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Bioshock for Xbox 360
FAQ/Walkthrough
Author: Jason nimerjm Nimer
Version: .01
FAQ Start Date: August 16, 2007
FAQ Completion Date: August 28, 2007
Author s Note: Welcome to the worlds best, and certainly most complete,
Bioshock FAQ/Guide/Walkthrough! By following the walkthrough, you will get
from the beginning of the game to the very end and you ll see and do
everything in between. No power up, Plasmid, Tonic, machine or item will be
missed if you stick with the guide as you play. Whether you are a first time
player or simply playing again to get the items you missed, this guide will
make sure that no stone in Bioshock goes unturned. Enjoy!
*Table Of Contents
-Introduction
-Legal Information
-NEW SECTION: Updates
-The Basics Of Bioshock
-The Walkthrough
--Chapter 1 Bioshock
--Chapter 2 Welcome To Rapture
--Chapter 3 Medical Pavilion
--Chapter 4 Neptune s Bounty
--Chapter 5 Smuggler s Hideout
--Chapter 6 Arcadia
--Chapter 7 Farmer s Market
--Chapter 8 Return To Arcadia
--Chapter 9 Fort Frolic
--Chapter 10 Hephaestus
--Chapter 11 Rapture Control Central
--Chapter 12 Olympus Heights
--Chapter 13 Point Prometheus
--Chapter 14 Proving Ground
--Chapter 15 Fontaine
--Chapter 16 The End? !!!SPOILER ALERT!!!
-Plasmid FAQ
-Tonic FAQ
-Power To The People Weapon Upgrade FAQ
-Audiotape FAQ
-NEW SECTION: Bioshock Patch FAQ
-Xbox 360 Achievements
-Bestiary
-Boss Lists/Strategies
-Item/Weapon/Machine Lists
-Question And Answer
-Secrets/Bonuses/Easter Eggs/Glitches
-Conclusion
*Introduction
Bioshock is a first person adventure game by Take-Two Boston. The game follows
a character from a plane crash and through an underwater city called Rapture.
Bioshock retails for $59.99 for the regular version and $69.99 for the
collector s edition.
*Legal Information
Every single piece of information included in this guide was collected and
recorded by Jason Nimer and Jason Nimer alone. No outside sources,
contributors or individuals had any part in the creation of this guide. This
guide is for entertainment purposes only. The ONLY site allowed to host it, in
full or in part, is IGN.com. If you d like it on your site as well, feel
free to contact IGN and see if you can get their permission. IGN is a part of
News Corp (Fox), so if you get caught stealing, I m sure it won t
be pretty. Also, aside from the people at IGN, no one can alter this
walkthrough in any way, shape or form without my express permission. Not too
tough, right?
NEW SECTION: Updates
December 5, 2007 Just when you thought Bioshock was over, the
developers have created a patch that adds three new Tonics and one new
Plasmid. The game has one more achievement and also runs in true widescreen,
if that kind of thing matters to you.
Check the new section Bioshock Patch FAQ for more info on this
remarkable new development. Also, since I m updating, let me say
hi to the best Gamestop employees in the world the crew
at the Gamestop on Johnson Ferry Rd in Marietta, GA. You guys are the best.
*The Basics Of Bioshock
This section is just here so you can familiarize yourself with the controls of
Bioshock.
Left Analog Stick Move character
Right Analog Stick Move camera (look around)
D-Pad Not used in game, change selection in menus
< Back button Bring up menu
>Start button Pause game
Yellow button/Y - Jump
Blue button/X - Reload
Green button/A Action button
Red button/B Use First Aid Kit
Left Bumper Tap to switch to next Plasmid, hold to bring up Plasmid
menu
Right Bumper Tap to switch to next weapon, hold to bring up weapon menu
Left Trigger Use Plasmid
Right Trigger Use weapon
That doesn t seem like much information, but it is enough to both enjoy
the game and finish it. Honestly, I wish all I knew about the game when I
started was the control scheme, instead of having read previews and watched
videos for months on end.
* Walkthrough
Note: By following this walkthrough, you will not miss a single item or
collectable in the game. Other guides give you a vague idea where to find
stuff; with nimerjm s guides, you strap in and feel the Gs! Actually,
you just get 100% completion, which is almost as thrilling. Happy hunting!
*Chapter 1 Bioshock
The Ocean And Descent Into Rapture
After selecting the New Game option from the title screen and choosing the
game s difficulty (for the purposes of this guide, everything referred
to from here on out is from the normal difficulty setting), you ll be
treated to a short voice over as a means of introduction. As is the case in
most games, things quickly go south, so enjoy the ride.
Once your character reaches the surface, you ll finally have control
over him. The left analog stick serves to move your character, while the right
moves where the camera is pointing (i.e. what you are looking at). This is the
standard FPS control scheme for most Xbox 360 games of this type, but if you
are unfamiliar, take a second to familiarize yourself with how it works. There
is no penalty for remaining in the water for any extended period of time.
After getting a handle on things, swim toward the only break in the circle of
fire you are surrounded with, making sure to note the tail end of the plane
sticking out of the water. In the distance, you ll see some lights and a
staircase. That is your goal, so head over there. Once you re on dry
land, take one last look at the ocean, climb the stairs and enter the double
doors.
In here, simply enjoy the scenery and the music while following the lights
down the stairs to the submersible, which is called a Bathysphere. Climb
inside and when prompted, press A to begin your journey. Watch the
introductory video and attempt to pay attention to the garbled messages from
the radio on your left side. Soon, the chapter will end and the real game will
begin.
*Chapter 2 Welcome To Rapture
Rapture Entrance
As the Bathysphere comes to the surface, you ll see something pretty
terrible happen right in front of you. When prompted, pick up the radio with
the A button and you ll be introduced to the Scottish man on the other
end of the wire, Atlas. It seems his aim is to keep you alive, so you d
better listen to him. Move out of the Bathysphere and down the walk in front
of you.
To your left is something you ll want to check out: a Vita-Chamber. The
game will prompt you to press the Back button to gain more info on this little
gem. The Vita-Chambers will serve as your spawn points in Bioshock. When and
if you re killed, you ll respawn at the last chamber you came
across. Good info to have, I suppose. Turn around and head up the darkened
staircase.
As a side note, it is important to mention that this, along with all other
info you come across through the game, can be accessed at any time by pressing
the Back button and selecting the Help option at the bottom of the window. You
can also check your map, goals and past radio messages from here, so keep that
in mind.
At the top, Atlas will shine a light on the enemy from before and attack it
with a flying drone. It will take off and Atlas will let you know the coast is
clear. He ll also explain that you use the Y button to jump. Do so over
some rubble and move toward the middle of his spotlight, where you ll
find a Wrench; your main melee weapon in the game. Pick it up with A and swing
it by pressing the Right Trigger (RT). You ll then be instructed to
break some debris blocking a doorway and on the basics of crouching (click
Left Analog Stick) and standing (click Left Analog Stick while crouching).
Make your way through the doorway and up the stairs.
This is it; your first fight. A Thuggish Splicer will attack you. Use the RT
to bash him with your wrench and he should go down fairly easily. When he is
done for, use the A button to search his body. Get used to this, you ll
be searching nearly everything you manage to kill. Pick up the First Aid Kit
and EVE Hypo he was carrying and move on. If you got hurt in the fight, First
Aid Kits can be used with the B button. Save the one you just picked up,
though, as the next room is filled with health and EVE boosts.
Just in case you hadn t put it together yet, the red bar at the top of
the screen represents your health, while your EVE is represented by the blue
bar (more on what this means in a minute).
In this room, you ll notice that you can search some of the debris by
pressing A when prompted. Trashcans, though gross, usually hold candy bars,
potato chips or other snacks to refill any lost health. Helpfully, the game
will even let you know which trashcans you ve already searched, cutting
down on time spent doing the same stuff over and over.
This room also contains a Pep Bar, which augments both your health and your
EVE gauges. Once you re done searching, move up the staircase with the
neon Plasmids sign near it. At the top, you ll see a vending machine.
Before you get to that though, check the two trashcans up here for a First Aid
Kit and two EVE Hypos. When you re done, walk up to the machine and
press the Back button for an explanation on Plasmids.
Plasmids are, in a word, crazy powers. You ll come across quite a few of
them in Bioshock, ranging from the standard electricity to the powerful fire
or ice to the amazing (and hilarious) hornet swarm. BEES! To activate a
Plasmid power, you need to press the Left Bumper (LB) to enter Plasmid mode.
Once you have more than one Plasimid power, pressing LB will bring up a
circular menu of available powers, which you then select from using the Right
Analog Stick. Once in Plasmid mode, the Left Trigger (LT) uses the selected
power. It sounds difficult on paper, but you ll get it in no time flat.
After reading the explanation, use A to pick up Electro Bolt your very
first Plasmid. Then sit back and watch the scene. Yikes. Once you wake up,
Atlas reassures you and you ll need to use your new ability to open the
door ahead. Zap the door controls with LT and move on, keeping in mind that
you can, at any time, press RT to bring the wrench back out. Notice that when
using a Plasmid, your blue bar (EVE) gradually gets depleted. It all makes
sense now, right? Ok, head into the tunnel and get ready for some action.
As the piece of plane smashes through the tube, you ll see the only way
to go is straight ahead. Run though the fuselage of the plane and out the
other side. Round the corner to the right (take note of what is happening
outside) and through the secure, waterproof door ahead.
In this hallway, there will be rooms to your left and right. To your left,
there is a room containing a Vita-Chamber (remember, they activate
automatically simply walk by it and when you die, you ll come
back here) and some Arcadia Wine. The room on the right contains some Potato
Chips, an EVE Hypo and some Cigarettes. In the hall separating these two
rooms, you ll encounter another Thuggish Splicer, whom Atlas will
encourage you to zap before bashing with your wrench (the old one-two
punch ). Nothing too difficult here, just make sure to search the bodies
of your victims for useful items.
Before we go any further, a quick word about wine, cigarettes and food items.
All food items are consumed immediately upon picking them up and cannot be
stored. Potato Chips and the like simply refill health, but cigarettes and
wine are a different story. Like in real life, each has consequences. Wine
will restore a bit of health, but will also drain a bit of your EVE.
Cigarettes will boost your EVE gauge, but will similarly detract from your
health. Both can be useful in a pinch, but be careful.
Now, head through the previously closed airlock door and up the stairs in
front of you to a large foyer. There will be another two Thuggish Splicers
waiting for you (one of them is on fire), so be careful. Once you ve
gotten them out of the way, go through the double doors ahead. Make sure your
health is full and you didn t miss food items, because you won t
be coming back this way. When the doors close behind you and water begins to
fill the room, head to the small elevator to the left. It will automatically
go up and Atlas will plead his case.
It seems he is trapped down here as well and his family is stuck somewhere
called Neptune s Bounty, cut off by Splicers. Your new goal is to make
it to them. You ll notice that now you have an arrow at the top of the
screen guiding you in the right direction. The map (accessed by pressing the
Back button) is marked as well, so get moving.
Kashmir Restaurant
Before you follow the arrow into Kashmir Restaurant, you ll want to
venture over to the left for a Pep Bar and a First Aid Kit first. After
you ve picked these up, head toward the mother leaning over the baby
carriage. She ll flip out and attack you, but the one-two
punch should bring her down quickly. Atlas will give you a bit of back-
story on Rapture as you find your very first gun, the Revolver, in the baby
carriage. To fire the weapon, you ll need to pull the Right Trigger
(RT), as you did with swinging the Wrench. Cycling through the weapons you
have is done with the Right Bumper, so give that a shot now (you only have the
Wrench and the Revolver). Once you are comfortable, enter Kashmir Restaurant.
In here, take a look around and listen to the people fighting downstairs.
You ll get to them in a moment, but for now, just collect the First Aid
Kit by the table in the back left corner. When you re ready, look for
the stairs leading down to the dance floor.
From the top of the stairs, you can see a Splicer banging on a door below you.
Once he sees you, he ll come after you, so give him the old zap-crunch
combo. Once he s down, the woman he was fighting with will realize he is
gone and come looking for him. She is a bit more dangerous than her beau
(she s packing heat), but the same method you ve been using to
kill these enemies will work just fine. Make sure to search both of them; she
has bullets for your new Revolver and he might have something good as well.
Also note that she is called a Leadhead Splicer and was a tad more difficult
to kill. Interesting. The Leadhead Splicer was in the kitchen area, so
we ll search there first. The room contains a few bottles of wine, along
with a First Aid Kit and a corpse who is clutching a cash register. He has a
few dollars on him and eight bullets, so grab those before leaving this room.
As you leave the kitchen, Atlas will let you know that if you see some
Splicers in the water, they are susceptible to your new electro powers, so
move forward and give it a shot. Two Splicers are wandering around the flooded
dance floor so zap the water and they ll both die. Check their bodies
for items and pick up the First Aid Kit on the floor at the back of the
flooded dance platform.
Before moving on, you ll see a table with a tape recorder on it. These
collectable tapes will serve to explain the story of what went wrong in
Rapture, so picking them up and listening to them is encouraged (not to
mention finishing the game with all of them unlocks an achievement). This
first one is entitled, New Year s Eve Alone. I ll be
marking the location of each tape in the walkthrough so if you are following
this closely, you won t miss a single one.
Still downstairs in the restaurant, you ll find another EVE Hypo and a
Pep Bar by where the band would be playing if they were still there.
You ll also see the entrance to the Footlight Theatre, our destination.
Obviously this entrance is out of service, but take the time to search the
corpses for a couple of bullets. Before heading back upstairs, check behind
the bar (look for the neon martini glass) for a First Aid Kit and some dollars
from the cash register. Watch out, though a particularly nasty Splicer
is waiting for you back up there, so be careful.
Footlight Theatre
To make it through to Footlight Theatre, you ll need to improvise. When
you re back in the upstairs part of Kashmir Restaurant, head toward the
restroom area. First, check on your left to pick up a few dollars and a First
Aid Kit from the phone booth. Then head to the Dames side of the
restroom for a ghostly vision and a new tape recorder entitled, Hole In
Bathroom Wall. On your way out of the bathroom, another Splicer will
attack, so be ready.
Next, head into the Gents side of the restroom and through the
hole in the wall located where the last stall should be. Congrats
you ve made it to Footlight Theatre. Atlas will tell you to lower your
weapon. Below you, you ll see a little girl poking at a corpse with a
big needle. Yikes. As you move across the scaffolding to the other side of
this theatre s balcony, Atlas will give you a bit of explanation on what
you are witnessing. Once you re across to the other side, head own the
stairs and prepare for a show.
After the unpleasantness search the dead Splicer for a few
bullets, smash the padlocked gate and move on. The game will prompt you to
save your progress, which you can do at any time, but now seems like it might
be a particularly good idea. Before following the Big Daddy, turn and enter
the theatre. Search the corpse the Little Sister was poking for some cash and
a few bullets before continuing.
Directly in front of you will be the next Vita-Chamber, so walk by it now. To
your left is some debris, but a corpse in there is carrying a crème-
filled cake, so grab that if you need the health. As you approach the corner,
another Leadhead Splicer will attack. She can be a bit tougher than some of
the others, so using the Revolver might be a good idea. Shortly thereafter,
another Thuggish will attack, but he is much easier to deal with.
You ll then get to a stairway leading down. On the stairs second
landing, you ll notice two Splicers scavenging the remains of a Big
Daddy. Rather than dealing with them the hard way, electrocute the water they
are standing in and grab what you can off their bodies. Note that in this
case, as well as through the rest of the game, the Big Daddies have a large
amount of cash on them. Grab it and move on to the bottom of the stairs.
It seems this area was once some kind of intersection of the different areas
of Rapture. You ll see a restroom ahead of you, Neptune s Bounty
to one side and the Medical Pavilion to the other. When you head toward
Neptune s Bounty, an alarm will sound and two groups of Splicers will
attack from upstairs. The easiest way to deal with them is to wait until they
are all standing in water and zap them once, rather than trying to fight them
one by one. If you die, don t worry; the nearest Vita-Chamber
isn t far at all.
Once they are all dead, make sure to search the corpses for health, money and
EVE. The main lobby area also has two crates, which can be opened for a few
extra bullets. Also, search the restrooms that are down here for a First Aid
Kit and some Bandages. It soon becomes painfully clear that the security
system has no intention of letting you enter Neptune s Bounty, so head
to the Medical Pavilion exit. You ll quickly become trapped in the dark,
treated to a creepy video and attacked. Head to the only lit up door and press
A to end the level.
*Chapter 3 Medical Pavilion
Medical Lobby
When you start this level, make sure to first take notice of the Vita-Chamber
on your left. Also, take a second to pause the game before going any further.
At the bottom of the screen you should see a couple of icons indicating how
many Little Sisters there are in this level (two in this case). The ending you
get when you finish the game depends on whether you decided to kill or save
all the Little Sisters. The third (i.e. worst ) ending is gained
by mixing the two absolutes. Now would be a good time to choose your plan and
stick to it, if just to avoid getting the worst ending (Note: In
my first playthrough, I chose to save the Little Sisters, but other than the
ending you get and a couple of items, your personal decision won t
affect the usefulness of this walkthrough).
