=============================================================================== BIOSHOCK WALKTHROUGH by Chris Vig (chris.vig@gmail.com) "I'm Andrew Ryan and I'm here to ask you a question: is a man not entitled to the sweat of his own brow? No, says the man in Washington. It belongs to the poor. No, says the man in the Vatican. It belongs to God. No, says the man in Moscow. It belongs to everyone. I rejected those answers. Instead, I chose something different. I chose the impossible. I chose... RAPTURE. A city where the artist would not fear the censor. Where the scientist would not be bound by petty morality. Where the great would not be constrained by the small. And with the sweat of your brow, Rapture can become your city as well." - Andrew Ryan, founder of Rapture =============================================================================== i. TABLE OF CONTENTS [c00s01] =============================================================================== This file is a walkthrough/game guide/reference for the video game BioShock. It contains an explanation of the basic game concepts, a complete walkthrough of the game, tips and notes, and lists of all the audio-diaries, plasmids, gene tonics, little sisters, research rewards, craftable items, and weapons upgrades available in the game. To quickly skip to the section you want to read, press Ctrl-F (or whatever the keystroke is for the search function in your browser) and type the code for that section - this will quickly take you there. i. Table of Contents....................................................c00s01 ii. Version History.....................................................c00s02 iii. Copyright Information..............................................c00s03 iv. Contact Information.................................................c00s04 v. Acknowledgements.....................................................c00s05 1. Introduction.........................................................c01 2. Basic Game Concepts..................................................c02 a. Game Controls.....................................................c02s01 b. Status Menu.......................................................c02s02 c. Death.............................................................c02s03 d. Items.............................................................c02s04 e. Money.............................................................c02s05 f. ADAM/Little Sisters/Big Daddies...................................c02s06 g. Machines..........................................................c02s07 h. Audio Diaries.....................................................c02s08 i. Denizens of Rapture...............................................c02s09 j. Weapons...........................................................c02s10 k. Custom Ammo.......................................................c02s11 l. Weapon Upgrading..................................................c02s12 m. Plasmids..........................................................c02s13 n. Gene Tonics.......................................................c02s14 o. Inventing.........................................................c02s15 p. Researching Enemies...............................................c02s16 q. Security System...................................................c02s17 r. Hacking...........................................................c02s18 3. Walkthrough..........................................................c03 a. Plane Crash.......................................................c03s01 b. Welcome to Rapture................................................c03s02 c. Medical Plaza.....................................................c03s03 d. Neptune's Bounty..................................................c03s04 e. Smuggler's Hideout................................................c03s05 f. Arcadia...........................................................c03s06 g. Farmer's Market...................................................c03s07 h. Arcadia Pt. 2.....................................................c03s08 i. Fort Frolic.......................................................c03s09 j. Hephaestus........................................................c03s10 4. Tips and Notes.......................................................c04 5. Reference............................................................c05 a. List of Audio-Diaries.............................................c05s01 b. List of Plasmids..................................................c05s02 c. List of Gene Tonics...............................................c05s03 d. Little Sister Locations...........................................c05s04 e. Weapon Upgrade Locations..........................................c05s05 f. Research Rewards..................................................c05s06 g. Inventable Items..................................................c05s07 6. Conclusion...........................................................c06 =============================================================================== ii. VERSION HISTORY [c00s02] =============================================================================== 0.1 - 8/24/07 - First version of guide. Completed introduction, basic game concepts section, and walkthrough up to the end of the Medical Pavilion level. Tips and reference section still under construction. Information which still needs to be added is indicated by the {} curly braces. 0.2 - 8/25/07 - Fixed some content errors and spelling and grammar mistakes in version 0.1. Continued walkthrough to the end of the Neptune's Bounty level. Began adding reference information, including audio diaries, plasmids, gene tonics, and little sisters locations. 0.3 - 8/25/07 - Finished walkthrough to the end of the Arcadia level. Added a ton of extra reference information. Corrected some errors in version 0.2. Began adding weapon upgrade locations and research rewards to reference section. Began adding inventable items information. 0.4 - 8/26/07 - Added clarifying information about big daddy/little sister locations. Finished walkthrough to the end of the Arcadia Pt. 2 level. Added a lot of new reference information. Corrected some errors from version 0.3. Changed some formatting and added some information to the top of the file. 0.5 - 8/27/07 - Fixed some errors and formatting. Reorganized the plasmid and gene tonic lists according to HOW they are obtained, not WHERE. Completed the research rewards section and added achievement information. Finished the walkthrough to the end of the Fort Frolic level. Added some more reference information. =============================================================================== iii. COPYRIGHT INFORMATION [c00s03] =============================================================================== This guide is copyright 2007 by Christopher Vig. No part of it may be copied, used, or incorporated into any other guide. If I find it used in this way without permission I will request that your file be removed, and if it is not I will take legal action under the DMCA law. However, this guide may be freely reposted and transmitted so long as a) no money is charged for it, b) the file is unmodified, and c) my name is still attached to it. I HAVE PUT A LOT OF TIME AND ENERGY WITHOUT ANY COMPENSATION INTO THIS GUIDE, AND I WOULD APPRECIATE IT IF YOU RESPECT MY REQUESTS IN THIS SECTION. =============================================================================== iv. CONTACT INFORMATION [c00s04] =============================================================================== If you have any questions or comments about this guide or need something clarified, please e-mail me at chris.vig@gmail.com, or send me a message on Xbox Live (my gamertag is TheCrimsonOmen). You can also send me anything you think should be added and I will put it in (with credit to you). I don't ask for donations or anything like that, but if you found this guide useful or helpful it would be nice to get an e-mail letting me know my efforts were appreciated. =============================================================================== v. ACKNOWLEDGEMENTS =============================================================================== I would like to thank... - my wife Hannah for putting up with me through all of this - 2K Games/Irrational for making such an awesome game - The United States Citizenship and Immigration Services for taking 3+ months to process my employment authorization application, leaving me with a LOT of free time to write game guides :P - Matthew P. for explaining how to get into the secret room in the Tea Garden =============================================================================== 1. INTRODUCTION [c01] =============================================================================== This is a walkthrough/guide for the game BioShock. It is based on the Xbox 360 version of the game, but I'm assuming that most of it should be applicable for the PC version as well. Having clicked on this guide you probably already realize that it WILL include spoilers, but if not, this is your warning - turn back now. This guide is based 100% on my own research and experience. I have not consulted any other guide while writing this one, so any mistakes are my own. This is the first game guide I've ever written, and I would greatly appreciate any comments or corrections. You can e-mail me at chris.vig@gmail.com. First, a little about the game - BioShock is a hybrid FPS game developed by 2K Boston/2K Australia studios (previously known as Irrational Games), released for the computer and Xbox 360 console in North America on August 21, 2007. It is currently the best-reviewed game ever for the Xbox 360, with a score of 97/100 on Metacritic and 100% on Rotten Tomatoes. The game focuses on a secret underwater city named Rapture. It was created by a billionaire named Andrew Ryan, with the goal of creating a utopian society where the great and powerful would not be constrained by the poor, and where the world's elite could live without being bound by morality, government, or religion. The game begins with a plane crash into the ocean near the city's surface entrance. You, the lone survivor of the crash, take a submarine down to the city to search for help. As soon as you arrive, however, you realize that things have gone horribly, horribly wrong... This guide is divided into six sections. Section 1 is the introduction, which you're reading now. Section 2 covers the basic concepts of the game that you'll need to know to survive in Rapture. Section 3 is a complete walkthrough of the game from beginning to end, which will explain exactly what you need to do in each level. Section 4 is a miscellaneous tips and notes section for things which don't fit into the other sections. Section 5 is a reference section which lists details about the different weapons, powers, items, etc. you can obtain in Rapture. Section 6 is the conclusion. =============================================================================== 2. BASIC GAME CONCEPTS [c02] =============================================================================== This section will explain the basic concepts of the game which you will need to know to survive in Rapture. == A. GAME CONTROLS [c02s01] ================================================== Left stick - move Click left stick - crouch Right stick - look Click right stick - zoom (if weapon allows it) X - reload/inject EVE (in plasmid mode) Y - jump B - use first aid A - interact D-pad - change ammo Hold down right on D-pad - get a tip Left bumper - switch to plasmid mode/cycle through plasmids Hold down left bumper - bring up plasmid selection menu Right bumper - switch to weapon mode/cycle through weapons Hold down right bumper - bring up weapon selection menu Left trigger - use plasmid (in plasmid mode) Right trigger - fire weapon (in weapon mode) Back button - map/goals/radio/help menu Start button - game menu == B. STATUS MENU [c02s02] ==================================================== BioShock includes a very full-featured status menu, which is used to access information about the game, your location, what you're supposed to be doing, etc. Note that if you're ever stuck and not sure what to do, you can hold down right on the D-pad for a few seconds, and the status menu will come up with a hint which usually explains exactly where you need to go and what you need to do. The status menu has several screens, which are cycled through by pressing RB and LB. These include... MAP - the map shows a map (duh) of the current level you are in, including points of interest like machines and quest goals. Areas you have not explored yet are greyed out, making it easy to see where you still need to look. It's almost always a good idea to explore as much of the city as you can, as you will usually find weapons, ammo, items, and even gene tonics and plasmids, not to mention audio diaries which greatly elaborate on the backstory of BioShock. Note, however, that some areas will occasionally be closed off to you, with no way to access them. This usually means that they will open up once you progress a little further in the storyline, so don't sweat it if you can't figure out how to get into an area. GOALS - the goals tab shows what you should be doing now. Don't be afraid to spend some time looking around and exploring the side areas, however. MESSAGES - this screen allows you to replay any of the radio messages you've received from the denizens of Rapture, as well as to replay any of the audio diaries that you've found. HELP - this screen contains help files on many of the items and game concepts in BioShock. The game has a context-sensitive help system which is very useful - position the reticle over the item you want help on and press the back key, and it will automatically take you to the appropriate help page. Note that your health and EVE are shown in the bars in the top left hand corner of the screen. Your current money and ADAM can be seen by pressing Start. The Start menu also shows how many little sisters there are in the current level, and what their status is (alive/rescued/harvested). == C. DEATH [c02s03] ========================================================== Unlike most FPS games, BioShock does not end if you die. In fact, there is almost no penalty for dying at all - instead you are simply reincarnated at the nearest Vita-Chamber machine, with all of your weapons, money, and items intact. All the damage you did to your enemies stays as well, so if you're having trouble with a boss or encounter you can just wear them down over several attempts. In my opinion, this makes the game almost a little TOO easy, but at least it saves you the aggravation of repeated reloads and retries. == D. ITEMS [c02s04] ========================================================== There are many useful items you can find and use throughout Rapture. You can get these off the ground, from containers, and from dead bodies, by putting the reticle over the item and pressing the A button. Items which you can pick up or interact with in some way will usually be highlighted - regular items in white and quest/story items in gold. The available items include... WEAPONS AND AMMO - self-explanatory. MONEY - used for machines. See the money section for more details. FIRST AID KITS - when used (by pressing the B button) these will return a large portion of your health. You can carry up to 9 of these at a time. EVE HYPOS - these are like first aid kits, except for EVE. They look like blue syringes. You use them by pressing X when you are in plasmid mode. Like the first aid kits, you can only carry 9 of them. AUTO-HACK TOOLS - these allow you to automatically hack an object, without having to do the pipe mini-game. You should save them for emergencies and exceptionally difficult to hack objects. FOOD/DRINK - there are several different types of food/drink available in Rapture. Unlike other items, these are consumed immediately as soon as you pick them up (you can't carry them around with you). Some of them increase health/EVE, some of them decrease them, some of them increase one and decrease the other. Press the back button with the reticle over the item if you're not sure what it does and the help screen will tell you. Usually the health/EVE bonus you gain is small compared to first aid kits/EVE hypos. RANDOM JUNK - after a while in Rapture you will begin picking up a lot of random items like rubber tubes, brass shell casings, batteries, etc. You can take these items to a U-invent machine to craft useful items like auto-hack tools and special ammunition. STORY ITEMS - you will occasionally need to collect items as a part of the game's storyline. The status menu shows you what you need to get and where it is. == E. MONEY [c02s05] ========================================================== The currency of Rapture is the dollar, and you will find plenty of it as you explore the city. Most of it comes from fallen enemies (press A to search their corpses), but it can also be found in containers and lying on the ground. You need money to use many of the machines located in Rapture (with the exception of the genetics-related machines, which either cost ADAM or are free of charge, and the Power to the People machine, which is free but can only be used once). == F. ADAM/LITTLE SISTERS/BIG DADDIES [c02s06] ================================ Purchasing genetic upgrades from a Gatherer's Garden requries ADAM, a form of genetic material which is harvested from corpses by little sisters. Each little sister has a big daddy which follows her around and protects her. Before you can approach the little sister, you have to kill her protecting big daddy. Once you do, walk up to her - the game will give you the option to either rescue or harvest her. Harvesting kills the little sister, but nets you 160 ADAM. Rescuing her only gets you 80 ADAM, but as compensation, Tenenbaum will occasionally send along care packages for you which include ADAM and some other useful items. The choice is yours, and will have gameplay and storyline consequences down the road. The big daddies/little sisters have a somewhat complicated spawn system which is worth explaining to prevent confusion. Apparently there are a set number of little sisters for each level (you can check how many by pressing the Start button and looking at the bottom of the screen). These little sisters will spawn in one of several areas throughout the map by crawling out of a wall, perform a slow patrol route, and then despawn by crawling back into the wall. Each area will almost always have a big daddy guarding it, regardless of whether or not there is a little sister there or whether or not you have already rescued/harvested them. They also respawn fairly quickly after you kill them. It is important