body. Move left into the shop area, but be careful, because there is a camera and a splicer controlling a security bot around the corner to the right. Hack the camera and bot and kill the splicer. There is also a turrett in the far left corner. Pick up the audio-diary (Pulling Together-Andrew Ryan) off the counter to the left of the camera. There is also a safe next to the turrett. Leave this area, we'll explore whats past the doors soon enough. Move down the stairs to the right where you killed the houdini and (ps, like I've said before, good music) pick up the Physical Tonic (EVE Link 2) at the bottom by the corpse. There is a U-Invent, vending machine, and Gene Bank at the bottom of the stairs as well. Move down into the grassy courtyard and kill the three splicers that attack you at once. So I'm gonna save you some time and effort and give you the combo to the locked door directly ahead. You don't get the combo until the Hephaestus level, and backtracking is a pain in the ass. The combo lock is 0512. Ohh lots of toys in here. Go through the door to the left behind the counter labeled Empyloee's Only. Pick up the audio-diary (First Encounter-Andrew Ryan) next to the big daddy corpse. *Note* there is a glitch with this diary. When reading your diary list in the help menu, it appears in the Neptune's Bounty-Smuggler's Hideout list. It might save you a lot of frustration if you can't find a diary, and you think its that one, when it really isn't and you've backtracked for nothing. On the left side of the flooded area is another audio-diary (Hatred-Tenebaum) on a table. Leave the room and kill the houdini splicer that wanders into the courtyard. Pick up the (1) Chlorophyll from him if you need it. Chlorophyll!? More like Borophyll!. Move into the other room behind the counter and kill the splicer if he didn't already attack you previously. Pick up the (1) Distilled Water glowing on the floor. Leave the room. Move up the stairs in the courtyard. The door all the way down to the right leads back into the shop area, so enter the one of two doors on the far left marked Employees Only. Watch out for the security camera across the left area; it can see you across the shops. There is also a big daddy patrolling this area (if you didn't already encounter him). Let him kill the splicer, or kill her yourself, and take down the Big Daddy. Go through the crawlspace behind the counter and pick up the audio-diary (Desperate Times-Andrew Ryan) leaning against the crate. Jump up onto the crates and smash the grating above them. Loot the next room and go back into the shop area. Pick up the (1) Chlorophyll from the dead houdini if needed. Hack the safe underneath the camera and head towards the big purple Worley Winery sign. The two doors on the left also lead back to the other shop area, so head right to the winery. Pick up the audio-diary (Water In Wine-Pierre Gobbi) and the (1) Distilled Water next to it at the top of the stairs. For someone stuck in an underwater prison, this guys pretty pissed about water in the wine. *New Goal* Obtain 7 Distilled Waters. Move through the door and you'll come to an intersection; to the left is the area with the bee enzymes, Silverwing Apiary, and straight ahead is the area with the distilled water, Worley Winery. We'll tackle the water first, so move straight ahead through the door to the winery. Inside the room, there is a turrett and camera around the other wall. Hack them both and pick up the (1) Distilled Water on the floor and the (2) Distilled Water from the safe. You should have (5/7) Distilled Waters by now. Pick up the audio-diary (Functional Children-Tenenbaum) from the table to the right. Move downstairs into the basement and use Telekinesis to pick up the (1) Distilled Water above you on the rafters. Move downstairs and kill the two splicers that attack around the left corner. There is also a big daddy patrolling the area, so watch the "friendly" fire. Move around the next left corner and pick up the last (1) Distilled water. Use the U-Invent machine if needed. Move downstairs and kill the splicer wandering around. Use the Power To The People Machine in the center of the room under the waterfall. There is a ton more distilled water (10 or 11 to be exact) down here if you are still short. There is a security camera around the corner under the stairs, as well as a turrett in a crawlspace with loot and distilled water. You should reach a flooded dock-looking area with a storehouse in the middle. Pick up all the items inside, including the Combat Tonic (Photographer's Eye). When you pick it up, alarms will go off and 3 trapwires will block your way. Two or three splicers will shoot at you from the other side, so get rid of the wires and kill the splicers quickly. Once you have searched the area, leave and head towards the Silverwing Apiary. You might be attacked by a splicer or two on your way back, so just be careful. Enter the Apiary and back away from the door or you'll be attacked by the bees attacking the splicer. If they do attack, just run into the winery and they'll back off eventually. Pick up the audio-diary (ADAM Explained-Tenebaum) on the counter ahead, but do not search the bee hives or bees will attack you. Alright, so we need to get bee enzymes from the bee-hives....which are surrounded by bees. Great. In order to get them, you have to pull one of the two switches on the raised area in front of you, which releases gas for a short period of time and causes the bees to stay in their hives. This gives you a small amount of time to search the hives for the enzymes. However, while the gas is on, splicers will attack while you try to search, so be careful and take your time so you don't get flustered and trapped. When the clock starts to beep faster, thats your cue to run back to the raised switch area. Any splicers left will be most likely killed by the bees. Do this until you have 7 enzymes. Once you have all 7, Atlas will tell you to make the Lazarus Vector at a crafting station (U-Invent) and go back to Langford's lab. Find a U-Invent machine, then follow your quest arrow back to the Arcadia bulkhead. [-------------------------------------] [--------8.RETURN TO ARCADIA.8--------] [-------------------------------------] [---------------------------------------------------------] [----PLASMIDS: None ] [ ] [----GENE TONICS: None ] [ ] [----AUDIO-DIARIES: ___ 1. The Great Chain ] [ ] [----WEAPONS: None ] [ ] [----POWER TO THE PEOPLE: None ] [ ] [----LITTLE SISTERS: None ] [---------------------------------------------------------] Ryan will send a hoard of security bots at you once you step out of the bulkhead. Hack some of them to help out and destroy the rest. Follow your quest arrow back to Langford's office, killing the 3 or 4 splicers that attack on the way. Theres a lot of work to be done in her office, so insert the vector in the glowing "Misting Machine" controls and be ready to make a mini protective fort around you. *New Goal* Deploy The Lazarus Vector. Run back to the front of the office and close the "Lab Access: Seal" button to shut the main door. Run back to the previous room leading to Langford's office and place proximity mines and Cyclone traps (if you have the Plasmid) around the room. The already hacked security systems will definitely help out in here as well. Use the various gas tanks scattered around the room and oil slick to kill splicers as they near them. You'll basically have to stay alive while the splicers keep coming in the room. Just sit tight and do your best to fight them off.. Be careful of the wandering Big Daddy in here as well. If you have the Hypnotize Big Daddy Plasmid, it will come in handy in here. *New Goal* Hold Off Ryan's Forces. After Atlas tells you to turn on the misting machine, go back up to Langford's office and turn it on. *New Goal* Go To The Metro Station. On your way out, Atlas tells you he sent you some things in the pneumo. Grab them from the entrance and follow your arrow to the station. Kill any splicers that get in your way. Pick up the last audio-diary (The Great Chain-Andrew Ryan) in this area on a bench to the right of the bathysphere. Walk into the Bathysphere and go to Fort Frolic. Take a breather, it's been awhile since you had a break. [-------------------------------] [--------9.FORT FROLIC.9--------] [-------------------------------] [-----------------------------------------------------------] [----PLASMIDS: ___ 1. Insect Swarm (Purchase) ] [ ___ 2. Winter Blast (Purchase) ] [ ___ 3. Incinerate 2 (Purchase) ] [ ] [----GENE TONICS: ___ 1. Hacking Expert 2 (Purchase)] [ ___ 2. Alarm Expert ] [ ___ 3. Frozen Field ] [ ___ 4. Extra Nutrition 2 ] [ ___ 5. Medical Expert 2 ] [ ___ 6. Electric Flesh ] [ ] [----AUDIO-DIARIES: ___ 1. Come To The Record Store ] [ ___ 2. The Wild Bunny ] [ ___ 3. Artist's Feud ] [ ___ 4. Fancy Cigarettes ] [ ___ 5. Stood Up Again ] [ ___ 6. The Doubters ] [ ___ 7. Musical Insult ] [ ___ 8. The Iceman Cometh ] [ ___ 9. Fontaine's Army ] [ ___ 10. Guns Blazing ] [ ___ 11. Pregnancy ] [ ___ 12. It's All Griff ] [ ___ 13. Bump Culpepper? ] [ ___ 14. Ryan's Stableboy ] [ ___ 15. Requium For Andrew Ryan ] [ ] [----WEAPONS: ___ 1. Crossbow ] [ ] [----POWER TO THE PEOPLE: ___ 1. ___ 2. ] [ ] [----LITTLE SISTERS: ___ 1. ___ 2. ___ 3. ] [-----------------------------------------------------------] This level, in my opinion, can be a lot of fun, or a huge pain in your ass, because of all the spider and houdini splicers wandering around. But its very colorful. Leave the bathysphere and you'll have a new goal. *New Goal* Go To Hephaestus. In the area is a Gene Bank, a U-Invent Machine, and some slot machines. Hit the jackpot on one and you'll get the achievement "Lucky Winner". Just as an FYI, breaking any shop windows in this level will trigger security bots to come after you, so mind where you are fighting. Head into the Metro Station and walk down to the bathys......aww wtf!? Sander Cohen, the "owner" of Fort Frolic, will greet you in this hall when you start walking back. He shuts off communication with Atlas and Ryan, so only he can talk to you. Get rid of two idiots, gain one psychotic full-of-himself so-called artist. Great. *New Goal* Find Sander Cohen. Leave the area, and you'll be blocked off by trap wires. Cohen will send 6 spider splicers at you, so take care of them and destroy the trap wires. Collect and items in the area, stock up at the vending machine, and go into the Atrium. This level, and especially this area of the level, reminds me of Silent Hill and Condemned: Criminal Origins, just because of the mannequinns. Listen to Cohen's prolific speech. He's upstairs