Now, back to the matter at hand. After checking out the Vita-Chamber, walk out
into the room to the right. There aren t any enemies out here, so feel
free to have a look around. First, head over to the reception desk where
you ll find a tape recorder entitled, Released Today.
You ll also find a woman s purse (nothing inside), a First Aid
Kit, an EVE Hypo, an empty cash register, some pistol rounds and a corpse, who
is holding four dollars. At the top of the staircases near here, you ll
find a blocked path and a corpse holding an EVE Hypo, but not much else.
Back across the room (the side you came from) you ll find a rather
annoying vending machine and a malfunctioning set of automatic doors. Head to
them first. It seems a disabled security robot has become trapped here. Search
it if you like, but what you really want to do it hack it (accomplished by
pressing the X button). The game explains how to make this happen well enough,
but for the benefit of this being a complete guide, we ll go into it
here as well.
To hack a security robot (or any machine for that matter) in Bioshock, you
need to complete a little mini-game/puzzle. You ll be presented with a
grid, composed of little pieces of piping. Your job is to successfully move
around the interconnecting pieces to allow some goo to get from point A to
point B. Sounds simple, right? It is, but even with some puzzles being
slightly more difficult or quickly moving than others, it never becomes too
much of a challenge to hack anything. If you do fail, you ll lose a bit
of health and you are free to try again as many times as you wish. In this
case, hack the robot and it will become your protector; firing its machine
guns at any enemy who dares threaten you. Useful and fun!
After hacking the security robot, which, in turn, clears your path, pause and
hack the vending machine before moving on. Hacking vending machines drops the
prices of each item featured and even makes more items available for purchase.
You shouldn t really need to purchase anything from this first machine
yet, but practice is practice so give it a go. Once both robots and the
machine are hacked, move through the broken doors into the next room.
Emergency Access Route
You ll hear a male and a female Splicer arguing around the next corner,
so take a peak. They ll pretty much leave you alone until one of them is
dead, then they will turn on you. Simply stay out of their way and let your
new security robot take care of your enemies for you. Once you re sure
the danger has passed, head into the room and search the corpses for cash and
a healing item or two. Then, head to the desk under the single lamp and search
it. You ll find some Bandages, some Machine Gun Rounds, a First Aid Kit
and another tape recorder entitled, Adam s Changes. Creepy.
Now, head up the stairs and use the Emergency Access Control. Immediately,
you ll know you probably weren t supposed to fiddle with that.
Atlas will tell you over the radio that the voice you just heard, Steinman, is
the man with the key you need. The catch is he isn t a very nice guy and
he may not even be human anymore. Super. The door behind you opened when you
hit this switch, so climb through it and head to the left. Beware
there is a crazed Splicer in this hallway and she isn t too happy to see
you.
At the end of this small, red hallway, you ll see a welcome sight: the
Machine Gun. Pick it up and remember - switching weapons is done with the RB.
You ll probably want to save this precious ammo for later, so switch
back to the Wrench or Revolver for now. There will be a big inviting switch
under where the Machine Gun was, but before you hit it, search the crate
behind you for a few bullets. Finally, hit the Emergency Override Switch to
turn on some lights and get yourself back into the hallway you came from.
You ll need to deal with no less than four, but up to ten Splicers now;
let the drone do what it can and take the rest out yourself. Use your Electro
Bolt and Wrench and don t panic. Wasting bullets and/or life is your
biggest foe now.
Once the fighting has died down, make you way back to where you started this
level and use the vending machine to fill in any holes in your First Aid or
EVE supply (skip the other stuff for now). When your ready, head back up the
stairs near the reception desk to find a now open door and a corpse, who is
carrying a few bullets and not much else. Continue into this new room for
another ghostly vision. When it is over, head to the door and use A to open it
via the switch. Atlas will let you in on some unsettling things about the good
Dr. Steinman before you head into his lair the Surgery Wing.
Surgery Wing
Head forward over the bloody script on the floor and pick up the tape recorder
entitled, Higher Standards. After you ve listened to the
tape, you have the choice between going around the right or the left side of
the barrier in front of you. Choose the left side and as soon as you walk into
the open, aim and shoot the turret ahead with an Electro Bolt. This will short
circuit the machine for a short time, allowing you to move in closer to hack
it. Do so and it will attack enemies for you. The other turret in the area is
straight to your right side when facing the first turret, through a hold in
the wall. Now you know why we chose the left side of the barrier, huh? Hack
the second turret and scavenge the area for a few health pickups and an EVE
Hypo or two, along with the tape recorder entitled, Parasite
Expectations, which is located directly across from the first turret
you hacked.
Now, you ll want to get a feel for the area you are in. To the left is
the entrance to the Twilight Fields funeral home and the morbidly named
crematorium, Eternal Flame. To the right are a supply closet (where the second
turret and a First Aid Kit could be found) and a flooded hallway with a pair
of vending machines. At the back of this area are a pair of staircases marked
dental and leading down and an airlock door to Dr.
Steinman s Aesthetic Ideals. Go around the left side first. Hack the two
vending machines and pick up the tape recorder entitled,
Vandalism. Continue around to the back and hack the medical
machine directly across from the airlock door. If you need health, this is the
place to refill. Once you manage to hack the machine, it is only 10 dollars
for a full health recharge.
Continue around the edge of the room and pick up the tape recorder entitled,
Limits Of Imagination from the wall by the neon sign with the
doctor s names. A last tape recorder, entitled Love For
Science can be found in the waiting area centered in the middle of this
room (along with another hackable medical station).
Now, head downstairs to the area marked dental. Directly ahead
of you is a tape recorder entitled, Freezing Pipes which,
amusingly enough, is encased in some ice. Down here, you ll also find a
vending machine just waiting to be hacked and another supply room. Zap the
door controls with your Electro Bolt to get in. Inside you ll find some
beer (beware), some potato chips, a couple of sets of Machine Gun rounds and
best of all, an Auto Hack Gun! This allows for one free machine hack, without
the hassle of connecting the pipes. You might want to save this for a bit
later, as hacking the machines is still fairly easy right now.
Dr. Steinman s Aesthetic Ideals
Once you are confident you have searched this large room thoroughly, upstairs
and down, and picked up all the items, head to the airlock door under the Dr.
Steinman s Aesthetic Ideals sign and go through. You ll hear
Steinman jabbering away around the corner, but when he sees you, he takes off,
leaving a giant neon sign hanging in his path. Atlas lets you know that your
next goal should be to find the Telekinesis Plasmid, as it will help you move
the sign and toss grenades (along with everything else) back at the Splicers
throwing them at you. Walk by the Vita-Chamber in the corner before heading
back down the airlock hall to the main medical lobby, where you ll find
quite a few Splicers waiting for you. Take them down and remember to conserve
ammo it will be very important soon. Search their bodies for cash and
bullets before moving on.
Eternal Flame Crematorium
Now, go toward the entrance to the Eternal Flame Crematorium. You ll
witness an awesome explosion and you ll have to go toe to toe with a new
enemy the Nitro Splicer. He is all the fun of a Thuggish or Leadhead
Splicer, but he has grenades and can take a lot of punishment before going
down. This is the first time in the game where using a gun is absolutely
necessary. If your gun turrets are still operating, you can try to draw him
into their range of fire, but your best bet is to shock him, shoot him and
repeat until he draws his last.
After the Nitro Splicer is down, begin searching his office. You ll find
a few goodies, including enough coffee to replenish a good bit of your health
and a new tape recorder, entitled, Surgery Picasso. When
you re finished in here, head through the semi-camouflaged door at the
back of this office.
In here, the first thing you ll notice is the presence of security
cameras, which Atlas will warn you to stay away from. While it is quite simple
to judge where the camera is pointing by following it s purple lights,
it is more fun to zap it or simply shoot it down. Take a look around this room
to find some Armor Piercing bullets in the back corner, along with a corpse on
the crematorium slab. Press the furnace control button on the machine to send
him in, and when the slab comes back out, it will have your first Tonic on it!
A Tonic is best explained as an equipable, passive bonus system. In the case
of our first one, the Hacking Tonic, equipping the Tonic will give the user a
small health and EVE boost when they hack machines. These will be found
throughout the game and the location of each will be listed in this guide.
Also note that equipping multiples of each Tonic will have a cumulative effect
(i.e. two Hacking Tonics equipped will give more of a boost to a player than
one equipped Hacking Tonic).
Now that you have your first Tonic, head upstairs in this room to get your
next Plasmid Incinerate. When you get to the top of the stairs, a
Leadhead Splicer will be waiting for you, so take her down. After she is gone,
search the cabinets and corpses around the room for a few dollars and a set of
Machine Gun rounds. After you ve picked everything up, head to the
corner of the room where you ll find a small hole you can crawl through.
In this tiny room, you ll find some gin, some cigarettes, two EVE Hypos
and the Incinerate Plasmid. Pick it up to be treated to a short movie. When
the movie is over, you ll find that you are surrounded by Splicers.
Relax; they won t be able to get at you in this room. Instead of
charging out and fighting, simply set fire to the puddle they are standing in
(crouch and peek through the hole you crawled through to get her just
a little fire will do the trick). Once they re down and the fire is out,
crawl back through the hole and head back downstairs.
Ok now that we have some fire at our fingertips, where do you think we
should go? If you said to the dental area with the ice in the way,
you re almost right. Head to the other frozen entrance first the
Twilight Halls Funeral Home.
Twilight Halls Funeral Home
Melt the ice and head through the door. Up the small staircase, you ll
see the reception desk. Search the Cash Register and corpse behind it for a
few dollars and some assorted items. You ll notice that there are two
rooms in here one to the right and one to the left. Go to the left one
first
Look into this room and a Splicer will toss a coffin at you. Take care of her,
search her body and finally search behind the dresser the coffin was sitting
on. Make sure do duck when you do, as a door ahead of you will open and a
turret will attack. Zap the turret and hack it. Before leaving, notice the
safe in the wall behind the turret. Hack that as well for a few items and go
to the other side of the Funeral Home.
Here, you ll find a Splicer crying over a coffin. Take her out before
she notices you and pick up the items surrounding her. Take not of the slip of
paper near the coffin with 0451 written on it (inside joke for
the gamers who actually read books). Anyway, turn around and use that very
code on the door lock and collect the goodies inside.
The last room in the Funeral Home is directly behind the Reception Desk. It is
the morgue room, so head in and pick up any items you see. Move to the back of
the room to the flooded area and walk into the water. You ll see the
shadow of a Splicer on the wall, so head toward him. Don t let the
lights freak you out; just walk up there, grab some items and your next Tonic
The Security Expert Tonic. It does just what it sounds like: it makes
hacking security stuff a tad easier.
Dental Area
With the first frozen doorway out of the way, head downstairs in the Surgery
Wing to the second one the dental office. If you need a reminder, it
is where you found the Frozen Pipes tape recorder earlier. Head down there and
melt the ice using your Incinerate Plasmid. Take care of the Splicer here and
pick up the Bandages he was working with before going any further.
(Note: From here on out, the player should know to search all areas for items
this means cash registers, corpses, bodies of fallen enemies, storage
crates and the like. I will continue to list and catalogue the locations of
tape recorders, Tonics, weapons, Plasmids and other major items, but the
listing of minor items will end here, as will the listing of minor enemies and
their locations.)
You ll see a Shotgun in a spotlight to the right here, but before
picking it up, find the Vita-Chamber in this room. Once you ve done
that, pick up the Shotgun and prepare for a fight. After all the enemies are
down and the lights are back, head to the Kure-All office first.
Kure-All
First, enter the orange door with the Kure-All signs above it. Be careful, an
RPG (that is Rocket Propelled Grenade, not Role Playing Game) turret is
waiting in the shadows. Zap it and hack it before searching for items.
You ll notice a Tonic bottle through a window. To get it, round the
corner and search for a vent of the floor. Bash your way into the vent and
crawl through and into the room with the Monkey Wrench Tonic! It serves to
make your wrench attacks stronger, so that should help you out as enemies get
tougher.
Back in the area you just came from, there is a security camera in the back
corner, so keep an eye out for the purple light and zap it when you get the
chance. Head down the small stairs here for a few items and a new safe to
hack. Go back up the stairs to find another tape recorder, entitled
Enrage Trials by the surgery table. You re finished in
here for now, so head back out to the dental office where you melted the ice,
around the corner and to the entrance of the Dandy Dental Office.
Dandy Dental Office
Before going inside, take a moment to hack the medical machine to the left of
the entrance and pick up the tape recorder entitled, Useless
Experiments. Enter the office and check things out, picking up various
items from the lobby and flooded area. Also, check the walls in the flooded
area for another safe you can hack. When your ready, head through the glass
door to pick up the tape recorder entitled, Testing Telekinesis.
Turn to your right to find the Telekinesis Plasmid. Pick it up and
you ll be told you need to replace another Plasmid. Don t freak
out you ll get the one you replace back soon enough. Since
Electro Bolt is still so useful, replace Incinerate with Telekinesis and give
it a try with the tennis ball launcher behind you. Cool. Your new goal is now
to clear that debris left by Dr. Steinman, but we ll get there in a
minute.
Painless Dental Office
You won t be able to just walk through the front door of the Painless
Dental office. Instead, walk past the door and peek in the window. Short out
the turret waiting there and use the stacked boxes to climb through. Check
around this waiting area for items and open the door (no more going through
the window for this guy). Then, check the examining room for some nice items,
a Speedy Hacker Tonic and a tape recorder entitled, Plasmids Are The
Paint. Before leaving, smash a vent on the floor of the examining room
and climb through to a small office filled with items. Open that door and exit
back into the dental area.
Chompers Dental
At the end of the dental office hall, you ll find a locked door with a
corpse smashed through the broken window next to it. Use your Telekinesis
power to pull a key from inside through the window and open the door to
Chompers Dental. Inside, be careful of security cameras and either hack or
destroy them before looking around for items. Once you re done here,
head back to Dr. Steinman s Aesthetic Ideals to continue the story,
though keep in mind that now you have Telekinesis, items are hidden
everywhere. For example, I bet you didn t see the First Aid Kit in the
ceiling of the second floor of the Eternal Flame Crematorium! Keep your eyes
open for anything shiny and get going.
Dr. Steinman s Aesthetic Ideals
When you get back here where Steinman blocked your progress with the neon
sign, wait for a Nitro Splicer to show himself on the balcony above you. Catch
one of his grenades with Telekinesis and fire it at the sign, clearing the
way. Take care of him next and move through the cleared doorway, picking up
the tape recorder entitled, Symmetry on your way by. In here,
take out the security robot and turret, either by hacking or destroying them,
and keep an eye out for the Static Discharge Tonic on the floor in the water.
Surgical Savings
To your right, you ll see the two entrances to this little room. First,
keep out of the way of the camera and hack it for your own purposes. Then hack
the safe and search the room for a bunch of helpful bonus items including some
Machine Gun rounds and a new tape recorder entitled, Aphrodite
Walking.
Aesthetic Ideals
Once you ve finished in Surgical Savings, go forward a bit more and down
the stairs through either door into Aesthetic Ideals and get ready to face the
man himself, Dr. Steinman.
Boss: Dr. Steinman
Watch through the window while the doctor yells at his almost surely dead
patient for a minute before he notices you. He ll then attack with a
Machine Gun, which shouldn t be too difficult to avoid. While there are
only as many ways to defeat Steinman as you imagination holds, the best two
ways seem to be through either Telekinesis or Electro Bolt. For the
Telekinesis route, toss an oxygen tank at the doctor, causing an explosion and
setting him on fire. For the Electro Bolt method, see if you can lure him into
the water and zap him that way. If you re really feeling fancy, hit him
with the oxygen tank, setting him on fire. When he runs to the water to put
himself out, zap him. Ouch.
Either way, when Steinman is dead, loot his corpse for the key you needed,
along with a few other goodies. Before leaving, check this office thoroughly
for items because there is a lot of good stuff in here, including a tape
recorder entitled, Not What She Wanted off the corpse Steinman
was working on when you arrived and a safe on a desk in the back.
Once you are finished, head back through the airlock tunnel from before toward
the Surgery Wing. The tunnel will collapse and Atlas will urge you down an
alternate path (a previously locked door in this tunnel that sits on your left
side).
Surgery Wing Detour
As you enter here, a Big Daddy will fly through the wall in front of you and
you ll be treated to a scene with Tenenbaum (the lady from the tapes).
Now, you ll need to decide whether you ll play through the game by
killing or saving all the Little Sisters you come across. Killing them makes
the game easier, but saving them nets the better ending. The choice is yours.
After you can control your character again, approach the Little Sister and
follow the prompts to make your choice.
Once you ve done this, head over to the Gatherer s Garden machine
and pick up the tape recorder entitled, Gatherer Vulnerability
along with any other goodies in the room. Then, use the Gatherer s
Garden machine to purchase whichever upgrades you like. The choice is yours.
It really depends on how much ADAM (the currency you ll be using to buy
the upgrades you get it from dealing with Little Sisters) you have to
work with.