to note that YOU MAY NOT FIND LITTLE SISTERS IN THE SAME LOCATIONS SHOWN IN THE WALKTHROUGH. The spawn points/patrol routes do not move, but there may or may not be a little sister there when you get there. If there isn't, you might have to double back to a previous spawn location or move forward to the next one. Just keep looking and you will eventually find all of the little sisters. Remember that both the little sisters and the big daddies make fairly distinctive sounds, so keep your ears open and it shouldn't be too tough to find them. == G. MACHINES [c02s07] ======================================================= There are several different types of machines that you will encounter in Rapture, each with a different function. Most of them require money to use. The different types of machines are... GENE BANKS - these can be used to change the plasmids and gene tonics you have equipped. They are fairly common, and you can usually find one shortly before an important boss fight or encounter. They cannot be hacked. GATHERER'S GARDEN - these special machines are fairly rare. They are used to purchase plasmids and gene tonics, as well as extra slots and other upgrades (like increasing your maximum health/EVE). They are unique because they only accept ADAM for payment. After you encounter a little sister you can usually find a GG machine nearby. They cannot be hacked. VENDING MACHINES - these sell all kinds of useful items like first aid kits, film, ammunition, EVE hypos, food, etc. You need money in order to use them. They can be hacked to lower their prices (hacking them will sometimes also unlock extra items for purchase). AMMO BANDITOS - these are like vending machines, but they only sell ammunition. VITA-CHAMBERS - when you die in Rapture, the game does not end - you are simply resurrected at the nearest Vita-chamber. Note that this isn't a checkpoint-type reload - everything you did before you died is still in place, INCLUDING the damage you've done to enemies. See the "death" section for more details. Vita-chambers are used automatically, you can't interact with them in any way. BOT SHUTDOWN PANELS - if you accidentally trigger an alarm, you can use these panels to turn it off and make the flying drones go away. This costs money (usually $20). Bot Shutdown panels cannot be hacked. HEALTH STATIONS - these stations completely replenish your health for a small fee. Enemies can also use them, but you can hack them to make them poison your enemies (and heal you at a discount). POWER TO THE PEOPLE MACHINES - these rare machines will do one upgrade to one of your weapons free of charge. However, they will then shut down and can never be used again, so make sure you choose your upgrades wisely. These machines cannot be hacked. U-INVENT MACHINES - you will eventually start collecting random junk from around Rapture. You can bring this stuff to a U-invent machine to create useful gadgets like auto-hack devices, special ammunition, etc. Inventing an item does not cost any money, but consumes the items used to create it. Hacking these machines reduces the number of items required to craft anything. == H. AUDIO DIARIES [c02s08] ================================================== Throughout your adventures in Rapture you will stumble across audio diaries left by the former inhabitants of the city. They are often hidden in out-of-the-way locations, so they give you a little extra incentive to explore the nooks and crannies of Rapture. After you find a diary, hold down the A button for a few seconds to listen to it. These don't do much for the gameplay, but a LOT of the (extremely involved) storyline is filled in by these diaries, so it's definitely worth your time to check them out. I'll try to note where they all are in the walkthrough, but I can't guarantee that I've found them all. If you find one I don't have listed here please shoot me an e-mail and I'll add it. == I. DENIZENS OF RAPTURE [c02s09] ============================================ You will encounter several different types of enemies on your exporations through Rapture. Each type of enemy requires different strategies and is vulnerable to different types of ammunition. Also note that the enemies you encounter will become stronger as the game goes on, so a thug splicer you encounter in Hephaestus will be much stronger than a thug splicer you encounter in the Medical Pavilion, for example. The enemies you will find in Rapture include... THUG SPLICERS - these humanoids are armed with melee weapons. They're not tough to deal with, just keep them at range and take them out with your guns. You can also stun them with electrical damage and club them to death with your wrench. Vulnerable to anti-personnel ammo. LEADHEAD SPLICERS - humanoids armed with firearms. These tend to be pretty spastic, so you'll have a good advantage if you can get the drop on them and go for a quick headshot. You can stun them with electricity, freeze them in place, or light them on fire to get them to stop shooting at you. These splicers seem to have many more hit points than the others. Vulnerable to anti-personnel ammo. NITRO SPLICERS - these are armed with explosives. They carry around boxes of grenades to throw at you, and can also use proximity mines. Use your telekinesis plasmid to throw their own explosives back at them. Otherwise you can just stay out of their throwing range and kill them with firearms. Vulnerable to anti-personnel ammo. SPIDER SPLICERS - these splicers are pretty nasty. They move very quickly, can jump to incredibly heights, and can climb on walls/the ceiling. Their primary attack is melee, and they can also throw their sickle claws at you from a distance. Having the gene tonic which shocks enemies which touch you is useful, since it'll root them in place for a moment to let you damage them after they hit you. Fire attacks are also useful since they continue to damage for some time afterwards, meaning you don't have to keep them in the reticle while they're scrambling around. Vulnerable to anti-personnel ammo. HOUDINI SPLICERS - these splicers use plasmids to become invisible and teleport, making them incredibly annoying to fight. Their primary attack is a fire-based plasmid. Try to find a covered position and wait for them to reappear, and then shoot them with firearms. Hacked security bots and turrets are very useful against these guys, since they seem to be able to track them even when they're invisible. They are also heavily armored against fire damage, which is the Houidini splicer's primary attack. Vulnerable to anti-personnel ammo. BOSS SPLICERS - you will occasionally come across a boss splicer, which is a regular splicer which is tougher and deals more damage. These are usually characters involved in the storyline. BIG DADDIES - the Rosies or Bouncers, also known as the Big Daddies, are the charming fellows you see on the cover of the game. They usually appear while escorting around a litle sister, and are not hostile to you unless you attack them or start pestering their little girl. Bouncers are the melee variety of the big daddy, and are armed with gigantic drills. Rosies have rivet guns they shoot you with from a distance, and can also use proximity mines which land on the ground and explode when you come near. These are basically the toughest enemies in the game, and require some preparation in order to fight effectively. You'll need to base your game plan around what you have available to you in your surroundings - security systems, water, oil slicks, explosives, try to use everything you have against them. The good news is that, since you initiate combat against them, you will usually have a decent amount of time to set up your trap. Whatever you do, don't just go blindly rushing in with guns blazing, as you will almost certainly be headed to the Vita-Chamber. Armor-piercing and explosive ammo are the best to use against big daddies. If all else fails, you can just let yourself die and keep rushing them from the Vita-Chamber, since whatever damage you do to them before you die persists after you die. Just wear them down over time. After you kill a big daddy and deal with the little sister, another one will usually appear to start looking for the little sister. You don't have to fight these, but you can kill them if you need the extra money. You can also temporarily convert them to protecting you with a plasmid power (see below). Vulnerable to armor-piercing and electrical ammo. LITTLE SISTERS - little sisters cannot be approached or damaged until their accompanying big daddy is dead. More details on them in the ADAM section. SECURITY BOTS - these are usually summoned by a security alarm, which goes off if you stand for too long in front of a security camera. They carry machine guns and will fly and follow you around. Thankfully they're not hard to deal with - armor-piercing and explosive ammo works very well against them. You can also "stun" them with electrical ammo, and then hack them so that they PROTECT you instead of attacking you. Bots will also follow you around until they are destroyed or deactivated, making them a nice helper for boss fights Vulnerable to armor piercing and electrical ammo. == J. WEAPONS [c02s10] ======================================================== BioShock is an FPS game at its core, and you will have a wide variety of weapons to select from throughout the game. To use your weapons you must enter weapon mode by pressing RB. You can cycle through your weapons by pressing RB again, or bring up a radial selection menu by holding down the right bumper. Your weapons can also be upgraded and use different types of ammo - see the ammo and weapon upgrading sections for more details. The weapons you can obtain include... WRENCH - standard melee weapon, can be used to knock locks off doors. You can shock splicers with electrobolt to stun them, and then club them to death with the wrench. There are also several gene tonics that upgrade your damage and speed with the wrench. PISTOL - low clip size, slow firing, but pretty accurate. Useful for pulling off a headshot if you can surprise a splicer. Takes normal, armor piercing, and anti-personnel ammo. MACHINE GUN - this is a basic SMG, with fully automatic fire and a large clip of 40 rounds. Useful against multiple targets and fast-moving enemies like the spider splicers. Takes normal, armor piercing, and anti-personnel ammo. SHOTGUN - big, loud, and deadly at close range. It is fairly slow firing though, and only has four rounds per clip. Takes regular buckshot, explosive buckshot, and electrical buckshot. GRENADE LAUNCHER - shoots several different types of explosives. I'd save this one for boss fights, since using it properly can take a little bit of planning and preparation. Fires regular frag grenades, proximity mines, and heat-seeking RPGs. CHEMICAL LAUNCHER - sprays several different types of chemicals at your enemies with varying effects. Shoots napalm (fire), liquid nitrogen (ice), and electrical gel (electricity). CROSSBOW - a powerful crossbow. Has a small clip size and a very slow rate of fire, but does massive damage when it connects. Also has an extremely accurate zoom function. Shoots regular bolts, incendiary bolts, and trap bolts. CAMERA - not really a weapon, but it is selected and used like one. More details on this later. == K. CUSTOM AMMO [c02s11] ==================================================== Each gun has several different types of ammunition it can use, including regular, anti-personnel, explosive, armor-piercing, electrical, etc. These ammos can be found on the ground, purchased at vending machines, or crafted at U-Invents. Each enemy is vulnerable to different types of damage, so you can use an appropriate ammo against each enemy to make things go a little easier for you. The different types of ammo are... REGULAR - generic all-purpose ammo. ANTI-PERSONNEL (pistol, machine gun) - designed for use against unarmored targets (i.e., the splicers). ARMOR PIERCING (pistol, machine gun) - good against heavily armored targets like big daddies and turrets. EXPLOSIVE (shotgun, grenade launcher) - good against basically anything. ELECTRICAL (shotgun, chemical launcher) - good against electrical equipment like turrets, cameras, drones, etc. PROXIMITY MINE (grenade launcher) - sticks to the ground and blows up when an enemy comes near. HEAT-SEEKING RPG (grenade launcher) - tracks enemies with a heat signature, like splicers. NAPALM (chemical launcher) - shoots fire. 'Nuff said. LIQUID NITROGEN (chemical launcher) - freezes enemies in place, letting you smash/melt them. They will thaw if you leave them for a few seconds though. INCENDIARY BOLTS (crossbow) - light the target on fire when they hit. TRAP BOLTS (crossbow) - lets you create the electrified trapwires you often see in Rapture. They embed themselves in the wall (or other object) and then shoot out the trapwire directly behind themselves until it makes contact with another object. Make sure you get out of the way before the trapwire fires or it will shock you. These trapwires do a large amount of electrical damage to the first enemy to walk through them. Using the correct type of ammunition will make your fights go MUCH smoother. Against the easier splicers regular ammo will do the trick just fine, but against big daddies, bosses, and tougher splicer fights you'll need to use the rarer ammo to avoid a lot of unnecessary trips to the vita-chamber. == L. WEAPON UPGRADING [c02s12] =============================================== You can also upgrade your weapons to increase their power, speed, or other characteristics. This is down at "Power to the People" machines, which are scattered throughout Rapture. These machines are very rare, so make every effort to hit them up when you see them on your map. Each machine will do one upgrade to one of your weapons, free of charge, and then cease to function forever, so make sure you choose your upgrades wisely. Note that upgrades are permanent and will remain on your weapon for the rest of the game. The upgrades available are listed in the reference section of this guide. == M. PLASMIDS [c02s13] ======================================================= Plasmids are a type of genetical modification to your body, which gives you "magical" powers like telekinesis, shooting fire out of your fingers, etc. To enter plasmid mode, click on LB. You can then use LB to cycle through your plasmid powers, or hold it down to bring up a radial menu to select which plasmid you want to use. To "fire" your plasmid power, pull the left trigger. Plasmids, unlike gene tonics (see the next section), are active powers which must be triggered to have any effect. Using them consumes EVE, which is measured by the blue bar underneath your health bar in the top left corner. You can replenish EVE using the blue hypos found throughout Rapture, or from some of the food items in the game. There are also some gene tonics which restore your EVE when you heal, eat, successfully hack a device, etc. The plasmid powers available in-game are listed in the reference section of this guide, but some of the more important ones are... ELECTROBOLT - This is, in my opinion, the most useful plasmid in the game, since it instantly shorts out any security system element, allowing you to get close enough to photograph/research it and hack it. It can also open shorted-out doors, stun splicers and big daddies, fry anyone standing in water, and is generally just an all-around useful power. TELEKINESIS - Extremely useful against anything that launches grenades or rockets at you, since you can just grab them and throw them back. You can also use this power to grab items that are just out of reach. INCINERATE - Lights enemies on fire. It can also be used to light oil slicks on fire, and melt ice which is blocking your path. You only have a limited number of slots in which you can "equip" your plasmids. Each time you gain a new plasmid you will be given the option to either place it in one of your slots (replacing the plasmid which is already there, if any), or store it in your gene bank for later use. You can visit a Gene Bank machine at any time to swap out your plasmids and gene tonics, free of charge. You'll want to do this frequently to adapt your strategies to your enemy and situation. You can also purchase new plasmid slots from the Gatherer's Garden machine, up to a maximum of six. There are several ways to obtain new plasmids. You can occasionally find them on the ground in Rapture (they will look like glowing bottles with a colored liquid inside). You can also get them from researching enemies (see the section below on the camera and research). However, the most common way to get new plasmids is from the Gatherer's Garden machines, which sell plasmids and other genetic upgrades. Purchasing from a Gatherer's Garden requires ADAM, and the only way to get ADAM is from the little sisters. More on that later. == N. GENE TONICS [c02s14] ==================================================== Gene tonics, like plasmids, are genetic modifications to your body. However, unlike plasmids, they provide passive effects which are always active and do not need to be triggered. There are three main types of gene tonics - physical, which provide things like damage resistances and increases to speed; engineering, which increase your hacking skills; and combat, which do things like increase your damage or skills with particular weapons. Like plasmids, you have a limited number of slots for each type of gene tonic. Also like plasmids, you can purchase additional slots (and tonics) at a Gatherer's Garden, if you have the ADAM for it. You can also switch out your gene tonics at a Gene Bank machine at any time. A complete list of the gene tonics available in the game can be found in the reference section of this guide. == O. INVENTING [c02s15] ====================================================== You will eventually begin collecting random items with no apparent purpose, like rubber tubing, batteries, brass shell casings, etc. You can bring this junk to a U-invent machine and use it to craft more useful stuff like auto-hack tools and custom ammunition. This doesn't cost you any money, so you essentially get a little extra gear for free. Not bad. There's also a storyline mission later on where you'll have to use the U-invent to craft a special item. More on that in the walkthrough section. == P. RESEARCHING ENEMIES [c02s16] ============================================ Eventually you will obtain a research camera, which is used just like a weapon - select it with RB and take a picture using RT. The camera takes film as its "ammunition", which can be obtained from vending machines, enemies, containers, and the ground. The camera allows you to "research" your enemies by taking photographs of them. Every photograph is given a