waiting for you, but we'll keep him waiting while we do some exploring. Just as a note, if you hit any of the statues, they'll bleed....yea, that sick bastard plastered real people.... well, real video game people. Lets start by exploring the area to the left. There is a camera behind the wall, so hack it. Go into the area across from the camera, where all the flaming debris are, and two splicers will run past you as they fight eachother. Another one will join eventually, so just kill them all. In the women's bathroom to the left is a turrett and some items to pick up. In the men's bathroom to the left is a weird scene, and some items. In front of the entrance to this area is an audio-diary (Come To The Record Store-Cobb) on a bench. Head into Sophia Salon: High Fashion on the right and loot the room. In the back of the room is another room with a weird looking statue and an audio-diary (The Wild Bunny-Sander Cohen) behind him. Prozac wasn't invented until 1972, so it looks like Cohen is SOL. Leave the room and move down the hall. Hack the security camera behind the pillar in the corner and pick up the audio-diary (Artist's Feud-Sullivan). Move around the next corner and two splicers will attack. Kill them and head into Le Marquis D'Epoque (Sound familiar?). Hack the turrett behind the pillar directly in front of you. Walk downstairs and use the Power To The People Machine in the small room and pick up the audio-diary (Fancy Cigarettes-Albert Milonakis) between the feet of the dead corpse right in front of the machine. The code written on the floor next to him is 7774. Remember it and kill the Houdini Splicer that sometimes appears in here. Head back into the Atrium, killing and splicers on the way. Head upstairs and pick up the audio-diary (Stood Up Again-Diane McClintock) at the top next to the fallen trash can. Doesn't she ever take a hint? Make a left at the Fleet Hall sign and go into Cohen's Collection Art Gallery. Pick up the audio-diary (The Doubters-Sander Cohen) on the small table to the right of the dinner table scene. Destroy the turrett upstairs and hack the safes. Kill then Houdini Splicer that appears midway through the search. Head into Fleet Hall and hack the security camera in the main lobby, across from the entrance. Enter the stairwell to the right and pick up the audio-diary (Musical Insult-Sander Cohen) on the floor in front of the door. If you go up the small set of stairs behind you, Sander Cohen will be in this room. He won't let you in, however, because he's "preparing". The bride never lets the groom see her before the wedding, its bad luck remember? Go back down to the main area and enter the elevator on the left. Several splicers will attack once you call the elevator. As you're ascending, you hear music playing and talking. Walk into the main theater and watch the cutscene. Wow. Cohen wants you to photograph Fitzpatrick, so do so and listen to another speech of his. If you are facing the theater, walk left down the hall and towards the private box areas. Open the second to last door, and jump from the balcony to the opposite one and pick up the Engineering Tonic (Alarm Expert). Cohen actually congratulates you....by sending a Houdini Splicer after you. Go into the lowered area of the theater and hack the two turretts in the small alcove on the left. Go back into the main hall where you began and Cohen will show you his work in progress, which he explains that you have to finish. Go up to the statues and insert the picture of Fitzpatrick in any of the frames. *New Goal* Kill Martin Finnegan. Kill Hector Rodriguez. Kill Silas Cobb. Everytime you take a picture of one of the people you must kill, and insert it into a frame, you'll recieve a reward to the right of the pictures, which rises from the ground on a statue. The first reward is a new weapon (Crossbow). Let's start off with Martin Finnegan, since there is a pretty linear way of killing them. Enter Poseidon Plaza all the wal around the upper part of the Atrium. Halfway down the hall is an audio-diary (The Iceman Cometh-Martin Finnegan) frozen to the pipes on the left. Enter the next area, and Finnegan will be waiting down the hall to the left. When you go near him, you will freeze temporairly. When you thaw, the room will be filled with frozen statues. Finnegan is the last one in the row on the left. The rest are frozen splicers, so try not to hit them or they'll thaw. Kill him and take his picture. Search his body and you'll get the Combat Tonic (Frozen Field). Go back to the Atrium and put the photo in the frame. Three spider splicers and a Big Daddy will greet you on your way back. Take them out and post the picture. Your prize for this one is some cash, ammo, and health kits. Head back to Poseidon Plaza and melt the ice blocking the next door. Head into the next area and you'll be attacked by 6 spider splicers (The spotlight will shine on them as they near you). Kill them, and kill the Big Daddy if he is in the area. Walk to the other area and notice the 4 different ways to go. You cannot go downstairs at the moment, so lets fix that. Head into Sinclair Spirits and hack the camera on the right wall past the statues. Weird song to choose for this area. Press the switch behind the bar and move through the now open door across from it. Use the Power To The People Machine in the flooded area and kill the Spider Splicer that appears as a statue behind you after you use it. Go back to the stairs I said you couldn't go down. Now you can. Go down into the flooded area and pick up the Physical Tonic (Extra Nutrition 2) from the far table. Turn around and you'll notice you aren't alone in the room. Kill all the "statues" and leave. Head into Sir-Prize Games of Chance back in the other hall. Kill the splicers fighting inside and take out their bots. Pick up the audio-diary (Fonatine's Army-McDonagh) from the file box in the lit corner. Loot the upstairs but don't go through the door upstairs yet. Head back downstairs and out into the hall. Facing Sinclair Spirits, head left and into Robertson's Tobaccoria. Pick up the audio-diary (Guns Blazing-McDonagh) off the coffee table. Use the code 7774 from the dead body a few areas back. Mind the security camera in here. Leave the room, and kill the Big Daddy that may be patrolling the area. That's all of the Big Daddies here, but check the area again if you're missing one since this level is very big. Head left into Eve's Garden (Take a guess what it is). Watch the ghost scene, and move down the hallway behind the striper pole. Another ghost scene will play as you approach the door. When it is over, head through the door once it unlocks. Pick up the audio-diary (Pregnancy-Jasmine Jolene). Yes, Jasmine sold her egg to Tenebaum, and it was Ryan's.....start putting the pieces together. As soon as you leave the room and re-enter the main room, Hector Rodriguez will be to your right, sitting at the bar and babbling nonsense at you. When you approach, he'll run away. If you lose him, follow the flames or just head back towards the entrance to Poseidon Plaza. Kill him, take his picture, and place it in Choen's masterpiece. After some rambling, Cohen will get pissed and send an army of Spider splicers after you. I counted 15 during my gameplays, so just keep moving and kill them quickly. Sander's third gift is some ammo and money. Head back into Eve's Garden and pick up the audio-diary (Its All Griff-Rodriguez). Head upstairs via the door next to the bar and onto the balcony above Eve's Garden. Through the double doors are two turretts on each side. Hack them and continue down the upper part of the main hallway. Enter Pharaoh's Fortune Casino straight down the hall. Kill the splicers in here and hack the security camera on the second floor. Pick up the audio-diary (Bump Culpepper?-Sullivan) from a pool table on the second floor. Time to kill the final man on the hit list. Go into Rapture records on the left side of the second floor and pick up the audio-diary (Ryan's Stableboy-Anna Culpepper) from behind the desk on the left. Jump into the lower area and move towards the body, but move away when you hear a clicking sound. It will explode, and Cobb will appear above you. You'll hear a series of screams, and several splicers will drop from the ceiling. When they stop coming, duck into the crawlspace on the far left side and it will take you back up to the rasied area. Kill Cobb and any splicers that interrupt and take his picture. Put it with the others and watch the cutscene. I know it is tempting, but if you want to earn all the achievements for the game, DO NOT KILL COHEN. Three achievements relate to him later in the game, and if you kill him, you cannot obtain them. *New Goal* Leave Fort Frolic. Pick up the Physical Tonic (Medical Expert 2) from the newly unclocked case in the center of the room. Leave him be, and travel back into Fleet Hall and into the room he was previously in and refused you entry to. Pick up the audio-diary (Requium for Andrew Ryan-Sander Cohn) and the Combat Tonic (Electric Flesh) off the upper shelf of the bookcase. Head back down to the Atrium and to the Bathysphere, and go to Hephaestus. Time to take on Andrew Ryan. [--------------------------------] [--------10.HEPHAESTUS.10--------] [--------------------------------] [----------------------------------------------------------] [----PLASMIDS: ___ 1. Cyclone Trap 2 (Purchase) ] [ ___ 2. Electrobolt 3 (Purchase) ] [ ] [----GENE TONICS: ___ 1. Frozen Field 2 ] [ ___ 2. Damage Research ] [ ___ 3. Security Evasion 2 ] [ ___ 4. Shorten Alarms 2 ] [ ] [----AUDIO-DIARIES: ___ 1. Ryan Takes F Futuristics ] [ ___ 2. Scoping The Gate ] [ ___ 3. Stopping Ryan ] [ ___ 4. Going To Heat Loss ] [ ___ 5. A Man Or A Parasite ] [ ___ 6. Fontaine's Legacy ] [ ___ 7. Running Short On R-34s ] [ ___ 8. Impossible Anywhere Else ] [ ___ 9. Assassin ] [ ___ 10. Kyburz Door Code ] [ ___ 11. Genetic Arms Race ] [ ___ 12. Getting A Break ] [ ___ 13. Market Maintenance Code ] [ ___ 14. Device Almost Enabled ] [ ___ 15. The Dream ] [ ___ 16. Assembling The Bomb ] [ ___ 17. Great Chain Moves Slowly ] [ ] [----WEAPONS: None ] [ ] [----POWER TO THE PEOPLE: ___ 1. ___ 2. ] [ ] [----LITTLE SISTERS: ___ 1. ___ 2. ___ 3. ] [----------------------------------------------------------] Atlas will contact you several times before you reach the first door, so listen to him, and go through. *New Goal* Go To Andrew Ryan's Office. Andrew Ryan will radio you while in the tunnel. Go left or right and kill the two splicers at the end....No I have no idea what they're doing. Head through the next door and Ryan will contact you again. Go down the ramp and