Before you get started buying stuff from these machines, you ll need to
know a couple of things. If you are saving Sisters and want to make sure you
finish the game with every Plasmid and Tonic (and the two achievements that go
along with the complete collections), you ll want to avoid buying health
and EVE upgrades. The yare tempting now, but stick to using your ADAM to buy
Plasmids, Tonics and new slots in which to equip them. If, at the end of the
game, you have ADAM left over, buy a few health and EVE upgrades. For now,
skip them. Once you re done, head back through the only door left in
here and you ll be back in the surgery wing.
Surgery Wing
Back in here, Atlas will let you know that you are about to take on your first
Big Daddy. He stands between where you are and where you need to go, so get
ready to fight.
Boss: Big Daddy
Notice first that the Big Daddy won t pay any attention to you until you
attack him, so if you are lacking in any particular area, go get ready now.
Vending machines in the area dispense weapons, health and ammo, so get ready
for the fight before starting it.
When you do decide to fight the Big Daddy, it will be very one-sided. You can
stun him with electric Shotgun ammo, but for the most part, the Big Daddy will
toss you around like a rag doll. Keep healing and shooting (or, to conserve
First Aid Kits, dying and respawning) and eventually he will go down. Choose
to save or kill the Little Sister and head back to the area where you began
this level the medical lobby (follow the arrow if you are having a
problem).
Emergency Access
Enter the door marked emergency access and head back up the stairs to the
switch from the beginning of the level, being careful to avoid however many
Splicers you left alive in here earlier. Flip the switch to open the gate to
Neptune s Bounty and walk through. Enter the Bathysphere and flip the
switch to finish the level.
*Chapter 4 Neptune s Bounty
Metro Station
Welcome to Neptune s Bounty! Listen to what Atlas has to say about
Andrew Ryan and he ll let you know where he is holed up with his family
Fontaine s Fisheries. Your new goal will be to find him, but if
you re going for a complete playthrough, you ve got a lot to do
before we finally meet the man behind the radio. Walk out of the Bathysphere
and up the stairs, picking up ammo and items as you go. Pass the level s
first Vita-Chamber, hack the vending machine and take a look at the new
machine next to it, the Gene Bank.
The Gene Bank is simple enough to understand; it is just the machine
you ll be using from here on out to switch the Plasmids and Tonics you
have equipped. You don t have that many just yet, but give the machine a
trial run just to see how it works. Once you re all set to go, run up
the diagonal neon sign and over to the next area.
Through the door, you ll see a Splicer s shadow, but it will run
into the ceiling to avoid you. Remember the chat we had about items being
hidden everywhere? Use your Telekinesis to pull a case of electric Shotgun
shells down from this opening. I only mention this because this ammo is
especially valuable. You should be keeping your eyes open for shiny stuff
anyway. Head through the next door, pause to hack the medical station, then
move through the next door to the Lower Wharf.
Lower Wharf
In here, your first job should be to drop into the water and crawl under the
dock. Hack the Machine Gun turret so it will help you take care of enemies in
the area. Then, head further in the opposite direction of the door you came in
to find a second turret, also located under the dock. Hack it as well and pick
up the taper recorder entitled, Bathysphere Keys next to it.
While you re down here, grab the Medical Expert Tonic from the middle of
the room as well.
You ll see a new type of Big Daddy (the last one we dealt with was a
Bouncer, this kind is called a Rosie) just ahead in here, but don t mess
with it yet. Instead, wait for a couple of Splicers to attack it and take off
a good bit of its life. Then move in and finish it off. Note that the Rosie
Big Daddies will attack you with a nasty ranged weapon, while the Bouncer Big
Daddies will stick to melee attacks and pummel you with their drill arm. Once
you ve brought the Rosie down, either kill or save the Little Sister and
pick up some more items.
If you ve paused the game at all, you will have noticed that there are
three Little Sisters in this level. Guess what, they are all in this room.
You ll need to wait a few minutes before a new Rosie spawns and pulls
another Little Sister out of the wall, but it isn t a long wait and you
should take care of this objective now. Later on, you might forget and move to
the next level, which would make the Sisters uncollectible for a while.
You ll die a few times before taking out the three Rosie Big Daddies,
but the cash they leave and the piece of mind you ll have from
collecting the Sisters this early in a level will be worth it. If you are
saving the Sisters, Tenebaum will inform you that a gift waits at the next
Gatherer s Garden machine and man, it is a good one.
This room has three exits; the one you came from and the two to the right of
them room which incidentally, lead to the same place. Head through one of the
doors, finish any Splicers in the area and tackle the RPG turret near the
entrance to Fontaine s Fisheries. Once that is finished, find the
Gatherer s Garden machine and the Gene Bank (back to back) and pick up
what you feel will be the most use to you. If you are saving Sisters,
you ll also find a Teddy Bear in front of the Gardener s Garden
machine It is holding 100 ADAM and a Plasmid that allows you to get Big
Daddies to protect you, rather than attack you. Good stuff.
The Gatherer s Garden machine, you ll notice, has a bunch more
things to buy than the last one you visited. It has extra Plasmid slots (two
at 100 ADAM apiece; get these first), the Winter Blast and Enrage Plasmids and
a few other good things. Buy what you can and get going (Note: If you ve
been following this guide, you should have enough ADAM to buy everything in
the machine with some left over).
Now head the very bottom of this room. You ll see two jail cells and one
has a keypad next to it. Either hack the keypad or use this code 5380 (you
find it later in the game, but if you can t hack the door, just use it
now). In the unlocked cell, you ll find some good items and a tape
recorder entitled, Timmy H. Interrogation. Grab this stuff and
head back to the top of the room, over the boxes and into Fontaine s
Fishery.
Fontaine s Fishery
In here, simply move forward, pick up the items and when prompted, knock on
the freezer door. A man named Peach Wilkins is inside and will allow you in
after you find him a Research Camera. After you ve spoken to him, turn
around to face a Splicer like you saw at the beginning of the game. You
can t hurt it, so just avoid it until Wilkins sends a security robot to
chase it away. Now, head back through the Fishery entrance, over the boxes and
to the left to see that a jail cell is now open. Head in and take care of any
Splicers you might run into, all while picking up goodies.
Upper Wharf
After the Splicers in the new area are gone, look along the walls for a place
where a grate has caved in. Go down in there by crouching to pick up a lot of
useful items and a new tape recorder entitled, Fontaine Must Go.
Leave this crawlspace, head up the stairs and into the Upper Wharf.
After taking care of any Splicers and/or turrets, walk straight ahead from
where you entered this room to find a tape recorder entitled, Finding
The Sea Slug along with some life and ammo. Remember, the Big Daddies
won t mess with you if you don t mess with them. It is probably
not a great idea to get this one upset, so stay out of his way.
The next tape is found a bit further into the room. It is entitled,
Masha Come Home and can be found near a Little Sister spawn
point on the left side of the area. There are two more tapes here as well.
One, entitled, Picked Up Timmy H. is found on a corpse in this
room and Watch Fontaine is right next to the Vending Machine. Go
get them both before heading into the Wharf Master s Office.
Wharf Master s Office
In here, head up the stairs after hacking the Vending Machine. Be very
careful, there are turrets and cameras everywhere. The first is at the top of
the stairs so take it down and stroll by the Vita-Chamber to your right. The
next camera is up on your left in an alcove. The last is right at the top of
the stairs. If you do get noticed, simply run back downstairs and use the
Security Disable Switch. It costs $10, but it is well worth the money if you
only use it once or twice.
At the top of the stairs, you ll find turrets in every corner. Hack as
many as you can and have them destroy the rest. Once they are gone, start
picking up ammo and life boosters. Be on the lookout for an open vent; it
leads to an office with tons of ammo and the tape recorder entitled,
Have My Badge.
Once you ve searched the area, bash the padlock off the closed jail cell
door and crawl through the hole in the back of the wall. In here, you ll
find another Vita-Chamber and some ammo. Go through the door at the end of
this hall to find the Research Camera and Wilkins will radio you. He ll
say that you need to bring him back three pictures of the Spider Splicers
before he will cooperate with you.
Before you go photo-crazy, get to know the Research Camera. It is selected and
used just like a firearm or melee weapon (RT) and does serve a purpose besides
just collecting photos for our friend in the freezer. It seems that by
researching your foes (i.e. taking their picture), they become
easier to defeat. A few achievements are unlocked by using the camera, and
once you ve missed the chance to get them, they may or may not be
accessible again. Take a second to look over this list and as you play, keep a
mental log of which research you ve completed and what you still need.
These are all the enemies that you need to research fully to get the Research
PhD achievement (and the individual achievements for researching each type):
*Thuggish Splicer
*Leadhead Splicer
*Nitro Splicer
*Spider Splicer
*Houdini Splicer
*Rosie-type Big Daddy
*Bouncer-type Big Daddy
*Security Camera
*Security Robot
*Machine Gun Turret
*RPG Turret
*Little Sister
From here on out, each and every time you see one of these enemies, take
it s picture a couple of times before defeating it. When you do,
you ll be given a rating on your picture and a red bar will fill. Once
you have filled the red bar (by taking multiple pictures) for each enemy a set
number of times, you ll get an achievement, a bonus against that
particular enemy and a completed research log. Filling these bars will be
easier later on when two Tonics add bonus percentages to your photo scores,
but take as many pictures as you can and you ll max out your research as
you near the end of the game.
Before leaving the office, snap a picture of the Spider Splicer behind the
window. You ll get a grade on how good your photo is, so if you want a
good grade, wait until the Splicer is facing you or doing something scary.
Leave the office with your new camera and you ll see that your entrance
has been blown up. Go straight and notice the tipped over Plasmid machine.
Look to your right and you ll see the Plasmid, which allows you to use
electronic bugs to mess with security cameras. Make sure not to drop to the
floor below before getting the Plasmid.
If you do happen to want to fully research everything, grab a picture of the
security camera here too. Search the crates for another tape recorder
entitled, Adam Discovery. When you re all done here, leave
through the only door available and head toward the Jet Postal, making sure to
stop and get the tape recorder entitled, Eden Leaking from the
puddle ahead of you.
Jet Postal
In this tunnel, you ll have two choices on where to go Fighting
McDonaugh s Tavern or Jet Postal. Head to Jet Postal first (on the
right), and be mindful of the security camera in here. Also, notice that
directly below it on a bench, you ll find another tape recorder
entitled, Fontaine s Smugglers.
Head into Jet Postal and take care of any Splicers in here before moving to
the next room. There is a tape recorder on the table next to the vending
machine entitled, Death Penalty In Rapture so pick it up before
going to the next room. In this room, you ll find a camera that is
rather high in the air and your second Spider Splicer. Worry about the photo
(2/3) and killing the Splicer before you get to the camera. Loot the room for
whatever you can find and head back to the tunnel.
Fighting McDonough s Tavern
If you do happen to be going for the research and photo bonuses, stop at the
vending machine on your way into the tavern and stock up on film. Also, stroll
by the Vita-Chamber on the opposite side of the room. When you re ready,
go up the stairs and into the tavern.
Dispatch all the Splicers in here and begin searching for items. You ll
find two tape recorders on tables in here, titled Working Late
Again and Smuggling Ring. There is a lot of ground to
cover in this tavern, so start in the downstairs bathroom first. There
isn t much in here, but if you pay the $5 for entrance to the first pay
toilet on your left, you ll find two Proximity Mines and an EVE Hypo
inside.
Now, head through the door with the fried lock to the other downstairs area
(use Electro Bolt to open it) and take a look around. You ll find a good
bit of ammo and life down here, along with quite a few enemies, so look out.
As you go through the zapped door, continue straight ahead into an office,
where you ll find the tape recorder entitled, Rapture
Changing. Check the floor for a vent you can crawl through and loot the
room you end up in. There is a safe with an Auto Hack Tool, so it is worth
your time to search out this small room.
Exit the office and take a left to enter the flooded basement. There are a ton
of Splicers down here, but also some very useful power ups. After clearing the
area, search out a vent on the floor and crawl through it. It will take you
back to the Vita-Chamber just outside the entrance to the tavern and
you ll pass another tape recorder entitled, Meeting Ryan
on your way through. Once you re out, restock at the vending machine,
head back into the bar and go upstairs.
Once you ve climbed the stairs, go left and to the end of the hall. This
is room #5 (look over the door). Go in, pick up whatever you need, hack the
safe and attempt to leave. A Spider Splicer will block your path, so take his
picture (3/3) and kill him. Atlas will let you know that it is time to head
back to the Fishery to Wilkins, but you re not quite done here.
Leave room #5, hang a right and go up the stairs to rooms #6 and #7. Enter #6
first and watch your back. A few Splicers will follow you in, so take care of
them. Once they are dead, search the room for power ups and the tape recorder
entitled, Arresting Fontaine. Now, enter room #7. If you
remember, a tape earlier told us the code to get into this room (it is 7533).
Scrounge for valuables first, the listen to the tape entitled, Saw
Masha Today. The television will go out and you ll be able to
pick up the Shorten Alarms Tonic. Once you feel like you ve gotten
everything, leave the tavern, move through the tunnel and make your way back
to the entrance of Fontaine s Fishery.
Fontaine s Fishery
First things first head up to the Gene Bank and Gatherer s
Garden and fight a new, much tougher Spider Splicer. Once she is gone, collect
the Wrench Lurker Tonic from the ledge, move down and jump the boxes to again
enter the Fishery.
In here, search the room again before knocking on the freezer door. After you
get Peach Wilkins attention again (assuming you managed to snap all three
pictures), he ll open the door. What is Wilkins condition for letting
you into the Fishery any further? He wants your weapons all of them.
He instructs you to place them in a pneumatic tube, but don t do so just
yet. Use Incinerate to melt the ice in here for a Focused Hacker Tonic and use
the Gene Bank to prepare yourself for the upcoming fight. Enrage, Telekinesis,
Electro Bolt and Incinerate are all good choices, but the rest is your call.
Once you ve finished, place your weapons in the tube when prompted and
head through the door.
Boss: Peach Wilkins
In here, Peach will kill the lights and turn on you. He s even brought
along some Splicers, turrets and cameras to help kill you. Fortunately, this
fight isn t as tough as it sounds. When Peach flips the lights back on,
run toward the nearest security device you see and hack it. Once you ve
done that, continue to search the room for more turrets, cameras and such,
hacking them and moving on. Once they ve begun working for you,
they ll take out most of the minor Splicers without you even noticing.
The Enrage Plasmid works well too, as it will get the Splicers to kill one
another. Once things have died down a bit, find Peach and kill him. The best
method seems to be through Telekinesis, both hurling his grenades back at him
and/or using the explosive barrels in the area as ammo. He should go down
without too much of a fight.
Once Peach and his goons are gone, search the area for a ton of useful items.
Be on the lookout for the four freezers in the area. One of them can t
be accessed directly; instead, melt the ice in the adjacent freezer and crawl
though to the blocked one. It contains quite a bit of frozen money and an Auto
Hack Tool. Once you re done, head down the stairs in the main freezer
room to collect your weapons from the pneumatic tube. Seems Peach made off
with a good bit of your ammo, but it is nice to have your stuff back
regardless.
Continue down the stairs to the bottom floor of the freezer. There are two
separate freezers down here, but go straight ahead to the Power To The People
machine first. This is essentially a weapon upgrade machine. You only get one
upgrade per machine, so make sure before you choose which you want, it is a
good one (Hint: the best two for our purposes now are Grenade Launcher
immunity and Shotgun damage +). Upgrade the weapon of your choice and the
machine will deactivate. There are 12 of these machines in the game and 12
upgrades. If you are following this guide, by the time you face the final
boss, you ll have all your weapons maxed out. Now get to exploring those
freezers and melting the ice in them.
One of the two freezers down here contains a safe, a Nitro Splicer and a new
tape recorder entitled, Putting The Screws On. Grab it, hack the
safe, scrounge any weapons or ammo you find (remember, you re low on
ammo now) and head to the other freezer. It has a few goodies and a frozen
over hole in the back wall. Before melting the ice and crawling through, make
sure you ve collected everything in this area and have 9 First Aid Kits
and EVE Hypos. Good. Crawl through and you ll get a message from Atlas,
letting you know he is close. Then the level will be over.
*Chapter 5 Smuggler s Hideout
Storage Caves
To start the level, crawl through the flooded tunnel and pick up any items you
see on your way through. Stroll by the Vita-Chamber and notice that there is a
Gene Bank in here as well, but you probably won t have much use for it
right now. Head up the ramp to discover a turret and a new tape entitled,
Meeting With Fontaine. Head down the other ramp to get the to
sub control area.
Submarine Control Area
In here, Atlas will ask you to let him in by pressing a switch. Immediately
after he stops talking, Andrew Ryan radios and lets you know that might not be
the best idea. When you see the sub over some rocks, crouch and crawl through
an opening to the left to move on. Follow this twisting path until you see the
sub control panel (it is pretty hard to miss). Flip the switch and watch Atlas
through the window as Ryan sets him up.
Once you ve got your new goal to make it to the sub, head out of the
room the opposite way you came in, passing a new Vita-Chamber on your way by.
Splicers ll attack you here (if you are going for research, get a few
pictures of the Spider Splicers) so watch out and continue heading downstairs.