score based on its quality - pictures where the subject is well-framed, in action, or where there are multiple subjects will score higher. You can also obtain gene tonics which will increase the score for every picture you take. However, taking multiple pictures of the same target will reduce the score of the picture, and if the score gets too low the game will simply not take the picture (therefore you don't have to worry about wasting film on useless pictures). Each picture you take will increase your progress towards the next research level on that type of enemy. Each new research level will provide a bonus against that type of enemy, a plasmid/gene tonic, or some other type of reward. It's therefore worth your while to do as much research as possible, especially against the tougher enemies like big daddies and spider/houdini splicers. When you see an enemy up ahead, break out your camera, and once you get in range try to snap as many pictures as possible as quickly as possible. Film isn't hard to find in Rapture, so don't worry about wasting it. Personally I'd keep photographing each subject until it doesn't give you any more research increases, ESPECIALLY against the rarer enemies like big daddies and spider/houdini splicers. You can usually take 3-5 pictures of an enemy before the score gets so low that the picture won't be taken. Each enemy has 5 research levels - after you get to level 5 you won't be able to take any more pictures of that enemy, since there's nothing left to research. Usually levels 1, 3, and 5 provide damage increases against that enemy, while levels 2 and 4 provide more specialized bonuses. Note that you can also research security camera elements like turrets, security cameras, and and bots. An easy way to do this is to zap them with electrobolt so they're "stunned", and then run in and grab a bunch of photos before they come online again. You can also research little sisters - each level for them gives you a bonus to your maximum health and EVE. == Q. SECURITY SYSTEM [c02s17] ================================================ Rapture has a security system which protects some of the more sensitive areas of the city. There are three major elements to the security system - cameras, turrets, and bots. All three of these elements can be researched with the camera. The security system can also be hacked so that it protects you and attacks your enemies. If you can prepare an area's security system in advance for an important or difficult fight, it will make things much easier for you, since the turrets, cameras, and bots will be fighting FOR you, instead of against you. This is a good strategy to use against big daddies. CAMERAS - security cameras can often be found scanning important areas of the city. You can see where the camera is looking because it emits a red circle of light on the area the camera is pointed at. If the camera sees you, the light will turn white, and you have a few seconds to get out of view. If you don't, the camera will trigger an alarm, and security bots will be summoned to hunt you down. The alarm lasts for sixty seconds, but it can be cut short if you run away from the area where it was triggered or use a bot shutdown panel (see the Machines section). When the alarm is triggered, a red countdown timer appears on the right side of the screen to show you how much time is left. Cameras can either be avoided, destroyed (use explosive or armor-piercing ammo), or hacked. You can sometimes get close enough to hack a camera without it seeing you, but a better bet is to shock it with the electrobolt plasmid or electric ammo, which will temporarily put it out of commission. You can then get close enough to hack it without worrying about an alarm being triggered. Hacked security cameras will sound the alarm on enemies, and will summon allied security bots to attack them. An alarm timer will again appear, but this time it will be blue instead of red. Hacked cameras have a green light instead of a red one. TURRETS - turrets are automated weapons platforms that attack you on sight. There are several different kinds, including machine gun, flamethrower, and rocket launcher varieties. Like cameras, they can be shocked with the electrobolt or electrical ammo and hacked, or else just outright destroyed. Hacked turrets have green lights instead of red, and attack your enemies instead of you. BOTS - bots are summoned by camera alarms, and can occasionally be found lying on the ground. See the enemies section for more details on bots. == R. HACKING [c02s18] ======================================================== BioShock includes a hacking mini-game, which allows you to (among other things) convert security system elements to your side, open safes and combination locks, reactivate bots, and reduce prices and increase stock at vending machines. You can usually hack items by walking up to them and pressing the X button. This brings up a screen which shows you the difficulty of hacking the item, and what you will get if you successfully hack it. Pressing A will take you to the hacking mini-game. The game is essentially a "tile" type of game where you have to rearrange pipes to redirect a flow of energy from a starting point to an ending point. At the beginning of the game, all the tiles are flipped over. Press A to flip over a tile, and press A again to swap the flipped tile with whatever you have in your "storage" or "buffer" (shown on the left side of the screen). Essentially you have to connect the starting point with the ending point before the blue energy flow gets to the end of the pipe or touches an alarm or overload tile. If the energy flow reaches the end of the pipe before you connect it to the end tile, the system will overload and you will take a small amount of damage. This sounds complicated, but it's easy with a little practice. You just have to be efficient at rearranging the tiles. Try to flip over as many as you can at the beginning (before the energy starts to flow) so you can see what you have to work with, and then go from there. There are also a few special tiles... OVERLOAD TILES - look like little orange explosions. If the energy gets routed to these tiles the device will automatically overload and you will take a large amount of damage. ALARM TILES - look like little fire alarms with a red dot on them. If the energy gets routed to these tiles an alarm will go off and bots will be summoned. RESISTOR TILES - look like zig-zag electrical resistors. These greatly slow the speed of the energy flow, and buy you a little extra time to complete the circuit if you're having trouble. If you're having too much trouble with a particular hacking puzzle, you have two options available to you - you can either use an auto-hack tool (obtainable from vending machines, containers, and U-invent machines) to automatically hack the item, or you can "buy out" the hack and spend money to complete the puzzle. The more difficult the puzzle is, the more expensive it will be to buy out the hack. =============================================================================== 3. WALKTHROUGH [c03] =============================================================================== This section is a complete walkthrough for BioShock, and will explain exactly where you need to go and what you need to do to complete the game. I will also include optional areas, but I'll indicate that you don't need to go there if you don't want to. Also, I'm not going to bother writing "search the room for useful stuff" or "search the corpses and containers", it should just be assumed. Always check every single container and corpse you find, you never know what might be in it. Listing what you can find in every single room in the game would be a monumental waste of time, so I'll only mention the really important things like quest items and new weapons. Also, I'll try to mention where you'll meet scripted enemies, but random splicers seem to respawn and appear in somewhat random locations throughout the game, so your mileage may vary. BioShock, more than any other FPS game, has a very dynamic environment, and you might not find splicers or big daddies/little sisters in the same locations or doing the same things that I did, so keep your head up. Compass directions are given as shown on the game map, with the assumption that up is north. IMPORTANT NOTE: PLEASE SEE THE LITTLE SISTERS/BIG DADDIES LOCATION GUIDE IN THE REFERENCE SECTION TO CLEAR UP ANY CONFUSION ABOUT WHERE TO FIND THE LITTLE SISTERS. THEY MIGHT NOT BE IN THE EXACT SAME POSITIONS AS NOTED IN THIS WALKTHROUGH. == A. PLANE CRASH [c03s01] ==================================================== The game begins with a quick cutscene on an airplane, which promptly goes crashing into the ocean. After the title screen, you wake up bobbing amongst the flaming wreckage of the airplane. Avoid the flames and swim forwards to the lighthouse-looking structure ahead of you. Climb up the stairs and go through the door. It'll slam shut behind you, and lights will come on, revealing an incredibly creepy statue of Andrew Ryan glaring at you from above. Check out the plaques and artwork, and then head down the stairs at the back of the room. At the bottom of the stairs is a bathysphere, a primitive submarine-type device. Climb in and pull the lever, and then settle in for the ride. Make sure you have a nice view, because your first look at Rapture is really quite impressive. Sit back and enjoy the ride, there's nothing else to really do here. == B. WELCOME TO RAPTURE [c03s02] ============================================= After the splicer massacres Johnny and fails to break into the bathysphere, you'll get a transmission from Atlas. Pick up the radio to the left of the door and listen to what he has to say. Go forward from the bathysphere, turn left, and head up the stairs. Turn left and watch the splicer get cut up by the security system. Jump over the debris by pressing Y, and pick up the wrench in front of you (it'll be highlighted in gold) by pressing A. Smash the debris blocking the door with the wrench, and click LS to crouch under the door. There's a splicer at the top of the stairs who will throw a flaming couch at you. Get out of its way and continue up the stairs. The splicer will charge you - club him to death with the wrench, then turn left and head up the stairs on the back wall. At the top there's a Gatherer's Garden machine with a free Electrobolt plasmid on it - pick it up and the game will go into cutscene mode. Ouch. When you wake up, you'll have your first plasmid power - electrobolt. See the game concepts section for details on what plasmids are and how to use them. Search the room for useful stuff, and then use your electrobolt plasmid on the sparking lever next to the door. This should override the short and get it open for you. Walk into the tunnel, and watch the plane's tail section come crashing in. You'll have to go up into the plane and through the emrergency exit to continue on through the tunnel. Go to the end of the tunnel and through the Securis door. You should enter a large, dimly lit room. To the right, near the leaking window, is a corpse with an EVE hypo. There's another hypo in the left wing. Explore the room until the splicer enters (I'm not sure exactly what triggers it), and then kill him. Use Atlas's one-two punch - zap him with electrobolt and then club him with the wrench. The airlock door should open and another splicer will come through. Kill him and continue through the airlock. Head up the stairs and into the lobby, and kill the flaming splicer. Go through the sliding doors and take the open elevator up. Note that you now have a quest arrow which will direct you exactly where you need to go. Head right and kill the splicer blubbering over the stroller. Pick up the revolver in the stroller and walk through the doors into the Kashmir restaurant. OPTIONAL: Head down the stairs along the wall to the right. There'll be a splicer trying to get through a door at the bottom - kill him quickly. The other splicer he's arguing with will open the door to see what's going on, so take her out too. Go through the door and search the room for some money and other goodies. Walk back out and you'll see two splicers scrounging around in the pool of water by the window. Hit the water with the electrobolt and you'll electrocute them both. There's an audio-diary (New Year's Eve Alone) on the table. At the other end of the room you'll see an entrance to the Footlight Theater - you can't get through this way though. Head back up the stairs. Turn right at the top of the stairs and go into the bathrooms, killing any splicers you find. There's a ghost scene in the women's bathroom, and an audio-diary (Hole in Bathroom Wall) on the rubble at the end of the room. Head into the men's room and through the hole in the wall of the last stall. Head over the lighting fixture to the balcony on the other side of the room. There's a radio transmission from Atlas here about the little sister on the floor beneath you. Go down the stairs against the wall and watch the scripted event. Yikes. Clearly you do NOT mess with the little sisters unless you are VERY well prepared. Grab the pistol off the ex-splicer and smash through the lock on the gate to your right. OPTIONAL: Search the theater for loot. Nothing particularly exciting, though. Turn right at the Vita-chamber and head down the hallway, killing splicers as you go. When you get to the stairs there'll a pair of splicers standing in a pool of water - you should know what to do by now. Head down the stairs to the lobby area. OPTIONAL: Search the bathroom to find some health supplies. Get yourself healed and make sure you have some EVE ready, there's about to be a fairly large battle. When you're ready, approach the door to Neptune's Bounty. It'll slam shut and a security alarm will go off. Back away from the door, as a flamethrower turret will appear and start trying to barbecue you. Splicers will start appearing as well, jumping from the stairs into the pool of water in the middle of the room. Use your electrobolt plasmid to zap them as soon as they touch the water. You'll get a panicked radio transmission from Atlas, who'll open the door to the Medical Plaza (at the opposite end of the room from the door to Neptune's Bounty) for you. Head through, jump over the debris, and walk into the room with all the TV screens. The doors will slam shut, and you'll be subjected to a video rant from Andrew Ryan. Splicers will start trying to smash through the windows, but Atlas gets the door at the back of the room open for you before they can break in. Head through and press A at the airlock door to take you to the medical pavilion. == C. MEDICAL PAVILION [c03s03] =============================================== Turn right at the entrance hallway and head down to the foyer. There's a vending machine against the east wall to your left - time to spend some of your hard-earned cash. Look behind the receptionist's desk for a whole bunch of goodies. There's also an audio-diary (Released Today) sitting on the desk. Turn around and head to the door to the right of the vending machine, which leads to Emergency Access. You'll need to hack the security bot to get through (see the section on hacking above if you need more details). Take your new friend and round the corner, where you'll stumble on a dispute between two splicers. Kill whichever one survives, and then head back to the desk at the back of the room, where there's some health, ammo, and an audio-diary (Adam's Changes). Head up the stairs to the balcony area, and hit the Emergency Access Control switch (it'll be highlighted in gold). Access will be denied, and the door behind you will open. Atlas explains that you need to get the key from Dr. Steinman before you can continue on. When you flip the control switch, the door behind you will open, releasing a splicer. Kill her, go through the door, and turn left down the hall. There's a little room at the end with a machine gun and an electrical override switch that returns power to the Medical Pavilion foyer. The door at the back of the room will open and a bunch of splicers will spill out. Let your security bot go after them, and head back down the hallway and out to the foyer. Take out the splicers on your way back to the foyer, and climb up the stairs at the back of the room. The door to the main area of the Medical Pavilion should now be open. Head on through and follow the hallway down to a door, where there'll be another ghost scene. Use the door control to the right of the door and head through. Pick up the audio-diary (Higher Standards) on the wall in front of you. You're now in the main Medical Pavilion area, which has a number of different businesses and areas. On the other side of the wall, once you round the corner, is a turret, so zap it with electrobolt and hack it (you'll be doing a lot of fighting in this area so it's worth your while to not destroy it). On the right side of the room is a storage closet with another turret for you to hack. On the south wall of the room (left from the main entrance) is a knocked over directory sign with the names of doctors and businesses on it. On the wall next to it is another audio-diary (Limits of Imagination). There is also another audio-diary (Love for Science) on a crate near the health station in the middle of the main area, and another one (Parasite Expectations) on the desk behind the wall at the entrance to the main area (i.e., directly across from the turret). There is a fourth audio-diary (Vandalism) in the little alcove on the north side of the main area, sitting on a chair next to a vending machine. Head to the west end of the room and go through the door marked "Dr. Steinman's Aesthetic Ideals". Go through the tunnel and enter Dr. Steinman's area. Rounding the corner you should see him crouching on the ground muttering to himself, but as soon as he sees you he takes off down the hallway to the right and explodes it behind him, leaving a huge pile of debris. There's a nitro splicer standing on the balcony above you tossing grenades - if only you had some way of grabbing one and using it against the debris... hmm... This is one of the few times in the game where it's not really clear what you need to be doing. Basically you need to get the Telekinesis plasmid so you can grab a grenade from the nitro on the balcony and use it to blow up the debris blocking your path to Dr. Steinman. There are ads on the wall advertising that the Dandy Dental clinic is giving away the telekinesis plasmid as a promotion, but heading back to the main Medical Pavilion area and finding the Dental Services area (it's down the stairs right by the tunnel to Dr. Steinman's area) reveals that it's completely frosted shut. There's an audio-diary (Freezing Pipes) at the lower left corner