into the next room and kill the splicer wandering around. Hack the turrett behind the wall directly ahead of the door. Another splicer should enter the room soon. Hop over the fallen pillar in front of the vending machine and pick up the audio-diary (Ryan Takes F Futuristics-McDonagh). Head through the next door and look left. Straight down is a vending machine, Vita-Chamber, and an audio-diary (Scoping The Gate-Kyburz). Hack the security camera on the other side of the room, on top of the farthest door. If you pick up any items on the middle table, three splicers will attack. Kill them, and enter the door under the camera. You're in the hallway leading to Ryan's office, which is filled with the bodies. Andrew Ryan will tell you that these are the bodies of people who betrayed him, and subsequently died for their actions. Search the bodies and pick up the audio-diary (Stopping Ryan-McDonagh) from the first body on the right, and a second audio-diary (Going To Heat Loss-Anya Andersdotter). This diary explains how to get into Andrew Ryan's officer, but I'm sure you don't know what a sympathetic overload is either? *New Goal* Overload The Core. Search Heat Loss Monitoring. After Ryan contacts you, he'll send splicers to attack. Take care of them and enter the door on the right side of the room (Not the door the splicers just came through). In here are some items, an audio-diary (A Man Or A Parasite-Andrew Ryan), and a Combat Tonic (Frozen Field 2). Leave and enter the door the splicers did come through. There will be a dead Big Daddy in the center of the flooded room, so move into the next room. Walk through the corridor and into the Hephaestus Core. Pretty cool huh? Make a left through the door and kill the splicers in the hall ahead. Pick up the audio-diary (Fontaine's Legacy-McDonagh) next to the chair by the Vita-Chamber, and move downstairs. This diary explains what happened to Diane McClintock on New Year's Eve. Downstairs you might encounter a Big Daddy, so kill him and any splicers in the immediate area. Move behind the stairs and pick up the audio-diary (Running Short On R-34s-Pablo Navarro) from the alcove on the right, and hack the security camera above it. Move down the next set of stairs, and go behind them and go all the way down to the bottom. Kill the spider splicer down here and pick up the audio-diary (Impossible Anywhere Else-Andrew Ryan) off the desk in the corner. Head back up to the next level and kill the houdini splicer in the alcove across from the Heat Loss Monitoring door. Don't use the vending machine, its broken and will emit a grenade if you try to. Explore the area ahead and pick up the audio-diary (Assassin-Anya Andersdotter) next to the Gatherer's Garden. Use the Power To The People Machine directly across from it. Head back and go through the Heat Loss Monitoring door. Head into the open area, and the lights will go out twice. The second time, three extra bodies will appear at the end of the hall. Use your Telekinesis and throw one of the gas tanks at them for a quick kill. Ryan will radio you after they're dead. Enter the next room. Pick up the audio-diary (Kyburz Door Code-Pablo Navarro) against the far wall on the right. This diary reveals the code for Kyburz's office is the date for Australia Day, January 26 (0126). Explore the room, and kill the Big Daddy if he is patrolling in here. Enter the door in the centered lowered part of the room. The body in front of you leaning against the machine is alive, so kill him. Down the stairs are several splicers and possibly a Big Daddy. Take care of them all and watch the ghost cutscene under the balcony to the left. If you have Electric Flesh enabled, then just walk into the electrified water and loot the area. If not, hack the "Disable Electrical Current Panel" seen in the ghost cutscene. Andrew Ryan will contact you when you when you search the flooded area. Pick up the audio-diary (Genetic Arms Race-McDonagh). Move over to the right side of the room and into the lowered area. Pick up the audio-diary (Getting A Break-Pablo Navarro) and the Physical Tonic (Security Evasion 2). After listening to the diary, your goal will change. *New Goal* Go To Kyburz's Office. Go back up to the walkways area and enter the "Workshops" door. Enter the room and kill the splicer that attacks. To the right is a turrett behind a column, along with a safe and some random items. Head down the stairs across the room towards Kyburz's office. At the bottom of the stairs to the left are two turretts guarding his office. Hack them. Next to the left turrett is a very well hidden crawlspace that leads to under the stairs. Pick up the audio-diary (Market Maintenance Code-Pablo Navarro). This is the diary that gives you the code for that locked door I told you about earlier in Farmer's Market. Like I said, that would have been a lot of backtracking. Head into the room at the foot of the stairs and pick up the audio-diary (Device Almost Enabled-Kyburz) off the desk. Use the Gene Bank to the left if needed. In this room behind the tanks to the left is a crawlspace with a corpse in it, leading into the adjourning hall. Head through the archway on the other side of the crawlspace and pick up the audio-diary (The Dream-Kyburz) from the corpse on the floor. In the back of the room is a crawlspace door leading to a room with an audio-diary (Assembling The Bomb-Kyburz) and a Combat Tonic (Damage Research). The diary outlines what you need to make the bomb Kyburz has been talking about. *New Goal* Finish Kyburz's EMP Bomb. When you have all the pieces, come back here and construct the bomb in the glowing spot on the table to the left. You'll need (2) cans of ionic gel, which I'm sure you've seen throughout the level but couldn't pick up (They glow bright blue). You'll need (4) R-34 wires, which can be found when you search the big daddy corpses. Finally, the nitroglycerine charge is in Kyburz's office. So, lets get started. Leave the crawlspace area and pick up (1) R-34 wire from the corpse ahead. Kill any splicers that interrupt your search. Since his office is closest to us, input the code 0126 into the combo lock and enter. Inside there will be a ton of trapwires, so get rid of them in whatever fashion you like. Use the Power To The People machine towards the back on the left wall. Before you try to get the charge from the right side in the room, be prepared to fight a turrett that becomes active. Push the button on the desk, and hack the turrett that activates in the front of the room. Once its all done, pick up the audio-diary (Great Chain Moves Slowly-Andrew Ryan) off the desk and leave. Make your way back up to the main walkways area, and be careful of any stray splicers. There is (1) can of ionic gel in the room up the stairs, halfway to the walkways, to the left with the turrett in it. Enter to the walkways area. Find the second (1) ionic gel from the walkways (there are several). Lastly, take the last (3) wire clusters from the big daddies you've killed, including the already dead one back towards Ryan's office in the flooded area. Once you've obtained all the parts, follow your quest arrow back to the crawlspace and construct the bomb. Pick it up once all three parts are inserted and follow your quest arrow to Geothermal Control in the main Hephaestus Core. *New Goal* Place The Device On The Core. On your way up you'll run into several splicers, some pretending to be dead. Just watch your step. When you reach The Geothermal Core door, head inside. Theres a Gene banck and U-Invent in this room if you need it. Both doors ahead lead to the same room, so enter either one and hack the two turretts in the next room. You'll need them for whats coming up soon. Atlas radios you and explains that once the bomb is used, Ryan will probably send splicers after you, so you should set up a perimeter. Use proximity mines, trap bolts, and whatever else you have to set up another mini fortress. You'll have to keep turning the valve in the middle while your set-up keeps the splicers at bay, so make sure you have enough traps set up. When everything is set, start turning the valve. Walk up to the valae and press and hold down "A" until all four little red marks in front of you turn green, and liquid starts pouring out into the room. Take the elevator in the center of the room down and move into the next room. Pick up the Engineering Tonic (Shorten Alarms 2) next to the corpse ahead. Ryan will radio you and give you another hint at why you're here. Head into the last room and use the Core Lift Control on the right side. When you reach the top, place the bomb on the glowing panel in front of you. Immediately start going back to Ryan's office to save you some time. An alarm will trigger and security bots will attack you, so try to get up there quickly. Kill any splicers that get in the way. Once you reach his office, a couple bots and splicers will be waiting, so quickly use the door controls and enter the bulkhead to Rapture Control. Good job, this was a tough level. [-------------------------------------] [--------11.RAPTURE CONTROL.11--------] [-------------------------------------] [---------------------------------------------------------] [----PLASMIDS: None ] [ ] [----GENE TONICS: None ] [ ] [----AUDIO-DIARIES: ___ 1. The Vita-Chamber ] [ ___ 2. Mind Control Test ] [ ___ 3. Baby Status ] [ ] [----WEAPONS: None ] [ ] [----POWER TO THE PEOPLE: None ] [ ] [----LITTLE SISTERS: None ] [---------------------------------------------------------] Finally, you've arrived at Ryan's office. All the work so far has led up to this point. This entire chapter reveals so much of the game, so you're in for a lot of surprises and answers to many questions I'm sure you have. Enter the room and Ryan will radio you with a long speech. After hes done' the light will turn on in the room. Pick up the audio-diary (The Vita Chamber-Suchong) off the table immediately to the left of the door. Stock up at the vending machine. Head over to the right side of the room, and up the left set of stairs. Smash the grating and enter the crawlspace. Smash the grating again and drop down into the next room. Read the wall.......WOULD YOU KINDLY. Hopefully, you just figured it out from the pictures and scripture. This is the only other time in the game you will see Jack's face, which is in the picture in the middle right part. You also see it in the flashback of the picture with your family. Pick up the two audio-diaries (Mind Control Test-Suchong) and (Baby Status-Suchong). Mind Control Test is disturbing, so if you like animals, don't listen to it. (I know you will anyway). Head into the next room all the way to the end. Once you reach the final room, Ryan will be on the other side of a glass window in his office. What do you think, could he be the next Tiger Woods? Watch the long, long cutscene. DAMN. Walk into Ryan's office, loot the desk, and insert the key into the machine on the far right side of the room. Atlas radios you, with some interesting news. Once he's done with his speech, he'll sick security bots on you. You should see a little sister calling for you, so follow her into the crawlspace. You'll fall through a hole in the crawlspace, and black out. [-------------------------------------] [--------12.OLYMPUS HEIGHTS.12--------] [-------------------------------------] [-----------------------------------------------------------] [----PLASMIDS: ___ 1. Incinerate! 