You ll pass a locked cell door on your right side when you make it a bit
further. Bash the padlock off and collect the stuff inside, including a tape
entitled, Kraut Scientist. Leave this room when you ve
picked everything up and head straight down the hall to the sub. Some more bad
stuff happens, so head past the sub to the right. This will lead you to
Arcadia. As soon as you pass the sub, be looking at the ground for the tape
entitled, Offered A Deal. Once you ve got it, head to the
airlock door ahead and press A to finish this level.
*Chapter 6 Arcadia
Arcadia Connector Tunnel
Once you are back in control, listen to what Atlas and Andrew Ryan have to say
on the radio. Then, walk around the area collecting items. You ll find a
shell casing and a rubber hose in two of the boxes. Make sure to get them
because it won t be too long before you start using this junk to invent
new stuff at the U-Invent stations.
Stroll past the new Vita-Chamber and crawl under the pipe to find a staircase.
At the top, smash the padlock and open the doors to the Tea Garden.
Tea Garden
The first thing you ll want to do in here is go to the door directly
ahead of you. It has two torches near it, but only one is lit. If you ve
ever played a video game before, you should know exactly what to do to get
that door open. Once inside, search for more junk to invent with, some bullets
and a bit of cash. Once you are done in this little closet, head to the big
room to your right.
Arcadia Glens
First, cross the little bridge and head up to the door marked Arcadia Glens.
You ll get see a ghostly figure run through the closed door. To your
left, you ll find a tape recorder entitled, Seeing Ghosts.
Once, you ve picked this up, head through this door and into a small
half-circle shaped room, where you can find a few good items and the tape
recorders entitled, Mass Producing ADAM and Big Night
Out, along with another ghostly vision. Once you re ready, head
back out to the Tea Garden main area and through the door marked Rapture Metro.
Rapture Metro Connector
You ll hear plenty of yelling in here, but that isn t your problem
yet. Pull out your camera as you explore for items and get ready to meet a new
enemy, the Houdini Splicer. Stronger than all the Splicers up to this point,
the Houdini Splicer can disappear and reappear wherever he pleases, so be on
your toes and try to take a picture of the first one you see. To make matters
worse, Houdini Splicers attack by shooting fire at you. After he disappears
downstairs, head upstairs in this room to finish the fight.
Once he is done for, search around for items and use the Gene Bank if you need
to. There is another tape here, entitled Arcadia Closed, so grab
that as well. Also, search the two crawlspaces in this room for some extra
stuff, including an Auto Hack Tool. Now, leave this room and cross the bridge
to the next area, being careful of the Splicers on the balcony to your upper
right. If you are going for research, this bridge will be the first time
you ll see a Thuggish Splicer since getting the camera, so take his
picture.
In the next room, watch for a turret to your right and a handful of Splicers,
all looking to kill you. Once you ve dealt with them, check around the
room for items and a vending machine. At this point, I was turning down money
because I had too much of it, so spend a bit on items that you ll use
later for inventing (i.e. alcohol, napalm, etc.). The room also has two
crawlspaces. One leads to the balcony you saw from the bridge; the other leads
to a small room with a safe in it. Last, check out the closed door in the room
with the shorted out electric lock. Zap it and check inside for a few more
items. Once you ve explored the area thoroughly, move on.
Employee Lounge
In the next hallway, you ll be given a choice on whether to continue to
the Rapture Metro or enter the Employee Lounge. Go into the Employee Lounge
first, but be mindful of the electric tripwires. To get around them, either
climb on the desk to your right and avoid them while grabbing items, or try to
lure a Splicer into them. The trap will kill the Splicer and open the path for
you. Cool. There is another crawlspace in this room, but it leads to the one
from before where you hacked the safe, so ignore it. Once you ve got
everything in here, head back out and down the steps.
Rapture Metro Connector
There isn t too much going on at the bottom of the steps here, save for
a Splicer or two. Take care of them and search the area for items before going
to the back left corner of the room and through the bright neon door leading
to Arcadia Glens.
Arcadia Glens
First, head to your right in this room and discover your first U-Invent
machine! Hack it and then use it to see what kinds of new cool items you can
create. There are a couple of achievements that go along with inventing items,
the toughest of which calls for you to invent 100 items. If you are going for
achievements, start inventing now whether or not you need the items.
After you ve given this a try, drop down into the water on the lowest
level in this room. There are some electrical tripwires down here, but you can
short them out by using your Electro Bolt Plasmid on them. Collect some items,
watch for the Houdini Splicer down here and when you re done, head up
the stairs with the exit sign above them.
This will put you back on the level you started this room on. In fact, the
entrance you came through and the U-Invent machine will be directly ahead of
you when you come up the stairs. There is another Rosie Big Daddy here so your
first task should be bringing it down. Before you attack it, take a few
pictures of the Rosie and the Little Sister, if you are going for the
research. Don t worry about dying while fighting Rosie, the closest Vita-
Chamber is literally right here in this room. After Rosie is down, kill or
save the Little Sister and visit the Gatherer s Garden machine. If
you re saving the Sisters, another teddy bear with some ADAM and a Tonic
will be waiting for you. Buy whatever upgrades you feel will be the most
useful and loot the area, being careful not to get noticed by the camera at
the end of this hall. Once the camera is gone and the area is clear, Atlas
will tell you that to reach your destination, you ll need to go through
the Rolling Hills area, which is straight ahead of you. If you are looking to
get more tape recorders, items and upgrades, though, we ll be taking two
short detours first the Waterfall Grotto and a storage room, both
located on the left side of this room.
Waterfall Grottos
Immediately upon entering here, head to the back left of this room and hack
the U-Invent machine, making sure not to miss the Heat Seeking RPG rounds at
its base. Then, turn and find the bench facing the two entrances to the Grotto
for a tape recorder entitled, The Market Is Patient. Head down
and you ll notice that this area is basically just a staircase
surrounding a puddle. Head down and hack the first turret so it will take care
of any Splicers in the area. Just past the turret is a tipped over vending
machine that has spilled Frag Grenades all over the floor. Pick them up;
you ll need them fairly soon.
Next, you ll see a closed door with a bad electronic lock. Zap it and go
into the room. You ll find some fairly good ammo, a few EVE Hypos and a
tape recorder entitled, Heroes and Villains in here. Once
you ve gotten everything, head back out and down the stairs.
As you round the last corner and step into the water, there will be a turret
on your left. Take it down before attempting to search the area. In the corner
directly across from the stairs you ll find a tape entitled,
Offer A Better Product. Next, check over by the water wheel for
the last tape in here, entitled, Early Tests Promising. Finish
searching the area and head out of the Grotto. As you do, you ll notice
another Rosie and Little Sister team. Take out the Rosie and claim your second
and final Sister in this level.
Storage Room
Next, head down the stairs to the left of the entrance to Rolling Hills.
You ll pass through a hallway with a medical machine first, but the
second door will lead you into the first part of the storage area (Note: You
can also access this area by going over the small waterfall under the
platforms in Arcadia Glens, near where the exit sign and Houdini Splicer were
located earlier).
When you enter the room, hang a left to find a crawlspace with a few good
items and a safe to hack. Exit the crawlspace and head across the main walkway
in here to the vending machine to stock back up. Then head further into the
room and to the left to find a Little Sister hole and another door. Enter it.
In this flooded room, you ll find another U-Invent machine and another
Gene Bank. Switch out anything you might want to and give the U-Invent machine
another shot (if you have been following this walkthrough and have been
searching everywhere, you should be able to invent all four of these items by
now). On your way out of here, Atlas will chime in and explain about the
posters bearing his name and likeness. Or not explain, depending on how you
look at it. Hmm
Rolling Hills
Finally it is time to head to the Rolling Hills area. As you enter,
you ll get another message from Andrew Ryan about the trees in here.
Watch out for the RPG turret at the bottom of the ramp to your right. There
aren t a ton of these in the game, so make sure to snap a few pictures
of every single one you see. When you can, zap it and hack it. Once it is no
longer a threat, check the area directly to the right for a tape entitled,
Shouldn t Have Come. Once you ve got the tape, head
down the stairs. Remember, Big Daddies won t attack you unless you
attack them, so leave the Rosie here alone.
Once you hit the bottom of the staircase, Andrew Ryan will release a toxic gas
into the air. Don t worry; it can t hurt you, but those trees
don t look so hot. Atlas will explain about the lack of oxygen and tell
you to go and find Langford. Before you go, look at the base of the stairs you
just came down to see a crawlspace. You ll find a tape here entitled,
The Saturnine.
As you move into the room, everything will catch fire. Simply wait for it to
die out before going any further. You ll find a chlorophyll solution on
the back table here so take it and head toward the exit. A Houdini Splicer
will ambush you. Kill him and head back out through the crawlspace.
Now you ll want to head up toward the door marked research lab. Be
careful of the camera to your right as you approach the door. If you are in
need of ammo, you ll find an ammo machine to the left of here. Hack it
and buy what you need. Head through the lab door and you ll see Langford
on a television screen above you. She wants you to get her a specific plant
before she ll let you in. Head back out of this room and back to where
you hacked the RPG turret. There will be a new crawlspace directly in front of
you. Head in there and pick up whatever items you need. Also, you ll
notice that you have been seeing a lot of chlorophyll solution lately.
You ll need it a bit later, so make sure and grab it. Leave here the
same way you came in.
Back in the room where you fought the Rosie(s), you ll notice a new door
to your left marked Tree Farm. Before going over there, head back to the
Waterfall Grotto. Take out the Splicers waiting for you and pick up the
Security Evasion Tonic. Now, go back down to the water wheel in this room and
pick the roses for Langford. You ll also notice a new opening across
from the wheel. Check it out for items, hack the turret and head out of here.
Tree Farm
To the right of the entrance to the Rolling Hills, you ll see the
entrance to the Tree Farm. Go in and look by the crate in front of you for the
tape entitled, Arcadia And Oxygen. After picking this up, move
forward until you see some stairs on your right. Crawl under them for some
cash, climb the stairs and use the second Power To The People weapon upgrade
machine in the game.
Continue on and take out the Houdini Splicer waiting for you. Once it is down,
check the room for items and notice the sign for the Farmer s Market up
ahead. We ll be going there soon enough, but for now, head back to
Langford in the research lab. If you are seriously in need of items, hack the
safe near the Farmer s Market entrance. If you re pretty well
equipped, skip it for now.
Research Lab
Rose in hand, head back to the TV Langford appeared on a while ago.
She ll get you to send the rose through the pneumatic tube. Once you do,
she ll open the door for you. Walk straight in and pick up the Hacking
Expert Tonic from the desk. Search around for some chlorophyll solution and a
tape entitled, Why Won t They Steal.
Move into the next room to discover another tape entitled, Teaching An
Old Hound and a few other small items. Go through the door at the back
of this room, up the stairs and into Langford s office. Once again,
Andrew Ryan ruins everything, so we are kind of back at square one. Make sure
to watch for the code Langford gives you though.
Head into the room where Langford was and pick up the tape entitled,
Lazarus Vector, along with the Chemical Thrower weapon. While
most of the weapons so far have been pretty self-explanatory, the Chemical
Thrower will benefit from a bit of explanation. Basically, the weapon works
like a huge fire hose, spraying one of three deadly (and awesome) substances
on enemies napalm (sweet), electric gel (super sweet) or liquid
nitrogen (best of all). Keep this weapon full of ammo for the really tough
encounters toward the end of the game.
At the back of the room, you ll see a painting that is glowing yellow.
Swing it out of the way and use Langford s code on the safe here. In
case you didn t look, the code is 9457. Inside, you ll find a key
to the Farmer s Market, a tape entitled, Lazarus Vector
Formula and some cash. Once you re done poking around, head out
of here.
Your new goal is to make some of this Lazarus for yourself, but you are going
to need ingredients. Our destination is now the Farmer s Market, but it
won t be the easier thing in the world to get there. The turrets
Langford had disabled for you are now back online, so you ll have to use
some fancy footwork to keep yourself alive. Hack them as you find them
it will make dealing with the enemies in here much easier. As you re
leaving, Atlas will confirm for you that your destination should be the
Farmer s Market.
Tree Farm
Back here, huh? Head to the Farmer s Market sign and go under it. Here
you ll find a tape entitled, Maternal Instinct. Grab it,
open the safe if you didn t do so earlier and walk toward the airlock
connector. You ll have a strange vision about a house as you approach
the door. Ignore it and press A to proceed to the Farmer s Market.
*Chapter 7 Farmer s Market
Farmer s Market Entrance
Walk into this room and search the corpse on the floor for enzyme one of
seven. Also, pick up the tape called, Bee Enzymes and notice the
Vita-Chamber here. Follow the tunnel ahead into the next area.
Farmer s Market
Before you do anything else, head to the right and hack the RPG turret. It
will be a huge help in a second. Head back to the right of the entrance and
hack the camera here as well. Continue to the right and hang a left into the
little hallway. Hack the Machine Gun turret in here and climb the fallen board
next to it. Follow the border around the top of the room to find a crawlspace
with some excellent items. Before leaving this hall, search for the tape
recorder entitled, Pulling Together.
Now head back to the RPG turret you hacked a second ago. Wait for the Rosie to
approach you and clobber it with the Wrench. Then just sit back and watch the
RPG turret do the work for you. If you checked at the beginning of this level,
you ll know that you only have one Little Sister to deal with in the
Farmer s Market. Mission accomplished.
Head down the stairs in front of the RPG turret to find the EVE Link 2 Tonic.
Hack the vending machine in front of the Tonic and buy whatever you might
need. Go down the hallway to your left and make sure to notice the Gene Bank
on the right. Continue under the bridge and into the open area, where
you ll want to take out the Splicers before searching for items.
Go to the checkout booth first and search for some cash and Machine Gun
bullets. Enter the left door. This room has two electrical tripwires, so be
careful and try to use the Splicer to trip the wires. It also has your first
distilled water of seven. Once you re done, head back to the checkout
and enter the right door. Search the Big Daddy in here for a couple of items
and pick up the tape entitled, First Encounter. Then head into
the flooded lower area for the tape entitled, Hatred.
When you are done with these two rooms, head to the left to find a door with a
keypad lock. There are some good inventing items inside, so hack the lock and
take a look. You will get the code for the door much, much later in the game,
but to save yourself a long bout of backtracking, just hack it or use an Auto
Hack Tool. Once you are back in the room with the checkout counter, head up
the stairs. At the first landing, do a 180 and enter this door.
You ll need to fight a Houdini Splicer in here, but the reward is worth
it. Once the Splicer is gone, hack the vending machine for items and jump over
the display case/counter. Enter the crawlspace here for the tape entitled,
Desperate Measures and a few other things. This crawlspace
connects to another in the area by vent, but the other crawlspace
doesn t have anything useful so skip it. Did you see the neon signs for
the Apiary and the Winery? Good, because that is where we are going next.
Silverwing Apiary
Before entering the door that leads to both the Winery and the Apiary, make
sure to pick up the distilled water and the tape entitled, Water In
Wine first. They are just lying in the middle of the floor, so they
shouldn t be too tough to spot. Enter the tunnel and take your first
left into the Apiary.
BEES! You ll see them attacking a Splicer but they will turn on you when
he dies. There is no way to get rid of them, so keep moving to minimize
damage. They will get bored and leave after a minute or two. After they are
gone, use the Gene Bank and buy some upgrades from the Gatherer s Garden
machine. Check the reception desk for a tape entitled, ADAM
Explained. Whatever you do, though, avoid hitting the beehive in front
of the desk they ll attack twice as hard for twice as long. They
are huge and sting crazy, so be careful.
Enter the next room and check out the two machines in front of you. These are
smoke machines and activating them will cause the bees in the area to retreat
to their hives for a short time. You re going to be looking for the six
other enzymes you need in here, so hit the switches and inspect every beehive.
Rinse and repeat. Each time you turn on the smoke, though, Splicers will
attack. Just get rid of them as quickly as possible and keep searching the
hives for enzymes.
Also, if you are going for all the Tonics and/or the Inventions, you might
want to spend a bit more time in here searching for enzymes. Each of the three
Invented Tonics requires three enzymes to produce, for a total of nine extra
enzymes needed. You can pick up one or two extra in here and you ll find
more much later in the game.
Once you ve got all seven plus any extra you may want, smoke the room
once more and loot all the Splicers you killed in here. When you re
ready, leave the Apiary and take a left into Worley s Winery.
Worley s Winery
When you walk through the door, Atlas will explain about why some of the
Splicers are wearing masks. Head around the barrier here and hack the Machine
Gun turret and camera. Hack the safe here for some more distilled water.
You ll also find a bottle just lying on the ground near this desk. Walk
over to the area with tables and chairs for a new tape entitled,
Functional Children and a vending machine. When you get all you
can, head downstairs to the flooded basement.
As you walk down the stairs, you ll notice another distiller water on a
rafter. Use Telekinesis to collect it. Continue down the stairs and make a
left. Head to the back of this room to find a U-Invent machine and the last
distilled water item. Invent the Lazarus Vector here and Atlas will give you
instructions on what to do with it. Don t leave just yet, though; we
still have two very important items to collect in the Winery s flooded
basement. (Note: If for some reason you don t have enough distilled
water, don t panic. There are plenty of bottles in the Winery s
basement).
