The Wrench equals all sorts of awesome...after you take the time to upgrade that ability.
If you really go all out with synergistic tonics, the wrench can be a really broken weapon. Near the end of the game we were using a couple tonics that boosted its total damage, replenished our life whenever we hit something, had a stacked chance of freezing the target, made us move and swing faster, muffled footsteps, and gave a huge damage bonus on an unaware target. Taken alone they each kind of suck, but all together it makes you a stealthy juggernaut. You can pretty much speed-run, Metal Gear-style, the whole game at that point, and nothing really takes more than a whack or two as you run past. Plus, you almost never have to heal. (We managed to stun-lock and kill a Big Daddy with just the wrench at one point. Not kidding. See the video below of someone capturing the moment to film).
Wrench versus Big Daddy
Another good combination is slotting a couple of the tonics that make you shoot electricity whenever you're hit, coupled with the ones that increase electrical damage. Tends to kill or at least stun everything nearby whenever anything so much as grazes you. However, we ended up dropping this combo because it ends up aggroing Big Daddies, even when you have them friendly.
You can find all sorts of fun stuff everywhere in the game, especially on dead bodies.
Scattered throughout every level of Rapture are crates, boxes, safes, etc. In each of them are items that will help you out in the game such as Ammo, EVE Hypos, etc. In short, never leave anything unturned and search. That includes bodies.
Probably obvious, but one of the rewards for saving Little Sisters is a plasmid to hypnotize a Big Daddy, which is swell, but is most useful for making one Big Daddy fight another. They'll be so caught up with each other that you can plink them with AP rounds to keep their health levels just about even, making it easy to get rid of the loser. Also, it's awesome to watch. (Picture the fight in a video overdubbed with Godzilla music).
If it's a machine, chances are you can (and should) hack it.
Hack the crap out of everything. Especially turrets, cameras, and bots. You can get through the game without firing a shot if you're obsessive about that. Especially easy if you have the chameleon tonic. If a camera happens to spot you, just stop in your tracks to go invisible until it forgets about you. Even if you mess that up and it triggers an alarm, if you go invisible the bots will ignore you until the timer runs out.
Finally, you can't die from hacking failures. It'll bottom out your life, but won't damage you more past that point, so don't bother healing if you're going to keep going at it. If you're already low or don't care about having to use up a hypo when you're done, it's fine to just keep making attempts.
You can take pictures of everyone in the game. Don't underestimate the camera, ever.
Film is cheap and it's an easy way to get quick bonuses - especially when you can shoot the same subject 3 or 4 times. Just be sure to snap a *good* first shot - preferably with a couple Splicers lunging towards you (action + multiple subject bonus) because after that first shot of any particular subject, you won't get anything higher than a B. And if you get multiple subjects with an action bonus, snap another photo quickly and it'll register the second subject, giving you another A. Docile Big Daddies and their Little Sister wards are really photogenic, too. Some splicer variants have tonic upgrades, listed below:
Leadhead Splicer: Scrounger, and Static Discharge 2 tonics
Houdini Splicer: Natural Camouflage tonic
Thuggish Splicer: SportBoost 1 and SportBoost 2 tonics
Spider Slicer: Extra Nutrition 3 tonic
Security Bot: Security Expert 2 tonic
Bouncer Big Daddy: Wrench Jockey 2
Rosie Big Daddy: Photographer's Eye 2 tonic
NOTE: The following strategy techniques come courtesy of Lead Level Designer Bill Gardner, and Lead Designer Paul Hellquist.
Leave No Barnacle Unturned
Rapture is littered with countless hidden treasures. It's vital to keep your eyes peeled. Search high and low for hidden cash, ammo and Tonics. You should also make certain to listen to as many Diaries as you can find. Not only do they contain fascinating glimpses into the citizens and history of Rapture, but they often contain valuable information like keycodes and the location of stashed loot.
The most potent ammo in the game can only be invented, including Trap Bolts, Electric Gel, and Explosive buck. My personal favorite is the Electric Gel, which not only deals massive damage, but electrocutes the target as well, locking them in place to be easily dispatched. The U-Invent can also get you additional autohack devices so you can quickly bypass the really difficult hacks on safes which always have lots of cash and ammo in them. Don't underestimate the less direct plasmids
This puppy has a lot more going for it than you might initially think. Remember that every impact the enemy has while flying through the air deals damage to him and the faster they are moving the more damage is dealt. With version 1 it is most effective in areas with low ceilings so that they take damage going up and coming down. Once you get version 2 be prepared to really nail people. Version 2 is powerful all the time, but in areas with high ceilings the falling damage is usually massive. If the impacts don't kill the guy, you should have time to shoot them while they are standing back up to finish them off. Remember that Big Daddies are too heavy to be affected, so use it on splicers only.
Believe it or not this is one of the most versatile and effective plasmids in the game. Drop one in front of a big daddy with a splicer nearby and you can usually get them fighting each other. While not as effective in this manner as Enrage! it can help in a pinch and costs less EVE than Enrage! Target Dummy can also be used as a scouting tool. Put one into a room you suspect might have enemies and see if the fireworks start. Not only splicers are fooled, security cameras will sound alarms against the dummy allowing you to pass with ease. Finally, it is also a last ditch "get out of jail free" card. When in trouble, drop the dummy and run like hell. This usually buys you enough time to heal up and lose any would-be followers who spend their time fighting the dummy.
The splicers and Big Daddies see and hear just like you do. When in trouble, it is possible to run away from an enemy and they will lose track of you if you are clever. Just be sure you are running into an area that you have already been so you are not surprised by more splicers. Enemies that have lost you will search the area for you for a short time. Be careful when you hear them looking for you because they're on alert and their senses are heightened. If you remain hidden long enough they will eventually lose interest and return to their normal routines.
Big Daddy Tips
Bouncer and Bouncer Elite Big Daddies
Keep your cool, and everything will be fine.
The Bouncer and the Bouncer Elites have similar attack styles. Their strength lies in their fast melee attack with either the giant spiral arm on the Bouncer, or the spike hands on the Bouncer Elites. The obvious advice is to, uh, avoid their melee attacks. And how do you do that? Well, that depends on how you like to play, how many photographs you have taken of the Daddies, and how creative you want to be.
Generally, when planning to face off against a Big Daddy, you'll have ample time to plan out your attack because they'll never attack you, unless provoked. Which means you can stock up on ammo, lay out the mines, and collect enough EVE for your plasmids. Below are some of our techniques against the Bouncers.
Just how powerful is the explosive buck from the shotgun? Very.
Mixing up the plasmid powers of Ice Blast, and Insect Swarm against the Bouncer Big Daddy.
The Exploding Mines
If you don't want to waste time dealing with the big daddies heres a tip to defeat them in 10 seconds flat. You must have the gernade launcher in order to do this. First plant approximately 3-4 mines near a big daddy (all right next to each other). Than if the big daddy is just a few feet away launch a gernade at him and it will kill him fast. The gernade will activate all the mines and damage the big daddy making him down for the count. Warning: do not plant the proximaty mines right in front of him. If you do the proximaty mine will go off and will ruin the whole thing. Plant the mines beside him for best results.
The Frozen Shotgun
If you're the aggressive type, the combo of ice blast with an upgraded shotgun can't be stopped, especially if you put some electric-buck as your ammo in the shotgun. The combo works like this: Fire off your electric-buckshot to start the fight, and since the electricity from the shot stuns the Daddy, it gives you a chance to start taking a few steps away. Once the stun wears off after a few seconds, switch to your ice blast plasmid attack and freeze him in place. While he's frozen, don't attack him. Instead, use this time to reload your shotgun, get up close and fire away again. Keep this up, and this fight should be over in less than twenty seconds.
The Flaming Mine
Remember how we just said that the Daddies won't attack you unless provoked? Well, use their passiveness to your advantage, laying out mines on the ground, and loading exploding buckshots. Anticipate where the charge attack will start, and instigate the battle with a ranged attack -- a simple shot from your revolver should suffice -- and plan the shot to allow the Daddy to run over the mines. By the time they get close to you after running through all of those mines, equip your shotgun and unload the full round of exploding buck on them to finish the job.
Man Verse Man
The only way you'll pull this one off: save the Little Sisters. You'll be granted the Hypnotize Big Daddy plasmid during your journey through Rapture, which helps to pit the Daddies against each other. Just hang out, wait for the victor with a sliver of life left, and throw bullets in their head. You win!
1:Find an explosive container. Check under your couch.
2:Stick a whole bunch of proximity grenades on it.
3:Chuck that blinking red mess of explosives at the nearest Big Daddy with Telekinesis.
4:In the event that this does not kill the BD instantly (i.e. you didn't use enough mines, or you're playing on Hard), finish it off with whatever ammo you have. Electric buck is always a fine choice, though any ammo other than anti-personnel will do.
This works on the rosies as well, but only do it before getting them angry or else they'll likely shoot the container before you can throw it, which will guarantee you a trip to the nearest Vita-Chamber.
Rosie Big Daddies
It's kinda touching...in a very, very creepy way.
The Rosie variant of the Big Daddy is equipped with ranged weapons and a weak melee attack. Although the melee attack is hardly used, it's still worth mentioning because you want to stay away from it. What you should do is to keep as much distance as you can between the melee attack and the Big Daddy -- preferably in cover away from their rivet guns and grenades.
Have a spot set for cover from the bullets of the rivet gun when staking out the battlefield against the Rosie Daddies. The grenades, although powerful, are easy to see, giving you a few seconds to avoid them. And if you have the telekinesis plasmid active, you could just catch them and throw them back in their face (see below). Just don't get hit by those rivets gun bullets, or you'll be re-spawning at the hyper chambers time and time again. The rivet gun bullets drain a significant amount of your life with each hit, so be sure you're stocked up on first aid kits before you go hunting.
The Ice Blast plasmid is great against the Rosie Big Daddies. Remember this.
Sometimes all your planning might backfire. In that case, you need to be quick and adjust your strategy to the situation.
The most powerful attack against the Rosie comes from their pockets. Those grenades deal a significant amount of damage, and if you use your telekinesis ability to catch and toss those grenades back in their face, you'll be two hits away from winning this battle. Of course, trying to avoid those rivet bullets altogether is different, and that's why you must find cover locations on the battlefield before you instigate the fight. Or if you feel like you're fleet footed, you could keep on moving to avoid fire. Remember: a moving target is harder to hit.