3 (Purchase) ] [ ___ 2. Winter Blast 3 (Purchase) ] [ ___ 3. Insect Swarm 3 (Purchase) ] [ ] [----GENE TONICS: ___ 1. Human Inferno 2 (Purchase) ] [ ___ 2. Speedy Hacker 2 (Purchase) ] [ ___ 3. Wrench Lurker 2 (Purchase) ] [ ___ 4. Clever Inventor ] [ ___ 5. Electric Flesh 2 ] [ ] [----AUDIO-DIARIES: ___ 1. Mozart Of Genetics ] [ ___ 2. Artist Woman ] [ ___ 3. Fontaine's Human Jukebox ] [ ___ 4. Mind Control Antidote ] [ ___ 5. Fontaine's Break-Up ] [ ___ 6. Sad Saps ] [ ] [----WEAPONS: None ] [ ] [----POWER TO THE PEOPLE: ___ 1. ___ 2. ] [ ] [----LITTLE SISTERS: ___ 1. ___ 2. ] [-----------------------------------------------------------] Wow! A lot has happened in one chapter, so lets recap before continuing. You killed Andrew Ryan under the order of "Would You Kindly?" from Atlas/Frank Fontaine. While we still don't know why "Would You Kindly" makes you do whatever you are told, both Atlas and Ryan knew about it. Andrew Ryan was your father, and Jasmine Jolene was your mother. The audio-diary Pregnancy explains that Jasmine was Ryan's mistress, and after sleeping together, Jasmine sold Tenenbaum her fertile egg for experiments unknown. In a fit of rage, Ryan killed Jasmine after finding out what she did. Tenenbaum developed Jack (you) from the fertile egg and created you into....whatever you are. Atlas was really Frank Fontaine, the ex-mobster who was long thought to be dead. Whether we know Andrew Ryan knew about Atlas being Fontaine is stil unknown. Fontaine wanted you to kill Ryan in order to take over Rapture himself and control all its inner workings. So, now that some mysteries are cleared up, let's move on to Olympus Heights. The chapter begins in a room filled with Little Sisters. They have retreated here after you've harvested or rescued them, kept hidden by Tenenbaum in her safehouse. Tenenbaum explains more in depth what you are and how you were developed, as well as what she did to you while you were asleep. In order to release the grip Fontaine has on you, she changed the genetic modifications in your brain to not respond to "Would You Kindly." While you're listening to her, walk around the room a little and listen to what the Little Sisters say. If you have harvested any, even one, they will all say negative things about you. If you've rescued them all, they will say nice things. Just observe their actions and your surroundings until she is done speaking, then follow the Little Sister up the stairs and out of the room. *New Goal* Search Suchong's Apartment. Outside the door, you'll enter a basement/sewer area. Fontaine will try to tell you to "Go get stepped on by a big daddy", but it won't work. He'll then say "Code Yellow", which will slowly make your heart stop beating. From now on, your health will randomly be lowered by Fontaine's code. On the far right wall is a wheel needed to crank the gate open, so pick it up and insert it into the gate crank socket. Turn the wheel and head through the gate. Tenenbaum radios you and tells you you can have your revenge once the code is fixed. Head up the ramp and move forward. There will be several splicers ahead searching the crashed train car, so kill them quickly. Turn around and head forward past the ramp. Around the next wall is a turrett directly around the corner, a turrett in the left alcove, a security camera on the right wall, and possibly a Big Daddy. Hack the turretts and kill the couple of splicers that are patrolling. Hack the camera, and pick up the audio-diary (Mozart Of Genetics-Suchong) on the bar in the center of the room. Head forward and into the archways for "Mercury Suites". Kill the few splicers that attack as you walk along the next path. When you reach the entrance for Mercury Suites, you'll be greeted by two splicers and a security camera inside the next area. Kill the splicers and hack the camera, and move forward. In the next area there will a security camera in the center on the left wall, and several splicers wandering around, so kill them quickly and hack the camera. A Big Daddy may also be in this area, so be careful. Do not go into any rooms or go upstairs until the bottom area is cleared out. Use the Power To The People Machine underneath the camera. Once the room is clear, go into Sander Cohen's room on the right and listen to his radio message. Of course we aren't going to listen, so kill the splicers and wait for him to come out and play. Kill Cohen and take a picture of his corpse for an achievement. Search his body for his Muse Box key, which can be found back in Fort Frolic in the locked case in the main Atrium. Search the apartment and go upstairs to where Cohen was. You'll recieve another achievement for finding Cohen's room. Use the Power To The People Machine in his room as well, and search it. Go back out into the main area. Go through the door to the right of Cohen's room, which is Anna Culpepper's room. Pick up the audio-diary (Artist Woman-Sullivan) off the table to the right and hack the security camera on the left wall ahead. There are several splicers in this room to be careful. Just as Sullivan said, Anna Culpepper will be right where he left her in the bathroom upstairs. Kill the splicer leaning over her, and search the rest of the apartment. Go back to the main area and enter the apartment to the right of Culpepper's, which is Suchongs. To the left of the entrance is the dining room with a splicer and an audio-diary (Fontaine's Human Jukebox-Suchong) behind the barricade of tables. To the left of the entrance is a splicer and several bodies in the kitchen. Kill her and move into the main part of the apartment. In the left side of the flooded area ia a Engineering Tonic (Clever Inventor) on the table, as well an an audio-diary (Mind Control Antidote-Suchong) next to it. *New Goal* Get The Lot 192 Remedy. Exit the apartment and kill the splicer in the middle of the room. A Big Daddy might appear alone here, so be careful not to hit him. Move up the walkway in the center of the room. Move onto the second floor, and see that Tenenbaum's apartment is the first one. However, it is locked, so move into the apartment opposite hers. Kill the splicer wandering the halls, and search the apartment. Not the happiest scene I've stumbled upon in this game. Exit the apartment and move up the walkway and up to the third floor. Hack the security camera directly above the third floor entrance. Kill the splicer walking around the balcony and head into apartment on the right. Kill the two splicers downstairs and the one upstairs and loot everything, being careful of the various trap wires scattered in the rooms. Leave the apartment and go back out onto the third floor balcony. Round the corner and pick up the audio-diary (Fontaine's Breakup-Paparazzi) off the storage crate near the camera. The code for Fontaine's apartment, 5744, is mentioned in this diary, so move around the corner and into the big hole in the wall behind the barricade. This puts you in Tenenbaum's apartment. Kill the splicer looting the study room and loot the first floor. Tenenbaum will radio you to tell you Fontaine's goons probably stole Lot 192, so let's keep searching. Head to the downstairs of the apartment. All the way back in the flooded area ia a turrett hiding behind a fireplace. Destroy it and kill the splicer wandering around down here. Smash the lock on the door and kill the splicer waiting for you on the other side of the door. Move back down to the first floor and enter the code 5744 into the elevator combo lock. Head up to Fontaine's apartment. Tenenbaum will radio you while you're in the elevator. Be prepared to kill three splicers once you reach the top. There is also a security camera across the room over the door and a turrett behind the farthest rock. Hack them both and kill the splicers. Go through the door ahead. Looks like Fontaine's got some nice swags going on here. Pick up the audio-diary (Sad Saps-Frank Fontaine) off the coffee table in the right room and head up the left staircase next to the giant polar bear. Enter the room and pick up the Combat Tonic (Electric Flesh 2) from the office and the antidote to Fontaine's mind control. Picking this up cures his control over your heart stopping, but in return it randomly changes your plasminds every few minutes. You cannot control which one it changes to, and you cannot change them back. You also cannot change your Plasmids in a Gene Tonic machine and you cannot use a Gatherer's Garden. *New Goal* Get A Second Dose Of Lot 192. The changing plasmids can get a little annoying, but you won't have to deal with it for long. Just rely on your weapons for the time being if you have a Plasmid equipped that isn't useful (Security Bullseye, Hypnotize Big Daddy, etc.). Head into the room on the other side of the polar bear and hack the turrett behind the bar inside. Loot the room, and follow your quest arrow down the elevator and to the bulhkead to Apollo Square. Be careful of any stray splicers wandering the areas on your way back. [-----------------------------------] [--------13.APOLLO SQUARE.13--------] [-----------------------------------] [---------------------------------------------------------] [----PLASMIDS: None ] [ ] [----GENE TONICS: ___ 1. Medical Expert 3 ] [ ___ 2. Focused Hacker ] [ ___ 3. ] [ ___ 4. ] [ ] [----AUDIO-DIARIES: ___ 1. What's Happening Here? ] [ ___ 2. Atlas Lives ] [ ___ 3. Protection Bond ] [ ___ 4. Meeting Atlas ] [ ___ 5. The Longest Con ] [ ___ 6. Today's Raid ] [ ] [----WEAPONS: None ] [ ] [----POWER TO THE PEOPLE: ___ 1. ] [ ] [----LITTLE SISTERS: ___ 1. ___ 2. ] [---------------------------------------------------------] Turn left after the bulkhead and pick up the audio-diary (What's Happening Here?