From the bottom of the stairs, walk straight until you see the Power To The
People weapon upgrade machine on your right. Use it. It doesn t matter
which upgrade you choose, just make sure it is one you feel will help you out
the most.
Head left from here toward the blue light. Follow the path past a Gene Bank
until you see a raised area with a bridge over the water. Use the bridge to
enter the small room here and pick up the Photographer s Eye Tonic,
along with whatever else you find. Before running out of here, smack the boxes
with your Wrench to deactivate the electrical tripwires. Once you ve
explored a bit, head back to where you started this level and go back to the
Rolling Hills area in Arcadia.
*Chapter 8 Return To Arcadia
Arcadia Glens
When you get out of the airlock, Andrew Ryan will set off a security alarm and
send some robots after you. If you keep moving, you may not even catch a
glimpse of one of them before the alarm runs out. Make your way back to the
Research Lab by way of the Rolling Hills area and find Langford s
office. Use your map if you need a refresher on how to get there.
Research Lab
Climb to the very top of the labs and enter Langford s office. Use the
misting machine in here to restore Rapture s trees. Andrew Ryan will
come to you over the radio and man, he isn t happy. He sends a small
army of Splicers your direction, so Atlas urges you to go back to the lab
entrance and seal it off. You ll be looking for a machine glowing bright
yellow, so you shouldn t have trouble picking it out.
Once you do lock the lab, Atlas will send you some things through the
pneumatic tube in front of you. Pick them up and get ready for an intense
fight. You ll have to deal with three groups of Splicers before the door
to the mist machine will open, so buckle down and stay close to the vending
machine. For each group you kill, the mist machine will finish 1/3 of its job.
Also, during this battle, do your best not to harm the Big Daddy in the area.
You simply can t afford to fight him at the same time as all these
Splicers. Lastly, if you hacked the turrets in here when you first visited,
they ll still defend you.
Arcadia Metro Station
Once it is all over and the lab door opens, go up and deploy the mist. The
trees will bloom and Atlas will tell you to get over to the Arcadia Metro
Station. Follow the signs to get there (the entrance is in the same now-green
room with the research lab entrance) and when you enter, Andrew Ryan will
speak to you over the radio. Look to the bench on your left for the tape
entitled, The Great Chain. Once you ve got the tape, head
down the stairs, enter the Bathysphere and press A to finish the level.
*Chapter 9 Fort Frolic
Fort Frolic Entrance
As you exit the Bathysphere, Atlas will tell you about who runs this part of
town Sander Cohen. Move into the next room and find the other door
marked Rapture Metro. Walking back into this Bathysphere room will activate a
ghostly scene and a few conversations with Cohen. After this, you ll see
some slot machines along the wall. If you are going for 360 achievements, try
to get three $ s for a jackpot. This could be a very quick process or a
very slow one. It is all just luck. Just to be on the safe side, save close to
the machines and reload if you lose too much money. Otherwise, just check the
alcove up to your left for a U-Invent machine (complete with new items and
Tonics) and a Gene Bank. Once you ve explored, head for the atrium and
it s giant, obvious neon sign.
Atrium
There are a lot of different little areas of this main room but we ll
get to the all soon enough. For now, clean out any Splicers and hack all the
cameras and turrets in the area. Once they are out of the way, get a feel for
your surroundings. It is a bit confusing, but your map should help
tremendously.
Southern Mall
From your starting point in the atrium, follow the walls around this big
circular room until you reach and area that looks like it was blown up and is
still burning. This is the southern mall. Grab the tape entitled, Come
To The Record Store and check out the bathrooms for items. Be careful;
the Dames restroom has a Machine Gun turret in it. Once you are
done, head down the hallway with the Gene Bank at the end and take a right to
enter Sophia Salon.
Sophia Salon
Check the register for some cash and look around for some life and EVE Boosts.
Once you ve cleared the area, head to a small hallway behind the
checkout counter. It leads to a small closet with a weird plaster dummy and a
tape entitled, Wild Bunny. Now go back out to the southern
mall.
Cocktail Lounge
Pass the Gene Bank on your right and straight ahead you ll see a little
cocktail bar. Get the tape entitled, Artist s Feud. Pick
it up and use the U-Invent machine if you wish.
Le Marquis D'Epoque Tobacco
Continuing down the hall, you ll see a closed shop with automatic doors.
I won t say what is happening here, but it is hilarious. Go to the end
of the hallway to see a vending machine and the entrance to Le Marquis
D'Epoque Tobacco. Go inside and watch out for the turret. Explore this floor
before venturing downstairs.
In this small basement, you ll encounter a Splicer, another Power To The
People weapon upgrade machine and a tape entitled, Fancy
Cigarettes. Head back out of here and back to the atrium.
Cohen s Collection
Go up the main stairs here and you ll be directly in front of Fleet
Hall. Take a left and check out Cohen s Collection first. In here
you ll find a taper recorder entitled, The Doubters so pick it up
and go upstairs. Take notice of the turret and disable it before opening the
three safes on the wall for some goodies. Opening them will cause a Houdini
Splicer or two to attack, but it really isn t that big of a deal.
You re finished in here so get going toward Fleet Hall.
Fleet Hall
Before going in, check near a trashcan at the top of the stairs for the tape
entitled, Stood Up Again. Upon entering the hall itself, you
should just go straight in until you see some stairs on your right. Use them
to find a room with the tape recorder entitled, Musical Insult
along with a few other things. Go back down the stairs and use the elevator
call button directly in front of you. Pressing the button brings some Splicers
to attack you, so take care of them while you wait on the elevator. Press the
button inside of it to get to the second floor.
Enter the theatre and you ll see Sander Cohen giving the world s
worst piano lesson. After the fireworks, he asks you to take a picture of the
Splicer s body. Do it and Cohen will instruct you to place it in his
masterpiece, which is in the atrium. Don t leave yet, though. Go back up
the stairs and face the stage. Jump along the ledges to your left and collect
the Alarm Expert Tonic. Now you can go.
Atrium
Head down the Atrium stairs and you ll see Cohen has put some sculptures
holding picture frames on the stage. He ll get you to place the last
picture you took (it doesn t matter which frame and tell you he needs
three more. Go up the set of stairs to the back and Cohen will explain that he
has opened the previously locked Poseidon Plains area. Go that direction now,
stopping to refill anything you might need from the vending machine on the
right of the entrance.
Frozen Tunnel
When you enter the tunnel be on the lookout for the tape entitled, The
Iceman Cometh. It is pretty obvious, so you shouldn t have a
problem locating it. Look right above the tape s location and
you ll see a hanging frozen corpse. Melt the ice and search it for a few
treats. Round the corner, melt some ice for items and look to your left. That
was Martin Finnegan disappearing down there, so head toward him and collect a
few more items by melting ice. Finnegan will show up again and freeze you.
Creepy.
Once you manage to break free, move forward toward the exit of this room. If
you are going for research, these frozen Splicers count, so take a few
pictures of the ones you haven t completed yet. When you reach the exit,
Finnegan will attack.
Boss: Martin Finnegan
You ll notice that this boss is both a Nitro Splicer (except with ice
instead of fire) and a Houdini Splicer (he does quite a bit of teleporting).
He isn t too difficult to kill, simply use Napalm or Anti-Personnel
rounds to kill him. You can also wait for him to teleport next to the
exploding barrels in the area, but only if you are feeling stylish. Once
you ve killed him, search him for the Frozen Field Tonic and take his
picture for Sander Cohen. Once you ve done this, go back and meet Cohen
in the atrium.
Atrium
There will be a few more enemies in the area now, including a Bouncer Big
Daddy and Little Sister combo. Take their pictures for research and fight the
Bouncer when you re done. Keep in mind that the Bouncer is far more
aggressive than the Rosie. Attacking a Rosie was the only way it would mess
with you, but a simple glance in the Bouncer s direction will draw his
wrath.
After the Bouncer is down and you ve dealt with the Sister, Tenenbaum
will instruct you of another gift at a Gatherer s Garden Machine
assuming that your saving the Sisters, that is. Go back upstairs here and get
to the machine to collect your reward 200 ADAM, the Hack Big Daddy 2
Plasmid and a couple of First Aid Kits. Your next destination will be Poseidon
Plaza, but you may want to hang out in the atrium for a while and get one more
of this level s two remaining Sisters and the ADAM from her. Either way,
head to the Plaza when you re through.
Poseidon Plaza
This area is a lot like the atrium because it has lots of little shops and
areas. We will be tackling each area one at a time instead of risking a missed
item. Your first job here is to clean the area of Splicers before getting
started. There are a lot of them but no one Splicer should be all that
difficult to kill (especially if you ve been taking pictures for
research). Once you are done, search the plaza for the last Daddy/Sister combo
and kill the Daddy before dealing with the level s last Sister. Remember
to take those pictures! Go back to the entrance to the plaza ad enter the
store directly in from of you Sir Prize Casino.
Sir Prize Casino
When you enter, keep an eye out for Splicers and a security robot, which is
easily deactivated and hacked. Move toward the back of the room to find the
tape entitled, Fontaine s Army and a small safe behind a
checkout counter. When you are done poking around, go upstairs to find a few
items and some slot machines. If you didn t get the jackpot achievement
before and you care enough to make an attempt, this is the place to do it.
Exit the store on the ground level and continue around the corner to
Robertson s Tobaccoria.
Robertson s Tobaccoria
In here you ll find a tape entitled, Guns Blazing on the
coffee table. You ll also find an EVE Hypo, some cash and a door with a
keypad lock. In case you don t remember, we saw a corpse with the code
written on him a while back. The code is 7774 but be wary of the camera when
you enter the room. There is some decent ammo and cash in here, but nothing
too important. Leave the Tobbacoria and enter Eve s Garden XXX, which
will be on your left as you exit.
Eve s Garden XXX
You know what is cooler than strippers? Ghost strippers. You ll get a
quick vision when you enter, so jump up onto the stage (dollar bills on the
ground cute) and follow the ghost down the hallway to a jammed door,
where you ll hear some hollering. When the door opens, you ll get
another flash of something. Check by the bed for the tape entitled,
Pregnancy and you ll also get some cash that was hidden
below it. Hack the safe on the floor for a few more items and go back out to
the main area for another boss fight.
Boss: Hector Rodriguez
Though not necessarily a fight (it is more of a massacre), Hector Rodriguez is
the third picture you ll need for Cohen s Masterpiece. As you exit
the back hallway. Rodriguez will be drunk at the bar. When he spots you, he
takes off, dropping Smoke and Frag Grenades behind him. Pull out your pistol
and use the Anti-Personnel ammo to bring him down quickly or you ll end
up chasing him all over the level. Once he is dead and gone, search his
corpse, take his picture and pick up the tape entitled, It s All
Grift from where he was sitting at the bar. Feel free to check the rest
of Eve s Garden XXX for more items, but there isn t really
anything else in here. Now get back to the atrium.
Atrium
Place Hectors picture into one of the frames on Cohen s Masterpiece and
he ll flip out. What follows is quite simply one of the best moments in
the history of video games. Enjoy it and consider doing what I did
setting up a separate save file just before this so you can experience this
part again whenever you want. At this point in the game, the Splicers here are
more of an annoyance than a challenge so get rid of them and get back to
Poseidon Plaza. Once there, find and enter Sinclair s Spirits.
Sinclair s Spirits
There isn t a ton to do in here, so this should be quick. Enter and mind
the camera up and to your right. Hack it or destroy it and search the area for
items. When you are done, go behind the bar and locate a small button. Press
it to gain access to the basement. You ll find a safe and another Power
To The People weapon upgrade machine here, along with a somewhat surprising
statue. Once you ve finished this, head back out to the plaza and go
downstairs to the plaza basement.
Plaza Basement
In this big, flooded room, go to the back right corner for the Extra Nutrition
2 Tonic. That is literally all there is to get down here so head back upstairs
and travel to the plaza s second floor where you ll want to enter
Pharaoh s Fortune Casino first.
Pharaoh s Fortune Casino
First you ll want to head immediately upstairs and disable or destroy
the camera. While you are up here, pick up the tape entitled, Bum
Culpepper from the bar, along with a few other small items. After that,
you re done in here. Leave and make your way to Rapture Records, the
last place in here we ll be visiting.
Rapture Records
When you enter here, go to the left and find the tape entitled,
Ryan s Stableboy behind the bar. When you are ready, jump
off the balcony and check out the guy watching the fire below. Keep your
distance, though, or you are in for a nasty surprise. Silas Cobb will appear
on the balcony you just jumped off, so get ready for your third boss fight
here.
Boss: Silas Cobb
There are two simple ways to defeat Cobb. You can climb through the vents to
reach the balcony and attack him close up or you can use Telekinesis to hurl
his Molotov Cocktails back at him. No matter which way you go, this
isn t a tough fight in the least. Once he s done, search him, take
his picture and get back to the atrium and Cohen s Masterpiece.
Atrium
Place the last picture in the frame and turn around. The lights will go out
and Sander Cohen himself will be strolling down the stairs. Now pay attention
to this next bit: DO NOT, repeat, DO NOT attack or kill Sander Cohen. If you
do, all you ll get a couple of First Aid Kits and some cash. Oh, and
there are a few achievements, some items and a whole area later in the game
that you won t be able to access if Cohen is dead. DO NOT HARM HIM.
Let him walk down the stairs and follow him over to the display case with the
Medical Expert 2 Tonic inside of it. He ll open the case and once you
get the Tonic, Atlas will give you instruction to get back to the Metro
Station and board the Bathysphere headed for Hephaestus. Before you do that,
head back up to Fleet Hall.
Fleet Hall
Head back upstairs to the storage room and find the door that was previously
off limits. This is the projection room. You ll find a few items in
here, along with the Electric Flesh Tonic, a tape entitled, Requiem For
Andrew Ryan and a whole lot of film for your camera. Now you can head
back to the Metro station.
Rapture Metro
Just walk through here and board the Bathysphere under the Hephaestus neon
sign and press A to finish the level.
*Chapter 10 Hephaestus
Hephaestus Entrance
You ll get a transmission or two from Atlas as you step off the
Bathysphere, as well as one from Andrew Ryan. Go through the only door,
noticing the Vita-Chamber on your way out, and into Hephaestus itself.
Hephaestus
In here, you ll have two choices right or left. Both sides of
the tunnel lead to the same place, so look for items, take care of any
Splicers and follow the signs to Andrew Ryan s office. After the first
tunnel, Ryan himself will contact you and urge you to keep going. Continue
down the ramp into the next room.
In here, you ll encounter a new, much tougher version of the Leadhead
Splicer, though from a research perspective, there isn t any difference.
These new Splicers carry Machine Guns, have a ton more health and actually
retreat when hurt and use health stations!
To make matters worse, I m sure you ve noticed that hacking
machines has been getting more and more difficult. Soon, you ll discover
that most, if not all of the machines are unhackable by normal means. Keep a
full supply of Auto Hack Tools or Tonics that ease hacking on hand at all
times.
Kill the Splicer in here and hack the turret if you need an extra bit of
assistance. Once both enemies are dealt with, head to the back corner and
search the boxes back there for a tape entitled, Ryan Takes F
Futuristics and a few items. There is also a Gene Bank here, so make
any adjustments you want before moving on.
In the next room, head immediately left toward the vending machine to pick up
a tape entitled, Scoping The Gate and to activate the Vita-
Chamber. Grab the Grenade Launcher from the middle of the room and head around
the back left corner. Watch for the camera above the door and go through a
steamy area to continue.
In the open room with the bodies hanging from the walls, Ryan will contact you
again. Search the first body on the right side of the hall for a tape
entitled, Stopping Ryan. Now search the last body on this side
for the tape entitled, Going To Heat Loss which, when listened
to, gives you your next objective.
If you look to the end of this room past the statue of Andrew Ryan,
you ll see the door to his office is locked by some kind of electrical
device. Your new objective is to open that door, so head to where the woman on
the tape was talking about Heat Loss Monitoring. A couple of tough
Splicers will block your progress so kill them and head to the small room of
the right side of this hall. In here you ll find the Frozen Field 2
Tonic, the tape entitled, A Man Or A Parasite and a few kinds of
ammo. Search the rest of the area and the hall before going through the door
labeled Hephaestus Core.
Hephaestus Core Access
In here you ll come across a Big Daddy corpse, along with a Leadhead
Splicer and two Spider Splicers. Kill all three and search their bodies. One
of them is two of carrying an item you don t see often, enzymes. Make
sure to get these before going any further, especially if you want to invent
any of the three invention Tonics. When you finish, head through the red door
and the following tunnel to get to the Hephaestus Core.
Hephaestus Core
In here you ll see the core itself in front of you (complete with
National Park binoculars!) and a door to your left. Go through the door and
you ll see a Bouncer Big Daddy and a Little Sister. Since the Splicers
are getting more angry and powerful, let some of them wear down the Bouncer
before you step in and finish the job. After you ve collected this
level s first Sister, go to the end of this path to find the tape
entitled, Fontaine s Legacy and a new Vita-Chamber.