of the ice pile that reveals why. OPTIONAL: At the southwest corner of the Dental Services entrance area is a supply closet with a door that's shorted out. Hit the switch to the left with your electrobolt, and head in to collect your loot. So we need to find some way to melt the entrance to Dental Services. The name of the crematorium should give you a hint that that's where we should be looking. The entrance to the crematorium is in the SW corner of the main Medical Pavilion area, so head up there. There should be a lady pounding on the door who soon meets a grisly end. Kill the splicer who comes through the door, and head on in. There's an audio-diary (Surgery's Picasso) hanging under the... ahem... "creatively" rearranged photo on display to your left. Head into the back of the crematorium. There's a security camera at the south end of the room, near the furnace - zap it and hack it. OPTIONAL: Find the furnace control on the side of the furnace, next to the gurney with the corpse on it. Press it and wait for the body to be cremated. When it comes out, it should have a gene tonic (Hacker's Delight) sitting in the ashes. Head up the stairs in the SE corner of the room. Terminate the splicer, and then crouch and crawl through the little hole in the wall next to the jammed doors. Your Incinerate plasmid is on the floor next to the broken Gatherer's Garden machine. Put it in your empty plasmid slot, and then get ready to use it, as you're about to be ambushed by splicers. Fortunately for you, they're stuck outside the storage room, and unfortunately for them, they're standing in an oil slick. Light the slick on fire (it extends into the storage room through the crawlspace) and watch them go up in flames. Head back downstairs and go down to the Dental Services area. Use your incinerate plasmid to melt the ice blocking the entrance, and head on through. Kill the splicer in the entrance area, and head through to the right. There's a shotgun and some ammo sitting in the middle of the room, but as soon as you pick it up the lights go off and you are ambushed by splicers. Kill them all and the lights will come back on, revealing that you're in the main lobby for the dentistry area. The business we need to go to for the Telekinesis plasmid is Dandy Dental, at the east end of the lobby. There's an audio-diary (Useless Experiments) by the entrance. Head on through into the lobby of Dandy Dental. If you want you can hop over the receptionist's desk for some goodies. Head into the main area and check out the view from the windows. The plasmid you need is at the broken Gatherer's Garden machine, at the end of the tennis practice area at the north side of the clinic. Pick it up and equip it - you'll have to replace one of the plasmids you already have. Personally I'd suggest keeping electrobolt, since it will be useful for dealing with security systems once you get back to Steinman's area, but the choice is up to you. You can always swap your plasmids out later once you get to a gene bank machine. If you want to practice your telekinesis skills you can activate the tennis machine and practice catching and throwing the balls it launches. There's also an audio-diary (Testing Telekinesis) leaning up against the tennis machine's control panel. Head back out to the Dental Services lobby. There should be some splicers entering the clinic just as you're leaving - you might want to try getting creative with the telekinesis plasmid to kill them. OPTIONAL: Head southwest past the Painless Dental sign and round the corner. You'll pass a row of windows which will be shot out by a turret trying to kill you. Hop through the windows (you'll have to crouch) and either destroy or hack the turret. You can unlock the door to Painless Dental with the control on the north wall. Head through to the surgery room. In the SE corner is a desk with an audio-diary (Plasmids are the Paint) and a gene tonic (Speedy Hacker). On the east wall is a crawlway with a grate covering it. Crouch and whack the grate off with your wrench. Follow the crawlway to a storage room with some nice goodies in it. You can unlock the door with the control on the wall and go directly back out to the main Dental Services area lobby. OPTIONAL: Past the windows you went through to get into Painless Dental is another clinic, Chompers Dental. The door to this clinic is also locked. Use your telekinesis power to grab the key off the hook on the wall that you can see through the broken window. Use it to unlock the door and head in. Zap and hack the camera in the left corner of the room. Go through the door on the far wall, kill the splicer, and zap and hack the camera. Hack into the safe under the camera for some nice goodies. OPTIONAL: Back near the entrance to the Dental Services area is the entrance to Kure-All. Open the door and head on in, but make sure you have your telekinesis plasmid selected and ready to go. If you practiced with the tennis machine at all, this is where it pays off. As you enter the clinic, turn right. You'll see a turret launch rockets at you. Grab them with your telekinesis power and fling them back at the turret to blow it up. Go through the door to your left. If there are any splicers in the clinic clear them out, and hack the camera in the far NE corner. In the NW corner of the room with the camera is an audio-diary (Enrage Trial). Along the wall to the left should be a crawlway covered by a grate. Bash the grate in and follow the crawlway to the storage room. On one of the cabinets there should be a new gene tonic (Wrench Jockey). Head back out to the dental services area. So you've got your telekinesis plasmid, time to head back up to Steinman's area. You'll probably hear the nitro splicer still banging around up on the balcony. He should start tossing grenades at you again - if he doesn't, you might need to shoot a few rounds in his direction to get his attention. Use your telekinesis plasmid to grab one of the grenades, and then launch it at the debris covering the door that Steinman fled through. This will clear the path for you, allowing you to continue on. As soon as you enter the hall, there's an audio-diary (Symmetry) hanging on the wall to the right of the corpse in the wheelchair. Continue on down the hall. The way will initially be blocked by a gate, but Steinman will come running out of one of the side rooms and send a bot after you. A turret also appears out of the floor. The gate opens, and Steinman runs again. Either kill or zap and hack the bot and turret, and continue on. If you check the hole in the wall with water pouring out of it on the left side, you'll find some ammo and other loot. There's also a free gene tonic (Static Discharge) sitting by the corpse leaning against the wall across from the hole. OPTIONAL: Enter the side room on the right (north) side of the hall. Watch out for the camera at the far end - zap and hack it when you get a chance. Hack the safe under the camera for some nice loot. There's also some ammo and other items on the desk in front of the camera. On your way out, pick up the audio-diary (Aphrodite Walking) from the cabinet by the surgery table. All right, time to put an end to Steinman's insanity - for good. Head through the doors at the end of the hall and watch the scripted event. Dr. Steinman is basically a Leadhead Splicer with a whole ton of hit points. Other than that he's not particularly tough or difficult to kill. Anti-personnel ammo is very effective against him. If you have your incinerate plasmid slotted you can also make use of the oil slick behind the operating table to light him on fire. You should get a radio message from Atlas reminding you to get the key and head back to the Emergency Access area. Search Steinman's body to get the Emergency Access key, and check the corpse on the operating table for an audio-diary (Not What She Wanted). OPTIONAL: Head down the stairs to the flooded area underneath the observation area. There's a desk with a safe on it which contains some first aid kits. Follow the arrow back out of the surgery room and towards the main Medical Pavilion area. There should be some splicers coming out to greet you - if you hacked the turret in the hallway it should take care of them without much difficulty. Continue on until you get to the tunnel heading back to the main Medical Pavilion area. Heading into the tunnel you'll hear the door leading to the main area collapsing, blocking you in. Thankfully the other door on the north side of the tunnel (which was previously blocked) has opened up. Head on in - you should be just in time to see a Bouncer get blown through the window and land in a flaming heap on the floor. Head through the door and watch the cutscene - Atlas wants you to kill the little sisters, while Tenenbaum wants you to rescue them. Harvesting her will give you 160 ADAM, while rescuing her will give you only 80. However, if you rescue several little sisters, Tenenbaum will send along a care package with 200 ADAM and some other treats (note, however, that you will still gain more total ADAM from harvesting than rescuing the girls). The choice is up to you, and has storyline consequences down the road, about which I'll get into more detail in future versions of this guide. Atlas encourages you to visit the next Gatherer's Garden machine you find to pick up some new Plasmids, and lo and behold, one appears at the north end of the room. Time for some shopping. This GG sells the Enrage plasmid, armored shell and EVE link gene tonics, and maximum health and EVE upgrades. There's also an audio-diary (Gatherer Vulnerability) on the floor next to the GG machine. Pick out which upgrades you want and head through the door on the east side of the room. This takes you back out to the main Medical Pavilion area. There may be some respawned splicers wandering around, so keep an eye out for them. Head back to the east end of the room. On the way to the foyer, you will encounter another little sister and big daddy. The good news is more ADAM - the bad news is that you actually have to fight the big daddy this time. This one is a bouncer - the melee type with the gigantic drill on his arm. If you hacked the turrets in this area earlier, try to fight the big daddy where the turrets can shoot at him. Use whatever explosive or armor-piercing ammo you have, and try to keep him at a distance - the drill is fairly painful. Be generous with the use of first-aid kits as well. If you die, you'll respawn at the Vita-Chamber in the dental services area in the basement - just head on up and finish the fight. When you've killed the big daddy rescue or harvest the little sister. If you want, you can head back to the GG machine in the lounge and pick up some new upgrades. Otherwise, head back through the doors at the east end of the main area and down into the foyer. Head down the stairs and through the door to emergency access at the far end of the room, killing any splicers you see. Go back up to the emergency access control switch and flip it using Steinman's key. The door opens up, revealing a bathysphere. Hop in, pull the lever, and head off to Neptune's Bounty. Congratulations, you've just completed the Medical Pavilion. == D. NEPTUNE'S BOUNTY [c03s04] =============================================== The bathysphere will drop you off at a dock with a rather grisly display in front of you. Climb up the stairs and around the column - you'll find a vending machine and a gene bank where you can swap out your equipped plasmids and gene tonics (see the Machines section above for more details). Hop over the debris and continue through the door ahead of you. You'll see a spider splicer up ahead of you, but thankfully you don't have to deal with her just yet. Continue through the door at the end of the hallway, which takes you out into a large open area with a wharf, multiple splicers, and a big daddy/ little sister. Let the big daddy duke it out with the splicers for now, you've got some other things to do. Head down the ramp into the lowered area in the center of the room. Immediately underneath the ramp is a turret - go ahead and hack it, it'll help when you fight the big daddy. There's another turret underneath the wharf on the far side of the room - same deal there, zap it and hack it. Immediately behind that turret is an audio-diary (Bathysphere Keys). Now that you've got the security system on your side, you can take out the big daddy. This one is a rosie - she's armed with a gigantic rivet gun that seriously hurts. Try to keep her in the center of the room where your two turrets can shoot at her. Harvest or rescue the little sister, and head up on to the wharf at the south end of the dock. Continue through the door and turn right at the end of the hall. This takes you to a balcony type area with a gene bank and a Gatherer's Garden. Unfortunately, if you look to the left, there'll be an RPG turret launching rockets at you, as well as several splicers you'll have to take out. Use your telekinesis plasmid to toss the rockets back at the turret and destroy it. Clear out the splicers, and head to the GG to spend your ADAM. Head down the stairs towards the giant "Fontaine Fisheries" sign. OPTIONAL: to the east of the GG and gene bank machines are two holes leading to a lower area. Go through the right one and drop down to the lower area. Zap and hack the camera, and look in the other alcove - you'll find some loot and a deactivated security bot for you to hack. To get out of this area and back up to the balcony, you have to jump out of the hole in the west wall, down into the water, and climb up the stairs. OPTIONAL: at the Fontaine Fisheries sign, continue going down the stairs into the flooded area. Turn right and head around the corner. Continue following the hall until you get to a gate protected by a combination lock. Hack the lock or open it with the code 5-3-8-0 and continue through. There's an audio-diary (Timmy H. Interrogation) and some other loot here. You can use your telekinesis power to grab the stuff through the gate at the back of the room. Head on back up to the Fontaine Fisheries sign when you're done. Stock up at the vending machine, and then climb over the boxes leading to Fontaine's Fisheries and head in. You'll enter a room with a dead lady and a bunch of health and ammo. Pick up what you need, and then activate the door at the far end of the room to ask for entrance. Peach Wilkins will answer the door, but he won't let you in until you do a favor for him. He wants you to head up to the wharfmaster's office in the upper wharf and grab a research camera for him. Unfortunately, before you can go, a spider splicer appears. These guys are very tough, they can scramble up walls and across ceilings and move very quickly. Do what you can to stay alive, but don't sweat it, as Peach will send the security system after the splicer, chasing her away. He sends out a grenade launcher as a parting gift and sends you on your way. Follow the quest arrow back out of Fontaine's Fisheries, up to the balcony with the machines on it, and turn right. The gate to the upper wharf should now be open. Kill any splicers you find, and head on through. OPTIONAL: Turn right after passing the gate, and then immediately turn right again. You should see a section of metal grating on the ground that's broken inwards. Follow the crawlspace to the end and you'll find an audio-diary (Fontaine Must Go) and some loot. Continue on up the stairs to the upper wharf area. You should come to a sliding door which leads to a little room with some proximity mines and other ammo. Keep heading forward. You'll enter a larger area with a big daddy/little sister and some splicers. Take out the splicers, and head to the fish cleaning table directly across from the door where you entered. On it is an audio-diary (Finding the Sea Slug). Go through the archway towards the wharfmaster's office - there'll be an RPG turret there, zap it and hack it as it will come in handy when you fight the big daddy. Kill the big daddy (use your proximity mines if you want to) and rescue or harvest the little sister. On the ground on the west side of the room (near the hole the little sister crawls out of) is another audio-diary (Masha Come Home). Remember the code 7-5-3-3, you'll be able to use it later. There's another audio-diary (Picked Up Timmy H.) on the corpse by the hole - it also has a code, 5-3-8-0, but it's for the interrogation room and we've already been there. Head through the archway towards the wharfmaster's office. Watch out for the camera at the top of the stairs - it's too high up for you to hack it, so just zap it and run. There's an audio-diary (Watch Fontaine) by the vending machine at the bottom of the stairs. Run up the stairs, you'll see yet another camera on your right - this one hackable. Continue down the hall and into the alcove on your right. Whack the lock of the door, and immediately duck for cover into the right corner, just past this desk. This will give you cover from all of the turrets which will be trying to kill you - an RPG turret in the right hallway, a machine gun turret in the hall straight ahead, another RPG turret in the center of the south wall, and yet another machine gun turret in an alcove in the SW corner of the room. There's also a camera above the last RPG turret. Destroy or hack them all (remember to use your telekinesis plasmid on the RPG turrets), and search the room and corpses to find some nice loot. OPTIONAL: crouch and head through the crawlway in the SE corner of the room. There will be a camera directly above you when you enter the room, but it's too high to hack, so zap it and grab some cover at the other end of the room. There you'll find a safe, a nice selection of ammo, and an audio-diary (Have My Badge). Head back out when you've got everything. Break the lock off the door in the SE corner of the room, and head through the hole in the wall. Pick up whatever ammo you need and swap out your plasmids and tonics at the gene bank (if you want to). Turn right and head down the hall, past the Vita-Chamber. At the end of the hallway will be a small office, with the research camera sitting on a desk. This will update your objectives - Peach wants you to snap some photos of three different spider splicers and bring them to him before he'll let you into Fontaine's Fisheries. Take a photo of the splicer through the window for your first shot. Note that you can check out the Researching Enemies guide above if you need more info on how to use the camera. Head back out of the office and down the hallway. As you turn the corner past the Vita-Chamber the wall should explode out, and you'll have to kill a couple of splicers. Hop through the hole in the wall and onto the tarp thing - there's a plasmid (Security Bullseye) there for you to grab. Kill the splicer beneath you, zap and