-Diane McClintock) from the briefcase next to the fallen vending machine. Head down the hallway through the gates and kill the 3 or 4 splicers walking around. Be careful of a Big Daddy in this area as well. Head through the right or left archway ahead and you'll enter a big area with a shipwreck in the center of it. A few splicers will be looting the ship and wandering around, so kill them and hack the turrett behind the ship. Pick up the audio-diary (Atlas Lives-Diane McClintock) in front of the Gatherer's Garden to the right of the ship. Head into the left alcove labeled "Atremis Suites". Kill the splicer waiting to attack around the corner and hack the turrett to the left ahead. There is also a security camera above the burning streetcar on the column, so hack it and move on. Head into the doorway at the end of the hall and kill the splicer hanging out behind the abandoned ticket booth. There will be a camera around the corner across the room, so be careful when you move forward. Kill the couple of splicers quickly and hack the security camera. Head into the only room on this floor. In the bathroom to the left is a splicer messing with a turrett, so hack the turrett and kill the splicer. Loot the room and leave. Head up to the second floor and enter "Dr. Suchong's Free Clinic" on the left ahead. Hack or destroy the security to the left inside the room and destroy or hack the turrett behind the wall with the trapwire. Head into the room on the left and....oh, lovely. Pick up the audio-diary (Protection Bond-Suchong) and find out what happened to Dr. Suchong. Pick up the Lot 192 off the counter to the right, and everything will go back to normal. Tenenbaum will radio you telling you its time to take your revenge. *New Goal* Go To Point Prometheus. Head into the other room on the right. This looks like a bathroom/surgery room. Kill the splicer pretending to be dead on the floor and pick up the Physical Tonic (Medical Expert 3) on the floor behind him. Be careful exiting the room because a newely erected turrett, splicer, and security bot will be waiting around the corner outside. Head upstairs to the third floor. Across the balcony will be a rocket launcher turrett, so hack it and watch out for the three splicers that might come out of the adjacent room. Loot the room and head back out onto the balcony. Follow your quest arrow back down to the main. When you reach the sunken ship area, two splicers will be waiting around the corner. Kill them and any other splicers that join the fight. Head into the left area labeled "Hestia Chambers" and hack the security camera on the left wall ahead. Head down the hall ahead and kill the splicers that meet you on the way. Once you reach the entrance at the end for Rapture Metro, a ghost cutscene will appear. Once you reach the door, Fontaine will radio you. Enter "Fontaine's Home For The Poor", and you'll be hit with a few splicers and a grenade launcher turrett on the stairs ahead. Once they are all taken care of, pick up the audio-diary (Meeting Atlas-Diane McClintock) from the trunk to the right of the entrance door. Move into the room on the first floor and loot both the main floor and basement, killing the 4 or 5 splicers you might encounter in your search. Head back to the main balcony area and upstairs to the third floor. There might be a Big Daddy wandering around so be careful. Enter the unlocked door on this floor and loot both rooms. Kill the 3 splicers that attack throughout. Leave the room and go up to the fifth floor since the two doors on the fourth are locked. Smash the boards blocking the door on the left and loot the room. Jump through the hole in the floor and kill the splicer pretending to be dead. Loot the room, and jump out the window onto the stairs below. Head back up to the fifth floor. Enter the room on the right. This room is where Atlas' headquarters used to be, before anyone knew he was actually Fontaine. Kill the splicer and hack the security camera around the next wall above the stairs. Use Telekinesis to grab the items behind the collapsed gate to the right. Head downstairs and turn left. On the desk is an audio-diary (The Longest Con-Frank Fontaine) and an Engineering Tonic (Focused Hacker). Search the body on the desk to obtain an audio-diary (Today's Raid-Diane McClintock) to discover it is the one and only Diane herself. Listen to the diaries to find out how she met her grisley end. Head to the right side of the room and use the power To The People Machine. Exit the room once its clear of items and enemies and follow your quest arrow to Point Prometheus. Watch for stray splicers. Head into the elevator and listen to Fontaine as he screams bloody murder about you breaking the code he used on you. Enter the door ahead and kill the two splicers in the lobby. Enter the bathysphere to Point Prometheus. [--------------------------------------] [--------14.POINT PROMETHEUS.14--------] [--------------------------------------] [----------------------------------------------------------] [----PLASMIDS: None ] [ ] [----GENE TONICS: ___ 1. Human Inferno 2 (Purchase)] [ ___ 2. Safecracker 2 ] [ ___ 3. Damage Research 2 ] [ ___ 4. Hacker's Delight 3 ] [ ___ 5. Alarm Expert 2 ] [ ] [----AUDIO-DIARIES: ___ 1. Changing Employers ] [ ___ 2. Why Just Girls? ] [ ___ 3. Missing Boots ] [ ___ 4. Protector Smell ] [ ___ 5. Mistakes ] [ ___ 6. Protecting The Little Ones] [ ___ 7. Cheap Son Of A Bitch ] [ ___ 8. Marketing Gold ] [ ___ 9. Extra Munitions ] [ ] [----WEAPONS: None ] [ ] [----POWER TO THE PEOPLE: ___ 1. ___ 2. ] [ ] [----LITTLE SISTERS: ___ 1. ___ 2. ___ 3. ] [----------------------------------------------------------] Fontaine will greet you once the bathysphere surfaces with a couple fire balls and strength moves. Please. Move out of the bathysphere and Tenenbaum will tell you to go after him. *New Goal* Find Fontaine! Wait for the flames he shoots at you to die down and move forward. You won't catch him no matter what so don't worry. Walk down the hall and you'll see Fontaine send security bots after you. Destroy or hack them and move on. In the next room you'll see Fontaine knock down a column and lock himself into a room to the right. So Tenenbaumn suggests that the only way to get through the door (since only Little Sisters can use it) is to become a Big Daddy yourself. Seems simple right? Ha, not so much. Search the Big Daddy corpse ahead and Tenenbaumn will radio you again. She informs you that you must look like, smell like, and sound like a Big Daddy in order to get a little sister to trust you. Use the Power To The People Machine behind the big daddy corpse and head up the stairs on the right. Kill the splicers pretending to be dead and move through the next door. Hack the grenade launcher turrett to the right and the security bot controlled by the splicer ahead. Search the Big Daddy corpse for another control system and move towards the other end of the hall. Melt the ice blocking the doorway and pick up the audio-diary (Changing Employers-Suchong) from the trash can. Loot the rest of the room and move through the door for Little Wonders Educational Facility. There will be a camera above the door ahead, so hack or destroy it and move on. *New Goal* Smell: Find Three Big Daddy Pheuromone Samples. To the right down the walkway is a pheuromon sitting on a desk, so pick it up and move around to the other side. Pick up the second pheuromon and the audio-diary (Why Just Girls?-Tenenbaum) off the desk. Head downstairs and kill the splicer patrolling the corridors. Move forward, and hack the two turretts shooting at you from the far right room. Kill the big daddy if he is patrolling this area as well. Loot all the rooms in this corridor and pick up the pheuromone from room five, and kill the splicer in here. There are two locked doors in here which can be accessed from the floor above by dropping down into them. The door labeled "Autopsy" at the end of the hall has a camera right in front of you over the Gene Bank as you open the door. Move to the back of the room and pick up the Engineering Tonic (Safecracker 2) off the desk next to the pheuromone sample (we already have enough). Watch the ghost cutscene of the Little Sister in the closet and be prepared for two splicers to attack from behind. Leave the room and go back out into the main hall. Head through the door labeled "Mendel Memorial Library", and enter the first door on the left. There is a security camera and a turrett immediately to the right, so hack them and move on. Kill the three splicers in here, or let the turrett take care of them. Loot the entire room because theres items hidden throughout the shelves. In the center of the room on the desk is a Combat Tonic (Damage Research 2) and the big daddy boots. Once you pick them up, Tenenbaum will contact you. Now when you walk around, you'll have a very heavy step and sound like the Big Daddies when they walk. Head back into the main upper hall. Move into Failsafe Armored Escorts on the right. You will step into a small room and be briefly locked in for decontamination. When its done, move into the immediate left room and hack the only two hackable security bots in here. Go back out and kill the splicer pretending to be dead. Head down the hall and through the door labeled "Candidate Conversion". In the lowered part of the area around the wall are two turretts. Hack them and search the back of the room for the audio-diary (Missing Boots-Suchong). Well we have the boots already, so leave the room and move into the room next to it labeled "Suit Assembly". Kill the splicer wandering around down here and head upstairs. Kill the other splicer up here and pick up the audio-diary (Protector Smell-Suchong) off the machines in the middle of the room. Head through the door in this area and across the balcony. Move into the next room and pick up the audio-diary (Mistakes-Andrew Ryan) to the right of the Gene Bank. Move through the next door and kill the splicer on the balcony. Cross it and head into the next room. Pick up the audio-diary (Protecting The Little Ones-Suchong) off the file cabinet to the right. Head downstairs and you should see a line of hanging Big Daddy suits. Pick one up, and Tenebaum will contact you again. To the left of the suits os a locked room with a combo lock. Enter 1921 into the lock and search the inside room. Leave the room and enter the big securis door in the center of this area. Hack the turrett in this room and move through the door across the room. Move towards to the left and you'll see a door covered with ice. Melt the ice and move inside. Find the audio-diary (Cheap Son Of A Bitch-Suchong) resting on the table. Head through the door labeled "Candidate Induction" and into the room ahead. Pick up the Big Daddy helmet from across the room and the Physical Tonic (Hacker's Delight 3) from the table on the left side of the room. Three splicers will attack when you pick it up, so kill them and move into the Main Hall. Head into the left door for "Optimized Eugenics" and wait to be decontaminated. A Big Daddy will probably be wandering the area, so be alert. A security camera will be directly in front of you when the door opens, so hack it. Head into the first room on the left, "Test Subject Storage", and kill the splicer inside. Enter the room in here on the right and kill the splicers in here. Pick up the audio-diary (Marketing Gold-Andrew Ryan) off the controls towards the back of the room. Exit the room via the door in the back and you'll reenter the hallway. There will be four doors in front of you; Eugenic Analysis, Backup Generator, and two doors leading to Plasmid Prototyping. Enter the Backup Generator room, the door to the right. Directly across the room is a security camera, so just destroy it from where you are since you can't cross the electrified water (Unless you have Electric Flesh equipped). Leave the room and move around the other side of the corridor, and hack the security camera at the end of the hall. To your right is a room with a broken switch, so zap it and head inside. Use the temporary generator override switch and run back into the generator room. Loot the room and leave. Head into Eugenic Analysis. Hack the two turretts around the corner and kill the splicers that attack from behind them. Your last Power To The People Machine in behind the left turrett, so congratulations if you managed to find and use them all. Exit the room and enter either "Plasmid Prototyping" door. Hack the turrett in here and pick up the audio-diary (Extra Munitions-Suchong) from the corpse behind the turrett. This tells you the code we used earlier on the combo lock, and it should also be your last audio diary. You'll recieve an achievement if you found all of them. Head into the last room across from the broken switch room, "Live Subject Testing". Move up the stairs on the left and into the next room. Pick up the Engineering Tonic (Alarm Expert 2) from the file cabinet to the left of the glowing machine. If you have properly used your ADAM and saved all the Little Sisters thus far, then you should have all the Tonics in the game, earning you an achievement. Use the glowing machine to change your voice and complete your transformation into a Big Daddy. When you leave the room, three splicers will be lying on the floor ahead, so kill them and follow your quest arrow to the door Fontaine is behind. *New Goal* Summon A Little Sister. Use your wrench and knock on any of the hiding places little sisters use. One will come out, and she'll lead you to the door. Enter the bulkhead for the last area of the game, The Proving Grounds. [-------------------------------------] [--------15.PROVING GROUNDS.15--------] [-------------------------------------] [---------------------------------------------------------] [----PLASMIDS: None ] [ ] [----GENE TONICS: None ] [ ] [----AUDIO-DIARIES: None ] [ ] [----WEAPONS: None ] [ ] [----POWER TO THE PEOPLE: None ] [ ] [----LITTLE SISTERS: None ] [---------------------------------------------------------] For the last chapter, you'll be protecting a little sister while she leads you to the door Fontaine is behind. She will lose health every time she is attacked, and can eventually die if you don't protect her enough. Her health bar is locatd underneath your EVE bar on the upper-left of the screen. Just keep an eye on her, but don't worry if she dies; you can summon another one from any vent and continue on. Leave the bulkhead and follow her up the stairs and to the door. Move through the door she opens for you and you'll be in a museum area. You will hear a Big Daddy and a splicer fighting below you, and the hanging bones above you will crash down and kill the Big Daddy. Keep following her to the next door. Follow the little sister through the exhibit halls and kill the splicer that attacks from around the corner. A spider splicer should also attack from the ceiling. You should see a security camera ahead of you, but since you are a Big Daddy, it won't sound an alarm. Hack it anyway, you'll need it soon. The little sister will stop at the dead body underneath the camera to collect its ADAM. It is now your job to protect her as she does this, because you'll be attacked by several splicers from the surrounding corridors. Protect her until she finishes, and follow her down the corridor. Kill the splicer and bot that attack. She will eventually stop at another body to collect ADAM, so hack the camera and turrett nearby and protect her. Once she's finished, follow her down the corridor and destroy the turrett ahead (It still shoots at you even though it shouldnt). Enter the door she opens and look up. You'll see a Big Daddy thrashing around on the balcony above. Hmmmm. Follow her and watch out for the turrett that appears on the right and the turrett on the left around the bones. Follow her through the next door and hack the security camera to the immediate left. Quickly move up to the water and zap it before you or the Little Sister enters to kill the splicers waiting to jump out. Move on. Kill the two or three splicers that attack you and hack the turrett on the left as you reach the last body. Once she finishes, you'll have to face one last battle....a Big Daddy. When you round the corner, he'll bust through the wall and attack, so take him out and follow the little sister to the last room. Everything you need will be in this room, so stock up at the Gatherer's Garden if you have any left over ADAM, use the Gene Bank and equip Electric Flesh, Human Inferno, and Electrobolt with its highest number. Go back through the area and search the areas you might have missed while escorting the Little Sister (check your map). Search the entire room and fill up on any items or use the vending machines. Once you have everything you need, pick up the hypo from the little sister in the vent, and SAVE YOUR GAME IN A NEW SAVE SPOT before entering the elevator to face Fontaine. When you reach the top of the elevator, you'll see Fontaine strapped into a big glowing machine. Your job is to take all of his ADAM using the hypo the Little Sister gave you. This can only be done when he is strapped into the machine. In order to get him to strap into it, you must drain his health low enough for him to use it. This must be done four times total, so walk up to him and press "A" to use the hypo. He will bust out of the chair and begin the fight. In the first wave of attacks, Fontaine will use fire, so use your Electrobolt or Winter Blast to attack him. Use weapons (specifically the grenade and chemical launcher) and plasmids to attack him, but make sure you avoid his attacks. The most important part of this battle is keeping your health up. Avoiding his attacks while you attack him is what will win you the fight. Just attacking him and letting him attack you will surely kill you quickly. He pauses plenty of times in between attacks to give you a chance to counter attack him. Lower his health until he re-enters his machine, and quickly drain him. If you don't make it in time, he will leave the machine and begin the attack again. The second wave of attacks now involves splicers, security bots, and Fontaine using an ice attack. The best thing you can do is ignore the bots and splicers and just focus on Fontaine, since they will briefly stop coming when he goes into the machine. Use your Incinerate and Electrobolt Plasmids on him until he goes back to recharge again. Use the hypo, and he'l attack one last time. Use Incinerate! or Winter Blast for the final wave, ignoring the army of splicers and bots that attack. Getting involved in killing them will take your attention off Fontaine, and his attacks will eventually kill you if you don't pay attention. Lower his health to the last drop, and shove the hypo into him for the final blow. Watch the final cutscene as Fontaine falls. Depending on if you harvested or rescued the little sisters throughout the game, your ending will change. CONGRATUALTIONS! You've just beaten Bioshock! ------------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// /' `\ /' ._) (___ _-~ ` -XBOX 360 ACHIEVEMENT LIST- /' (_____, /////////////////////////////////////////////////////////////////////////////// ------------------------------------------------------------------------------- Here is a list of all the XBox 360 achievements, an explination of each achievement, and the gamer points associated with each achievement. RANDOM ACHIEVEMENTS (18) ___ 1. "Completed Welcome" (10G)-Successfully Complete The Welcome To Rapture Level. ___ 2. "Little Sister Savior" (100G)- Complete The Game Without Harvesting Any Little Sisters. ___ 3. "Dealth With Every Little Sister" (40G)- Either Harvest Or Rescue Every Little sister In The Game. ___ 4. "Tonic Collector" (50G)- Collect Or Invent all 53 Physical, Engineering, or Combat Tonics. ___ 5. "Historian" (50G)- Find Every Audio-Diary. ___ 6. 'Toaster In The Tub" (10G)- Shock An Enemy In The Water. ___ 7. "Lucky Winner" (10G)- Hit The Jackpot On A Slot Machine. ___ 8. 'Brass Balls" (100G)- Complete The Game On Hard Without Using A Vita-Chamber. ___ 9. "Seriously Good At This" (40G)- Complete The Game On The Hardest Difficulty Setting. ___ 10. "Restored The Forest" (15G)- Restore The Forest Of Arcadia By Using Landford's Lazarus Vector. ___ 11. "Became A Big Daddy" (30G)- Become A Big Daddy. ___ 12. "Completed Cohen's Masterpiece" (30G)- Complete Sander Cohen's Masterpiece. ___ 13. "Irony" (10G)- Take A Picture Of Sander Cohen's Corpse. ___ 14. "Found Cohen's Room" (10G)- Find And Enter Sander Cohen's Room. ___ 15. "Broke Fontaine's Mind Control" (30G)- Break Fontaine's Mind Control ___ 16. "Bought One Slot" (5G)- Purchase One Slot In Any Tonic Or Plasmid Track. ___ 17. "Maxed One Track" (20G)- Purchase Every Slot In Any Tonic Or Plasmid Track. ___ 8. "Maxed All Tracks" (50G)- Purchase Every Slot In Every Tonic And Plasmid Track. RESEARCH ACHIEVEMENTS (12) ___ 1. "Research A Splicer" (5G)- Take A Research Photo Of Any Splicer. ___ 2. "Quality Research Photo" (20G)- Take A Research Photo Of The Highest Quality. ___ 3. "Prolific Photographer" (5G)- Take A Research Photograph In Every Research Group ___ 4. "Research PhD" (20G)- Maxed Out All Possible Research. ___ 5. "Fully Researched Thug Splicer" (10G)- Fully Research The Thuggish Splicer. ___ 6. "Fully Researched Gun Splicer" (10G)- Fully Research The Leadhead Splicer. ___ 7. "Fully Researched Spider Splicer" (10G)- Fully Research The Spider Splicer. ___ 8. "Fully Researched Houdini Splicer" (10G)- Fully Research The Houdini Splicer. ___ 9. "Fully Researched Nitro Splicer" (10G)- Fully Research The Nitro Splicer. ___ 10. "Fully Researched Bouncer" (10G)- Fully Research The Bouncer. ___ 11. 