Go down the stairs here to the second level and do a 180 at the bottom. Search
the two desks for items and continue around the corner to find a camera over a
small alcove. Smash the camera and collect the tape entitled, Running
Short On R-24s. Continue past the staircase to the very end of this
walkway to find a corpse with more enzymes and a very well hidden safe. By
now, another Daddy/Sister team will be in the area and when you turn to leave
this corner, the Daddy will give you the bum s rush. Finish him off and
save this level s second Sister. Now head down another level by way of
either of the two sets of stairs.
On this level, find the Gatherer s Garden and another teddy bear if
you ve been saving Sisters. Grab the ADAM from the teddy and spend what
you ve got at the Garden. Once you are done, look to the left of the
Garden to see the tape entitled, Assassins. Spin around and
you ll see a Power To The People weapon upgrade machine here as well.
Now you ll want to go exploring on this level for items. Whatever you
do, don t fiddle with the vending machine. Make sure you find the last
downward staircase here to find a tape entitled, Impossible Anywhere
Else and some ammo. You ll notice that there are two rooms off
this floor, Heat Loss Monitoring and Geothermal Control. For now, skip
Geothermal Control and enter Heat Loss Monitoring.
Heat Loss Monitoring
Run straight through the tunnel into Heat Loss Monitoring. Go straight through
this room and the lights will go out. When they come back, you ll notice
a few more corpses lying around. Move forward and it will happen again. As you
go for the door, prepare yourself for a surprise and walk into the next area.
In here you ll find your last Daddy/Sister combo for this level, so deal
with them before anything else. Once they have been taken care of, head to the
back right corner of the room to find the tape entitled, Kyburz Door
Code and some coffee. Play the tape and it will let you know how to get
into Kyburz s office the code is the date of Australia Day. In
case you aren t from Australia, the code is 0126.
Head down the stairs in the center of the room and take an immediate left. The
switch to disable the electric current is on the wall. Hack it and back up to
see a ghostly vision. So that is how that guy died huh. Sucks for him.
Now that the electric is off, you are free to explore this flooded area. Go
check the table for the tape entitled, Genetic Arms Race and
some incendiary Crossbow bolts. Get out of the water and walk straight to
another lower area. Here you ll find the Security Evasion 2 Tonic, a bit
of ammo and the tape entitled, Getting A Break. Listen to it to
get your next destination Kyburz s office. Go back to the second
level of the core room and enter the door labeled workshops.
Workshops
Search this floor before venturing downstairs to Kyburz s office. There
isn t a lot of stuff up here, but there are a lot of machines. If you
happen to be running low on anything, this is a great place to stock up. Also,
if you are doing the Invention stuff, you will notice that the Splicers in
this area have been giving out the enzyme you need. If you can, invent all
three Tonics now (Bloodlust. Booze Hound and Hacker s Delight 2).
When you go downstairs to the office, walk straight into a small room where
you ll find the tape entitled, Device Almost Finished and
a Gene Bank. Just around the corner there will be two turrets waiting. Hack
them both use the code from earlier (0126) to gain entrance.
Kyburz s Office
There are a TON of electric tripwires in here so either walk through them and
take the damage or use your Electro Bolt Plasmid to short circuit them. Head
to the back of room first and collect the tape entitled, Great Chain
Moves Slowly. Also, use the Power To The People weapon upgrade machine
on your left. Once you have done this, face Kyburz s desk and look on
the left side for a small red button. It will open a glass case to your right
containing nitroglycerine. Collect it and leave the office.
Workshops
Once you are back here, take a left and head down this hallway. You will see a
grate on your right, but it leads to a room you ve already been to so
skip it. Instead, follow the path and you ll see a corpse in front on a
desk. Search him for the tape entitled, The Dream. Then head up
the stairs past the Big Daddy corpse and enter a crawlspace behind some boxes.
In this tiny room, you ll find a Damage Research Tonic and a tape
entitled, Assembling the Bomb. Spin around and place your
nitroglycerine in the EMP casing from the table. You ll still need four
R-34 wires and a half-gallon of Ionic Gel to complete the bomb. Leave the
crawlspace now because we have some searching to do.
Lets get the R-34 first. They can only be found on the corpses of Big Daddies,
so you ll need to find four of them. One is directly outside the
crawlspace at the bottom of the stairs. Before going for the other three, stop
by the door to Kyburz s Office and face away from it. Now crouch and
move to the right to find a very well hidden crawlspace with some ammo and the
tape entitled, Market Maintenance Code. It will give you the
code for a door you already hacked back in the Farmer s Market. Now you
can leave the workshops area. On your way out, you will most likely run into
another Big Daddy, so kill it and take the R-34 off it. Two more to go!
Hephaestus Core
Back in this area, you should have no problem finding a Big Daddy to kill.
Sadly, even though you probably already killed two in here, their corpses will
be gone. Kill one of them and backtrack a bit further toward Hephaestus.
Hephaestus
You ll want to backtrack at this point almost to where you began the
level. Remember the Big Daddy near Ryan s room that was dead and hanging
out under a waterfall? Go to him and he ll have a R-34 for you. That
should have been your fourth one, so now we ll be looking for the two
tubes of Ionic Gel.
The first one is actually quite close to here. Backtrack a tad further to the
room with the giant gear and the Grenade Launcher under the spotlight. Enter
this room around to the right until you see a control panel. The Ionic Gel
should be sitting right next to it. Now, get back to the core for the final
gel.
Hephaestus Core
When you enter, follow the path around until you come to a well-lit alcove
with two control panels. Your last Ionic Gel should be sitting right next to
it. Like I said before, these are literally everywhere. I only listed these
two as a frame of reference. Now that you have everything you need, get back
to the workshops crawlspace.
Workshops
There will be more Splicers in here now, so be cautious. Get to the crawlspace
and put all your new components into the EMP bomb. Now that it is complete,
Atlas will tell you to get to the Geothermal Core, which is off of the
Hephaestus Core, so get going.
Geothermal Core
In this first room, just poke around a bit and use the Gene Bank or U-Invent
machine if you need to. There are two doors in here labeled Hephaestus Core,
but they both lead to the same room. There are turrets at each door so, no
matter which one you pick, you are going to be shot at. Make double sure that
you hack these turrets instead of destroying them. You ll know why in a
moment.
Atlas will contact you and ask you to redirect the magma flow. You ll
need to find the big wheel (it is glowing yellow and impossible to miss) and
turn the pipes in front of you. This is easier said than done. Not only will
you have to hold A to keep the wheel turning, but a few tough Splicers will
come after you as you do it. If you hacked the turrets, they may never even
reach you before they re killed.
Once the lava melts away, turn around and enter the elevator on your left to
go downstairs. There is literally nothing going on down here so run straight
ahead to the door. It leads to a short tunnel where Andrew Ryan will contact
you and you ll have a few flashes. Before you exit the tunnel, make sure
you pick up the Shorten Alarms 2 Tonic near the corpse.
Head up to the edge of the core and press the button on your right side to
activate the lift. As it climbs, be on the lookout for a glowing yellow area.
Once you see it, place your EMP on it by pressing A and the core will overload
and die. Head back to the room with Ryan s statue and the locked door.
Hit the circuit breaker directly in front of the door and go through to end
the level.
*Chapter 11 Rapture Central Control
This will be the shortest level we ve played so far and there is
something you need to know before you begin. Do not leave this area (the exit
is the airlock to the Medical Pavilion) until you have collected all three
audiotapes and whatever else you need. Once you leave here, you will not be
able to come back.
Enter the first room and move forward to get another radio message from Ryan.
Check the pneumatic tube on your right for a few items from Atlas. Then
you ll want to check your left and activate the Vita-Chamber. To the
chamber s right, you ll find the tape recorder entitled, what
else, The Vita-Chamber. Once Ryan stops talking, the whole level
starts shaking and swaying. Atlas will chime in with his views on the subject
and you ll need to find some stairs on the right side of this room.
Climb the stairs and move through the crawlspace up here. Drop out on the
other side and pick up the tape entitled, Mind Control Test off
the messy table. Directly next to it is the last recorder on this level. It is
entitled, Baby Status. Now that you have all three, go through
the only door here and follow the path to Ryan s office
Andrew Ryan s Office
Ryan will be playing golf (at a time like this?!) and he ll reveal quite
a bit about you, Rapture and your past. When he is finished, he ll turn
on the lights and open a door for you
Boss: Andrew Ryan
Ryan is quite possibly the easiest boss in the entire history of video games.
After revealing a bit more about you, the game will take over and the fight
will be done in a minute. No strategy, no weapons, no nothing; just the most
inventive use of a golf club in recent memory. Once he is dead, you ll
grab a keycard off his body and you ll need to place it in the self-
destruct override machine. Atlas will contact you and let you in on a few
shocking secrets before the door behind you opens. Follow the Little Sister
into the vent and the level will end.
*Chapter 12 Olympus Heights
Tenenbaum s Nursery
When you wake up, you ll be in Tenenbaum s nursery. If
you ve been saving the Sisters, they will all be in here, doing all
sorts of things. They are normal again, so refrain from attacking them. Yes, I
know you have no weapons now, but I wanted to make sure the thought stayed out
of your mind.
Tenenbaum will explain a bit more about Fontaine and his mind control. When
she is done talking and you ve looked around a bit, go up the stairs to
enter Olympus Heights sewer.
Olympus Heights Sewer
In here, Fontaine will contact you and be kind of a jerk about things. Head to
the back of the room and pick up the glowing wheel and place it in the glowing
machine, which is right next to the door out. As you turn the wheel, Fontaine
will use his mind control to lower your maximum health. Once the door is
opened, head up the ramp into an open area.
Olympus Heights
Up here, move toward the fire first and check the area next to it for a well-
hidden and useful safe. Now go the opposite direction and notice the Vita-
Chamber on the middle platform. Keep moving forward and to the right until you
come to a barrier. Go around it, watching for the turret. If you have been
doing your research, you should only have two more to finish the Nitro
Splicer and the Rosie Big Daddy. Both can be found in this area, so try to
finish off your research.
Also, since you need two Little Sisters for this level, you may as well kill a
Rosie after you research it and save the Sister. There is a Gatherer s
Garden in here as well and saving a Sister will get you another teddy bear
from Tenenbaum. It contains 200 ADAM, the Armored Shell 2 Tonic and some cash.
Buy whatever upgrades you want, turn around and head into the raised bar area.
On the bar you ll find a tape entitled, Mozart Of Genetics
among some other stuff. Once you ve looted the bar and the rest of the
area, continue forward into the Mercury Suites.
Mercury Suites Access
Essentially this is just a long road with a U-Invent machine, a Vita-Chamber
and very few items and/or enemies. Just move forward toward the Mercury Suites
sign and entrance. You may or may not see this level s second and final
Daddy/Sister combo here. If you don t they can be found in the next area.
Mercury Suites (1st Floor)
If you didn t see the second Daddy/Sister combo yet, you ll see
them in here. Much like the Poseidon Plaza and the atrium, this area has a lot
of smaller locations within it, so we will take them one at a time. You
don t have a ton of time to explore with Fontaine taking your maximum
health down every few minutes, but there are a few items here that you need.
As you enter the suites, head to the opposite side of the center pillar here
for another Power To The People weapon upgrade machine. After you upgrade, go
back to the entrance and head left to Suchong s apartment.
Dr. Suchong s Apartment
Make a left as you enter the apartment and walk all the way down to what looks
like a quickly constructed barrier. Behind it you ll find a few items
and the tape entitled, Fontaine s Human Jukebox. Head back
and go all the way to your right to find the kitchen. Grab some ammo and get
back to the front door.
From the front, walk straight ahead into the flooded area and hang a left. In
this room you ll find a Clever Inventor Tonic and a very important tape
entitled, Mind Control Antidote. Listen to it and Tenenbaum will
tell you to get something called a Lot 192 remedy. After she has said her
piece, Fontaine will chime in again. With the Tonic and tape in hand, there is
nothing more in here. Leave the apartment and go left to find Anna
Culpepper s apartment.
Anna Culpepper s Apartment
Walk in here and head straight back. Check on your right for a tape entitled,
Artist Woman. There are other items in here, both upstairs and
down, but being that we are on a tight schedule, you may want to skip them.
Head out of the apartment and follow the wall to the left.
Home Of Sander Cohen
Remember when I told you not to kill Cohen? This is where your mercy will pay
off. There isn t much in here worth searching for so move into the
apartment and head straight to the dance floor. Cohen will be waltzing with a
Splicer and will speak to you when he spots you. He ll quickly disappear
and leave some Splicers for you to deal with.
Once they are dead, Cohen himself will come after you. Use this opportunity to
enter the once locked door at the top of the stairs. If you had killed Cohen
earlier, this door would have not been able to opened. Use the Power To The
People weapon upgrade system in here. Once you ve done that, Cohen will
have found you so get ready to fight.
Boss: Sander Cohen
Cohen is just a Nitro Splicer with the ability to teleport, so he
shouldn t be too difficult to kill. Keep your health up by collecting
the First Aid Kits in the bathroom and jut keep pounding Cohen with Anti-
Personnel ammo. When he is dead, search his body for the Sander Cohen Muse Key
and some cash. If you want, you can take his picture for a 360 achievement
called Irony. When you have picked everything up in here, head back to the
main area and up the stairs to the second floor.
Mercury Suites (2nd Floor)
Now that you have made it up a story, you ll notice there are only two
apartments up here: Tenenbaum s and one that has been abandoned.
Tenenbaum s is locked for now so head to the other apartment on this
level.
Abandoned Apartment
You won t find anything in here that is particularly useful, but if you
are running low on anything, be it ammo, health or EVE, this apartment has it
all. Give it a quick once over and head up to the suites third floor.
Mercury Suites (3rd Floor)
Up here, you ll want to head to your right. You can pretty much skip the
abandoned apartment on this floor if you don t need the items. Continue
past the door and you ll see a place where a photographer was once set
up. Take all the film here and the tape entitled, Fontaine s
Breakup. Keep going around the corner to see a broken wall and a
barrier. This hole leads to Tenenbaum s apartment, so go inside.
Bridgette Tenenbaum s Apartment
The room you enter seems to be a bathroom. Watch out for all the electric
tripwires and pick up any items you may need. Continue through the apartment
until you hit a dead end in Tenenbaum s library. There is a nasty word
written on the wall and Tenenbaum will contact you to give you instructions.
She says that Lot 192 is probably in Fontaine s apartment off the ground
floor.
Backtrack a bit in here and head down the stairs to your left. Fontaine will
radio you when you get to the bottom. Check the area out and hack the turret
before breaking a padlock and leaving through the door here.
Mercury Suites (1st Floor)
Remember the code from the tape we found a few minutes ago? Use it on the
elevator in the middle of the suites courtyard (the code was 5744) to
go up into Frank Fontaine s home.
Home Of Frank Fontaine
As soon as you step off the elevator, run to the far side of the room and
destroy the camera. Then, run back toward the elevator to find a turret. Hack
it. The room will be flooded with Splicers but without a camera sending robots
and the turrets assistance, it shouldn t be too tough a matter to deal
with.
Enter the next door and climb the stairs. Make an immediate right at the top
to see the final tape recorder here entitled, Sad Saps. Feel
free to check the rest of this floor for goodies, but you won t find
much. Head upstairs past the polar bear and to the right.
This looks like Fontaine s private bar. Take out the turret and poke
around for a few items before leaving through a second door. This will bring
you to a balcony walkway with a Gene Bank on the wall. Go through the next
door when you are ready.
In here you ll want to pick up the Electric Flesh 2 Tonic and Lot 192.
When you do so, you ll get both good news and bad news from Tenenbaum.
The good news is that Fontaine can no longer use mind control on you. The bad
news is your Plasmids are going to go bonkers until you find another dose of
this stuff. Every few minutes you ll see a blue flash and your Plasmid
will change. Very, very annoying.
Anyway, the second dose of Lot 192 is located in Apollo Square. You may
remember seeing the entrance to that area back by the bistro. Use the elevator
to get back down to Mercury Suites and head for the long track that you used
to get here. Follow it all the way back and the airlock entrance to Apollo
Square will be on your left. Enter it and press A to end the level.
*Chapter 12 Apollo Square
Apollo Square Entrance
Exit the airlock and take a quick look around. To your left is a Vita-Chamber
so activate it and head to the right. Up here you ll find a tipped over
vending machine and the tape entitled, What s Happening
Here. Continue forward over the tracks to a flipped train car. Just
around the corner you ll find your first Daddy/Sister combo. Don t
attack just yet, wait for some Splicers to attack it first to drain the
Rosie s health. After they are dead, step in and finish the job. Grab
the Sister and continue forward.
Apollo Square
When you enter the large room with the hanging corpses, head to the right to
find a Gatherer s Garden and the tape entitled, Atlas
Lives. You can t use the Garden until you ve collected the
other half of Lot 192, but remember this location. Be careful during all this;
there are a lot of very strong Splicers in this area. Clean them out and
starting looking around for the second and final Daddy/Sister combo. Once
you ve finished with the Sister, Tenenbaum will send you a teddy with
200 ADAM and the Prolific Inventor Tonic (assuming you are saving the Sisters,
that is). If you are going for the Avid Inventor achievement (invent 100 items
or more), this will be of great assistance. Use the Gene Bank to the left and
continue searching for items.