hack the security camera, and pick up any ammo you need from the bandito. There's also an audio-diary (ADAM Discovery) on top of a crate along the west wall. You're now in the room that was on the other side of the blocked door from where you fought the last big daddy/little sister. Basically what we have to do now is take three pictures of (different) spider splicers and take them back to Peach Wilkins. You should have one already from the wharfmaster's office, and we'll get the other two on the way back to Fontaine's Fisheries. Continue through the south door, and pick up the audio-diary (Eden Leaking) immediately in front of you. Head through the door into the tunnel, and hack the camera on the right wall. There's an audio-diary (Fontaine's Smugglers) on the bench immediately beneath the camera. OPTIONAL: Head right at the intersection and go into Jet Postal. Kill the splicers, and look on the table immediately to the left of the entrance for an audio-diary (Death Penalty in Rapture). Continue into the back room - there'll be a spider splicer crawling around on the ceiling. Snap a photo or six (that's 2 out of 3) and take her out. Zap the camera in the corner (it's too high to hack) and grab whatever you need from the shelves. Also, the vending machine in this room sells film, so now is a good time to stock up, since the initial supply you get with the camera runs out very fast. Head into the Fighting McDonagh's - there will be several splicers and a little sister/big daddy here. Stock up at the vending machine, switch out your upgrades at the gene bank, and kill the big daddy when you're ready. Head up the stairs into the main area of the bar - there are two audio-diaries here. One (Smuggling Ring) is on a table near the 123 Beer sign, and the other (Working Late Again) is on a table near the window looking out over the city. OPTIONAL: Head through the door behind the bar by zapping the sparking door switch - this leads to the wine cellar and storage area. Kill the splicers, and head through the door directly across from the entrance. In the corner of the room is a desk with an audio-diary (Rapture Changing). Go through the crawlspace into the little closet, and zap and hack the turret. Open the safe for some nice loot. Head back into the main cellar area, then break through the grate into the crawlspace at the other end of the room. Following the crawlspace to its end will take you back out to the entrance to the bar, and you'll also find another audio-diary (Meeting Ryan). Head to the upstairs section of the bar, and clear out any splicers. Walk through the door that's directly in front of you at the end of the hall as you climb up the stairs - this will trigger a spider splicer spawn behind you. Snap a photo (3 out of 3, booyah) and kill it. OPTIONAL: Head back into the room at the end of the hall. There's a safe and some other loot at the back of the room. OPTIONAL: Head up the second set of stairs, to another hallway with two rooms. One of them has a combination lock - you already got the code from an earlier audio-diary, it's 7-5-3-3. Head in and you'll find a rather depressing pair of corpses, along with an audio-diary (Saw Masha Today). If you walk towards the money in the corner of the room, the painting will blow outwards, revealing a new gene tonic (Shorten Alarms). OPTIONAL: Zap the shorted-out door switch on the other room on the top floor of the bar. Inside is a splicer, some loot, and another audio-diary (Arresting Fontaine). OPTIONAL: Go into the bathroom at the foot of the stairs. You can kill the splicer inside by zapping the water. You can pay 5 dollars to get into the bathroom stalls, which each have some ammo and other loot inside. So now we've got our three spider splicer pictures, and we need to head back to Fontaine's Fisheries to give them to Peach Wilkins. Follow the quest arrow back out into the tunnel, and kill the splicer and his turret. Head through to where you jumped down from the wharfmaster's office. The gate will now be open, letting you back into the upper wharf. Keep following the arrow down the stairs until you get to the balcony area with the Gatherer's Garden and Gene Bank machines. The spider splicer that tried to kill you earlier at Fontaine's Fisheries will be waiting for you, so if you're missing a spider splicer photo now's your chance. Note that this splicer seems to be a lot tougher than regular ones. There'll also be a free gene tonic (Wrench Lurker) sitting on the railing near the machines. Head down the stairs and back into Fontaine's Fisheries to talk to Peach. He'll let you in, but makes you give up your weapons by putting them into the Pneumo past the door (you'll get them back, don't worry). Drop by the Gene Bank and make sure you have Incinerate and Electrobolt slotted, as you'll need them shortly. Use incinerate to melt the ice on the floor and pick up the gene tonic (Focused Hacker). Head through the door and down into the open area. You'll be ambushed by Peach and his men - unfortunately you have no weapons but your wrench, but you do have your plasmids, so make use of them. Try to hack all the security system elements you can to get them on your side. You can also lure the enemies into the pool of water on the right side of the room and zap them with electrobolt. If you die you'll respawn at the Vita-Chamber just outside the entrance to Fontaine's Fisheries. Once Peach dies the doors at the back will open, revealing several more splicers and a turret. Kill them. OPTIONAL: Search the side freezers for some extra loot. You'll have to use your incinerate plasmid to open the doors and free up some of the goodies. Head down the stairs at the back of the room and pick up your weapons from the pneumo. Continue on down to the bottom, and you will find your very first Power to the People (i.e., weapons upgrade) machine. Choose carefully, since the machine can only be used once. OPTIONAL: Search the freezer to your left as you come down the stairs. At the back of the room is a safe, and on a table next to the safe is an audio-diary (Putting the Screws On). Head into the west freezer, where you'll see a brief ghost cutscene. Use your incinerate power to melt the ice blocking the exit at the back of the room, and head through. You'll get a radio transmission from Atlas, and then you move on to the next level. == E. SMUGGLER'S HIDEOUT [c03s05] ============================================= This is a very quick level. Start out down the tunnel, and grab any loot you need. Ahead of you is a flooded area with a Vita-Chamber and a Gene Bank machine if you need to switch your upgrades around. Continue to the end of the flooded area and up the ramp. There'll be a turret shooting at you from behind some crates - zap it and hack it. Grab the audio-diary (Meeting with Fontaine), and continue on down the other ramp. This takes you to a ledge with a view of the submarine, where'll you get a transmission from Atlas asking you to press the switch to open up the submarine. Head on in to the control room ahead of you and do so - you'll have to jump over some debris and bash a lock off of a door to get there. This triggers an event - eventually Atlas will tell you head down to the sub. Follow the quest arrow down, but watch out for splicers. OPTIONAL: After you head down the second set of stairs there'll be a locked gate to your right. Bash open the lock. Inside you'll find an audio-diary (Kraut Scientist) and some ammo and other goodies. If you look underneath the stairs you'll see some money - it's just out of reach, but you can grab it with your telekinesis plasmid. Continue on into the submarine bay. You'll get there just in time to see it explode, sending Atlas into hysterics. Time to get the hell out of here. Follow the quest arrow through the door with the flashing red lights. Immediately inside the door you'll find a broken crate with some loot and an audio-diary (Offered a Deal). Pick it all up and head down to the end of the hall. There you'll find a bulkhead door leading to the next level - Arcadia. Told you this one was quick. == F. ARCADIA [c03s06] ======================================================== In this level you'll start picking up a lot of random junk for use in U-Invent machines. There's not much to do with it, just pick up everything you find and wait to get to a U-Invent, where you can see what you've made with everything you've collected so far. Head down the hallway, past the Vita-Chamber, and up the stairs to the door, jumping over/crawling under debris as needed. Bash the lock off the door, and head on through. Wow, trees! Been a while since you've seen those. Turn left and head across the bridge - on the north wall you'll find several doors. Near the leftmost door is a park bench with an audio-diary (Seeing Ghosts) next to it. You'll hear someone shouting for help in the background - ignore him for now, it's just another splicer. OPTIONAL: THANKS TO MATTHEW P. FOR THIS INFORMATION - directly across from the entrance is a door with two torches on either side, one lit and one not. Use your incinerate plasmid on the torch that's not lit to open the door. Inside you'll find a TON of ammo and other loot. OPTIONAL: The two leftmost doors are marked Arcadia Glens, head through one of them. This leads to an antechamber area before the entrance to Arcadia Glens, which is unfortunately completely blocked off by debris. There is, however, a ghost cutscene and two audio-diaries - next to the park bench on the left side of the room (Big Night Out), and next to a chair and knocked over table on the right side of the room (Mass Producing ADAM). Head back out when you've got them. Head through the rightmost door, marked Rapture Metro/Arcadia Glens. This is where the shouting you heard earlier is coming from, from a Houdini splicer. This is the first time you will have encountered these guys - they are fairly nasty, since they can teleport, turn invisible, and shoot fire. Grab some photos when he's visible, and then just follow the blurry area around and shoot him when you can. OPTIONAL: Going straight ahead from the entrance will take you to a small flooded area with some loot. Head back like you're going towards the entrance, but turn left instead, following the sign to the Metro. Go past the stairs and you'll find another room with some more loot (make sure you check out the table with the mask on it). The splicer will lead you up the stairs to the right of the entrance, up to a gardening supplies storage area. Finish him off, and then check out the table to the right - there's an audio-diary (Arcadia Closed) with a Gene Bank next to it. OPTIONAL: Check the crawlspace directly across from the audio-diary for loot. You should see "Who is Atlas?" posters inside (Storyline hint? Maybe? MAYBE???) OPTIONAL: Head into the other crawlspace on the south side of the room for some more loot. Going in here will trigger a splicer spawn in the storage room behind you, so be careful when you come out. Head through the door marked "Rapture Metro". This will take you to a balcony above the Arcadia Glens antechamber area where you found the audio-diaries earlier. There'll be a splicer on a balcony across the open space shooting at you, and another one on the balcony you're on. Kill them both. You can use your telekinesis plasmid to grab some spare ammo from the balcony across the open space, or to loot the corpses over there. Continue through the door at the end of the balcony. You'll enter a room with several splicers and a turret. Move forward into the room so you're out of the line of sight of the turret, kill the splicers, and then zap and hack the turret. Stock up at the vending machine if you need anything. OPTIONAL: To the left of the door where you entered is a shorted-out door. Hit the switch with electrobolt and head in to grab some loot. Head back out. OPTIONAL: Go through the door marked "Employees Only", in the SW corner of the room down a little hall by the stairs. You'll see a splicer walk around the corner and get pwned by one of the electric crossbow trapwires (you'll get to use these yourself later on). Take note of what happens to him - make sure it doesn't happen to you. Jump over or crawl under the wires to grab the loot in this room. You can also use your telekinesis power to throw objects through the wire, which will set them off. Way in the back is another crawlspace protected by a trapwire - head in to find a bunch of ammo and a safe. Another crawlspace door in the back takes you out to the main room. Head down the stairs down the hallway in the SW corner of the room, kill the splicer, and keep moving forwards, following the signs towards the Rapture Metro. Turning the corner, you'll find you are at the entrance to Arcadia Glens, only on the right side of the barricade this time. Head through the door and enter the Glens. OPTIONAL: Turn right as you enter. Ahead of you will be your first U-Invent machine. Walk up and use your junk to make some nice loot for yourself. OPTIONAL: Head down the stairs by the U-Invent machine, into the flooded lower concourse. Turning left you'll find a corpse and a small alcove protected by a trapwire that both have some crafting junk on them. Head back up. You can continue on down the concourse now if you want, but we'll be heading back later anyway. Head left from the entrance to Arcadia Glens. You'll come to a small area with a Gatherer's Garden machine and, conveniently, a big daddy/little sister. Take out the big daddy (you're literally right next to a Vita-Chamber, so it shouldn't be too difficult) and harvest/rescue the little sister. OPTIONAL: Head in to the Waterfall Grotto through the doors by the Vita-Chamber. We'll be coming back here later, but no harm in clearing it out now. In the left corner is a U-Invent machine and a corpse with some nice loot. In the other corner, by the sign, is a staircase down. There's a park bench by the stairs with an audio-diary (The Market is Patient) sitting on it. Head down the stairs. This room unfortunately has a rather difficult security system arrangement, so we're going to take it out now to make things easier when we come back. You should see a splicer in the flooded area at the bottom of the room. Kill her, and then jump down and run across to the stairs at the other side of the room (you'll have two turrets shooting at you). Turn left at the top of the stairs - you'll see a security camera. Zap and hack it, then turn left and zap and hack the first turret. It will start shooting at the second turret down in the flooded area, which should buy you some time to get down there and zap and hack it. There's an audio-diary (Offer a Better Product) on a brick near the second turret - pick it up. In the SE corner of the flooded area is a passageway to another room. Head in, and zap and hack the flamethrower turret you'll find there. There's also a Gene Bank machine and some loot. Head back out, and pick up an audio-diary (Early Tests Promising) on a crate next to the water wheel. Finally, head back up the stairs near where the security camera was. Zap the sparking door switch to reveal another room with some loot and another audio-diary (Heroes and Criminals). Follow the quest arrow back out to the hallway. OPTIONAL: Head down the stairs in the SW corner by the Vita-Chamber. This takes you back down to the lower concourse, where we were earlier. There's a Houdini splicer down here you need to kill. At the corner up ahead is another staircase where you can get back up to the main hallway, close to the Tree Farm/Rolling Hills entrances. Watch out for the camera. For now continue on down the lower concourse. You'll come to an open area with a vending machine - stock up on film and whatever else you need. In the SW corner is a flooded storage room with a Houdini splicer, some loot, and U-Invent and Gene Bank machines. In the NE corner is a crawlspace door which leads to a small room with some loot and a safe. Next to the crawlspace door is a door which leads back to the main hallway, near the Tree Farm/Rolling Hills entrances. Again, watch out for the camera. Head through the door into the Rolling Hills. There'll be a splicer and an RPG turret waiting for you - zap and hack the turret and let it kill the splicer. You can hop up the waterfall to a ledge with some extra loot. If you look at the map, you'll see that there should be a passageway to another area - it's blocked now, but don't worry, it will open up soon. There should also be a big daddy/little sister patrolling through this area - drag it back to where you hacked the turret and take it out. Near the stairs heading out of the area there's a park bench with an audio-diary (Shouldn't Have Come) next to it. Head down the stairs and keep following the quest arrow towards the Rapture Metro. Whoops, this triggers an event - Ryan's trying to kill the forest. Atlas asks you to find Julie Langford, the lady who grew the forest, and ask for her help to repair it. Thankfully you're right next to her office. Head through the Research Laboratories archway and zap/hack the camera (it'll come in handy later on). If you turn left and go down the hall there's an Ammo Bandito if you need to stock. Head through into the offices - you'll get a video transmission from Langford at the entrance. She wants you to head back to Waterfall Grotto to grab a sample of Rosa Gallica. Follow the quest arrow back out to the hills, but watch out for the splicer who will charge you. Try to drag them back to where you hacked the security camera to trigger an alarm. Keep following the quest arrow back to Waterfall Grotto. OPTIONAL: When you get to the stairs heading up in the lower hills you'll see a Houdini splicer standing by the entrance to a cave which was previously blocked. Follow him in and take him out. Right by the entrance is an audio-diary (The Saturnine). Search the room for other loot. OPTIONAL: Once you go up the stairs, the other area that was blocked off earlier has opened up as well. It's another Saturnine cave with a Houdini inside. Kill it and search the room to find some crafting junk. Once you get to the Waterfall Grotto for the second time you'll see a bunch of splicers standing over the corpse of a Houdini. Kill them all - there's a free gene tonic (Security Evasion) by the body. Head down to the lower part of the grotto, by the water wheel - the roses are growing on a bush right by the wheel. Picking one up will trigger a spawn of splicers coming down the stairs behind you. If you hacked this room's security system earlier they'll take care of them no sweat. Follow your quest arrow back all the way back down to Julie Langford's office. She'll ask you to send the rose through the pneumo, and then opens up the door for you, letting you into her office. Immediately inside you'll find a free gene tonic (Hacking Expert) on