The Frozen Shotgun
Yes, the same strategy you used against the Bouncer's definitely applies here as well. The only difference is you're freezing them long enough for you to reload and find cover from their rivet gun and grenades. The combo of ice blast with an upgraded shotgun can't be stopped, especially if you put electric-buck as your ammo in the shotgun. The combo works like this: Fire off your electric-buckshot to start the fight, and since the electricity from the shot stuns the Daddy, it gives you a chance to start taking a few steps away. Once the stun wears off after a few seconds, switch to your ice blast plasmid attack and freeze him in place. While he's frozen, don't attack him. Instead, use this time to reload your shotgun, get up close and fire away again. Keep this up, and this fight should be over in less than twenty seconds.
This could be good against the Bouncer's as well, but it seems more effective against the Rosie Big Daddies, because it draws their fire and attention away from you. Find some security bots or turrets near the Daddies walking pattern (i.e. near one of the Little Sister holes), and hack them to your side. Instigate the fight, so the Rosie will see you as the aggressor and the turrets and/or security bots will come to your aide. The bots and turrets will draw the fire from the rivet gun and the grenades, allowing you to stand back and shoot the Rosie in the back until it's down.
Audio Diary Locations
Welcome to Rapture
1) New Year's Eve Alone audio diary, located on the table near the 1959 Happy New Year sign.
2) Hole in the Bathroom Wall audio diary, inside the woman's restroom.
(3) Released Today audio diary on top of the reception desk.
(4) Adam's Changes audio diary, located on the desk next to the typewriter.
(5) Higher Standards audio diary, on the wall next to the bloody gurney.
(6) Parasite Expectations audio diary on the table across from the sign labeled Surgery, near a turret.
(7) Love for Science audio diary under the "Plasmids by Ryan Industries" poster.
(8) Limit's of Imagination audio diary, by the broken kiosk, next to the wall with the words "Adam denies us any excuse for not being beautiful", written in blood.
(9) Vandalism audio diary on the chair next to the ammo vending machine, in the flooded room.
(10) Surgery's Picasso audio diary, under the painting labeled "In Loving Memory of Winston Hoffner".
(11) Freezing Pipes audio diary, stuck in the frozen ice at the lower level of the Medical Pavilion.
(12) Enrage Trial audio diary on the ground, next to the blood soaked gurney, by the puddle of water.
(13) Useless Experiments audio diary, on the ground next to the sign that says "dentistry".
(14) Plasmids are the Paint audio diary in the smoke filled room.
(15) Symmetry audio diary near body in wheelchair after destroying blocked doorway chasing Steinman.
(16) Testing Telekinesis audio diary located next to a corpse in a wheelchair, after you destroy the blockage with your telekinesis powers.
(17) Aphrodite Walking audio diary, inside the Surgical Savings room, next to the turret, on top of the dresser next to the bloody gurney.
(18) Not What She Wanted audio diary inside the corpse Dr. Steinman was operating on before you fought him.
(19) Gatherer Vulnerability audio diary is on the ground in front of the gatherer's garden vending machine.
(20) Bathysphere Keys audio diary under the western dock, next to the turret.
(21) Timmy H. Interrogation audio diary is downstairs below the entrance to the Fisheries, wade through the water up to the security panel, and enter the code 5380 or hack the panel. Inside, search the room and find the audio diary.
(22) Fontaine Must Go audio diary, can be found when you drop through the open grate in the floor, when you're heading towards the upper wharf, wade through the small sewer tunnel, and pick up the audio diary located at the end of this area, half submerged.
(23) Finding the Sea Slug audio diary is on the table, next to the box labeled Lotz and Sons.
(24) Masha Come Home audio diary is next to the little sister portal with water running in front of it.
(25) We Picked up Timmy H. audio diary, is found if you search the corpse of the body near the audio diary Masha Come Home.
(26) Watch Fontaine audio diary is to the left of the vending machine, in the wharf master area.
(27) Have My Badge audio diary; find the air vent passageway, next to the radiator. Crawl through it, avoid the security camera and pick up the diary.
(28) Adam Discovery audio diary is in the crate, found after you drop down from the Wharfmasters office.
(29) Eden Leaking audio diary is next to the two pipes after you enter the doorway to the Fighting McDonagh's.
(30) Fontaine's Smugglers audio diary is on the park bench under the security camera, in the water tubes, connecting the Fighting McDonagh's and Jet Postal.
(31) Death Penalty audio diary can be found on the table next to the vending machine inside Jet Postal.
(32) Smuggling Ring audio diary is on the small table in the middle of the Fighting McDonagh's bar,
(33) Working Late Again audio diary is on a small table near the windows of the same bar.
(Not in SuperGuide) Rapture Changing audio diary is in the basement of the Fighting McDonagh, on the desk inside the large office.
(34) The Arresting Fontaine audio diary is upstairs of the bar. Find a locked door with an electronic control switch. Use your electo bolt attack on the switch to open the door and to pick up the audio diary.
(35) Saw Masha Today audio diary is upstairs in the bar as well. Find the security panel, enter this code 7533 to gain access. Find the diary on the bed next to the corpses.
(36) Meeting Ryan audio diary is partially submerged, in the small sewer exiting from the basement of the bar.
(37) Turning the Screws audio diary is on the table inside the small freezer room to the left of the weapon upgrade station, next to the safe.
(38) Meeting Fontaine audio diary is next to the turret by the boxes early on in this level.
(39) Kraut Scientist audio diary is behind the locked gate, near the two oxygen tanks, on your way to the sub.
(40) Offered a Deal audio diary is to your left, just after you enter the doorway to Arcadia.
(41) Seeing Ghosts audio diary is by the rock and tipped chairs, to your left when you first enter Arcadia.
(Not in SuperGuide) Mass Producing Adam audio diary is in the Tea Garden, near the chairs on the ground.
(Not in SuperGuide) Big Night Out audio diary is also in the Tea Garden, on the desk near the Gene Bank, at the top of the stairs.
(42) Arcadia Closed audio diary on the gardeners table, after you encounter two houdini splicers, next to the gene bank.
(43) Shouldn't Have Come audio diary on the rocks, next to the Rolling Hills neon sign.
(44) The Saturnine audio diary on the floor of the small cave when the houdini splicer burns open the entrance.
(45) The Market is Patient audio diary is on the park bench, underneath the waterfall grotto sign.
(46) Early Tests Promising audio diary is located right in front of the rose bush in waterfall grotto.
(47) Offer a Better Product audio diary is located next to the corpse, across from the rose bush in waterfall grotto, near the turret.
(48) Heroes and Criminals audio diary is located behind the electronically sealed door, which you need to electro bolt to open. You'll find the diary on the floor in this small room.
(49) What Won't they Steal audio diary is located on the ground, near the desk when you enter Langford Labs.
(50) Teaching and Old Hound audio diary is found inside Langford labs, on one of the lab tables themselves.
(51) The Lazarus Vector Formula audio diary can be found in the safe in Langford's office, if you enter the code 9457.
(52) The Lazarus Vector audio diary can be found on Langford's body if you search it.
(53) Arcadia and Oxygen audio diary can be found lying against bags of fertilizer in front of the tree farm doorway.
(54) The Maternal Extinct audio diary is at the top of the steps of the ticket windows, near the neon Farmer's Market sign.
(62) The Great Chain audio diary is on the desk, which will be to your right as soon as you enter the metro station in Arcadia.
(55) The Bee Enzyme audio diary is next to the corpse, near the pneumo tube.
(56) Pulling Together audio diary on the table under the circular Finest Cuts neon sign.
(Not in SuperGuide) Water in Wine audio diary, near the large winery sign upstairs.
(57) The First Encounter audio diary can be found in front of the body of a Big Daddy, in the employee's only section of the farmer's market.
(58) Hatred audio diary can be found in the same room on top of the table, in the flooded section.
(59) Desperate Times audio diary is hidden behind the sliding wooden door, in the quality cheese booth.
(60) Functional Children audio diary on the table inside the winery.
(61) The Adam Explained audio diary is on the counter in the bee keeper room.
(63) The Doubters audio diary is in Cohen's Collection room, next to the family incased in plaster.
(64) The Musical Insult audio diary is next to the acoustic guitar, near Cohen's dressing room.
(65) Come to the Record Store audio diary is in the southern mall, in front of the fireplace.
(66) The Wild Bunny audio diary is in the back room of the Sophia salon.
(67) The Iceman Cometh audio diary is lodged in ice on the left wall when you enter the ice tunnel.
(Not in SuperGuide) The Stood Up Again audio diary is located in the upper area of the Atrium, near the entrance to Fleet Hall.
(68) Ryan's Stableboy audio diary is behind the counter, to the left of the entrance of Rapture Records.
(69) Fontaine's Army audio diary is in the milk crate, next to the tipped over jukebox in the Sir-Prize casino.
(70) The Artists' Feus audio diary is on top of the counter, next to the cash register, in the cocktail lounge.
(71) Guns Blazing audio diary is on the table inside Robertson's Tobaccoria.
(72) The Pregnancy audio diary that's under the bed, inside Eve's XXX.
(73) Its All Grift audio diary that is on top of the bar inside Eve's XXX.
(74) The Bump Culpepper? audio diary is on top of the pool table, on the second floor of the Pharaoh's Fortune Casino.
(75) The Fancy Cigarettes audio diary is on the ground, next to the corpse, adjacent to the weapon upgrade station.
(76) Requiem for Andrew Ryan audio diary is in Cohen's Dressing room. Available after you complete his quest.
(Not In Superguide) Ryan Takes F Futuristics audio diary in a crate near a vending machine.
(78) Scoping the Gate audio diary, next to the vita-chamber and vending machine.
(79) Stopping Ryan audio diary is on one of the bodies, pinned to the pillars.
(80) Going to Heat Loss audio diary is on one of the bodies, pinned to the pillars.
(81) Man or a Parasite audio diary on the desk in Hephaestus' core.
(82) Fontaine's Legacy audio diary is inside the core room, next to the vita-chamber, is the Fontaine's Legacy audio diary.
(83) The Assassin audio diary is located next to the Gatherer's Garden in the core.
(84) Kyburz Door Code audio diary near the pile of coffee, the quarter-can of ionic gel, and a lockbox on the ground in the back corner of the heat loss monitoring area.
(85) Getting a Break audio diary, is one of your objectives to collect.
(86) Genetic Arms Race audio diary, on the desk in the pool of water next to the electrocuted man.
(87) Device Almost Finished audio diary is on the desk, inside the small room at the bottom of the staircase, in the workshops.
(88) Assembling the Bomb audio diary on the desk in EMP bomb room, next to the Damage Research tonic.