The square has three exits and a dead end branching off of it so when you
finish getting items and powering up, head to the exit labeled Artemis Suites.
Artemis Suites (1st Floor)
Head down the tracks here and check inside the lit up train car for a few
items. Go around the other side of this barrier and take out the camera before
it sees you. Normally hacking would be better, but unless you feel like
waiting for Electro Bolt, killing it is just fine. As you round the corner,
watch for Splicers and walk under the neon Artemis Suites sign. Notice the
Vita-Chamber here and continue inside.
Watch for the camera ahead on the right and clear the room of Splicers. Once
you ve cleaned up, search the small ruined apartment at the back of the
suites for a few treats and head upstairs.
Artemis Suites (2nd Floor)
There isn t much going on here either. Follow the walkway around to the
door marked free clinic and go inside.
Free Clinic
As soon as you enter look to your left and destroy the camera mounted there.
Now clean out this room and search for items. There isn t much to see
here so from the entrance, walk toward the back and enter the door on your
right.
Search this room for a few small items and the Medical Expert 3 Tonic. There
is a Splicer hiding in here as well so be on your toes. When you finish, leave
this room and walk straight up to the door with the padlock and enter the door
to the left of it.
This is Suchong s office and yes, that is him on the table. Pick up the
tape entitled, Protection Bond next to him. So that s what
happened to him Now, take a right and walk to the counter for the other
half dose of Lot 192. Now that you are back to normal, Tenenbaum will instruct
you to go to Point Prometheus to finish this matter once and for all. Get
yourself back to Apollo Square, use the Gatherer s Garden and pick the
exit labeled Hestia Chambers.
Hestia Chambers
Head down the tracks after killing the camera to your left and fight the
Splicers if you want. At this point, killing them is getting expensive (ammo
prices being what they are) so just run past some of them or use your bees to
distract them. BEES! When you get to the end of the tracks, you ll get a
ghostly vision and see a Big Daddy. If you haven t used it before, now
is the perfect time to use the Hypnotize Plasmid on one. The Big Daddy will
basically just follow you around a smash any Splicers that attack.
Fontaine s Home For The Poor
When you enter here, look immediately to the right and you ll see a
small alcove with a steamer trunk in it. Search it for the tape entitled,
Meeting Atlas. Exit the alcove and use Telekinesis to grab a
well hidden First Aid Kit and EVE Hypo off the alcove s roof. Head up to
the second floor and choose either door; they both go to the same place.
Search the room quickly and head to the downward staircase in the middle. Take
out the Splicers, search for anything of interest, head out and climb to the
third floor.
Like the second floor, the third doesn t have much to offer besides a
bit of ammo, some cash and a few First Aid Kits. Get to the fourth floor when
you re all done.
Huh? Both doors on the fourth floor are locked up tight. Climb up to the fifth
and final floor to move on.
There are two doorways here; one that is boarded up and one that opens just
like any other door. Use the regular door first to find Atlas
Headquarters.
Atlas Headquarters
Take out the two Splicers as you enter and begin searching the room for items
and ammo. Take a look at the jail cell in the back corner. See all that ammo?
Use Telekinesis to stock up like crazy. Once you ve picked everything
up, head downstairs in the opposite corner from the jail cell.
At the bottom of the stairs, you ll see a Power To The People weapon
upgrade machine. Only two more to go! Once you ve powered up, spin
around and check the steamer trunks behind you for goodies. Then venture to
the other side of this floor to pick up the Focused Hacker 2 Tonic and a tape
entitled, The Longest Con. Directly next to it is a corpse
holding the tape entitled, Today s Raid. When you have
both tapes and the Tonic, drop through the hole in the floor, climb back down
the stairs and get back to track that brought you here.
Now that you are moving this direction, it is much easier to see the sunken
entrance to the Rapture Metro. Go down the stairs, use the elevator and fight
your way to the Bathysphere at the end. Press A and choose Point Prometheus as
your destination to end the level.
*Chapter 13 Point Prometheus
Point Prometheus Entrance
When the Bathysphere surfaces you ll get a quick look at Fontaine
throwing stuff around and starting fires. When the doors open, Tenenbaum will
tell you to chase him down. Run up the stairs, past the Vita-Chamber and wait
for the fire in front of you to go out. Run forward through the following
tunnel and be prepared to deal with a few security robots. Use the Gene Bank
in this room to upgrade however you like and run to the right when you are
ready.
Main Hall
As you enter this room, you ll see Fontaine to your right. He runs and
locks himself in a room. It seems the only way to get to him, according to
Tenenbaum, is to get a Little Sister to help you. Tenenbaum has a plan and you
should be proud to be a part of it.
Head forward and search the very dead glowing Rosie. You ll get a Suit
Control System and Tenenbaum will explain what you need to do next. Before
getting started, use the Power To The People weapon upgrade machine on
whatever. You should only have one more to find now. Also, activate the Vita-
Chamber here because you will almost assuredly die soon and a long walk from a
previous chamber is a real mood-killer.
There are three doors off the ground level of the main hall. You can tell
which is which by reading the white signs on the floor. Your first stop should
be the Little Wonders Education Facility.
Little Wonders Education Facility
Your goal in this area is to collect three pheromones that will make you (ugh)
smell like a Big Daddy. Go in and watch for the turret through the window on
your right. Duck down behind the small barrier here and destroy it or, if you
managed to hack a robot earlier when they attacked, let it do the job for you.
The door behind you is locked, so go up the stairs off the main hall and enter
the Little Wonders Education Facility from up there.
Once inside, go to the left side of the room first. Two pheromones are located
on two desks here, so get them both and the tape entitled, Why Just
Girls. When you ve cleaned up here, find a broken railing and
drop to the floor below.
Enter the security monitoring room first and loot the turrets we killed
before. Now head down the hallway to your right and hit the door control
switch. The door to a nursery will open next to you but be careful, there is a
Splicer inside. Once you ve killed it, search the teddy bear for the
last pheromone sample. Ok, now we smell like a Big Daddy what is next?
We won t be finishing our Big Daddy assembly just yet. From this floor
in the facility, find the door at the end labeled autopsy and go in.
Autopsy
Get to the back of the room to find the Safecracker 2 Tonic on a windowsill.
After that, you should be done in Little Wonders so get back to the second
floor and exit the facility.
Main Hall
This is a great time to take a small detour. If you ve paused the game,
you know that you need three Sisters for this level. Listen for the heavy
footsteps and go get your first Sister. We have some time to kill now before
another Big Daddy/Little Sister combo shows up, so head the 2nd floor and find
the door that is frozen. Melt the ice and loot the room for ammo and a tape
entitled, Changing Employers.
Exit that room and simply sit in front of the doors to Optimized Eugenics and
wait for a Daddy/Sister to come strolling out. That is two out of three! Once
you ve taken care of the Sister, enter one of the doors here.
Optimized Eugenics
As you enter, Tenenbaum will tell you that this is the place to be to alter
your voice. This area has a lot of smaller rooms in it so just like before,
we ll do them one at a time.
Plasmid Prototyping
Find this door and go inside. Be careful to hack or destroy the RPG turret in
here while keeping in mind the photographic research requirements. Search
behind it to find a tape entitled, Extra Munitions. There
isn t much else to do in here but by the time you leave this room, a Big
Daddy will probably have reappeared. Kill it and save the Sister.
If you have been a.) saving the Sisters and b.) following this guide, that
should be the very last Sister you ll save. Congrats! Leave Optimized
Eugenics for a moment and head to the Gatherer s Garden right across the
bridge. Collect the teddy and spend some ADAM! If you did everything
correctly, you should be left with 70 ADAM and a single item you can t
afford. The best one to sacrifice is the EVE upgrade so buy the rest and you
are finished!
Test Subject Storage
Back in Optimized Eugenics, find the room labeled test subject storage. Take
care of the Splicer inside and search the top of his control panel for the
tape entitled, Marketing Gold. There isn t too much else
here so leave and go to the eugenic analysis room.
Eugenic Analysis
As you enter, be extremely careful to stay out of the RPG turrets line of
fire. It is best to hide from one while shooting, shocking or tossing RPGs
back at the other. Once they are gone, use the Gene Bank if need be and use
the very last Power To The People weapon upgrade system. You can look around
for other items in here but you won t find a whole lot besides a safe
with some ammo inside. Leave here and get to the live subject testing room.
Live Subject Testing
Run into this room, go up the stairs and around the corner to the door. In
this relatively small space move to the back of the room and press A near the
sinister looking (and brightly glowing) machine to alter your voice. I m
glad this is a first person adventure; I don t think I could have
watched that machine do its thing. Your last step is to complete the Big Daddy
suit and it has three parts the boots, the helmet and the bodysuit
itself. Two of the pieces are already together in Failsafe Armored Escorts,
but the third piece, the boots, has been misplaced. Lets get that first.
Mendel Family Library
When you enter and turn right, beware of an RPG turret. Destroy it if you
want, but hacking it comes in handy in a moment. Past the turret is the
library s main area. You ll find the Damage Research 2 Tonic and
Big Daddy boots on the counter here, so take them both and get over to
Failsafe Armored Escorts.
Failsafe Armored Escorts Halls
Go through the to left door to enter the area and walk past the first door you
see. Follow the hallway until you see the candidate induction room. Look
around for minute and go check out the table with two Rosie helmets. Your VERY
LAST Tonic is right here on the table. Congrats! Grab one of those helmets and
get back to the entrance.
Now take the door to the right and follow the path to an area called candidate
conversion. Go to the left corner of the room for a tape entitled,
Missing Boots and a safe with some ammo inside. That is all
there is to see here so head to the room marked Suit Assembly.
Suit Assembly
Before we start these rooms, you need to know that the area is very confusing.
Trial and error will probably be the best way to finish in here. Explore if
you want to but don t be surprised if you get lost.
After entering, find the stairs leading up and grab the tape recorder
entitled, Protecting Little Ones from this area. Three more to
go! Use the door here and walk down the straight path to another area.
In here you ll find a Gene Bank, so make sure you are packing the good
stuff. To the Gene Bank s right you ll find a tape entitled,
Mistakes. Now use the other door to lead to another walkway. You
are trying to get to the southwestern room on the second floor (Hint: it is
the only grey spot on your map), but you ll have to pass through a few
rooms first. One of these is a control room where you ll find the tape
entitled, Protecting The Small.
When you do find the frozen door, melt the ice covering it and go inside. In
here you ll find your very last tape entitled, Cheap Son Of A
Bitch. After you get it, Tenenbaum urges you to go back to where
Fontaine barricaded himself inside the museum. Find your way back to the main
hall now.
Main Hall
Once you get back here, if you open the door to Fontaine, there will be no
going back. So before you enter this area, lets make sure we are on the same
page. If you are going for 100% completion, here is what you should have by
now. If you don t have all this, take a minute to backtrack to past
levels and get what you need.
You should have:
-All the Little Sisters dealt with
-All research photography finished
-All 122 audiotapes
-All 12 weapon upgrades
-All 53 Tonics
-All Gatherer s Garden items purchased (except for health/EVE increases)
-All pieces of Daddy Suit gathered (you are wearing it)
-All Plasmid/Tonic slots open and filled
-All the cash you can carry ($500)
-All weapons with full ammo
If you don t have everything on this list, use the Rapture Metro and
this guide to figure out what you missed. When you are ready, open the door,
enter the Bathysphere and get ready.
*Chapter 14 The Proving Grounds
Proving Grounds
It is time to put that Big Daddy suit to use. Tenenbaum will tell you to get a
Sister out of one of their holes and protect it while it drains ADAM from
corpses. It has three corpses to drain and each stop becomes more difficult
than the last. Your best bet is to hack turrets in the area and let them help
you keep the Splicers away.
If your Sister is killed, don t freak out. Tenenbaum won t be
pleased with you, but other than that, there is no penalty for dead Sisters
and you ve got as many of them as it takes to get things right.
Even though this is a very linear level, you do need to be warned. Splicers
are not the only enemies you ll be keeping off your Sister, so make sure
you have some heavy-duty ammo to spare.
After the third ADAM drain, the Sister will retreat into her hole and leave
you with one of the ADAM syringes all the Sisters carry. Tenenbaum will tell
you the only way to kill Fontaine is to use this device to drain his ADAM.
Prepare yourself for the fight as best you can, climb up the stairs and use
the elevator to find Fontaine.
*Chapter 15 - Fontaine
Boss: Frank Fontaine/Atlas
On the way up in the elevator, you ll be told that you no longer have
access to Vita-Chambers. If you die here, you ll have to start over at
the beginning of the fight (i.e. this elevator). Keep that in mind as you are
fighting. Try to use a good combo of First Aid Kits and the health station in
the back of the room to keep yourself alive.
You ll spot your enemy directly in front of you in a contraption that
looks a lot like the torture device from the first Metal Gear Solid game. Run
up the stairs and get as close to him as possible Press A to use your syringe
to suck out a bit of his ADAM. You ll notice he starts with four ADAM
icons and when you drain him now, he ll drop to three.
After you ve drained him, he will slap you across the room and transform
into his fire form. He only has an attack or two, but they are both deadly. He
will either charge you and knock you down of shoot fireballs at you, but both
are fairly easy to avoid.
No one particular weapon works much better than any other, so just use your
most powerful guns. The Frag grenades and Heat Seeking RPGs work well, as do
the exploding shotgun shells. Interestingly enough, Liquid Nitrogen (Chemical
Thrower ammo) will stop this guy in his tracks for a few seconds. It
doesn t hurt him much but it will give you an extra second to line up a
good shot. Just keep moving and pounding him with everything you ve got.
When you drain his energy to zero, he ll reappear in his machine and
give you the chance to steal more of his ADAM. Once you do, he ll knock
you back again and transform into his ice form, which is almost identical to
his fire form. The same strategy works here.
Drain his energy again and you ll need to deal with his electric form,
which is also exactly like his fire and ice forms. Once you drain his energy a
third time, get his last bit of ADAM and the fight will be over. Watch the cut-
scene and check out the ending.
Congratulations on finishing Bioshock! If you followed this walkthrough,
beginning to end, you should have unlocked 49 of the 50 achievements and
collected every single item in the game. If you want proof of the
achievements, my Xbox 360 gamertag is nimerjm37 check my achievements
for yourself and drop me a note while you are at it. Achievement #50 is gained
by finishing the game on hard, so if you are an achievement junkie, play
through the game again on the higher difficulty.
*Chapter 16 The End? !!!SPOILER ALERT!!!
Bioshock contains three possible endings. Which one you get to see is based on
your actions throughout the game. If you chose to save the Little Sisters,
you ll get ending #1. If you chose to harvest the Little Sisters,
you ll get ending #2. Here is a description of what happens in each of
them.
Ending #1 Little Sister Savior The now-human Sisters will
offer you the chance to rule Rapture as king, and you turn it down. You escape
Rapture and effectively seal its evil secrets beneath the ocean. You offer the
Sisters a chance at a real life and they take it, never forgetting what you
did for them.
Ending #2 Little Sister Harvester The now-human Sisters offer
you the chance to rule Rapture and you take it. You aren t satisfied in
simply ruling Rapture, so you bring your Splicer army to the surface world and
unleash Hell.
The End

Oh you didn t think that was it, did you? Here you ll find
exhaustive lists of items, Plasmids, Tonics, Power To The People weapon
machines, audiotapes, enemies, bosses and Xbox 360 achievements. Use it as a
reference guide or a checklist as you play the game. Enjoy it and thanks for
reading!
*Plasmid FAQ
Here is a list of all the Plasmids you ll get over the course of the
game. You ll note they are only mentioned by name and not number. Some
Plasmids have double and even triple strength versions, but the Plasmid is
pretty much the same, regardless of power.
-Electro Bolt
-Incinerate
-Telekinesis
-Enrage
-Winter Blast
-Target Dummy
-Cyclone Trap
-Target Dummy
-Security Bullseye
-Hypnotize Big Daddy
*Tonic FAQ
This is a list detailing the locations and methods for obtaining all 53 Tonics
in Bioshock. Some are certainly tougher to come across than others, but all
are worth looking for. By collecting all 53 in the game, you get the 360
achievement Tonic Collector and the satisfaction of a job well
done.
*Collectable Tonics & Locations: &#8232;
These are the Tonics you ll find in various places, just right out in
the open. You ll only need to press A next to them and they will be
yours forever. They have been cataloged here by their locations (Tonic name
area exact location). These lists correspond directly with the
walkthrough, so cross-reference if you are feeling unsure or have a problem.