'Fully Researched Rosie" (10G)- Fully Research The Rosie. ___ 12. "Fully Researched Little Sister" (10G)- Fully Research The Little Sister. INVENTING ACHIEVEMENTS (3) ___ 1. "Basic Inventor" (5G)- Successfully Invent One Item. ___ 2. "Avid inventor" (10G)- Successfully Invent 100 Items. ___ 3. "Ammo Inventor" (25G)- Invent All Possible Ammo Types. HACKING ACHIEVEMENTS (7) ___ 1. "One Successful Hack" (5G)- Successfully Complete One Hack. ___ 2. 'Hacked A Vending Machine" (10G)- Successfully Hack A Vending Machine. ___ 3. 'Hacked A Safe" (10G)- Successfully Hack A Safe. ___ 4. "Hacked A Security Camera" (10G)- Successfully Hack A Security Camera. ___ 5. "Hacked A Security Bot" (10G)- Successfully Hack A Security Bot. ___ 6. "Hacked A Turrett" (10G)- Successfully Hack A Turrett. ___ 7. "Skilled Hacker" (40G)- Successfully Complete 50 Hacks. UPGRADING ACHIEVEMENTS (7) ___ 1. "Upgrade A Weapon" (5G)- Upgrade One Weapon. ___ 2. "One Fully Upgraded Weapon" (5G)- Fully Upgrade Any One Weapon. ___ 3. "Two Fully Upgraded Weapons" (5G)- Fully Upgrade Any Two Weapons. ___ 4. "Three Fully Upgraded Weapons" (10G)- Fully Upgrade Any Three Weapons. ___ 5. "Four Fully Upgraded Weapons" (10G)- Fully Upgrade Any Four Weapons. ___ 6. "Five Fully Upgraded Weapons" (10G)- Fully Upgrade Any Five Weapons. ___ 7. 'Weapon Specialist" (20G)- Fully Upgrade All Weapons. DEFEATED ACHIEVEMENTS (4) ___ 1. "Defeated Dr. Steinman" (10G)- Defeat Dr. Steinman. ___ 2. 'Defeated Peach Wilkins" (10G)- Defeat Peach Wilkins. ___ 3. "Defeated Andrew Ryan" (30G)- Defeat Andrew Ryan. ___ 4. 'Defeated Atlas" (100G)- Defeat Atlas. ------------------------------------------------------------------------------ ////////////////////////////////////////////////////////////////////////////// _ /' `\ /' ._) ,/' /`---, -LISTS- /' (,/' ////////////////////////////////////////////////////////////////////////////// ------------------------------------------------------------------------------ [--------------------------------] [--------1.PLASMID LIST.1--------] [--------------------------------] Here is a list of all the Plasmids for the entire game, including their location and purchase ADAM price. 1. Electrobolt- Welcome To Rapture Electrobolt 2- Arcadia (Purchase-120 ADAM) Electrobolt 3- Hephaestus (Purchase-150 ADAM) 2. Incinerate!- Medical Pavillion Incinerate! 2- Fort Frolic (Purchase-100 ADAM) Incinerate! 3- Olympus Heights (Purchase-150 ADAM) 3. Telekinesis- Medical Pavillion 4. Enrage!- Medical Pavillion (Purchase-80 ADAM) 5. Hypnotize Big Daddy- Reward From Tenenbaum For Rescuing 3 Little Sisters. Hypnotize Big Daddy 2- Reward From Tenenbaum For Rescuing 9 Little Sisters. 6. Target Dummy- Neptune's Bounty (Purchase-60 ADAM) 7. Winter Blast- Neptune's Bounty (Purchase-60 ADAM) Winter Blast 2- Fort Frolic (Purchase-100 ADAM) Winter BLast 3- Olympus Heights (Purchase-150 ADAM) 8. Security Bullseye- Neptune's Bounty 9. Cyclone Trap- Arcadia (Purchase-60 ADAM) Cyclone Trap 2- Hephaestus (Purchase-80 ADAM) 10. Insect Swarm- Farmer's Market (Purchase-60 ADAM) Insect Swarm 2- Fort Frolic (Purchase-80 ADAM) Insect Swarm 3- Olympus Heights (Purchase-120 ADAM) Extra Plasmids (2): The following Plasmids can only be obtained by downloading the XBox 260 patch, which was released on December 4, 2007. 1. Sonic Boom-Neptune's Bounty (Purchase-90 ADAM) 2. Sonic Boom 2- Fort Frolic (Purchase-120 ADAM) [-----------------------------------] [--------2.GENE TONIC LIST.2--------] [-----------------------------------] Here is a list of all 53 Gene Tonics for the entire game, including their location and an explination for each, in alphabetical order by category. Any tonics released on XBox Live or in a patch will be listed at the end of this list, and updated in the future as they are released. Engineering Tonics (16): ___ 1. Alarm Expert (Fort Frolic)- 2 fewer alarm tiles when hacking. ___ 2. Alarm Expert 2 (Point Prometheus)- 4 fewer alarm tiles when hacking. ___ 3. Clever Inventor (Olympus Heights)- Inventing items requires 1 fewer item, to a minimum of 1. ___ 4. Focused Hacker (Neptune's Bounty)- 2 fewer overload tiles when hacking. ___ 5. Focused Hacker 2 (Apollo Square)- 4 fewer overload tiles when hacking. ___ 6. Hacking Expert (Arcadia)- 1 fewer alarm tile and 1 fewer overload tile when hacking. ___ 7. Hacking Expert 2 (Purchase from Fort Frolic on)- 2 fewer alarm tiles and 2 fewer overload tiles when hacking. ___ 8. Prolific Inventor (Reward for rescuing 18 Little Sisters)- Doubles the amount of items recieved from a U-Invent. ___ 9. Safecracker (Reward for rescuing 6 Little Sisters)- Reduces difficulty when hacking safes. ___ 10. Safecracker 2 (Point Prometheus)- Greatly reduces difficulty when hacking safes. ___ 11. Security Expert (Medical Pavillion)- Reduces difficulty when hacking security system elements. ___ 12. Security Expert 2 (Research Level 2 reward for Security Bots)- Greatly reduces difficulty when hacking security system elements. ___ 13. Shorten Alarms (Neptune's Bounty)- Reduces the length of security alarms by 20 seconds ___ 14. Shorten Alarms 2 (Hephaestus)- Greatly reduces the length of security alarms by 40 seconds ___ 15. Speedy Hacker (Medical Pavillion)- Reduces the flow speed when hacking by 1.5 seconds per tile. ___ 16. Speedy Hacker 2 (Purchase from Olympus Heights on)- Greatly reduces the flow speed when hacking by 3 seconds per tile. ------------------------------------------------------------------------------ Combat Tonics (18): ___ 1. Armored Shell (Purchase from Medical Pavillion on)- Decreases physical damage by 15%. ___ 2. Armored Shell 2 (Reward for rescuing 15 Little Sisters)- Decreases physical damage by 25%. *NOTE* This tonic does not appear sometimes due to a glitch in the game, even if you rescue all the Little Sisters. If you didn't recieve it, you fell victim to the annoying tonic glitch. ___ 3. Damage Research (Hephaestus)- Increase research damage bonus by 30%. ___ 4. Damage Research 2 (Point Prometheus)- Increase research damage bonus by 60%. ___ 5. Electric Flesh (Fort Frolic)- Increases electrical damage dealt by and decreases electrical damage recieved by 75% ___ 6. Electric Flesh 2 (Olympus Heights)- Increases electrical damage dealth by 60% and decreases electrical damage recieved by 100%. ___ 7. Frozen Field (Fort Frolic)- Decreases cold damage recieved by 15%. ___ 8. Frozen Field 2 (Hephaestus)- Decreases cold damage recieved by 30%. ___ 9. Human Inferno (Purchase from Arcadia on)- Increases fire damage dealth by 30% and decreases fire damage recieved by 20%. ___ 10. Human Inferno 2 (Purchase from Point Prometheus on)- Increases fire damage dealt by 50% and decreases fire damage recieved by 40%. ___ 11. Photographer's Eye (Farmer's Market)- Increases all research scores 10% ___ 12. Photographer's Eye 2 (Research Level 2 reward for Rosies)- Increases all research scores by 15%. ___ 13. Static Discharge (Medical Pavillion)- Emits an electrical burst when attacked, causing 30 points in electrical damage. ___ 14. Static Discharge 2 (Research Level 4 reward for Leadhead Splicers)- Emits an electrical burst when attacked, causing 50 points in electrical damage. ___ 15. Wrench Jockey (Medical Pavillion)- Increases wrench damage by 350%. ___ 16. Wrench Jockey 2 (Level 2 research reward for Bouncers)- Increases wrench damage by 550%. ___ 17. Wrench Lurker (Neptune's Bounty)- Increases wrench damage by 150%, but only to shocked or unaware enemies. ___ 18. Wrench Lurker 2 (Olympus Heights)- Increases wrench damage by 200%, but only to shocked or unaware enemies. ------------------------------------------------------------------------------ Physical Tonics (19): ___ 1. Bloodlust (Invent from Fort Frolic on)- Recieve a small amount of EVE and health when attacking with the wrench. ___ 2. Booze Hound (Invent from Fort Profil on)- Drinking alcohol gives you a small amount of EVE. ___ 3. EVE Link (Purchase from Medical Pavillon on)- First-Aid Kits also give you a small amount of EVE. ___ 4. EVE Link 2 (Farmer's Market)- First-Aid Kits also give you a large amount of EVE. ___ 5. Extra Nutrition (Purchase from Neptune's Bounty on)- Recieve a little extra health from snacks and bandages. ___ 6. Extra Nutrition 2 (Fort Frolic)- Recieve extra health from snacks and bandages. ___ 7. Extra Nutrition 3 (Research Level 4 reward for Spider Splicers)- Recieve double health from snacks and bandages. ___ 8. Hacker's Delight (Medical Pavillion)- Hacking something gives you a little extra health and EVE. ___ 9. Hacker's Delight 2 (Invent from Fort Frolic on)- Hacking something gives you extra health and EVE. ___ 10. Hacker's Delight 3 (Point Prometheus)- Hacking something gives you even more extra health and EVE. ___ 11. Medical Expert (Neptune's Bounty)- First-Aid Kits give you 20% more health. ___ 12. Medical Expert 2 (Fort Frolic)- First-Aid Kits give you 40% more health. ___ 13. Medical Expert 3 (Apollo Square)- First-Aid Kits give you 60% more health. ___ 14. Natural Camoflague (Research Level 2 reward for Houdini Splicers)- You become invisible while standing still. ___ 15. Scrounger (Research Level 2 reward for Leadhead Splicers)- When searching containers and corpses, you can search them again for extra items. ___ 16. Security Evasion (Arcadia)- Security cameras and turretts take 2 seconds longer to see you. ___ 17. Security Evasion 2 (Hephaestus)- Security cameras and turretts take 4 seconds longer to see you. ___ 18. Sportboost (Research Level 2 reward for Thuggish Splicers)- Wrench speed increased by 25% and physical speed increased by 10%. ___ 19. Sportboost 2 (Research Level 4 reward for Thuggish Splicers)- Wrench speed increased by 50% and physical speed increased by 20%. ------------------------------------------------------------------------------ Extra Tonics (5): The following tonics can only be obtained by downloading the update from XBox live, which was released on December 4, 2007. EVE Saver (Purchase from Medical Pavillion on)- Decreases EVE consumption by Plasmids 15%. Machine Buster (Purchase from Medical Pavillion on)- Increases damage you deal to bots, turretts, and cameras. Machine Buster 2 9Purchase from Medical Pavillion on)- Greatly increases damage you deal to bots, turretts, and cameras. Vending Expert (Purchase from Medical Pavillion on)- Decreases vending machine costs by 10%. Vending Expert 2 (Purchase from Medical Pavillion on)- Decreases vending machine costs