(89) The Dream audio diary from the corpse by the desk with the chemical thrower on top of it, near Kyburz's office.
(90) Running Short on R-34's audio diary on the desk in front of the entrance to the workshops, under the security camera.
(91) Impossible Anywhere Else audio diary next to the vending machine in the lower level of the core.
(92) Great Chain Moves Slowly audio diary on the desk inside Kybyrz's office.
(93) On your way back to Kyburz's office, there is an audio diary below the staircase (under the sign, "Office of Supervisor Kyburz"). To get there, find the crawlspace door located to the left of Kyburz's office door, next to the large air condition unit looking thing. Open the door, crawl through and pick up the audio diary Market Maintenance Code (the code, 0512, gives you access to the maintenance hatch in Farmer's Market, where you can pick up a bunch of supplies).
Rapture Central Control
(94) Vita Chamber audio diary on the desk, to the left of your entrance in this area.
(95) Pick up the Baby Status audio diary on the table, in front of the Suchong and Tennenbaum photographs.
(96) Mind Control Test audio diary in front of the Suchong and Tennenbaum photographs.
(97) Mozart of Genetics audio diary is on the bar table, near Apollo Square.
(98) Fontaine's Breakup audio diary is on the second level of Mercury Suites, on top of a crate next to a camera tripod.
(99) Mind Control Antidote audio diary on the desk in the flooded part of Suchong's suite.
(100) Fontaine's Human Jukebox audio diary is behind the two tables that are tipped over on their side, in the lower left suite (see map) of Mercury Suites.
(101) The Artist Woman audio diary is inside the home of Anna Culpepper, next to the pack of cigarettes, in the room with the caved-in ceiling.
(102) Sad Saps audio diary on the coffee table in Fontaine's home.
(103) What's Happening Here? audio diary is on the ground, near the left wall, when you step out of the bathysphere.
(Not in SuperGuide) The Atlas Lives audio diary is in Apollo Square, close to the Gatherer's Garden.
(104) Meeting Atlas audio diary is inside the little shack to your right, on top of the suitcase, when you step into Fontaine's Home for the Poor.
(105) Today's Raid diary is inside Atlas' Headquarters, on the third floor of Fontaine's Home for the Poor, on the bloody body on the mattress.
(106) The Longest Con audio diary on the desk, next to where you picked up the previous audio diary.
(107) Protection Bond audio diary on the medical table with the impaled body, inside the Clinic of Dr. Yi Suchong.
(108) Why Just Girls? audio diary on the desk near the final pheromone sample.
(Not in SuperGuide) The Extra Munitions audio diary is inside the Plasmid Prototyping room. It's on the ground, near the turret.
(Not in SuperGuide) The Marketing Gold audio diary is located in the Test Subject Storage area. It's on top of a large machine, near the water.
(109) The Cheap Son of a Bitch audio diary is on the table in the body suit heat testing area.
(110) The Mistakes audio diary is next to the U-Invent machine in the suit assembly upper floor.
(111) Protector Smell audio diary on the upper floor, on top of the monitoring machines.
(112) Protecting Little Ones audio diary is on top of a file cabinet in the hallway.
(113) Missing Boots, to find out where you need to go next: the Library.
(114) Changing Employer's audio diary is behind the frozen door -- defrost it with incinerate! -- near the entrance to Optimized Eugenics.
1: Welcome to Rapture
Swim forward towards the sinking tail section of the airplane. Walls of flames will guide you towards the lighthouse. Walk up the steps of the lighthouse into the small chamber, then down the stairs to activate the lift switch, entering the city of Rapture courtesy of the bathysphere.
Pick up the short wave radio, on which Atlas tells you to step out of the bathysphere. Notice the Vita-Chamber to your right -- look for these later in the game since these will "respawn" your location in Rapture. Proceed up the stairs, waiting for Atlas to control a security-bot, and fight off the splicer.
Jump over the rubble, pick up the wrench and use it to destroy the broken down wall area. Avoid the flaming couch tossed down the stairs, and then kill the thuggish splicer. Walk up the stairs above the Rapture metro sign, up to the plasmid vending machine, and pick up the electro bolt plasmid.
Your first upgrade. Your parents would be proud.
After the short cut-scene, open the broken-door switch by using the electro bolt attack. Now walk into the water tube. The tail section from your plane breaks into it. Simply walk into the small section of the passenger compartment and continue down the tube into the next area. Collect the Eve hypo from the corpse near the window, search the corpse to pick up a first-aid kit, then attack the thuggish splicer near the stairs by using a one-two combo of the electro bolt. While the splicer is stunned, knock its head with the wrench.
Pick up the revolver and get ready for a fight.
Explore the rest of this small room, collecting another Eve hypo next to the bottle of merlot, eating the potato chips lying around. Walk towards the door marked Airlock Active, and attack the splicer. Proceed up the stairs, fight another splicer, walk into the sliding doors, and step into the elevator lift. Walk into the hallway where you see the shadow of the baby carriage. Kill the splicer and pick up the revolver. Go into the Kashmir restaurant.
Warning: If you step through the broken wall area inside the restroom, you will miss out on a lot of items and an audio diary, because the wall will close up behind you.
Walk towards the table covered by a Happy New Year banner, and pick up the first aid kit on the chair. Also, pick up the money and another first aid kit in the phone booth outside the bathroom stall. Now, walk down the stairs and kill the splicer banging on the door. Then, kill the leadhead splicer jumping out of the kitchen. Explore the kitchen and collect money from the countertops and cash register in front of the corpse near the freezer.
Exit from the kitchen, take Atlas' advice, and electro bolt the spilcers in the water (saving you some ammo in the process). Pick up the (1) New Year's Eve Alone audio diary and money on the table. Now go upstairs into the woman's restroom to pick up the(2) Hole in the Bathroom Wall audio diary. Attack splicer jumping from the bathroom stall and then walk through the large hole in the wall in the men's restroom for the Footlight Theater. Walk along the light rafters to the other side of the room and then walk down the stairs. After the short cut-scene with the Big Daddy, search the body of the Daddy's victim and break the lock on the gate.
Chains can't keep you down.
In the hallway, fight the leadhead and thuggish splicers, then walk down the staircase and shock the two splicers in the water. Search the body of the Big Daddy to collect 48 dollars and drop down to the ground floor. Now, prepare for a bunch of splicers.
When the splicers hit the water, shock them.
Go into the corner by the left of the entrance to enter Neptune (stay away from the entrance or you'll be attacked by security bot with a flamethrower), and wait for the splicers to jump down into the water pool. From your location, just keep using your electro shock attack once they hit the water. Keep that up until the doorway to Medical opens up. Collect all of the ammo, money, and first aid supplies from the corpses, and then proceed into the Medical doorway. Walk down the hall into the small room. During the cut-scene, wait until Atlas opens the escape door for you, then go through it to end the opening level.
2: Medical Pavilion
Walk through the hatch into the pavilion's foyer. Use the vending machine to stock up on first aid kits (you can pick up money and ammo near the busted cash register behind the reception desk), and Eve Hypo's since they're harder to find than ammo for the first part of this section. (3) Pick up the audio diary Released Today on top of the reception desk. Now, hack the security bot stuck in the doorway. It will help you out a lot in a few minutes. (For the PC game this vending machine is the only one with electric buck.)
Walk through the doorway where the security bot was and kill the splicers. Since you have the security bot now, a good combo is to stun the splicer with your electro bolt attack, and let the bot kill it. (4) Pick up the audio diary Adam's Changes on the desk with the typewriter. Go up the staircase and activate the emergency access control, which will open the emergency doorway behind you. Kill the splicer at the end of the hallway, flip the electrical override switch and pick up the machine gun.
Bottleneck the A.I. in the hallway for the easy kill.
Quickly run back into the hallway to the very end, then crouch and wait for the splicers to come to you. Kill then as they come through the doorway; your security bot will help you out here by providing cover fire. Now, proceed to the medical pavilion foyer, up the staircase, and inside the medical pavilion.
Walk down the hallway into the surgery ward. (5) Grab the audio diary Higher Standards on the wall, next to the bloody gurney. Behind the first wall marked "Surgery" will be a turret. Shock it with your electro bolt attack, and then hack it. (6) Pick up the audio diary Parasite Expectations on the table across from the turret you just hacked, and then grab (7) the Love for Science audio diary
under the "Plasmids by Ryan Industries" poster. A splicer might jump out at you now, and if it does, be mindful of the turret hiding on the far side wall. If you don't get attacked yet, make your way to the mentioned turret and hack it. With both of these turrets under your control, start drawing the splicers in the ward to your location. A few gunshots should do the trick. (8) Pick up the
audio diary Limit's of Imagination by the broken kiosk, next to the wall with the words "Adam denies us any excuse for not being beautiful" in blood.
With the hostilities under control, go into the small room flooded in water, and use the vending machine to stock up on ammo. (9) Grab the audio diary Vandalism on the chair next to the ammo vending machine, in the flooded room. Proceed towards the crematorium area marked Eternal Flame, and face off with a grenade throwing splicer. (10) Go up to the painting labeled "In Loving Memory of Winston Hoffner," and pick up the Surgery's Picasso audio diary. After you kill it, head into the main crematorium area. Avoid the security camera until you're close enough to hack it. Activate the furnace control and pick up the Hacker's Delight physical tonic, an item increasing your hacking ability.
After you pick up Incinerate!, put it to use by lighting the wall on fire, which will set the splicer on fire saving your skin.
Go up the stairs to the second floor, deal with the splicer, and then crouch into the small hole opening into the small office, where you can pick up the power-up incinerate! More splicers ambush you, so stay in the office room and use incinerate! on the splicer standing at the doorway, triggering a chain reaction to set fire to the other splicers around the office. Stay clear of the flames until they dissipate and leave the office. Leave the crematorium and head to the surgery ward.
Proceed through the doorway marked Dr. Steinman's Aesthetic Ideals. Go through the tube walkway into the surgery foyer. You'll bump into Dr. Steinmen briefly before he runs and blocks off his escape route. The only way to remove this blockage is with a telekinesis plasmid. The posters on the wall recommend Dandy Dental, which is downstairs from the surgery ward, for either slim-down and telekinesis power-ups.
In the surgery ward, select the incinerate! Plasmid before you head down to Dandy Dental, and walk up to the doorway blocked by ice next to the sign Twilight Fields. This will open up the doorway to a small room where you need to take care of a few splicers. Once they're killed, look on the table near the coffin to see a note with the numbers 0451. Enter these numbers on the security door to gain access to an items room.