the desk and an audio-diary (What Won't They Steal) on the floor. Turn right and head on up to Langford's office. She'll turn off her security system so it doesn't attack you. Grab an audio-diary (Teaching an Old Hound) off a desk in the next room. There's a vending machine, a U-Invent, and a Gene Bank in the room after that. Follow the quest arrow to the tunnel, which takes you up to Langford's office. She unfortunately meets a gruesome end as soon as you get there - note the code she paints for you on the window as she dies (9-4-5-7). Wait for the gas to clear and then head into the room through the side door. Grab the chemical launcher (new weapon) off her desk, and search her body for an audio-diary (The Lazarus Vector). Use the code on the safe in the back wall, behind the painting - it contains another audio-diary (Lazarus Vector Formula) and the key to get into the Farmer's Market area, which is where we're headed next. The diary gives you a shopping list of stuff you need to get to create the Lazarus vector, which will bring all the trees back to life. Once you've collected it all, you need to go to a U-Invent machine to craft the vector, and then bring it back to Langford's office to release it into Arcadia. That's still a long way down the road, however. First for the chlorophyll - usually whenever I played through this part I had already collected the chlorophyll I needed by the time I got the formula. One of the audio-diaries in Langford's office suggests that the Saturnine have been stealing it, however, so if you still need more try killing splicers (especially the Houdinis with the weird masks) and searching their caves in the Rolling Hills. The other two items (distilled water and bee enzymes) will take a little more effort to get - we need to go to the market area of town to get them. Head back out of Langford's office, but watch out, since there will be splicers and the security system is also now active. Try to hack all of the security elements you can instead of destroying them - you'll need them later on. Once you get back to the Rolling Hills you'll get a transmission from Atlas telling you to head to the market to look for the other ingredients. Exit the Rolling Hills where you entered and then immediately turn left to enter the Tree Farm (watch out for the security camera). There's an audio-diary (Arcadia and Oxygen) leaning against a crate just inside the entrance. Head south down the wide hall and turn left at the end - there'll be a weapon upgrade machine on the wall to your left as you turn the corner. Keep following the quest arrow east. At the entrance to the Farmer's Market area you'll find another Saturnine (Houdini) splicer with chlorophyll. Head through the archways and pick up the audio-diary (Maternal Instinct) on the stairs. Head on through past the sign, and you'll reach the bulkhead door leading to the Farmer's Market. We're leaving the Arcadia level for now, but we'll be back soon. == G. FARMER'S MARKET [c03s07] ================================================ So we've come to the Farmer's Market to collect the items we need to finish creating the Lazarus Vector to resurrect Arcadia's forest. You should have all the chlorophyll you need - if not, you'll have to grab some off the Houdini splicers in Arcadia once you head back there. That leaves us needing 7 distilled water and 7 bee enzymes. Both of the items can be found throughout the Farmer's Market level, but both are concentrated in different areas. Search all of the containers and corpses you find, and keep an eye out for the items sitting on the ground - they should be highlighted in gold. Walk up to the pneumo by the Farmer's Market sign - there's a corpse with some enzyme on the ground and an audio-diary (Bee Enzyme). This should give you a hint where you need to go to find the bee enzymes. Continue through the door and follow the tunnel to its end. Walking out into the main market area you'll be just in time to see a Houdini go flashing past. Kill him, but watch out for the RPG turret through the door to your right. Also try not to get to far down the hall to the left, as there's a camera down there, and having a Houdini splicer, an RPG turret, and four security bots attacking you at once can make things very hectic. When the splicer is dead, zap and hack the turret and go down the stairs. OPTIONAL: Go left down the hallway. There'll be a security camera in a corner above a the door past the first little shop on your right, zap it and hack it. On the counter across from the camera is an audio-diary (Pulling Together). Go behind the counter, and zap and hack the turret. Check the safe for loot. Don't go through any of the doors yet, we'll be coming back this way later. At the bottom of the stairs you'll see a free gene tonic (EVE Link 2). Head left - in the alcove is a Gene Bank and some loot. Continue on into the courtyard area, but watch out for splicers. You might also see a big daddy and little sister, so kill them if you do. OPTIONAL: Hack the combination lock by the grate door. There's a ton of ammo and other loot in the room behind it. OPTIONAL: Go through the door behind the counter with the ripped banner above it - there'll be a thug splicer crouching around the corner in front of a U-Invent machine, along with some loot and a distilled water (quest item). Watch out for trapwires. OPTIONAL: Go through the other door behind the counter. There's a big daddy corpse with an audio-diary (First Encounter) on the floor beside it. Go down into the flooded area. At the back of the room there's a desk with yet another audio-diary (Hatred) on it. Head up the stairs from the courtyard to the balcony. Turning right and following the balcony takes you back to the entrance area, so don't bother going that way. Go through the door that's not marked "Employees Only". You'll see a security camera in the shop across the hall - zap it and hack it, quickly. OPTIONAL: Go back out and in through the "Employees Only" door to find some loot. There's a crawlspace door at the back of the room, crawl through to find an audio-diary (Desperate Times). Hop up on the crates and bash in the grate. Crawling through the vent will take you to a room with two corpses hanging on meat hooks (lovely) and another crawlspace opening to the store where you hacked the camera. Head down the hall towards the Worley Winery sign. You'll find an audio-diary (Water in Wine) on the floor immediately in front of the door. Sounds like someone's been putting distilled water in their wine... hmm... HMM.... let it never be said that this game is subtle in giving you hints. To drive the point home, there's a distilled water on the ground nearby. Head through the door and into the tunnel. You'll come to an intersection - ahead is the Worley Wineries, where you can find the distilled water, and to the left is the Silverwing Apiary, where you'll find your bee enzymes. You can do either one first, but for the purposes of this guide we'll go to the Apiary. Turn left and head on in. As you enter the door you'll see a splicer getting attacked by bees from the hive on the ground. Kill him. If the bees come after you, run back out into the hallway (you can light the oil slick on fire and run through it to get the bees to stop following you). On the counter directly in front of the entrance is an audio-diary (ADAM Explained). To your left is a Gatherer's Garden, and to your right is a Gene Bank. If you have the Scrounger gene tonic now's a good time to swap it in, cause we're about to be doing a lot of container searching. Head through the door at the back. This takes you to the bee hives themselves. Basically the game plan is to use the switches in front of you to release smoke into the room, which forces the bees back into their hives for a short amount of time. Hit the switch and immediately head down onto the floor and start searching as many hives as you can (don't forget to use your scrounger tonic to look again if the hive is empty). Splicers will spawn and enter the room, but ignore them for now, just focus on finding enzymes. When the bees start to come out again, run up onto the balcony and deal with any splicers that follow you - the bees should take care of the rest. If you still need more enzymes, hit the other switch and repeat this process. Once you have all the enzymes you need, head back out into the tunnel and turn left, into the Winery. On the other side of the wall, on the little raised area, is a security camera and turret. Zap/hack them both. Between them is a safe with a bunch of cash and some distilled water. Search the rest of the room for distilled water. There's also an audio-diary (Functional Children) on a table on the east side of the room, and a vending machine in one of the alcoves. You probably still don't have enough distilled water, so you'll need to head down into the cellar, taking the stairs at the back of the room. There's a ton of splicers down here, along with a rosie and possibly a little sister, so keep your eyes open. There'll be a distilled water on a crossbeam as you walk down the stairs, and another one on the floor near the U-Invent at the end of the hall. Keep searching the basement as you continue on here, there's plenty of distilled water everywhere and you should have no trouble finding the ones you need. OPTIONAL: Continue down the stairs to the flooded area at the very bottom of the cellar. Go straight ahead into the alcove directly in front of where the stairs let out and you'll find a Power to the People machine for another weapon upgrade. Circle around the basement area - there's a lot of splicers, distilled water, and loot lying around. If you head into the NW "quadrant" of the basement, you'll find a little bedroom area. Inside is a bunch of chemical launcher ammo, some other goodies, and a gene tonic (Photographer's Eye). Head back up the stairs when you're done exploring the basement, stopping at the U-Invent machine to craft your Lazarus Vector. This should trigger a transmission from Atlas and bring back your quest arrow to guide you back to Arcadia. You've already explored the entire Farmer's Market level, so no sense wasting time, just follow it back to Arcadia. == H. ARCADIA PT. 2 [c03s08] ================================================== As soon as you enter Arcadia Ryan will send you a radio message and then trigger an alarm, sending security bots after you. Try to zap and hack one of them, this will take some of the heat off of you so you can run (or you could just destroy them all, your choice). Follow the quest arrow back to Julie Langford's offices in the Rolling Hills. The way should be mostly clear, but watch out for stray splicers. Once you're there, head up to her office on the top floor, and put the vector into the contraption by the window. This is going to take a while, and Ryan is sending his goons after you, so time to batten down the hatches and get ready to fight. Follow the quest arrow back down to the front entrance and hit the switch to seal the door (you might have to deal with a few splicers breaking in from side doors on the way down). Now you've got a few seconds to set up some defenses - use proximity mines, the cyclone trap plasmid, the security system elements you hacked, etc. - if you have it, you can even use the hypnotize big daddy plasmid to get the one patrolling around the offices to protect you. Once the splicers break in, just try to stay alive, but don't sweat it since if you die you'll just respawn at the Vita-Chamber by the tunnel up to Langford's private office. You'll have to keep killing splicers to get the event to progress. About half way through Atlas will send you a care package of stuff through the pneumo tube by the entrance. When the vector finishes cooking, you'll get a transmission from Atlas - run back upstairs and hit the switch on the right side of the machine to release the vector back into the forest. Follow the quest arrow back out to the Rapture Metro entrance, near the door to Langford's offices. On a bench to your right as you enter is an audio-diary (The Great Chain). Pick it up, head down to the bathysphere, and pull the lever to head to Fort Frolic. == I. FORT FROLIC [c03s09] ==================================================== Welcome to Fort Frolic, the "arty" section of town. Head on in once the level finishes loading up, and you'll get a transmission from Atlas instructing you to head to the Metro station directly in front of you down the hallway. There's a U-Invent and Gene Bank in the alcoves to your left, as well as some gambling and fortune telling machines scattered around. Near the Metro entrance, to the left, are some display cases with health and EVE inside - you can smash the windows with your wrench if you need the loot, but this will trigger an alarm. When you're ready, head into the Metro station and walk up to the bathysphere. This triggers an event - meet Sander Cohen, your antagonist for this level. At least you get a respite from Atlas and Ryan's bickering for a while. Head back out into the main hall. Once you get out you'll notice the way back is blocked a LOT of trapwires. Cohen will spawn a bunch of spider splicers, which will come crawling at you across the ceiling - if you've still got some spider splicer research to do, now's the time. Kill them all, and Cohen will open the doors to the rest of Fort Frolic for you. Head on in - stop to stock up at the vending machine if you need anything, and then walk into the main atrium. Listen to Cohen's spiel. He's waiting for you upstairs in the Fleet Hall, but there's some optional content to explore here first. You may also find a big daddy/little sister in this area. OPTIONAL: First, head to the south end of the atrium, by the vending machine. Zap and hack the security camera, and then continue on into the southern mall. As you walk in, you'll see some splicers duking it out. Kill them all, and pick up the audio-diary (Come to the Record Store) sitting on the stool by the flaming sign. Check the women's bathroom for loot (watch out for the turret), and the men's bathroom for a rather creepy statue. Head back out and follow the hall to the west. There's a Gene Bank ahead of you if you need to make any upgrade switches. Head into the Sofia Salon (the door on the right side of the hall). There's some loot, and if you head to the room way in the back there's an audio-diary (The Wild Bunny) by a frozen guy sitting at an armoire (be sure to check out Cohen's brilliant poetry in the diary). Head back out and continue down the hall past the Gene Bank. In the corner of the bar up ahead is a security camera - zap it and hack it. Sitting on the bar counter is another audio-diary (Artists' Feud). Continue heading down the hall - there's an ammo bandito up ahead. Across from it is the entrance to the Marquis D'Epoque cigar store. Head in, and zap and hack the turret. Head down the stairs - you'll find a U-Invent machine, and in the other room is a Power to the People machine and another audio-diary (Fancy Cigarettes). Note the code on the ground next to the corpse (7-7-7-4), you'll need it later on. Follow your quest arrow back out of the south mall to the main atrium. Head on up the stairs to the upper part of the main atrium. There's an audio-diary (Stood Up Again) by the trashcan at the top of the stairs, near the entrance to the Fleet Hall. There's also a Gatherer's Garden machine up here if you have any spare ADAM. OPTIONAL: Head into the Cohen's Collection art gallery, on the south side of the upper atrium. Turn the corner and there'll be an audio-diary (The Doubters) on a table with some bottles. Head up the stairs and zap and hack the turret. Open up the safes for some loot - this will spawn a houdini splicer behind you. Let the turret take care of him, and head back out to the atrium. Go through the door into the Fleet Hall. You'll first head into a concession area with a security camera. Zap it and hack it. OPTIONAL: Head up the stairs to your right as you enter the room. There's a Gene Bank machine halfway up, and at the top of the stairs is a room with a bunch of film, some loot, and an audio-diary (Musical Insult). Sander Cohen is in the room just across the hall, but he won't talk to you yet or let you in. Head back down the stairs. Go to the elevator on the south side of the concession area. Pressing the call button will trigger a spawn of a bunch of splicers behind you - let the security system take them out. Go up the elevator, and turn left to enter the main theater area. Watch the scripted event - Cohen wants you to take a picture of the corpse. Snap a photo of the unfortunate pianist, and Cohen will tell you to head back down to the atrium. OPTIONAL: At the top of the stairs, near where you entered the theater, is a hall which takes you to the boxes along the sides of the room. Search them for some loot. If you head to the south wing, you'll find that one of the boxes is locked - the one next to it, however, is not. Head into that one, and then hop over to the balcony of the locked box. You'll get a sarcastic message from Cohen congratulating you on your athletic prowess, and a free gene tonic (Alarm Expert). OPTIONAL: Hop down from the balcony with the gene tonic, and head through the door directly behind you. Following the hallway you'll get to an area guarded by two turrets. Zap the turrets and quickly run and hack them - in the alcove behind them is a safe. Check out the vending machine - all it sells is film and food, however. You can go through the sliding door across from the machine to get back out to the concession area. Follow the quest arrow back out to the atrium - Cohen has unveiled his, ahem, "masterpiece", a statue with four picture frames. Use the statue - this will install the picture you took of Fitzpatrick in one of the frames. It turns out that Cohen wants you to assassinate three more of his enemies, take pictures of their corpses, and install them in the quadtych. If you do this, he'll reactivate the Metro so you can go face down Andrew Ryan. Your status menu has the details on where to find these guys. First up: Martin Finnegan. Head up the stairs to the upper atrium, and Cohen will unlock the hall to Poseidon Plaza for you. Head on in. On the left wall a little down the hall is an audio-diary (The Iceman Cometh). Go through the door and turn left down the hall - Finnegan is ahead of you. He's a Houdini splicer and disappears quickly. You get frozen solid briefly after you enter the hall, but quickly break out. When you do, you'll see a row of frozen statues - Finnegan is the one on the far left, near the door. Walk up to him and kick his ass when he thaws. He's basically just a Houdini splicer, nothing special (don't try using cold damage on him, though). He drops a new gene tonic (Frozen Field). Snap a photo, and then head