by 20%. [------------------------------------] [--------3.AUDIO-DIARY LIST.3--------] [------------------------------------] Here is a list of all 122 audio-diaries found in the game, categorized by the level they are found in, their author, and the order they were found in (according to my guide). Welcome To Rapture (2): ___ 1. New Year's Eve Alone (Diane McClintock) ___ 2. Hole in the Bathroom Wall (Steve Barker) ------------------------------------------------ Medical Pavillion (17): ___ 1. Released Today (Diane McClintock) ___ 2. Adam's Changes (Steinman) ___ 3. Higher Standards (Steinman) ___ 4. Parasite Expectations (Andrew Ryan) ___ 5. Limits of Imagination (Steinman) ___ 6. Love for Science (Tenenbaum) ___ 7. Vandalism (Andrew Ryan) ___ 8. Surgery's Picasso (Steinman) ___ 9. Freezing Pipes (McDonagh) ___ 10. Useless Experiments (Tenenbaum) ___ 11. Testing Telekinesis (Suchong) ___ 12. Plasmids are the Paint (Suchong) ___ 13. Enrage Trial (Suchong) ___ 14. Symmetry (Steinman) ___ 15. Aphrodite Waking (Steinman) ___ 16. Not What She Wanted (Steinman) ___ 17. Gatherer's Vulnerability (Steinman) ------------------------------------------------ Neptune's Bounty (19): ___ 1. Bathysphere Keys (Sullivan) ___ 2. Timmy H. Interrogation (Sullivan) ___ 3. Fontaine Must Go (Andrew Ryan) ___ 4. Finding the Sea Slug (Tenenbaum) ___ 5. Picked Up Timmy H (Sullivan) ___ 6. Masha Come Home (Marista Lutz) ___ 7. Watch Fontaine (Andrew Ryan) ___ 8. Have My Badge (Sullivan) ___ 9. Adam Discovery (Tenenbaum) ___ 10. Eden Leaking (McDonagh) ___ 11. Fontaine's Smugglers (Tenenbaum) ___ 12. Death Penalty in Rapture (Andrew Ryan) ___ 13. Meeting Ryan (McDonagh) ___ 14. Rapture Changing (McDonagh) ___ 15. Smuggling Ring (Sullivan) ___ 16. Working Late Again (Andrew Ryan) ___ 17. Saw Masha Today (Marista Lutz) ___ 18. Arresting Fontaine (McDonagh) ___ 19. Putting the Screws On (Peach Wilkins) ------------------------------------------------ Smuggler's Hideout (3): ___ 1. Meeting With Fontaine (Peach Wilkins) ___ 2. Kraut Scientist (Frank Fontaine) ___ 3. Offered a Deal (Peach Wilkins) ------------------------------------------------ Arcadia (16): ___ 1. Seeing Ghosts (McDonagh) ___ 2. Big Night Out (Dieter Sonnekalb) ___ 3. Mass Producting Adam (Tenenbaum) ___ 4. Arcadia Closed (Langford) ___ 5. The Market is Patient (Andrew Ryan) ___ 6. Early Tests Promising (Langford) ___ 7. Offer a Better Product (Andrew Ryan) ___ 8. Heroes and Criminals (Diane McClintock) ___ 9. Shouldn't Have Come (Mariska Lutz) ___ 10. The Saturnine (Langford) ___ 11. What Won't They Steal (Langford) ___ 12. Teaching an Old Hound (Langford) ___ 13. Lazarus Vector (Langford) ___ 14. Lazarus Vector Formula (Langford) ___ 15. Arcadia and Oxygen (Langford) ___ 16. Maternal Instinct (Tenenbaum) ------------------------------------------------ Farmer's Market (8) ___ 1. Bee Enzyme (Tasha Denu) ___ 2. Pulling Together (Andrew Ryan) ___ 3. First Encounter (Andrew Ryan) ___ 4. Hatred (Tenenbaum) ___ 5. Desperate Times (Andrew Ryan) ___ 6. Water in Wine (Pierre Gobbi) ___ 7. Functional Children (Tenenbaum) ___ 8. Adam Explained (Tenenbaum) ------------------------------------------------ Return To Arcadia (1) ___ 1. The Great Chain (Andrew Ryan) ------------------------------------------------ Fort Frolic (15) ___ 1. Come to the Record Store (Cobb) ___ 2. The Wild Bunny (Sander Cohen) ___ 3. Artist's Feud (Sullivan) ___ 4. Fancy Cigarettes (Albert Milonakis) ___ 5. Stood Up Again (Diane McClintock) ___ 6. The Doubters (Sander Cohen) ___ 7. Musical Insult (Sander Cohen) ___ 8. The Iceman Cometh (Martin Finnegan) ___ 9. Fontaine's Army (McDonagh) ___ 10. Guns Blazing (McDonagh) ___ 11. Pregnancy (Jasmine Jolene) ___ 12. It's All Grift (Hector Rodriguez) ___ 13. Bumb Culpepper? (Sullivan) ___ 14. Ryan's Stableboy (Anna Culpepper) ___ 15. Requiem for Andrew Ryan (Sander Cohen) ------------------------------------------------ Hephaestus (17) ___ 1. Ryan Takes F Futuristics (McDonagh) ___ 2. Scoping the Gate (Kyburz) ___ 3. Stopping Ryan (McDonagh) ___ 4. Going to Heat Loss (Anya Andersdotter) ___ 5. A Man or a Parasite (Andrew Ryan) ___ 6. Fontaine's Legacy (McDonagh) ___ 7. Running Short on R-34s (Pablo Navarro) ___ 8. Impossible Anywhere Else (Andrew Ryan) ___ 9. Assassin (Anya Andersdotter) ___ 10. Kyburz Door Code (Pablo Navarro) ___ 11. Getting a Break (Pablo Navarro) ___ 12. Genetic Arms Race (McDonagh) ___ 13. Market Maintenance Code (Pablo Navarro) ___ 14. Device Almost Finished (Kyburz) ___ 15. The Dream (Kyburz) ___ 16. Assembling the Bomb (Kyburz) ___ 17. Great Chain Moves Slowly (Andrew Ryan) ------------------------------------------------ Rapture Center Control (3) ___ 1. The Vita Chamber (Suchong) ___ 2. Mind Control Test (Suchong) ___ 3. Baby Status (Suchong) ------------------------------------------------ Olympus Heights (6) ___ 1. Mozart of Genetics (Suchong) ___ 2. Artist Woman (Sullivan) ___ 3. Fontaine's Homan Jukebox (Suchong) ___ 4. Mind Control Antidote (Suchong) ___ 5. Fontaine's Breakup (Paparazzi) ___ 6. Sad Saps (Frank Fontaine) ------------------------------------------------ Apollo Square (6) ___ 1. What's Happening Here? (Diane McClintock) ___ 2. Atlas Lives (Diane McClintock) ___ 3. Protection Bond (Suchong) ___ 4. Meeting Atlas (Diane McClintock) ___ 5. The Longest Con (Frank Fontaine) ___ 6. Today's Raid (Diane McClintock) ------------------------------------------------ Point Prometheus (9) ___ 1. Changing Employers (Suchong) ___ 2. Why Just Girls? (Tenenbaum) ___ 3. Missing Boots (Suchong) ___ 4. Protector Smell (Suchong) ___ 5. Mistakes (Andrew Ryan) ___ 6. Protecting Little Ones (Suchong) ___ 7. Cheap Son of a Bitch (Suchong) ___ 8. Marketing Gold (Andrew Ryan) ___ 9. Extra Munitions (Suchong) ------------------------------------------------ [----------------------------------------] [--------4.RESEARCH LEVELS LIST.4--------] [----------------------------------------] Here is a list of research levels and their rewards for each enemy and security system. Thuggish Splicer Research Level 1: Increased Damage Research Level 2: Gene Tonic (SportBoost) Research Level 3: Increased Damage Research Level 4: Gene Tonic (SportBoost 2) Research Level 5: Increased Damage ------------------------------------------------------------------------------ Houdini Splicer Research Level 1: Increased Damage Research Level 2: Gene Tonic (Natural Camouflage) Research Level 3: Increased Damage Research Level 4: Easier to see Houdini Splicers re-appear Research Level 5: Increased Damage ------------------------------------------------------------------------------ Leadhead Splicer Research Level 1: Increased Damage Research Level 2: Gene Tonic (Scrounger) Research Level 3: Increased Damage Research Level 4: Gene Tonic (Static Discharge 2) Research Level 5: Increased Damage ------------------------------------------------------------------------------ Nitro Splicer Research Level 1: Increased Damage Research Level 2: 15% chance an enemy grenade will be a dud. Research Level 3: Increased Damage Research Level 4: 35% chance an enemy grenade will be a dud. Research Level 5: Increased Damage ------------------------------------------------------------------------------ Spider Splicer Research Level 1: Increased Damage Research Level 2: Spider Splicer Organs yield the same benefits as First-Aid Kits. Research Level 3: Increased Damage Research Level 4: Gene Tonic (Extra Nutrition 3) Research Level 5: Increased Damage ------------------------------------------------------------------------------ Security Bot Research Level 1: Increased Damage Research Level 2: Gene Tonic (Security Expert 2) Research Level 3: Increased Damage Research Level 4: Automatically hack security bots Research Level 5: Increased Damage ------------------------------------------------------------------------------ Security Camera Research Level 1: Increased Damage Research Level 2: Double film from destroyed cameras. Research Level 3: Increased Damage Research Level 4: Reduced flow speed while hacking any camera. Research Level 5: Increased Damage ------------------------------------------------------------------------------ Turret Research Level 1: Increased Damage Research Level 2: Twice as much machine gun ammo from destroyed turrets. Research Level 3: Increased Damage Research Level 4: Automatically hack turretts. Research Level 5: Increased Damage ------------------------------------------------------------------------------ Bouncer Research Level 1: Increased Damage Research Level 2: Gene Tonic (Wrench Jockey 2) Research Level 3: Increased Damage Research Level 4: 50% increase to wrench damage. Research Level 5: Increased Damage ------------------------------------------------------------------------------ Rosie Research Level 1: Increased Damage Research Level 2: Gene Tonic (Photographer's Eye 2) Research Level 3: Increased Damage Research Level 4: Rare inventing items found on Rosies. Research Level 5: Increased Damage ------------------------------------------------------------------------------ Little Sister Research Level 1: Increase to your maximum health and EVE. Research Level 2: Increase to your maximum health and EVE. Research Level 3: Increase to your maximum health and EVE. Research Level 4: Increase to your maximum health and EVE. Research Level 5: Increase to your maximum health and EVE. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ ////////////////////////////////////////////////////////////////////////////// _ /' `\ /' ) /' /' _ -FAQ- /' ' ) (_____,/' ////////////////////////////////////////////////////////////////////////////// ------------------------------------------------------------------------------ This section is dedicated to anyone who has e-mailed me a question, comment, addition, or deletion to my guide. Any feedback is accepted pertaining to the game, as long as you read the guide before e-mailing me. Please feel free to point any error or missing item in my guide as well. Thanks to DDYeom451 for this e-mail: "I just wanted to say that Armor-Piercing rounds are very effective against Big Daddies, whereas Anti-Personal rounds aren't. Also, Crossbows (Steel-Tipped), when fully upgraded, can bring down a Rosie/Bouncer in 2 hits, or 3 if fighting an Elite, but best used if you stun them, because Bouncers charge you". I fixed this error in the guide, because I accidentally switched the ammo uses. I did not change the Crossbow section, because my difficulty setting was set to "Hard" and, although two or three bolts can take down a Big Daddy on "Easy", it cannot on Hard. Regardless, this is still useful if you would like to play on Easy mode.