Now, go through the sliding grey doorway into the morgue. Follow the waterway around, towards the shadow of a splicer operating on a patient. The lights will go out, temporarily, but keep walking forward. Pick up the Security Expert tonic on the small chest next to the corpse. Exit the room, and kill the surgeon splicer on the way back to the surgery ward. Go downstairs towards Dandy Dental to deal with another ice blockage.
Fire against ice makes it melt...uhmmm, duh!
You'll see the passageway is blocked by ice. Now that you have that incinerate! Power-up, simply melt your troubles away and proceed through the now open hallway. (11) Remove the audio diary Freezing Pipes wedged in the ice. Enter the Kure All room to your left, and watch out for the missile launcher at the end of the hall. You can either hack it, or just stay out of its sight range -- it's up to you.
Enter the double doors to your left to continue through this section. (12) Pick up the audio diary Enrage Trial on the ground, next to the blood soaked gurney, by the puddle of water. Hack the security camera overlooking the stairwell, and then break the air vent grate next to the bloody room divider and gurney. Break through the other vents to enter the small room, and pick up the Wrench Jockey combat tonic, an item increasing wrench wielding skills.
Leave this room and proceed back to the dental ward. Directly in front of you is a well lit room with a shotgun on the ground. Pick it up and fight off all the splicers ambushing you. Once the lights come back on after the fight, follow the signs towards the dentistry area. (13) On the ground next to the sign that says "dentistry" is the audio diary Useless Experiments.
Now that you're in the dentist lab, watch out for the turret in the corner of the small room. Keep the pillar between you and the turret, hop into the small room, then hack the turret. Follow the pathway of the bullets on the ground into the small room. Here, the splicers will try to be clever by posing as corpses -- don't be fooled. If you see a body in this room, shoot it in the head. (14) Pick up the Plasmids and the audio diary Paint on the desk. Grab the Speedy Hacker tonic on the desk, an item giving you more time to hack devices).
Break the air vent on the ground behind the gurney, crouch into the vent, and walk through it into the next small room. Activate the door control to leave this small section and proceed to Dandy Dentals' main office.
If you're lost, look for air vents, the true staple to any FPS game.
Finally, the telekinesis power-up. You'll find it in the Gatherer's Garden vending machine at the end of the hall opposite of the tennis ball launcher machine.
Note: Do not trade out your electro bolt attack here, but rather your incinerate. You'll need your electro bolt attack later on in the game.
(15) There is an audio diary "Testing Telekinesis" leaning against the ball launcher switch. Practice handling it by grabbing the tennis balls and throwing them around. Now go all the way back to the surgical foyer, the area where Steinman blocked off his escape route.
Once you arrive, you'll fight against a grenade toting splicer. Activate your telekinesis power-up, catch a grenade, and toss it at the doorway obstruction, below the words Surgery. Enter this new zone.
Disable the security bot by shocking and hacking it. (16) There is an audio diary next to the corpse in the wheel chair. Find the Static Discharge combat tonic in the pool of water, next to a corpse, where you encounter the gun turret (which hopefully was destroyed by your recently hacked security bot).
Move past the gun turret and into the viewing rooms to face off with Dr. Steinman. (17) Inside the Surgical Savings room, next to the turret, is the Aphrodite Walking audio diary on top of the dresser next to the bloody gurney.
Boss Battle: Dr. Steinman
Lead him into the water, and then electro bolt him a few times to kill him.
Dr. Steiman is kinda easy. Essentially, scare him down the steps from his surgical room -- with a combo of your electro bolt attack and bullets -- to the large collection of water. Once he steps in the water, use your electro shock attack to roast him. It might take four of these electo-bolt attacks to put him down. Pick up the emergency access key from his body.
Now that you've taken care of the good doctor, proceed back to the surgery ward. (18) Search the corpse of Steiman's last victim before you enter the room in order to pick up the audio diary "It's not What She Wanted." Walking through the water tubes, you'll come across a dead Big Daddy and a stranded Little Sister. Now is the time for you to make a choice: harvest or rescue her.
Harvest or rescue, you decide.
Note: These choices reflect only the ending of the game. You'll still get the same choices later in terms of power ups and tonics. It's just the interactions with the other characters that change. For the purpose of this guide, we chose to harvest the little sisters to receive the maximum amount of Adam, in order to afford more power ups.
The reward for saving the Little Sisters (SPOILER ALERT): After you save a total of three Little Sisters, one will come up and drop off a teddy bear with 200 ADAM and a plasmid - Hypnotize Big Daddy - which can't be found anywhere else. This plasmid allows you to trick a Big Daddy into protecting you as if you were a Little Sister. Each time you save another three Sisters you will get another 200 ADAM and tonics/plasmids. If you do the math, you only lose 40 ADAM for every three sisters for not harvesting them. Harvesting a Sister nets you 160 ADAM, while saving them only gives you 80 ADAM. You also get 100 Achievement Points for saving every Little Sister in the game.
Now that you have some ADAM, go over to the Gatherer's Garden vending machine to spend your ADAM on power ups and plasmids. (19) Pick up the Gatherer Vulnerability audio diary on the ground in front of the gatherer's garden vending machine. This gatherer's garden vending machine offers the following: Enrage plasmid, Armored Shell tonic, Eve Link tonic, Health Upgrade (upgrades your health), Eve Upgrade (upgrades your eve).
Note: Do not trade out your electro bolt attack, or remove your static discharge tonic; you'll need them to fight the Big Daddy later.
Continue through the doorway into the surgery ward. Before you confront your first Big Daddy, go back to the ammo vending machine in the flooded room and buy as much electric buck as you can for the shotgun (for PC game, electric buck is in vending machine in 1st Main foyer.). It's going to help, trust us. Oh, and save your game right now. You'll thank us later.
Bouncer Big Daddy Battle
It might not have been the most efficient way to bring him down, but we did.
First, a primer: these guys are scary. But once you're not as freaked out by them, you'll realize they're not all that hard to defeat, but more of a pain in the ass than anything else. Load up your electric buckshot on your shotgun, buy lots of first aid or eve, and prepare your electro bolt attack.
Electric Buckshot does a great shop of keeping the Bouncer in place, and damaging him a lot.
This Big Daddy variant has a savage melee attack, a stun attack and a charge attack. The stun is noticeable when he yells very loud, slowing you down long enough for him to charge attack you. He'll try to trap you in a corner and just wail on you with his drill -- don't let this happen.
The main strategy is to keep a wall between you and the Big Daddy. Get in close with your shotgun and aim for his head. After you shoot him, the electric attack from the shot should stun him long enough for you to get behind a wall and plan your next attack. If you don't have enough electric buckshot, your standard buckshot from the shotgun is still effective.
Avoid the charge attack the best you can. He moves damn fast when he wants to.
If he does land an attack on you, the static discharge power-up will stun him long enough for you to get away and charge up your health. Keep this pattern up until he is down for the count. Once again, choose whether to harvest or rescue the little sister. And with that, you'll have more ADAM to purchase upgrades and items from the Gatherer's Garden vending machine.
With that fight under your belt, proceed to the medical pavilion foyer, then to the emergency access section, up the staircase and flip the emergency access control switch. Go back down the stairs, through the open gate, and into the bathysphere for Neptune's Bounty.
3: Neptune's Bounty
When you walk out of the bathysphere, use the gene bank on the pier to distribute your tonics and plasmids. Since this is still early in the game, you don't have many options of distributing plasmids, but towards the end of this level you'll have many chances to move your upgrades around. We recommend at least having your telekinesis plasmid as one of your active choices. There'll be a lot of grenades tossed around here, especially from the Big Daddies.
Go through the doorway towards the Lower Wharf. There, you will encounter a Rosie Big Daddy variant, which may or may not be with a Little Sister. You might have to follow him around for a bit until he takes one out of the holding pens. Until he does, plan your attack. (20) Find the audio diary Bathysphere Keys under the western dock, next to the turret. In the middle of the lower wharf, next to the puddle on the ground, is a Medical Expert tonic.
Rosie Big Daddy Battle(s)
Under each dock piers is a single gun turret. Hack them so they'll serve as a distraction for the Big Daddy. (Used not for damage, but for the ability to get in close and to land clean shots with your shotgun or any armor piercing rounds.) And if you don't happen to have telekinesis active right now, you're in luck because there is a gene bank in the next room towards Fontaine Fisheries.
Aren't you glad you have telekinesis to deal with the Rosie? Catch and toss those grenades back.
Keep your telekinesis plasmid active in case "Rosie" starts tossing grenades at you. If you're able to throw a grenade back, they will deal massive damage. Also, find a good spot for cover fire, like behind the dock pillar, because you must avoid the fire from their powerful rivet guns. This area will also spawn another Little Sister (we came across three), which means another fight with a Big Daddy. So remember to check back here or listen for the groans and footsteps from the Big Daddies. You may have to follow them around until a Little Sister pops out.
Electro bolt is still the best way to stun any Big Daddy variant.
Proceed towards Fontaine Fisheries through the doorway. Deal with a few splicers and the missile turret before you continue forwards towards the Fisheries. Also, with the acquired ADAM you picked up from the Little Sisters, use the Gatherer's Garden vending machine at the top of the pier, located on the opposite side of the pillar where the gene bank is. This location offers the following: Plasmid Shot (additional slots for your plasmid powers), Health Upgrade, Eve Upgrade, Target Dummy plasmid, Winter Blast plasmid, Extra Nutrition tonic.
(21) Go downstairs below the entrance to the Fisheries, wade through the water up to the security panel, and enter the code 5380 or hack the panel. Inside, search the room and find the audio diary Timmy M. Interrogation. Search the corpse to find exploding buckshot as well.
Want a security bot to watch your back? After you've used the gene bank or gatherer's garden vending machines, drop down in the opening on the wall and disable the security camera. Walk to the other side where you dropped down to find a body, some ammo, and a security bot. Hack it, and it's yours.
Go back to the dock and jump over the piles of junk to enter the Fisheries, and knock on the steel door to speak to Peach Wilkins, who sends you on a quest to retrieve a camera. He'll open up the gate to the Upper Wharf / Wharfmaster (check your map), and give you a grenade launcher on the conveyor belt next to you. Head towards the Upper Wharf.
(22) Drop down through the open grate in the floor, wade through the small sewer tunnel, and pick up the audio diary Fontaine Must Go, located at the end of this area, half submerged.
Rosie Big Daddy Battle
If you can time it right, and a little lucky, you can use the rocket turret to your advantage here.