back out and add it to Cohen's work of art. OPTIONAL: Use your incinerate plasmid on the ice piles in the freezer to find some loot, including a new weapon (the crossbow). Next on deck is Rodriguez. Head back to the tunnel to Poseidon Plaza, and use your incinerate plasmid to melt the ice blocking the door. Head through into the plaza. You'll be attacked by a bunch of spider splicers - watch the ceiling to see where they'll drop down. You may also encounter a big daddy and little sister in this area. Stock up at the vending machines if you need anything. OPTIONAL: Head to the south end of the main hallway area, into Sinclair Spirits. Zap and hack the security camera in the corner above the entrance hall, and then look behind the counter - you should see a button. Press it to open a door which will let you down into the flooded basement of the store. In the basement you'll find a safe and a Power to the People machine. The "statue" in the basement here is actually a spider splicer, so kill it. Head back up to the main hall - you'll notice that the "More Items Downstairs" sign has now lit up, and you can head down the stairs to a flooded area. NOTE THAT YOU HAVE TO KILL THE SPLICER IN THE FIRST ROOM IN ORDER TO OPEN THE STAIRCASE OUT IN THE HALL. It's not the button that triggers the grate (like some people have told me) but killing the splicer. Head down the second staircase, you'll come to a large open room. Way back in the corner is a free gene tonic (Extra Nutrition 2) and some other loot. Turn around - whoa, were those statues there before? Nope. Kill 'em all and head back up. OPTIONAL: Turn left past Sinclair Spirits and down the side hall. On the left side of the wall you'll see the entrance to Robertson's Tobaccoria. Inside you'll find an audio-diary (Guns Blazing), and an area secured by a combination lock. The code is 7-7-7-4 (remember it from the last tobacco shop?) Zap and hack the camera inside and to your left. Collect your loot and head back out. Continue down the hallway to the east, and enter the Eve's Garden strip club. You'll see a ghost cutscene as soon as you enter. Head down the hallway behind the stage. You'll see another ghost scene, and when you get to the door there will be an audio clip played. When it finishes, the door will open to let you in. Search the room - there's a safe, some money, and an audio-diary (Pregnancy). Head back out, and you'll hear Hector Rodriguez shouting drunkenly out in the bar. Rodriguez is a nitro splicer, but he behaves weirdly - he'll take off, running away from you back towards the main Poseidon Plaza hall while tossing explosives at you. Just follow him and shoot him in the back until he dies. Snap a photo and head back to the main atrium to add it to Cohen's work of art. Cohen, perfectly fitting his role as the temperamental artist, flies into a rage, and sends a few waves of spider splicers after you. Kill them all (if you have any anti-personnel auto ammo, now's a GREAT time). Eventually Cohen will calm down and apologize. Head back to Eve's Garden in Poseidon Plaza. On the bar where Hector Rodriguez was sitting is an audio-diary (It's All Grift). Head through the door next to the bar and go up the stairs. Go through the double sliding doors - there's two turrets right there, zap 'em and hack 'em. Go straight down the hall to the balcony area - you're now above the main Poseidon Plaza hall. OPTIONAL - Head into the Pharoah's Fortune casino, directly in front of you. Watch out for the security camera on the second floor - it can see you on the first. Head up the stairs and zap and hack the camera. There's a bunch of loot lying around, and an audio-diary (Bump Culpepper?) on one of the pool tables. Head back down and out when you've got everything. You can also try your luck at the slot machines if you're feeling lucky. OPTIONAL - Go into the Sir-Prize Casino at the NE end of the hall. You'll find a crossbow and some ammo in the corner of the room. Heading downstairs you'll find an audio-diary (Fontaine's Army) in a box on the lower floor, and a safe behind the counter. Loot the room and head back up to the upper floor and out into the hallway. Head into Rapture Records in the NW corner of the hall. Underneath the counter to the left of the entrance is an audio-diary (Ryan's Stableboy). Hop down to the lower area, by the body in the chair. When you hear the clicking noise start, move away from the body - it's about to explode. Cobb will start yelling at you from the upper part of the room. He sends some spider splicers dropping from the ceiling to attack you - kill them, and then go into the crawlspace at the SW corner of the room. This takes you back up to the entrance to the store. Walk out the door - Cobb will be standing right there. He's a nitro splicer, like the other two you've killed so far, and not very tough - just watch out for additional splicers wandering into the fight. Snap a photo of the body and head back to the main atrium. If you've done all the optional stuff so far you should have already completely explored Poseidon Plaza, so don't worry about poking around any more. Head back to the main atrium and add your last photo to the quadtych. Cohen will (finally) make his grand entrance down the stairs to admire his work - DO NOT ATTACK SANDER COHEN. Not yet. Sander will thank you for your help and give you a gene tonic (Medical Expert 2) as "a token of our time together." Atlas will send you a radio message - you can use the Metro again, and he wants you to get moving towards Ryan. Now, there are several achievements relating to Sander Cohen - one requires you to kill him, and the other requires you to leave him alive. If you kill him and take a photo of his body you'll earn the "Irony" achievement. However, if you leave him alive, you can find his apartment in a later level, which also gives you an achievement (there is also a weapon upgrade machine in his apartment which you NEED in order to get the achievement for fully upgrading all of your weapons). What you can do at this point is save the game, kill Sander Cohen and snap a photo to get the achievement, and then reload so that he's still alive and continue on as if nothing happened. Kind of cheesy, but at least it saves you a bunch of time. Unfortunately this means that you won't get the loot inside Cohen's muse box (the key is on his body) but there's nothing really game-breaking or necessary in it anyway. OPTIONAL: Head back up into the Fleet Hall, and climb the stairs to the room where Cohen was hiding earlier. The door will be open now, letting you inside. There's a bunch of film, an audio-diary (Requiem for Andrew Ryan) and a free gene tonic (Electric Flesh). Head back down. Once you've dealt with Cohen, head out of the atrium and back down to the Metro (make sure you go to the right station). Hop in the bathysphere and pull the lever, and off you go to Hephaestus. == J. HEPHAESTUS [c03s10] ===================================================== The walkthrough will be continued in future versions of this guide, coming soon (hopefully within the next week). =============================================================================== 4. TIPS AND NOTES [c04] =============================================================================== - If you sit idle at the main menu screen for a few minutes, you'll see a very cool introductory video. - If you ever get stuck or not sure what to do next, hold down right on the D-pad. This will bring up a tip from the status menu explaining exactly what you need to do and where you need to go. - In combat, hold down the RB and LB buttons to bring up radial selection menus for your weapons and plasmids. This will pause the game, and allows you to very quickly select what you need, much faster than by cycling through by clicking RB and LB. - Some locks can be bashed off of doors with the wrench. - Hitting different areas on splicers will cause different amounts of damage. Go for the headshot if you can - early in the game this will result in a one-shot kill, and later on it will still do massive amounts of damage. - You can use your electrobolt power to activate shorted-out doors - simply use the plasmid on the sparking handle near the door. - Electrobolt can also be used to electrocute enemies standing in water - just zap the water and watch them fry. - You can use the incinerate plasmid to light oil slicks on fire, creating a wall of flame which ignites anything that walks through it. - Incinerate can also be used to melt ice piles, which may sometimes reveal loot or new paths. - Your telekinesis plasmid can grab grenades and rockets and launch them back at whatever shot them. This is very useful for dealing with RPG turrets. - Telekinesis can also be used to grab loot items which are out of reach. Draw them in with LT, and then press A before releasing the LT to pick them up. - Telekinesis can be used to launch items through trapwires, disarming them. - You can use the winter blast plasmid on a device you want to hack to slow down the flow of energy and give you more time to complete the puzzle. - The electrobolt plasmid makes researching security system elements very easy - just zap them and snap a bunch of photos while they're down. - The Natural Camouflage gene tonic can be used to evade security alarms. As soon as you hear the alarm, just stop moving, and you'll quickly turn invisible. The security bots will be unable to find you and will soon give up and fly away. - When taking photographs, try to make sure that the enemy is completely in view of the camera and centered. If the enemy is doing something active, or if there are multiple enemies in the picture, you will gain a research bonus. - To research security system elements, shock them with electrobolt and then snap a bunch of photos while they're shorted out. - Hacking pauses the game, so you don't need to worry about enemies beating on you while you're trying to hack something. - Turrets and cameras drop ammo and film, respectively, when they are destroyed. When you're leaving an area for good you can kill your hacked turrets to grab the loot off of them (they won't fight back). More tips coming soon in future versions of this guide. =============================================================================== 5. REFERENCE [c05] =============================================================================== This section contains lists of audio-diaries, plasmids, gene tonics, and other important items which can be found in Rapture. == A. LIST OF AUDIO-DIARIES [c05s01] ========================================== Collecting all of these audio-diaries earns you the Historian achievement, which is worth 50 GP. See the walkthrough if you need further help finding these. WELCOME TO RAPTURE - New Year's Eve Alone (Diane McClintock) - on the table in the pool of water in the basement of the Kashmir restaurant. - Hole in Bathroom Wall (Steve Barker) - on the rubble at the back of the women's bathroom in the Kashmir restaurant. MEDICAL PAVILION - Released Today (Diane McClintock) - on the receptionist's table in the foyer of the Medical Plaza. - Adam's Changes (Dr. Steinman) - on the desk past the first corner in Emergency Access. - Higher Standards (Dr. Steinman) - on the wall at the entrance to the Medical Pavilion, past the door with the ghost scene. - Limits of Imagination (Dr. Steinman) - on the south wall of the main area of the Medical Pavilion. - Love for Science (Tenenbaum) - on a storage crate next to the medical station in the main area of the Medical Pavilion. - Parasite Expectation (Andrew Ryan) - on the desk behind the wall immediately in front of you as you enter the main Medical Pavilion area. - Vandalism (Andrew Ryan) - in the alcove on the north side of the main Medical Pavilion area, sitting on a chair next to a vending machine. - Freezing Pipes (McDonagh) - in the ice pile at the entrance to Dental Services. - Surgery's Picasso (Dr. Steinman) - hanging underneath the photograph to your left as you enter the Eternal Flame crematorium. - Useless Experiments (Tenenbaum) - on the floor in front of the door to Dandy Dental in the Dental Services area. - Testing Telekinesis (Dr. Suchong) - at the control panel for the tennis machine in the Dandy Dental clinic. - Plasmids are the Paint (Dr. Suchong) - on the desk in the SE corner of the Painless Dental operating room in the Dental Services area. - Enrage Trial (Dr. Suchong) - in the back room of the Kure-All clinic in the Dental Services area. - Symmetry (Dr. Steinman) - on the wall next to the corpse in the wheelchair immediately past the debris blocking the area into Dr. Steinman's area. - Aphrodite Walking (Dr. Steinman) - on the cabinet next to the operating table in the side room down the hall to the Dr. Steinman encounter. - Not What She Wanted (Dr. Steinman) - on the corpse on the operating table in the room where you fight Dr. Steinman. - Gatherer Vulnerability (Dr. Steinman) - leaning against a briefcase by the Gatherer's Garden machine after your first little sister encounter. NEPTUNE'S BOUNTY - Bathysphere Keys (Sullivan) - behind a turret underneath the wharf at the south end of the lower wharf area. - Timmy H. Interrogation (Sullivan) - in the interrogation room underneath the Fontaine Fisheries sign - see the walkthrough for more details. - Fontaine Must Go (Andrew Ryan) - in a crawlspace underneath the hallway leading up to the upper wharf. - Finding the Sea Slug (Tenenbaum) - on a fish cleaning table across from the door to the upper wharf, near where you find the third little sister. - Masha Come Home (Mariska Lutz) - on the floor on the west side of the first upper wharf room, beneath the hole where the little sister crawls out of. - Picked Up Timmy H. (Sullivan) - - Watch Fontaine (Andrew Ryan) - near the vending machine at the foot of the stairs on the way to the wharfmaster's office. - Have My Badge (Sullivan) - in the room through a crawlway in the jail in the wharfmaster's office. - ADAM Discovery (Tenenbaum) - on a crate on the west wall of the room you jump down to from the wharfmaster's office. - Eden Leaking (McDonagh) - right through the door past the sign to Fighting McDonagh's/Jet Postal, near the last diary. - Fontaine's Smugglers (Tenenbaum) - on the bench underneath the security camera in the tunnel to Fighting McDonagh's/Jet Postal. - Death Penalty in Rapture (Andrew Ryan) - on a desk immediately to the left of the entrance to Jet Postal. - Smuggling Ring (Sullivan) - on a table underneath the 123 Beer sign in the Fighting McDonagh's. - Working Late Again (Andrew Ryan) - on a table near the window in the Fighting McDonagh's. - Rapture Changing (McDonagh) - in the basement of the Fighting McDonagh's bar. - Meeting Ryan (McDonagh) - in the crawlspace behind the bar in the Fighting McDonagh's. - Saw Masha Today (Mariska Lutz) - in a room on the top floor of the Fighting McDonagh's. - Arresting Fontaine (McDonagh) - in a room on the top floor of the Fighting McDonagh's. - Putting the Screws On (Peach Wilkins) - in the east room of the basement of the freezer after the Peach Wilkins fight, next to a safe. SMUGGLER'S HIDEOUT - Meeting with Fontaine (Peach Wilkins) - in the storage cave, leaning against some crates by the turret. - Kraut Scientist (Frank Fontaine) - in a side room in the staircase leading from the control room to the main submarine bay. - Offered a Deal (Peach Wilkins) - in the hallway leading to Arcadia. ARCADIA - Seeing Ghosts (McDonagh) - next to a park bench in the entrance area. - Big Night Out (Dieter Sonnekalb) - next to a park bench in the Arcadia Glens antechamber area. - Mass Producing ADAM (Tenenbaum) - next to the chair and knocked over table in the Arcadia Glens antechamber area. - Arcadia Closed (Julie Langford) - in the gardener's supplies storage area where you fight the first Houdini splicer, on a table by the Gene Bank. - The Market is Patient (Andrew Ryan) - on a park bench near the entrance to Waterfall Grotto. - Offer a Better Product (Andrew Ryan) - on a brick in the flooded area at the bottom of Waterfall Grotto. - Early Tests Promising (Julie Langford) - on a crate next to the water wheel in the flooded area of Waterfall Grotto. - Heroes and Criminals (Diane McClintock) - in the back room behind the shorted out door in Waterfall Grotto. - Shouldn't Have Come (Mariska Lutz) - next to a park bench in the entrance to Rolling Hills. - The Saturnine (Julie Langford) - in the cave by the stairs in the lower Rolling Hills. - What Won't They Steal (Julie Langford) - on the floor inside the entrance to Julie Langford's offices. - Teaching an Old Hound (Julie Langford) - on a desk in the second room of Langford's offices. - The Lazarus Vector (Julie Langford) - on Langford's corpse in her office. - Lazarus Vector Formula (Julie Langford) - in the safe in Langford's office. - Arcadia and Oxygen (Julie Langford) - leaning against a crate near the entrance to the Tree Farm. - Maternal Instinct (Tenenbaum) - on the stairs leading to the Farmer's Market in the Tree Farm. FARMER'S MARKET - Bee Enzyme (Tasha Denu) - on the ground by the pneumo tube right at the start of the level. - Pulling Together (Andrew Ryan) - on a counter down the hall to the left at the start of the level. - First Encounter (Andrew Ryan) - in a storage room behind the counter in the lower courtyard. - Hatred (Tenenbaum) - in the same storage room, on a desk in the back of the flooded area. - Desperate Times (Andrew Ryan) - in a crawlspace behind the Employees Only area at the top of the stairs from the lower courtyard. - Water in Wine (Pierre Gobbi) - in front of the entrance to the tunnel leading to the Apiary and Winery. - ADAM Explained (Tenenbaum) - on the counter at the entrance of the Silverwing Apiary. - Functional Children (Tenenbaum) - on a table in the main room of the Worley Winery. ARCADIA PT. 2 - The Great Chain (Andrew Ryan) - on the bench immediately to the right of the entrance to the Rapture Metro. FORT FROLIC - Come to the Record Store (Cobb) - on a stool by the flaming sign at the entrance to the South Mall. - The Wild Bunny (Sander Cohen) - in the back room of the Sofia Salon in the south mall. - Artists' Feud (Sullivan) - on the bar counter in the cocktail lounge in the south mall. - Fancy Cigarettes (Albert Milonakis) - in the basement of the Marquis D'Epoque cigar store in the south mall. - The Doubters (Sander Cohen) - on a table in Cohen's Collection in the upper atrium. - Stood Up Again (Diane McClintock) - at the top of the stairs in the upper atrium, sitting by a trash can near the entrance to the Fleet Hall. - Musical Insult (Sander Cohen) - in the storage room at the top of the stairs from the concession area in the Fleet Hall. - The Iceman Cometh (Martin Finnegan) - frozen to the wall in the tunnel to Poseidon Plaza. - Guns Blazing (McDonagh) - on the coffee