When you enter the Wharf, you'll find a Little Sister accompanied by a Big Daddy retrieving an ADAM from a dead body. (Note: if the max for the level three little sisters have been harvested or saved before reaching this point a fourth can be captured here.) Before you even encounter them, position the Big Daddy between a rocket launcher in the next room. Trigger it by letting the camera see you and then run behind the Big Daddy. This won't last too long before the Big Daddy starts to attack the missile launcher. Take out the Big Daddy with the new grenade launcher Peach Wilkins gave you. If it's not dead yet, use the combo of the electro bolt to stun it long enough for a shotgun blast to its head. Keep it up and harvest (or save) the Little Sister.
(23) Pick up the audio diary Finding the Sea Slug on the table next to the box labeled Lotz & Sons. (24) Grab the audio diary Masha Come Home, next to the Little Sister portal with water running in front of it. (25) A third audio diary, We Picked up Timmy H., is found if you search the corpse of the body near the audio diary Masha Come Home. Walk through this area, up to the locked gate, to the Wharfmaster area. Break the lock. (26) Grab the audio diary Watch Fontaine on the left of the vending machine.
When exploring this area, be sure to keep an eye on the ground for vent shafts.
Hug the walls, to the left of the stairs to avoid the security cameras. If you get spotted, get out of view quickly before security bots are unleashed on you, or go down the stairs and spend $20 to deactivate the bots at the bot shutdown panel. Proceed up the stairs to the wharfmaster's office. Break the lock on the gate and avoid the gun and missile turrets in this room. It's highly recommended you hack them instead of destroying them, since a lot of splicers will be coming to your location in the immediate future; it's a good idea to have these turrets at your back.
(27) Find the air vent passageway, next to the radiator. Crawl through it, avoid the security camera and pick up the Have My Badge audio diary.
Since all the turrets are under your control or out of commission, search the area for supplies and money. Crawl through the hole in the wall to enter another section of the office. Follow the hallway towards the singing voice. In this office, you will find the camera. Until you can find or buy extra film, conserve the film in the camera for now. Your main objective is to take pictures of three different spider slicers.
Take quality pictures to pick up some hidden tonics. For a breakdown on photo styles, check out our Techniques section of the SuperGuide.
The first splicer lies behind the glass window next to this office. Take its picture. Leave the room, heading back the way you came. A large explosion will occur, opening up the passageway to the next area. Pick up the Security Bullseye tonic on the ground, next to the tipped over Gatherer's Garden ending machine. (28) There's the audio diary Adam Discover in the crate, found after you drop down from the Wharfmasters office.
NOTE: The more pictures of leadhead splicers you take, the faster you upgrade to a new physical tonic, increasing your damage against these particular splicers. Based on the number of photos you've taken, the leadhead splicers grants you a Scrounger, and Static Discharge 2 tonics, Just leave enough shots to accomplish your goal and/or until you can find or buy film.
Proceed through the doorway marked Fighting McDonagh's / Jet Postal. (29) Grab the audio diary Eden Leaking next to the two pipes after you enter the doorway. Walk through the hallways towards the large water tubes. (30) You'll find the audio diary Fontaine's Smugglers on the park bench under the security camera.
To snap a picture of the second spider slicer, head right at the tube intersection towards the Jet Postal. It'll drop down in front of you once you enter the mailroom. (31) Find the audio diary Death Penalty in Rapture on the table next to the vending machine. Use the vending machine to purchase film.
You gotta be quick before he jumps out of frame, so be ready with that camera when you're hunting the spider splicers.
The third spider splicer is found as soon as you open the door to McDonagh's tavern. Have your camera ready as soon as you enter, before the spider slicer jumps away view. This first level of research bonus allows inspection of the spider slicers's bodies, and regeneration of health through their organs (eww).
Explore the rest of McDonagh's tavern, taking pictures of the leadhead, nitro and spider splicer's, to upgrade your abilities. You can also take pictures of the security cameras and bots, and there is a chance you might run into another Rosie Big Daddy looking in vain for another Little Sister (by this point you should have harvested or rescued all of them). If you take enough pictures of the Rose Big Daddy, you will obtain the Photographer's Eye 2 tonic. (32) The audio diary Smuggling Ring is on the small table in the middle of the bar, and the (33) audio diary Working Late Again sits on a small table near the windows of the bar. In the bar, pay to enter the bathroom stall on the far left, and you'll find proximity mines and an eve hypo. Here's a list of the special items you can pick up in McDonagh's tavern.
(34) Upstairs, you will find a locked door with an electronic control switch. Use your electo bolt attack on the switch to open the door and to pick up the audio diary Arresting Fontaine. Continue exploring the upstairs area until you come across the doorway with the security panel in front of it. Enter the code 7533 to gain access.
(35) Pick up the audio diary Saw Masha Today on the bed next to the corpses. After listening to the audio diary Saw Masha Today, it will cause a painting to fall off the wall, revealing the Shorten Alarms tonic. Behind the bar is another electronically sealed door. Use your electro bolt attack on the panel to open the door.
(36) Head through the door behind the water and there will be an audio diary, Rapture Changing on a desk near a Little Sister vent. (37) Wade through the water, through the small sewer, and pick up the partially submerged audio diary, Meeting Ryan.
Head back to Fontaine's Fisheries, where you can give a film to Peach Wilkins, who then grants you access to the rest of the level. Grab the Wrench Lurker tonic on the ledge of the pier next to the gene bank. Near the entrances to Fontaine's Fisheries, the spider slicer, who attacked you while you were talking to Peach Wilkin, comes after you. Quickly run to the gene bank and equip your winter blast plasmid. It will keep the spider slicer in place long enough for you to inflict a lot of damage.
Knock on Peach Wilkins' door. When you enter, defrost the ice surrounding the tonic on the ground, so you can pick up the Focused Hacker tonic. Store your weapons at the pneumatic tube, then use the gene bank on the other wall to equip (at least) your Incenerate and electro bolt attacks. If you bought enough slots from the Gatherer's Garden vending machine earlier, equip your wrench lurker, enrage and target dummy abilities to help with the upcoming boss fight.
Boss Battle: Peach Wilkins
As soon as you enter the frozen room, the gate closes behind you. Run over to the vending machine and buy as much first aid kits and evo hypos as you can afford. And if it's not too late, run to a security camera and hack it. Now for the battle.
If you can equip your target dummy plasmid, use it to draw fire away from the security bots. Or disable any of the security bots and hack them, because they'll help fight off Peach's cronies. And if you happen to equip your enrage plasmid, toss it at the leadhead splicer's, and just let them fight each other to death.
Drive Peach into the water and shock him, just like how you handled Dr. Steinman.
Peach will have a bunch of his leadhead splicers helping out with the attack (aren't you glad you took all those pictures now?), as well as some security bots. The best way to deal with them, and Peach for the matter, is to take advantage of their carelessness when they step into the pools of water. When they do that, use your electro bolt attack to shock them to death.
As for Peach, he'll run all over the place, so waiting for him to step into the water should be used as a back up plan. What he really hates -- and does the most damage -- is fire from the incenerate! attack. Fire on his body may drive Peach to the water, where he'll put out the flames, at which point you attack him using the electro bolt in the water. Keep that up until you kill him.
Also, if you're up for a little bit of a clever challenge -- you see those ice statues around the place? You can actually bring them to life if you fire your incinerate! plasmid at them, and they will help you attack Peach. The best part? His spawn points are always next to these frozen figures.
Go down the stairs, pick up your weapons from the pneumatic tube, and walk up to the Power to the People station. Choose wisely, because youre allowed only one decision. (We upgraded our shotgun to help with the Big Daddy battles). (38) Pick up the audio diary Turning the Screws on the table inside the small freezer room to the left of the weapon upgrade station, next to the safe. Walk through the freezer room to the right of the weapon upgrade station, see the two ghosts talking, and use Incenerate on the ice blocking the exit. Crouch through the small exit and towards the Smuggler's Hideout.
4: Smuggler's Hideout
Walk down the passageway and wade through the water up to the gene bank, where you can adjust your attributes. The only enemies you'll encounter in this short section are splicers and a turret, so equip your electro bolt plasmid. Continue down the corridor, up the short ramp, and use your electro bolt on the turret hiding among the boxes near the large machine. (39) Pick up the audio diary Meeting Fontaine next to the turret. Continue down the passageway until your goal changes to open the hatch.
Watch out for this turret hiding among the boxes and crates.
Navigate over the rubble, towards the locked gate, and break the lock to continue forward. Before you enter the control booth, where you'll flip the control panel switch to let Atlas in, take the time to explore this area for supplies scattered in the crates. (40) The audio diary Kraut Scientist is behind a locked gate, next to two oxygen tanks. When you're ready, flip the control panel switch for the short cut-scene.
Splicers, splicers, everywhere. Shoot them in the head or take their picture to help out your tonic upgrades.
Time to battle the splicers, so take out your gun and navigate your way down to the sub. This is a perfect time to take out your camera and to upgrade some of the splicer variants, especially the spider slicer, who gives you an Extra Nutrition 3 tonic. Continue forward through the doorway marked Arcadia -- the door you opened for Atlas -- to end this section. (41) The audio diary "Offered a Deal" is to your left, just beyond the Arcadia door.
5: Arcadia / Farmer's Market
Walk down the corridors, hop over the boxes and up to the locked door. Break the lock. Just past the stand-alone tomb set fire to the second torch to gain access to a room with ammo and u-invent parts. (41) Find the audio diary Seeing Ghosts next to the rock by the tipped chairs. Continue forward to Arcadia Glens until you see a figure running around. Follow it for a sequence of events.
Recently introduced to the Houdini splicer, you should take photographs of the Houdini splicers for the natural camouflage tonic, which will help you during Arcadia, especially towards the end of the section. So start snapping! (42) Find the audio diary Arcadia Closed on the gardener's table, after you've encountered two Houdini splicers next to the gene bank. If you're still taking a lot of pictures, you should be close to picking up the SportBoost and SportBoost 2 tonics from the thuggish splicers. Continue towards the Arcadia Metro, avoiding the turrets along the way. It's recommended you hack a few of the turrets to help watch your back from splicer attacks.
NOTE: While engaged with the various splicers, explore and open every crate, barrel, and box for supplies. Soon, you'll learn how to create items and having a lot of supplies to create various types of ammo helps with the creation process immensely (Considering there are two Little Sisters on this level accompanied by their Big Daddies, its great idea to buy/create electro / exploding buckshots). Also, make sure you have your electro bolt plasmid active. You'll come across several electric sealed doors requiring an electro bolt shock to open them up. These rooms yield cash and rare supplies to help with the creation process.
On the way to the metro station, be sure to use the Power to the People weapon upgrade station next to the vending machine in Tree Farm. You will also pass a Gatherer's Garden in the Tea Garden, where you can buy the following items with your ADAM: Plasmid Slot, Physical Tonic Slot, Engineering Tonic Slot, Combat Tonic Slot, Health Upgrade, Eve Upgrade, Cyclone Trap, Human Inferno.
They're never in the same place twice, but here is how we handled the first Rosie we came across with our upgraded shotgun.
Also, you'll come across a Rosie Big Daddy near the Gatherer's Garden machine by the tea garden, and the other Big Daddy will be closer to One Tree Hill, which you will go through on your way to the metro station. (43) Find the Shouldn't Have Come audio diary on the rocks, next to the neon sign lettered with the words, "Rolling Hills." AAs you continue towards the metro the trees will die, sparking a new objective. Walk through the doorway marked "research laboratories."
Continue down the water tube, up to the locked door. There, you'll be introduced to Diane McCormick, who tells you to find a rose specimen to help restore the trees (i.e. oxygen). Head back the way you came, towards the dead trees. A houdini splicer will set some trees on fire, revealing a passageway. Follow him in there to pick up some items. (44) Also, pick up the audio diary The Saturnine on the floor of this small cave. Continue walking through the forest and another houdini splicer will appear. Set it ablaze to reveal an entryway, an optional location meant as a depository of items and the like. Proceed to Waterfall Grotto.
The Houdini splicers will light up some secret passageways for you on your run through the forest.
As soon as you enter the doorway to waterfall grotto, you will see splicers beating on a body, and a Security Evasion tonic next to the body. (45) The audio diary Market is Patient is on the park bench, underneath the waterfall grotto sign. (46) The audio diary Early Tests Promising is located right in front of the rose bush, and (47) the audio diary Offer a Better Product is located next to the corpse across from the rose bush and the turret. (48) The Heroes and Criminals audio diary lies behind the electronically sealed door. Electro bolt the door to open it, and you'll find the audio diary on the floor.
Once you arrive, proceed down to where you see the turning wheel and go up to the rose bush. Obtain the rose sample and then proceed back to the research laboratory. When you enter Langford Labs, pick up the Hacking Expert tonic on the desk. (49) The audio diary What won't they steal? is located on the ground, near the desk when you enter Langford Labs. (50) The Teaching and Old Hound audio diary is found on a table inside one of the labs.Navigate through the labs until you reach final location marked on your map, and watch the short cut-scene.
Roses are red, violets are blue, you found your objective, now go pick one or two.
Explore Langford's personal office once the door is open. Pick up the chemical thrower on her desk. Go up to the botanical illustration painting on the wall to reveal a safe and enter the code 9457 (what Langford wrote on the window). Grab all the items from the safe, including (51) the Lazarus Vector Formula audio diary to activate your next goal. (52) The Lazarus Vector audio diary can be found on Langford's body if you search it.After listening to the audio diary, you'll activate a multi-part goal about traveling to a farmer's market. (53) The audio diary Arcadia and Oxygen can be found lying against bags of fertilizer in the tree farm. Once you enter the doorway of the tree farm, look on your left to spot weapons upgrade station. (54) The Maternal Extinct audio diary is at the top of the steps of the ticket windows, near the neon Farmer's Market sign. Proceed into the farmers market hatch.
(55) Walk straight ahead and pick up the audio diary Bee Enzyme next to the corpse. Pick up the first enzyme sample from the corpse in front of you, and continue down the tube into the farmers market. (56) Pick up the Pulling Together audio diary on the table under the circular Finest Cuts neon sign. Head down the staircase by the turret, and in front of the vending machine is the Eve Link 2 tonic. (57) Find the First Encounter audio diary in front of the Big Daddy in front of the Big Daddy in the "employees-only" section of the farmer's market, and the (58) Hatred audio diary in the same room on top of the table, in the flooded section. (59) Look for the Desperate Times audio diary in Quality Cheese, a booth in the market, behind the sliding wooden door.
You'll find the last batch of Little Sisters in the Farmer's Market. Of course, this means you need to deal with Rosies.
You can find a bottle of distilled water on the shelf next to the U-Invent machine and in front of the Worley Winery. (60) Pick up the Water in the Wine audio diary on the ground in front of the entrances to the Worley Winery. Follow your on-screen arrow, and pick up each of the distilled water jugs. (61) Pick up the Functional Children audio diary on the table inside the winery. Go downstairs into the flooded water area to find a weapon upgrade panel, and any other items you want to pick up. You can also pick up the Photographer's Eye tonic located in the dingy bedroom in the wine cellar. Continue on to the apiary.
You can purchase the following at The Gatherer's Garden machine in the apiary: Plasmid Slot, Physical Tonic Slot, Engineering Tonic Slot, Insect Swarm plasmid, Human Inferno plasmid. (62) Look for the Adam Explained audio diary on the counter in the bee keeper room. To pick up the enzyme samples in each bee hive containers, you must press down the control switch -- located in front of you as soon as you walk into the apiary -- to fill the room with smoke, causing the bees to retreat into their containers. Once they're hiding, search all the bee containers to find enough of the enzyme. Now search out a U-Invent machine and create the Lazarus vector. Return to Arcadia.
Arcadia (The Return)
NOTE: If you haven't taken enough photographs at this point, it's highly recommended you photograph Houdini splicers until you're able to obtain the natural camouflage tonic. It's going to help you out a lot in just a few minutes.
Security bots attack you as soon as you come back to Arcadia. If you happen to have your natural camouflage tonic at this point, you could just stay still for a minute and you'll be fine. Now proceed back to Langford's lab to deliver the vector.
Security bots are a cinch, once you have Natural Camouflage. Stay still and they'll fly right by you, allowing you to electro bolt, and then hack them to your side.
After you install the vector and restore oxygen, splicers are going to mount an attack. Quickly run to Langford's office and seal the doors by hitting the control switch. Take a few seconds and lay mines by the door to take out some of the initial splicers, then go into the small hallway. Position yourself in the corner, staying still so the natural camouflage tonic kicks in. Since the splicers are aggressive, taking one out will bottleneck the hallway, allowing you to pick them off one at a time. Keep this up until all the oxygen is restored and you're able to travel to the metro station. (63) Pick up one the Great Chain audio diary on the desk, to your right when you enter the metro station. Continue forward into the Bathysphere and to Fort Frolic.
6: Fort Frolic
Walk up to the door labeled Rapture Metro, to the bathysphere for the short cut-scene. Turn around and head back the way you came in. Fight off the splicers, then Cohen will ask you to go to the main auditorium. Get there by taking the elevator up and walking into the theatre, where you'll watch the events transpire on the stage. Take a picture of Fitzpatrick's body. There is an Alarm Expert Tonic on a ledge on the second floor to the left if looking at the stage which you have to go up to the booth next to the tonic and jump over. Now follow your waypoint that Cohen gives you to help him finish his collection of photographs in the atrium. Complete the collection by hunting down each figure who has wronged Cohen (marked on your map), and he'll let you leave. (64) Run over to the Cohen's Collection room and pick up The Doubters audio diary on the desk, next to the family encased in plaster. (65) Pick up the Musical Insult audio diary, next to the acoustic guitar in Cohen's dressing room. Grab the (66) the Come to the Record Store audio diary in the southern mall, in front of the fireplace. And in the back room of Sophia salon is the (67) Wild Bunny audio diary.
Gotta catch'em all!
Near the Atrium, the Gatherer's Garden in Poseidon's Plaza contains the following: Plasmid, Physical, Engineering and Combat Slots, Health and Eve upgrades, Insect Swarm 2, Winter Blast 2, Cyclone Trap, Incinerate 2, Hacking Expert 2, Human Inferno.
Proceed towards the frozen tunnel. (68) Pick up The Iceman Cometh audio diary lodged in ice on the left wall when you enter the tunnel. While exploring the tunnel, Finnegan will get the jump on you and freeze you momentarily. It's part of the cut-scene, so don't worry. Now, fight him using the same methods for a houdini splicer. Once he's dead, take his picture and post it on Cohen's collection, or just head to the next objective at Rapture Records.
What is this? Half-Life 2? How many damn times do we have to fit into vent shafts?
Arriving at Rapture Records, you must avoid the man sitting in the chair, because it's rigged to explode. Fight off the splicers that show up, crawl through the vent shaft back up to the second floor, and then kill your objective, Silas Cobb and photograph his body. (69) The Ryan's Stableboy audio diary is behind the counter, to the left of the entrance of Rapture Records. Now onto the last victim hiding inside Eve's Garden. Since you'll be near this area, find the Power to the People station downstairs in the Sinclair Spirit. To get downstairs there is a button behind the counter. Don't leave quite yet hitting that button opens a stair case just out side the store. It is under the more items downstairs sign. You will find a Extra Nutrition 2 Tonic. Oh, and watch out.
(70) The Fontaine's Army audio diary is in the milk crate, next to the tipped over jukebox in the Sir-Prize casino. (71) The Artists' Feud audio diary is found on top of the counter, next to the cash register in the cocktail lounge. (72) Guns Blazing audio diary is on the table inside Robertson's Tobaccorla.
When you enter this area, you'll see a ghost. Follow it to the back room. (73) Pick up the Pregnancy audio diary under the bed. Leave this room and when you come out you'll encounter the third victim, Robert Rodriguez. Kill him and take his photo. (74) Pick up the It's All Grift audio diary on top of the bar. Proceed back to Cohen's masterpiece and insert all of the photos. (75) Stop by the Pharaoh's Fortune Casino, go up to the second floor and pick up the Bump Culpepper audio diary on top of the pool table.
Splicers are no match for the mighty wrench of justice!
Now that you have inserted the first picture into its frame, you'll be attacked by a bunch of splicers. Hold off their attacks until Cohen apologizes. Insert the rest of the photos for Cohen to appear, who gives you access to the sealed Medical Expert 2 tonic.
NOTE: You now have two options. You can leave Cohen alone and leave Fort Frolic. Or you can kill Cohen, take a picture of his dead body (unlocking a secret achievement) and receive the key to the glass cylinder containing various supplies, located next to the tonic you just received. However, if you kill Cohen, you won't run into him in his own apartment later in the game. He'll give you access to a secret room where you can find a Power to the People station, obtain more supplies and a special tonic.
Achievement: If you want to get the secret achievement and also get the supplies from Cohen later, then save the game after you complete the pictures. Once saved, kill him and snap the photo to get the achievement. Now, just reload what you just saved and don't kill him.