table in Robertson's Tobaccoria in Poseidon Plaza. - Pregnancy (Jasmine Jolene) - in the bedroom down the hallway behind the stage in Eve's Garden. - It's All Grift (Hector Rodriguez) - on the bar counter in Eve's Garden. - Bump Culpepper? (Sullivan) - on a pool table on the second floor of the Pharoah's Fortune casino in Poseidon Plaza. - Fontaine's Army (McDonagh) - in a box on the lower floor of the Sir-Prize casino in Poseidon Plaza. - Ryan's Stableboy (Anna Culpepper) - underneath the counter to the left of the entrance, inside Rapture Records in Poseidon Plaza. - Requiem for Andrew Ryan (Sander Cohen) - in the projector room of the Fleet Hall. You can only access this room after you complete Cohen's work of art. More coming soon! == B. LIST OF PLASMIDS [c05s02] =============================================== Plasmids in this list are organized by how they are obtainable. Plasmids purchasable from Gatherer's Garden machines are listed in the first level they become available in, but if you choose not to purchase them there they will still be available in all subsequent Gatherer's Garden machines. PLASMIDS FOUND AS LOOT - Electrobolt - shoots lightning from fingertips. Can be used to break through shorted-out doors, stun splicers and electrical equipment, and electrocute enemies standing in water. Found at the Gatherer's Garden machine in the Rapture Transit station immediately after entering the city in the Welcome to Rapture level. - Incinerate - shoots flame from fingertips. Can be used to light oil slicks, foliage, and people on fire. Found upstairs in the Eternal Flame crematorium next to the broken Gatherer's Garden machine in the Medical Pavilion level. - Telekinesis - moves items from a distance. Press and hold left trigger to grab an item, and release it to toss it. Found in the Dandy Dental clinic, near the tennis machine, in the Medical Pavilion level. - Hypnotize Big Daddy - you obtain this plasmid from rescuing little sisters - it appears in the first care package sent to you by Tenenbaum. Saving little sisters is the ONLY way to obtain this plasmid. PURCHASABLE PLASMIDS - Enrage - enrages an enemy, causing it to attack someone other than you. Can be purchased from the Medical Pavilion level on. - Target Dummy - creates a decoy which draws attacks away from you. Can be purchased from the Neptune's Bounty level on. - Winter Blast - freezes enemies in place and does frost damage. Can be purchased from the Neptune's Bounty level on. - Security Bullseye - enemies targeted with this plasmid will be attacked by the security system. Can be purchased from the Neptune's Bounty level on. - Electrobolt 2 - stuns for longer than regular electrobolt. Can be purchased from the Arcadia level on. - Cyclone Trap - hurls enemies in the air and wounds them when they hit the ground. Can be purchased from the Arcadia level on. - Insect Swarm - releases a swarm of insects to attack your enemies. Can be purchased from the Farmer's Market level on. - Insect Swarm 2 - releases a more dangerous swarm of insects. Can be purchased from the Fort Frolic level on. - Winter Blast 2 - freezes enemies for longer than Winter Blast. Can be purchased from the Fort Frolic level on. - Incinerate 2 - does more damage than incinerate. Can be purchased from the Fort Frolic level on. More coming soon! == C. LIST OF GENE TONICS [c05s03] ============================================ Gene tonics in this list are organized by how they can be obtained. Purchasable gene tonics are listed in the first level they become available at - you can still purchase them in all subsequent levels if you choose not to in the first level they become available. Same goes for the inventable tonics. TONICS FOUND AS LOOT - Hacker's Delight (physical) - successfully hacking an object results in a gain of health. Found at the Eternal Flame crematorium in the Medical Pavilion by pressing the furnace control button. - Speedy Hacker (engineering) - slows the rate that energy flows in the hacking minigame. Found on the desk in the SE corner of the Painless Dental office's surgery room in the Dental Services area of the Medical Pavilion. - Wrench Jockey (combat) - increase damage done with melee weapons. Found in the storage room of the Kure-All clinic in the Dental Services area of the Medical Pavilion. - Static Discharge (combat) - does electrical damage to any enemy who touches you. Found by a corpse in the hallway leading to the Dr. Steinman encounter in the Medical Pavilion level. - Medical Expert (physical) - first aid kits heal more damage. Found in the mud in the middle of the lower wharf area of Neptune's Bounty. - Shorten Alarms (engineering) - reduces the length of security camera alarms. Found in Mariska Lutz's room in the top floor of the Fighting McDonagh's in Neptune's Bounty. - Wrench Lurker (combat) - increases damage done with the wrench when your opponent is unaware of you. Found near the Gatherer's Garden/Gene Bank machines in the lower wharf balcony after you get the spider splicer photos in Neptune's Bounty. - Focused Hacker (engineering) - You have two fewer overload tiles show up in hacking puzzles. Found in an ice pile in the entrance room to Fontaine's Fisheries in Neptune's Bounty. - Security Evasion (physical) - makes cameras and turrets take longer to respond to your presence. Can be found by a corpse when you return to Waterfall Grotto after visiting Julie Langford's office in Arcadia. - Hacking Expert (engineering) - 1 fewer alarm tile and 1 fewer overload tile in all hacking puzzles. Found on the desk just inside the entrance to Julie Langford's office in Arcadia. - EVE Link 2 (physical) - increases the amount of EVE you gain from first aid kits beyond that given by regular EVE Link. Found at the bottom of the stairs to the right of the entrance to the Farmer's Market level, near the vending machines. - Photographer's Eye (combat) - increases research score for all photos taken. Found in the little bedroom area in the basement of the Worley Winery in the Farmer's Market. - Alarm Expert (engineering) - 2 fewer alarm tiles in hacking puzzles. Found in the locked theater box in the Fleet Hall in Fort Frolic. - Frozen Field (combat) - increases your frost damage and resistance to frost damage. Found on Martin Finnegan's corpse in the tunnel to Poseidon Plaza in Fort Frolic. - Extra Nutrition 2 (physical) - found down the staircase across from Sinclair Spirits in Poseidon Plaza of Fort Frolic. See the walkthrough for more details. - Medical Expert 2 (physical) - first aid kits heal more damage. Given to you by Sander Cohen after you finish his work of art for him. - Electric Flesh (combat) - increases electrical damage you deal and decreases electrical damage you take. Found in the projector room of the Fleet Hall in Fort Frolic after you complete Cohen's work of art. TONICS PURCHASABLE AT GATHERER'S GARDEN - Armored Shell (combat) - decreases physical damage done to you. Purchasable from the Medical Pavilion level on. - EVE Link (physical) - first aid kits also give you more EVE. Purchasable from the Medical Pavilion level on. - Security Expert (engineering) - reduces difficulty when hacking security system elements. Purchasable from the Neptune's Bounty level on. - Extra Nutrition (physical) - you gain extra health and EVE from food. Purchasable from the Neptune's Bounty level on. - Human Inferno (combat) - reduces fire damage you take and increases fire damage you deal. Purchasable from the Arcadia level on. - Hacking Expert 2 (engineering) - 2 fewer alarm tiles and 2 fewer overload tiles when hacking. Purchasable from the Fort Frolic level on. RESEARCH REWARD TONICS - Sportboost (physical) - increases movement speed and wrench swing speed. Level 2 research reward for Thuggish splicers. - Sportboost 2 (physical) - like Sportboost, only more so. Level 4 research reward for Thuggish splicers. - Scrounger (physical) - lets you search containers a second time for different loot. Level 2 research reward for Leadhead splicers. - Static Discharge 2 (combat) - does electrical damage to enemies that touch you. Level 4 research reward for Leadhead splicers. - Natural Camouflage (physical) - you turn invisible if you remain motionless for several seconds. Level 2 research reward for Houdini splicers. - Photographer's Eye 2 (combat) - increases research score from all photos. Level 2 research reward for Rosies. - Wrench Jockey 2 (combat) - greatly increases wrench damage. Level 2 research reward for Bouncers. - Extra Nutrition 3 (physical) - increases the health bonus you gain from eating food. Level 4 research reward for spider splicers. - Security Expert 2 (engineering) - reduces difficulty when hacking security system elements. Level 2 research reward for security bots. INVENTABLE TONICS - Hacker's Delight 2 (engineering) - you gain health and EVE with each successful hack. Inventable from Fort Frolic level on. - Booze Hound (physical) - you gain a small amount of EVE (instead of losing it) when drinking alcohol. Inventable from Fort Frolic on. - Bloodlust (combat) - you gain small amounts of health and EVE when inflicting damage with the wrench. Inventable from Fort Frolic on. More coming soon! == D. LITTLE SISTER LOCATIONS [c05s04] ======================================== The big daddies/little sisters have a somewhat complicated spawn system which is worth explaining to prevent confusion. Apparently there are a set number of little sisters for each level (you can check how many by pressing the Start button and looking at the bottom of the screen). These little sisters will spawn in one of several areas throughout the map by crawling out of a wall, perform a slow patrol route, and then despawn by crawling back into the wall. Each patrol area will almost always have a big daddy guarding it, regardless of whether or not there is a little sister there or whether or not you have already rescued/harvested them. They also respawn fairly quickly after you kill them. It is important to note that YOU MAY NOT FIND LITTLE SISTERS IN THE SAME LOCATIONS SHOWN IN THE WALKTHROUGH. The spawn points/patrol routes do not move, but there may or may not be a little sister there when you get there. If there isn't, you might have to double back to a previous spawn location or move forward to the next one. Just keep looking and you will eventually find all of the little sisters. You can also just hang out at one patrol area and wait for the little sister/big daddy to respawn. Remember that both the little sisters and the big daddies make fairly distinctive sounds, so keep your ears open and it shouldn't be too tough to find them. The locations listed here are the patrol routes/possible spawn locations for the little sisters. If you find a little sister in a location not noted here, please let me know and I will add is as soon as possible. I'm also working on a much more detailed and complete guide to the big daddy/little sister locations and patrol routes for a future version of this guide. WELCOME TO RAPTURE (0 little sisters) - None MEDICAL PAVILION (2 little sisters) - In the lounge on your way back to the main Medical Pavilion area after killing Dr. Steinman. You do not have to kill the big daddy for this little sister. - In the main Medical Pavilion area, near the door heading back to the foyer. Big daddy is a bouncer. NEPTUNE'S BOUNTY (3 little sisters) - In the lower wharf area at the beginning of the level. Big daddy is a rosie. - Near the entrance to the wharfmaster's office in the upper wharf. Big daddy is a rosie. - In the Fighting McDonagh's bar. Big daddy is a rosie. SMUGGLER'S HIDEOUT (0 little sisters) - None ARCADIA (2 little sisters) - Down the hall to the left after you enter Arcadia Glens, next to the Gatherer's Garden machine. Big daddy is a rosie. - Patrolling through the Rolling Hills area. Big daddy is a rosie. - Julie Langford's offices (possibly the same route as above?) FARMER'S MARKET (1 little sister) - In the lower courtyard down the stairs from the entrance. Rosie. - In the Worley Winery. Also a rosie. ARCADIA PT. 2 - Same level as Arcadia FORT FROLIC (3 little sisters) - In the main atrium area and the entrance to the south mall. Big daddy is a bouncer. - In the entrance area of Poseidon Plaza. Big daddy is a bouncer. - ?? More coming soon! == E. WEAPON UPGRADE LOCATIONS [c05s05] ======================================= Power to the People machines are not shown on the map, and are therefore usually quite hard to find. There are exactly enough Power to the People machines in Rapture to complete all of the available weapons upgrades in one playthrough. Note that this means that you CANNOT kill Sander Cohen if you want to get the achievement. More details later. WELCOME TO RAPTURE - None MEDICAL PAVILION - None NEPTUNE'S BOUNTY - In the basement of the freezer, right after you kill Peach Wilkins. SMUGGLER'S HIDEOUT - None ARCADIA - In the Tree Farm on the left wall near the SW corner of the room. FARMER'S MARKET - In the basement of the Worley Winery in an alcove. ARCADIA PT. 2 - Same level as Arcadia. FORT FROLIC - In the basement of the Marquis D'Epoque cigar store in the south mall. - In the basement of Sinclair Spirits in Poseidon Plaza. Press the button behind the counter to open the door to the basement. More coming soon! == F. RESEARCH REWARDS [c05s06] =============================================== This section lists all of the research rewards obtainable by photographing the game's enemies. See the section on research above if you need more details on how this works. There are 11 categories of enemies to photograph. There are several achievements you can earn based on photography... Researched a Splicer (5 GP) - take a photograph of any splicer. Quality Research Photo (20 GP) - take a photograph which earns an "A" grade. Prolific Photographer (5 GP) - take at least one photograph in each of the 11 research categories. Research PhD (20 GP) - fully max out all 11 research categories. In addition, there are 10 GP achievements you earn for maxing the Thuggish, Leadhead, Nitro, Spider, and Houdini splicer tracks, as well as for the little sister, bouncer, and rosie tracks. THUGGISH SPLICERS Level 1 - Increased damage + Thug splicers are vulnerable to anti-personnel ammo. Level 2 - New physical gene tonic: Sportboost Level 3 - Increased damage ++ Level 4 - New physical gene tonic: Sportboost 2 Level 5 - Increased damage +++ LEADHEAD SPLICERS Level 1 - Increased damage + Leadhead splicers are vulnerable to anti-personnel ammo. Level 2 - New physical gene tonic: Scrounger Level 3 - Increased damage ++ Level 4 - New combat gene tonic: Static Discharge 2 Level 5 - Increased damage +++ NITRO SPLICERS Level 1 - Increased damage + Nitro splicers are vulnerable to anti-personnel ammo. Level 2 - Permanent 15% chance that any enemy grenade will be a dud. Level 3 - Increased damage ++ Level 4 - Permanent 35% chance that any enemy grenade will be a dud. Level 5 - Increased damage +++ SPIDER SPLICERS Level 1 - Increased damage + Spider splicers are vulnerable to anti-personnel ammo. Level 2 - Spider splicer organs can be used like first aid kits. Level 3 - Increased damage ++ Level 4 - New physical tonic: Extra Nutrition 3 Level 5 - Increased damage +++ HOUDINI SPLICERS Level 1 - Increased damage + Houdini splicers are vulnerable to anti-personnel ammo. Level 2 - New physical gene tonic: Natural Camouflage Level 3 - Increased damage ++ Level 4 - Easier to predict Houdini splicers' teleportation destinations. Level 5 - Increased damage +++ ROSIES Level 1 - Increased damage + Rosies are vulnerable to armor piercing ammo. Level 2 - New combat gene tonic: Photographer's Eye 2 Level 3 - Increased damage ++ Level 4 - Rosie loot almost always contains rare invention materials. Level 5 - Increased damage +++ BOUNCERS Level 1 - Increased damage + Bouncers are vulnerable to armor piercing ammo. Level 2 - New combat gene tonic: Wrench Jockey 2 Level 3 - Increased damage ++ Level 4 - Permanent 50% increase to all wrench damage. Level 5 - Increased damage +++ LITTLE SISTERS Level 1 - Small increases to max health and EVE Level 2 - Small increases to max health and EVE Level 3 - Small increases to max health and EVE Level 4 - Small increases to max health and EVE Level 5 - Small increases to max health and EVE TURRETS Level 1 - Increased damage + Turrets are vulnerable to armor piercing ammo and electricity. Level 2 - You find twice the ammunition on destroyed turrets. Level 3 - Increased damage ++ Level 4 - Hacking a turret automatically succeeds. Level 5 - Increased damage +++ SECURITY CAMERAS Level 1 - Increased damage + Security cameras are vulnerable to armor piercing ammo and electricity. Level 2 - You find twice the film on destroyed cameras. Level 3 - Increased damage ++ Level 4 - Flow speed reduced when hacking any security camera. Level 5 - Increased damage +++ SECURITY BOTS Level 1 - Increased damage + Security bots are vulnerable to armor piercing ammo and electricity. Level 2 - New engineering gene tonic: Security Expert 2 Level 3 - Increased damage ++ Level 4 - Hacking a security bot automatically succeeds. Level 5 - Increased damage +++ == G. INVENTABLE ITEMS [c03s07] =============================================== This section lists all of the items which can be invented at a U-Invent machine, along with all of the items required to make them. They are organized according to the level at which they first become available in U-Invent machines (they will be available in all subsequent U-Invent machines after they first become available). INVENTABLE FROM ARCADIA LEVEL ON: - Automatic Hack Tool - 4 rubber hose, 4 batteries, 1 brass tube - Armor-piercing Auto Rounds x20 - 2 kerosene, 3 shell casing, 1 brass tube - Exploding Buck - 3 kerosene, 2 shell casing, 1 steel screw - Anti-personnel Pistol Rounds x5 - 2 rubber hose, 3 shell casing, 1 steel screw - Lazarus Vector (quest item) - 7 distilled water, 7 bee enzyme, 7 chlorophyll solution INVENTABLE FROM FORT FROLIC LEVEL ON: - Hacker's Delight 2 (gene tonic) - 5 alcohol, 4 bee enzyme, 3 empty hypo - Booze Hound (gene tonic) - 5 glue, 4 bee enzyme, 3 empty hypo - Bloodlust (gene tonic) - 5 glue, 4 bee enzyme, 3 empty hypo - Heat-seeking RPG x2 - 3 distilled water, 2 kerosene, 1 brass tube - Trap bolt x5 - 2 battery, 3 glue, 1 alcohol - Electric gel x25 - 3 distilled water, 2 battery, 1 alcohol More coming soon! =============================================================================== 6. CONCLUSION [c06] =============================================================================== I hope you found this guide useful in your explorations of Rapture. This is the first guide I've ever written, so I would appreciate any comments or corrections, or additional info you think should be added to the guide. Good luck and have fun! Chris Vig Xbox gamertag TheCrimsonOmen chris.vig@gmail.com