Also, before you leave, stop by the Le Marquis D'Epoque Tobacco shop, where a Power to the People weapon upgrade station is found upstairs in the bedroom. (76) The Fancy Cigarettes audio diary is on the ground, next to the corpse, adjacent to the weapon upgrade station. (77) Also, travel to Cohen's dressing room, which is now open, and pick up the Requiem for Andrew Ryan audio diary on his desk. The Electric Flesh tonic is found inside Cohen's dressing room, in the recently unlocked Fleethall Theatre. Proceed to the metro station and enter the Bathysphere. It's time to meet Ryan, face to face.
Proceed down the tube towards Andrew Ryan's office by following the signs. Beware of the turret when entering the furnace area. (78) Pick up the Ryan Takes F Futuristicsaudio diary inside the box, next to the vending machine by the turret. Continue onward through the doors marked Office of Andrew Ryan. (79) Pick up the audio diary Scoping the Gate, next to the vita-chamber and vending machine.
Shock the pain away.
Enter the large chamber with the bodies harpooned against the posts. Search the bodies to find (80) audio diary Stopping Ryan and (81) audio diary Going to Heat Loss. Listen to the audio diaries on the bodies to update your objective. Proceed to the heat loss section by going into the room on the right, towards the Hephaestus core. (82) Grab a Man or a Parasite audio diary on the desk. Pick up the Frozen Field 2 tonic on the desk next to the audio diary.
(83) Inside the core room, next to the vita-chamber, is the Fontaine's Legacy audio diary. When you're inside the core room, seek out the Power to the People upgrade station located next to the Gatherer's Garden on the lower level. (84) The Assassin audio diary is located next to the Gatherer's Garden. Once you've found the station, proceed to the heat loss monitoring / geothermal control station (follow the signs).
The Gatherer's Garden on the lower level of the core contains the following: Tonic Slots, Health and Eve Upgrades, Winter Blast 2, Insect Storm 2, Cyclone Trap 2, Electro Bolt 3, Incinerate 2, Alarm Expert, Frozen Field, Hacking Expert 2, Human Inferno, Wrench Lurker 2, Extra Nutrition 2.
When you arrive at the long corridor for the heat loss monitoring area, prepare to be ambushed. Although appearing like bodies of splicers, they'll come back to life and attack you, so be ready. (85) Find the Kyburz Door Code audio diary near the pile of coffee, the quarter-can of ionic gel, and a lockbox on the ground in the back corner of the heat loss monitoring area. Travel down to the lower heat loss monitoring station and pick up the (86) audio diary Getting a Break on the table to finish this miniobjective. Next to the diary is the Security Expert 2 tonic on the desk. Before you leave the heat loss monitoring station, find the pool of water with the electricity running through it. Disable the electricity through the switch on the wall upstairs, and then pick up the (87) Genetic Arms Race audio diary on the desk in the pool of water. Proceed inside the workshops corridor to Kyburz's office marked "Office of Supervisor Kyburz."
Follow the trail of blood to the bomb.
(88) The audio diary Device Almost Finished is on the desk, inside the small room at the bottom of the staircase, in the workshops. Read the audio diary to update your objective: to find the device in question. Search this area and follow the trail of blood (literally) to a closed wooden door. Open this door, and crawl through the vent shaft into the small workroom. Grab the Damage Research tonic on the desk, and then (89) listen to the Assembling the Bomb audio diary on the desk in this small room, next to the Damage Research tonic. Inspect the EMP bomb casing, and listen to the audio diary to update your objectives.
Big Daddy bodies contain the R-34 wire clusters you need.
The new objective requires you to collect R-34 wire clusters found only on the bodies of the Big Daddies. Which means you may need to hunt and strip the parts off them. (90) Pick up The Dream audio diary from the corpse by the desk with the chemical thrower on top of it, near Kyburz's office.
This is what the Quarter-Cans of Ionic Gel look like. Find them.
The other object you must collect is quarter-cans of ionic gel scattered throughout this level. Only two cans are required, found in the upper workshops and in the core. (91) Find the Running Short on R-34's audio diary on the desk in front of the entrance to the workshops, under the security camera. (92) Grab the Impossible Anywhere Else audio diary next to the vending machine in the lower level of the core.
Use telekinesis to navigate your way through Kyburz's office, and pick up the nitroglycerin.
The last thing to pick up is the nitroglycerin charge locked inside Kyburz's office, which is protected by two turrets -- hack them. Now either hack your way into the office or enter the password 0126 on the panel. Using your telekinesis plasmid, remove all the electrical arrows and make your way to the desk. (93) Pick up the Great Chain Moves Slowly audio diary on the desk. Hit the intriguing switch on the side of the desk, opening a panel with the nitroglycerin. Be sure to use the Power to the People weapon upgrade station in Kyburz's office as well, located next to the desk. With all the parts collected, return to the small room with the EMP bomb casing, and assemble the bomb back at the lower workshops. (94) On your way back to Kyburz's office, there is an audio diary below the staircase (under the sign, "Office of Supervisor Kyburz"). To get there, find the crawlspace door located to the right of Kyburz's office door. Open the door, crawl through and pick up the audio diary Market Maintenance Code (the code, 0512, gives you access to the maintenance hatch in Farmer's Market, where you can pick up a bunch of supplies).
Set your charges by the doors while you spin that wheel.
With the bomb assembled and in your possession, just put them in place. But first, you must open up the hatchway to do it. Proceed to the geothermal control room marked on your map. Hack the two turrets in this room; you're going to need them. Now, plant some proximity mines at each of the doorways. Now that your protection's in place, you'll have plenty of time to use the redirect valve, the giant glowing circle labeled magma release valve, to redirect the magma flow. Now enter the elevator that just opened up behind you.
Flip that switch and be on your way.
Walk through the only available door, and continue down the corridor. Pick up the Shorten Alarms 2 tonic on the ground next to the body on the platform. Walk up to the core lift control switch, hit it and place the EMP bomb on the marked area to overload the core. Leave this area and now head back to Ryan's office. You'll be attacked by a variety of security bots on your way there, so keep your electro-bolt attack handy to deal with them. Once you get closer to the office, splicers will attack you. Concentrate on throwing the switch on the circuit breaker to gain access to Ryan's office. Go through the door and into the bulkhead to Rapture Control.
8: Rapture Central Control
Walk in and listen to Andrew Ryan's little speech. (95) Pick up the Vita Chamber audio diary on the desk, to your right when you enter the metro station. After the room starts to shake around, head up the staircase and into the air vent.
Find the vent, crouch and crawl. Good job.
Drop down into the room. (96) Pick up the Baby Status audio diary on the table, and the (97) Mind Control Test audio diary in front of the Suchong and Tennenbaum photographs. Go through the door marked with a green light, down the hall and into Ryan's office.
Make it stop! Or...start?
After the cut-scene, take the key off of Ryan's body and place it into the self destruct override slot on the large machine in Ryan's office. After the short cut-scene, escape the office and follow the little girl into the vent shaft to end this section.
9: Olympus Heights
Walk through the small room in Olympus Heights and up the stairs. Follow the little girl to the doorway until she opens it for you. Proceed into the sewer and find the grate crank next to the body. Pick it up and put it into the gate crank socket, next to the closed flood door. Use the crank to open the door and continue topside to Olympus Heights, walking towards Apollo Square. (98) Mozart of Genetics audio diary is on the bar table, near Apollo Square.
Find the grate crank and be on your way.
The Gatherer's Garden in Olympus Heights contains the following: Tonic slots, Health and EVE upgrades, Winter Blast 3, Insect Swarm 3, Incinerate! 2, Incinerate! 3, Cylcone Trap 2, Alarm Expert, Hacking Expert 2, Wrench Lurker 2, Extra Nutrition 2, and Speedy Hacker 2.
The code for the elevator is 5744. But go find it yourself...if you want to.
There's a Power to the People upgrade station on the wall, ground level, in the middle of Mercury Suites, next to the health station. When looking for the first vial of the antidote, you'll come across Suchong's apartment. You could find another Power to the People upgrade station in this apartment, next to the health station and bot shutdown panel. (99) Fontaine's Breakup audio diary is on the second level of Mercury Suites, on top of a crate next to a camera tripod. This audio diary gives you the elevator access code 5744.
Continue searching the rooms of Mercury Suites and find the (100) Mind Control Antidote audio diary on the desk in the flooded part of Suchong's suite. This diary will also update your mission goals to have you travel to Fontaine's home (check map). Grab the Clever Inventor tonic on the desk, next to the audio diary. (101) Fontaine's Human Jukebox audio diary is behind the two tables that are tipped over on their side, in the lower left suite (see map) of Mercury Suites. (102) Go into the home of Anna Culpepper and pick up the Artist Woman audio diary on the short table next to the pack of cigarettes in the room with the caved-in ceiling.
Search out the tonic to help remove the mind control from, umm, well. Your mind.
Take the elevator up to the home of Frank Fontaine by using the elevator code 5744. (103) Find the Sad Saps audio diary on the coffee table in Fontaine's home.
Search through the apartment and find the Lot 192 remedy near Fontaine's desk in his little chemical lab. Drink it to remove part of his influence, for the most part. However, by drinking the remedy, you lose control which plasmid is active, making things interesting in the next level. Now, leave for the Apollo Square bulkheads to find the rest of the remedy to remove Fontaine's mind control over you.
10: Apollo Square
The most challenging and rewarding aspect of this level are your randomized plasmid powers. They rotate every minute to a different plasmid in this order: Insect Swarm 3, Hypnotize Big Daddy 2, Incinerate 3, Telekinesis, Cyclone Trap 2, Security Bullseye, Winter Blast 3, Target Dummy, Electro Bolt 3, Enrage, and Incinerate 3. The upside is the access to some plasmids that you otherwise would have missed, or not upgraded. Each of these powers can be used in different capacities throughout this level, especially the hypnotize Big Daddy 2 plasmid, an item available only if you play the "good" portion of the storyline.
Up the stairs to claim all of your hearts desires, a.k.a. ammo.
(104) When the level starts, pick up the What's Happening Here? audio diary, located on the left wall of your entrance into the level. Proceed through Apollo square, towards Fontaine's Home for the Poor, inside the Hestia (see map). (105) To your right is a little shack. On top of the suitcase is the audio diary Meeting Atlas. Ascend the staircase up to the third floor. Along the way, feel free to explore some of the rooms here for items such as ammunition and EVE hypos. It's optional, even though your main objective at this point is to see what's hiding behind these locked doors on the second floor. Read on to find out how you can get in.
Pull out the guns and ammo you want, and take it.
Arriving on the third floor, you'll have access to two rooms. The first, on the right of the staircase, is Atlas' headquarters filled with items namely a weapons cache. However, the only way to get any of these weapons is to wait for the telekinesis plasmid to cycle into active, allowing you to pull the weapons and ammo towards you from the locked gate. (106) Go down the stairs from the headquarters into the sleeping quarters and search the bloody body on the mattress to pick up Today's Raid audio diary. (107) You can also pick up the Longest Con audio diary on the desk. Pick up the Focued Hacker 2 tonic on the table, next to the Longest Con audio diary. You can go down the staircase into the second floor room to find a Power to the People station on the corner wall.
Once you've looted just about everything from the headquarters, go down the hallway on the third floor to the barricaded door, break down the wood planks and drop through the floor to pick up supplies from the crates. Exit through the window, out to the home for the lobby. Proceed to Artemis Suites (see map).
Explore the suites to find more items (optional). Here, your main objective is to get to the Clinic of Dr. Yi Suchong and find the other half of the antidote. Keep your eye out for turrets. You might need to sit tight in some instances until either target dummy (to draw the fire of the turrets away from you) or electro bolt 3 (to shock the turrets) plasmid is active before you move through this area. (108) Find the Protection Bond audio diary on the medical table with the impaled body.
Mess with the bull, you get the horns. Or in this case, a giant freakin' drill.
You'll find the last half of the Lot #192 remedy inside the lab, near the impaled body on the medical table. After you grab that, you'll be free of the mind control and able to select your powers normally. Pick up the Medical Expert 3 tonic in the bathroom. Now with your powers returned to normal, you can finally go after the Big Daddy's to get some ADAM from the Little Sisters, and use the Gatherer's Garden in the middle of Apollo Square with the following items: Tonic Slots, Winter Blast 3, Insect Storm 3, Incinerate! 2, Incinerate! 3, Cyclone Trap 2, Alarm Expect, Hacking Expert 2, Wrench Lurker 2, Extra Nutrition 2, Speedy Hacker 2. Proceed to the Rapture Metro and take the elevator down to the Bathysphere to Point Prometheus.
11: Point Prometheus
Hop out of the bathysphere and run after Atlas. After he escapes, search the corpse of the Big Daddy to start your next objective: to become a Big Daddy. You can also use the Power to the People station located behind this Big Daddy corpse. Proceed towards the Little Wonders Educational Facility (see map) to collect three samples of the Big Daddy pheromone.
Time to smell like a Big Daddy.
One sample can be found next to the teddy bear inside the southeastern Little Sister room. The second can be found in the autopsy lab of Little Wonders, on one of the tables next to the Safecracker 2 plasmid. The third and final sample can be found upstairs in the research area of Little Wonders on the desk. (109) Pick up the Why Just Girls? audio diary on the desk near the final pheromone sample. Now make your way to Failsafe Armored Escorts (see map).
The Gatherer's Garden outside of Escorts contains the following items: Tonic Slots, Health and Eve upgrades, Incinerate! 3, Alarm Expert, Hacking Expert 2, Human Inferno 2, Extra Nutrition 2, Speedy Hacker 2.
When you enter the labs, grab yourself a security bot from the room on your left. It's a good idea to have this bot watching your back from splicers as you're walking through these corridors. Proceed into the Candidate Induction area. Grab the Hacker's Delight 3 tonic next to the Rosie suits. From here, pick up your first item for your Big Daddy costume: the helmet.
Start collecting your items.
In the next room over from where you grabbed the helmet, pick up one of the body suits hanging on the assembly line. (110) The Cheap Son of a Bitch audio diary is on the table in the body suit heat testing area. (111) The Mistakes audio diary is next to the Gene Bank in the suit assembly upper floor hallway. You can also pick up the (112) Protector Smell audio diary on the upper floor as well, on top of the monitoring machines and the (113) Protecting Little Ones audio diary is on top of a file cabinet in the hallway. Proceed to the last room to pick up the boots and read the audio diary (114) Missing Boots, to find out where you need to go next: the Library.
Walk over to the Library, pick up the boots on the desk and proceed towards the Optimized Eugenics area for voice conversion. Once here, use the Power to the People station located near the gene bank. Pick up the Damage Research 2 tonic next to the boots. (115) Defrost the frozen door near the entrance to Optimized Eugenics, to pick up the Changing Employee's audio diary. You can find the Alarm Expert 2 tonic next to the voice-box modification machine. Use the voice-box modification machine to enhance your voice.
Now you get to be the Daddy.
Now find a Little Sister portal, hit it with your wrench and then follow the Little Sister into the Proving Grounds bulkhead.
This short area is linear and simple, as long as you keep an eye on your Little Sister, who has to proceed through her programming in order to open all the doors leading to Atlas' location. Even if she gets killed by a splicer ambush, just knock on another Little Sister portal to grab another one. It's really not that big of a deal. You have to keep an eye on two enemy types: splicers and turrets. But as long as you stay close to your Little Sister, with either a wrench or a gun in hand, you'll do just fine.
It's in your best interest to hack a turret or two to help fend of the splicers.
You'll battle a Big Daddy Bouncer, though, towards the end of the last section. Be on your toes after the Little Sister has harvested the last of the corpses, handled by the way you have handled every Big Daddy during the game. After that, proceed through the last door that the Little Sister opened up for you.
Beast versus Beast.
In this last room, be sure to stock up on every type of ammo, especially exploding buck for your shotgun and each of the ammo types for your chemical thrower. Now go into the elevator towards the Final Confrontation.
12: Final Confrontation
There are a variety of ways to attack the final boss of the game. One variation may force you to lay proximity mines all over the ground so that when he touches them, he'll get so much damage that he'll retreat back to his holding station. Also, recognize each of the variants he transforms into, and find a suitable counter to it (i.e., when in ice form, use exploding buck). For further reference, watch the video above or read below what other community members have tried to defeat the final boss of Rapture.
All you need is a chemical thrower full of that electric gel and a shotgun with electric buck. I did this using only one first aid kit first try, so don't lose. Basically, you are going to run up to Mr. Bad-ass and steal his ADAM by pressing the A button when prompted. Now, he isn't such a big fan of that, so he is going to jump down at you. Simply use the electric gel in the chemical thrower on him and he will be stunned in place.
He's got more needles in his arms than Barry Bonds. Oh snap!
When you get his health all the way down, he will get back into his contraption, so run over to him and steal another chunk of his ADAM. He will attack again. He yells something about not being alone in the world -- blah blah, blah. Long story short, a couple security bots attack you. I just ignored them and did fine. Electrocute him again until he jumps back into his container of doom and steal more ADAM.
The freeze and reload technique works here as well...for great success!
He will attack you again. This time he will have people trying to kill you. I ignored them, and again, did fine, I do, however, suggest always moving. Get his health down and steal the last little bit of his ADAM. There... you win. Enjoy the cut-scene based on whether you saved the little sisters (like I did) or you harvested them.
The electric gel is super powerful during this boss fight.
Now, you may ask yourself why you needed the shotgun. In case you didn't guess, you are going to run out of gel, so just substitute the shotgun in. And on one final note, if you stay a good distance away from him, and keep strafing left and right, he wont hit you. His attacks are either a projectile, relatively slow moving, or he slides at you like a bouncer Big Daddy. He should not get the chance to slide, though, as both of your weapons stun the enemy.
He is literally easier to kill then that jerk who makes you put your weapons in the tube and tries to kill you way back near the start.
There are two ending in BioShock.
If you save every little sister you get the good ending. But if you harvest more than one Little Sister you will get the bad ending!
There is a third ending in the game featuring Tennenbaum speaking in a sad voice. To get the third ending, harvest half of the Little Sisters and rescue the other half. I hope you've enjoyed the game as much as I did, used mycheats user contributed walkthrough to compile this one.
Freezer Bottom Floor: Go through Fontaine Fisheries (where Peach Wilkins asked for the three Spider Splicer pictures). As the player goes down the stairs from the second floor to the first they should see the machine right in front of them.
Tree Farm: On the way to the Farmer's Market, it'll be on one's left. done
Winery Cellar Bottom Floor: Take the stairs from the top floor to the bottom floor, and keep going straight once done descending the stairs. The machine should be right in front of the player in the water. done
Cocktail Lounge (Le Marquis D'Epoque): Start from the Circus of Values machine in the Lower Atrium. With one's back to the machine, go forward into the Southern Mall. Make a right at the end towards the Gene Bank, then make a left and quick right, then another left and another right to go into Le Marquis D'Epoque. Go straight upon entering and go down the stairs. The player will see a U-Invent machine in front of them. Go right and make a quick left to see a room filled with cigars along with the Power to the People machine. done
Sinclair Spirits: Once one enters the room turn left. One should see water falling from the ceiling with a door behind it. To open this door, go to the counter on the opposite side of the room, and there should be a button behind the counter. Press it to open up the door, then go downstairs and the machine should be right there. Upon using this Power To The People machine, all the "statues" will come alive and attack the player. These Plastered Splicers do not make any sound or scream in dialogue like most Splicers. They attack the player in complete silence, so keep a watchful eye, as they also never stop spawning and while providing a steady supply for items, can be deadly when exploring. It might be helpful to use this machine near the end of the level to avoid most of them. done
Hephaestus Core: Right across from the Gatherer's Garden, on the southwest corner of the core. done
Kyburz's Office: In the back of the room on the north side. done
Mercury Suites: In the main square opposite side of the elevator's doors, on the center pillar.
Sander Cohen's Apartment: This is the room where the player gets the achievement/trophy for entering Sander Cohen's personal quarters.
Note: The player must let Cohen live when he was in Fort Frolic to be able to get into this room, otherwise it will be locked, and they will not be able to access the machine. Sander Cohen's apartment can be seen at the lower left of the corner of the map, on the west side square. Basically, go into Cohen's apartment on the first floor, and if the player disrupts the dancers (such as by knocking over the gramophone or killing the dancers), Cohen will come down from his private quarters, opening the door for the player. Through the door, at the top of the stairs, turn left and the player will see the machine right there.
Hestia Fourth Floor: To get to the fourth floor, the player needs to go to the top of the staircase. Enter the room on the right and one should be in Atlas's headquarters. There will be a machine in the second room.
Atrium: The machine is right next to the Big Daddy corpse on the south side of the Atrium.
Optimized Eugenics: The machine is right next to the Gene Bank in Eugenics Analysis.