*Medical Pavilion:
-Hacker's Delight Eternal Flame Crematorium Found in the
furnace
-Security Expert Twilight Fields Found on shelf
-Wrench Jockey Kure-All Store In secret room through vent
-Speedy Hacker Painless Dental Corner of room
-Static Discharge Surgery Lobby Near Steinman s lab
*Neptune's Bounty:
-Medical Expert Lower Wharf Directly in your path
-Wrench Lurker Lower Wharf Near Gene Bank after Spider Splicer
-Focused Hacker Fontaine Fishery Encased in ice, melt to get
Tonic
*Arcadia:
-Security Evasion Lower Concourse Directly in your path
-Hacking Expert Research Lab Found on desk
*Farmer's Market: &#8232;
-EVE Link 2 Farmer s Market Entrance Near RPG turret
-Photographer's Eye Worley s Winery Small room in
basement
*Fort Frolic:
-Alarm Expert Fleet Hall Left balcony ledge
-Frozen Field Frozen Tunnel Search Martin Finnegan s
corpse
-Extra Nutrition 2 Poseidon Plaza Flooded basement
-Medical Expert 2 Atrium Cohen s gift for completing his
masterpiece
-Electric Flesh Fleet Hall Projection Room after masterpiece
complete
*Hephaestus:
-Frozen Field 2 Hephaestus Bunkroom off Ryan statue room
-Security Evasion 2 Heat Loss Monitoring Across from
electrical water area
-Damage Research Workshops Secret area under the stairs
-Shorten Alarms 2 Geothermal Core lowest path
*Olympus Heights:
-Clever Inventor Mercury Suites Suchong s apartment
flooded area
-Electric Flesh 2 Mercury Suites Found near Lot 192 in
Fontaine s apartment
*Apollo Square:
-Medical Expert 3 Artemis Suites Free clinic operating room
-Focused Hacker 2 Artemis Suites Atlas headquarters
downstairs area
*Point Prometheus:
-Safe Cracker 2 Little Wonder Education Facility Autopsy room
window
-Alarm Expert 2 Live Subject Room Next to voice machine
-Damage Research 2 Mendel Library Checkout counter
-Hacker's Delight 3 Suit Assembly Rosie helmet room
*Special Tonics
The Gatherer s Garden Machines and the U-Invent machines have a few
Tonics apiece, and the last ones will be granted for doing research (taking
photos) of the enemies in the game and saving Little Sisters. This is a list
of the special Tonics.
*Gatherer s Garden Tonics:
-Armored Shell
-Armored Shell 2
-EVE Link
-Extra Nutrition
-Frozen Field
-Speedy Hacker
-Human Inferno
-Shorten Alarms
-Hacking Expert 2
-Wrench Lurker 2
-Speedy Hacker 2
-Human Inferno 2 &#8232;
*U-Invent Tonics:
-Booze Hound
-Bloodlust
-Hacker's Delight 2 &#8232;
*Research Related Tonics:
-Natural Camouflage Houdini Splicer
-Sportboost /Sportboost 2 Thuggish Splicer
-Scrounger/Static Discharge 2 Leadhead Splicer
-Natural Camouflage Houdini Splicer
-Wrench Jockey 2 Bouncer-type Big Daddy
-Photographer's Eye 2 Rosie-type Big Daddy
-Security Expert 2 Security Robots
-Extra Nutrition 3 Spider Splicer
*Complete Tonic List (53 in all) Sorted By Classification
*Physical Tonics (19 in all)
-EVE Link
-EVE Link 2
-Medical Expert 1
-Medical Expert 2
-Medical Expert 3
-Extra Nutrition
-Extra Nutrition 2
-Extra Nutrition 3
-Bloodlust
-Sportboost
-Sportboost 2
-Natural Camouflage
-Security Evasion
-Security Evasion 2
-Booze Hound
-Hacker s Delight
-Hacker s Delight 2
-Hacker s Delight 3
-Scrounger
*Engineering Tonics (16 in all)
-Shorten Alarms
-Shorten Alarms 2
-Security Expert 1
-Security Expert 2
-Alarm Expert
-Alarm Expert 2
-Focused Hacker
-Focused Hacker 2
-Hacking Expert
-Hacking Expert 2
-Prolific Inventor
-Clever Inventor
-Speedy Hacker
-Speedy Hacker 2
-Safecracker
-Safecracker 2
*Combat Tonics (18 in all)
-Photographer s Eye
-Photographer s Eye 2
-Damage Research
-Damage Research 2
-Wrench Jockey
-Wrench Jockey 2
-Frozen Field
-Electric Flesh
-Electric Flesh 2
-Static Discharge
-Static Discharge 2
-Armored Shell
-Armored Shell 2
-Wrench Lurker
-Wrench Lurker 2
-Human Inferno
-Human Inferno 2
If you find that you are missing a Tonic, simply use the Ctrl-F command and
type in the name of the Tonic you need. That will take you right to it in the
walkthrough, where a more complete explanation is offered on how to get it.
* Power To The People Weapon Upgrade Station Locations:
This is a quick list of the Power To The People weapon upgrade machines and
their locations. There are 12 in all and some are quite difficult to find. As
with the audiotapes and Tonics, check the walkthrough for an in-depth
explanation on how to locate them, as this is just a rough list of their
locations by level.
*Neptune s Bounty
#01 In Peach Wilkins' freezer hideout s bottom floor
*Arcadia
#02 On the way to Farmer's Market, just after the Tree Farm
*Farmer s Market
#03 The Winery's basement in flooded Farmer's Market
*Fort Frolic
#04 Le Marquis D'Epoque Tobacco s small basement
#05 Poseidon Plaza in Sinclair s Spirits basement
*Hephaestus
#06 Hephaestus Core Room near the Gatherer s Garden
#07 Workshop area inside Kyburz s office
*Olympus Heights
#08 Mercury Suites ground level center pillar
#09 Sander Cohen s secret room (only available if you let Cohen
live in Ft. Frolic)
*Apollo Square
#10 Downstairs area in Atlas headquarters in Hestia Chambers
*Point Prometheus
#11 Right behind dead Rosie in main hall
#12 Eugenic analysis room in Optimized Eugenics

*Audiotape FAQ
This is a list detailing the locations of every single audiotape in the game.
There are 122 of them, so only the most serious of collectors will get them
all. For picking them all up, you get the 360 achievement
Historian and the satisfaction of a job well done. For ease of
use, they are separated by which tapes are found in each level. Remember
this is a rough guide to where they are located. For a more in-depth
look at where each tape can be found, cross-reference with the walkthrough.
Enjoy!
*Welcome To Rapture (2 tapes)
-Hole In The Bathroom Wall Steve Barker Kashmir Restaurant
bathroom
-New Year s Eve Alone Diane McClintock Kashmir
Restaurant dance floor
*Medical Pavilion (17 tapes)
-Released Today Diane McClintock Medical front desk
-ADAM s Changes Steinman Medical Pavilion desk
-Higher Standards Steinman Surgery wing entrance
-Parasite Expectations Andrew Ryan Surgery wing near turret
-Vandalism Andrew Ryan Surgery wing near flooded vending
machines
-Limits Of Imagination Steinman Surgery wing near doctor pole
-Love For Science Tenenbaum Surgery wing by work area
-Freezing Pipes McDonaugh Dental area in ice
-Surgery s Picasso Steinman Eternal Flame Crematorium
-Enrage Trial Suchong Kure-All office
-Useless Experiments Tenenbaum Dental entrance
-Testing Telekinesis Suchong Dandy Dental office
-Plasmids Are The Paint Suchong Painless Dental exam room
-Symmetry Steinman Beyond fallen neon sign
-Aphrodite Walking Steinman Surgical Savings office
-Not What She Wanted Steinman Steinman s lair (on corpse)
-Gatherer Vulnerability Steinman Medical Pavilion detour
*Neptune s Bounty (19 tapes)
-Bathysphere Keys Sullivan Lower Wharf under the dock
-Timmy H. Interrogation Sullivan Lower Wharf jail
-Fontaine Must Go Andrew Ryan Under Wharf Master path
-Finding The Sea Slug Tenenbaum Upper Wharf table
-Masha Come Home Mariska Lutz Upper Wharf by Sister hole
-Picked Up Timmy H. Sullivan Upper Wharf (on corpse)
-Watch Fontaine Andrew Ryan Upper Wharf by vending machines
-Have My Badge Sullivan Wharf Master s office
-ADAM Discovery Tenenbaum Upper Wharf crate
-Eden Leaking McDonaugh On path to Jet Portal
-Fontaine s Smugglers Tenenbaum Jet Postal tunnel
-Death Penalty In Rapture Andrew Ryan Jet Postal vending
machine
-Smuggling Ring Sullivan Table in Fighting McDonaugh s
Tavern
-Working Late Again Andrew Ryan Table in Fighting
McDonaugh s Tavern
-Rapture Changing McDonaugh Tavern office
-Meeting Ryan McDonaugh Tavern crawlspace
-Arresting Fontaine McDonaugh Tavern room #6
-Saw Masha Today Mariska Lutz Tavern room #7
-Putting The Screws On Peach Wilkins Freezer basement
*Smuggler s Hideout (3 tapes)
-Meeting With Fontaine Peach Wilkins Turret room
-Kraut Scientist Frank Fontaine Sub control room cell
-Offered A Deal Peach Wilkins Dock to Arcadia
*Arcadia (16 tapes)
-Seeing Ghosts McDonaugh Arcadia Glens entrance
-Mass Producing ADAM Tenenbaum Arcadia Glens entrance
-Big Night Out Dieter Sonnekalb Arcadia Glens storage
-Arcadia Closed Langford Rapture Metro connector (2nd floor)
-The Market Is Patient Andrew Ryan Waterfall Grotto bench
-Heroes And Criminals Diane McClintock Locked room in grotto
-Offer A Better Product Andrew Ryan Waterfall Grotto floor
-Early Tests Promising Langford Waterfall Grotto water wheel
-Shouldn t Have Come Mariska Lutz Rolling Hills by the
RPG turret
-The Saturnine Langford Crawlspace in second Rolling Hills room
-Arcadia And Oxygen Langford Tree Farm entrance
-Why Won t They Steal Langford Research lab entrance hall
-Teaching An Old Hound Langford Found on lab desk
-Lazarus Vector Langford Found on Langford s corpse
-Lazarus Vector Formula Langford Found in Langford s safe
-Maternal Instinct Tenenbaum Steps to Farmer s Market
*Farmer s Market (8 tapes)
-Bee Enzyme Tasha Denu Farmer s Market entrance
-Pulling Together Andrew Ryan Market across from turret
-First Encounter Andrew Ryan Near dead Big Daddy
-Hatred Tenenbaum Flooded Big Daddy room
-Desperate Measures Andrew Ryan Crawlspace behind glass case
-Water In Wine Pierre Gobbi Apiary/Winery entrance
-ADAM Explained Tenenbaum Apiary entrance
-Functional Children Tenenbaum Winery table
*Return To Arcadia (1 tape)
-The Great Chain Andrew Ryan Arcadia Metro bench
*Fort Frolic (15 tapes)
-Come To The Record Store Cobb Table in southern mall
-Wild Bunny Sander Cohen Sophie Salon back room
-Artist s Feud Sullivan Cocktail lounge bar
-Fancy Cigarettes Albert Milonakis - Le Marquis D'Epoque basement
-The Doubters Sander Cohen Cohen s Collectibles
-Stood Up Again Diane McClintock Outside Fleet Hall near the
stairs
-Musical Insult Sander Cohen Fleet Hall upstairs storage
-The Iceman Cometh Martin Finnegan Frozen tunnel
-Fontaine s Army McDonaugh Sir Prize Casino stairs
-Guns Blazing McDonaugh Robertson s Tobaccoria table
-Pregnancy Jasmine Jolee Eve s Garden XXX bedroom
-It s All Grift Hector Rodriguez Eve s Garden XXX
bar
-Bump Culpepper Sullivan Pharaoh s Fortune Casino
upstairs
-Ryan s Stableboy Anna Culpepper Rapture Records counter
-Requiem For Andrew Ryan Sander Cohen Fleet Hall projection
room
*Hephaestus (17 tapes)
-Ryan Takes F Futuristics McDonaugh Back corner of Gene Bank
room
-Scoping The Gate Kyburz Giant gear room by Vita-Chamber
-Stopping Ryan Hephaestus First hanging corpse in statue room
-Going To Heat Loss- Anya Andersdotter Last corpse hanging in statue
room
-A Man Or A Parasite Andrew Ryan Bunkroom off of Ryan s
statue room
-Fontaine s Legacy McDonaugh - Hephaestus Core top floor
-Running Short On R-34 Pablo Navarro Hephaestus Core middle
floor
-Assassin Anya Andersdotter Hephaestus Core across from
Gatherer s Garden
-Impossible Anywhere Else Andrew Ryan Bottom of Hephaestus Core
-Kyburz Door Code Pablo Navarro Heat Loss Monitoring
First room
-Genetic Arms Race McDonaugh Electrified water in Heat Loss
Monitoring
-Getting A Break Pablo Navarro Opposite side of Heat Loss
Monitoring
-Device Almost Finished Kyburz Room across from stairs
-Great Chain Moves Slowly Andrew Ryan Kyburz s office on
the desk
-The Dream Kyburz Workshop near Big Daddy corpse
-Assembling The Bomb Kyburz Crawlspace behind Daddy corpse
-Market Maintenance Code Pablo Navarro Secret area under
workshops stairs
*Rapture Central Control (3 tapes)
-The Vita-Chamber Suchong Near Vita-Chamber in big room
-Mind Control Test Suchong Messy table after crawlspace
-Baby Status Suchong Messy table after crawlspace
*Olympus Heights (6 tapes)
-Mozart Of Genetics Suchong Bistro bar counter
-Fontaine s Human Jukebox Suchong Suchong s
apartment
-Mind Control Antidote Flooded area in Suchong s apartment
-Artist Woman Sullivan Anna Culpepper s apartment
-Fontaine s Breakup Paparazzi Mercury Suites 3rd floor
-Sad Saps Frank Fontaine Fontaine s apartment coffee
table
*Apollo Square (6 tapes)
-What s Happening Here Diane McClintock 2nd room in
Apollo Square
-Atlas Lives Diane McClintock Near Gatherer s Garden in
square
-Protection Bond Suchong Free clinic office
-Meeting Atlas Steamer Trunk near Fontaine s apartment
-The Longest Con Frank Fontaine Atlas headquarters
bottom floor
-Today s Raid Diane McClintock Back room near tape and
Tonic
*Point Prometheus (9 tapes)
-Why Just Girls Tenenbaum Little Wonders 2nd floor
-Changing Employees Suchong Frozen closet off main hall
-Extra Munitions Suchong Plasmid prototype office
-Marketing Gold Andrew Ryan Test subject storage console
-Missing Boots Suchong Candidate conversion room
-Protecting Little Ones Suchong Suit assembly upstairs
-Mistakes Andrew Ryan Suit assembly in Gene Bank room
-Protector Of The Small Suchong Suit assembly southwest
control room
-Cheap Son Of A Bitch Suchong Suit assembly frozen room
That is all 122 audiotapes. Whew. Again, for a more detailed explanation,
consult the walkthrough. To jump right to the audiotape you can t find,
use Ctrl-F and type in the name of the tape. You ll find it in no time.
*NEW SECTION: Bioshock Patch FAQ
As you ve no doubt heard by now, the powers that be have created a patch
for both the 360 and PC versions of Bioshock. The new patch adds a new 360
achievement, one new Plasmid, three new Tonics and true widescreen support.
This section is in the works, so if you have any information to add, please
send it to nimerjm@hotmail.com. I will credit you with the info if it checks
out. Ok onto the new stuff!
*Plasmid:
Sonic Boom Think of Knights of the Old Republic s Force Push
power that s pretty much what you are dealing with here. The
Plasmid allows you to send enemies flying with a blast of mental force. Neat.
*Tonics:
-EVE Saver Uses less EVE when using Plasmid powers.
-Vending Expert Reduces vending machine prices
-Machine Buster Increases damage to mechanical enemies, such as
cameras, turrets, etc.
*Achievement
-Brass Balls (100) Beat the game on Hard without dying. No, not even
once.
*Extra Stuff:
-Widescreen support Now Bioshock can be run in full widescreen mode,
instead of the pan and scan mode (normal television dimensions). This will
undoubtedly make some people happy, though it doesn t make one damn bit
of difference to me.
*Xbox 360 Achievements
Like all Xbox 360 games, Bioshock is filled with achievements. For the
uninitiated, achievements are just goals to shoot for. By accomplishing them,
the player will gain gamer points on their 360 Live account. They don t
do anything in particular, but some people are nuts over collecting them. This
is a list of all the achievements (there are 51 in all) available in Bioshock,
how many gamer points they are worth and how to get them.
If you follow this walkthrough to the letter, you ll finish the game
with 49 of the 51 achievements (the exception being the achievement gained for
beating the game on the hardest difficulty and now, the one for doing so
without dying). I know that sounds unlikely, even impossible. If you
don t believe it, my Xbox Live name is nimerjm37 check my
achievements list for yourself. Enjoy!
-Ammo Inventor (25) - Successfully invent all possible ammo types
-Avid Inventor (10) - Successfully invent 100 items
-Basic Inventor (5) - Successfully invent one item
-Become A Big Daddy (30) - Player becomes a Big Daddy
-Bought One Slot (5) - Purchase one Plasmid or Tonic track slot
-Broke Fontaine's Mind Control (30) - The player has broken Fontaine's mind
control
-Completed Cohen's Masterpiece (30) - The player has completed Cohen's
masterpiece
-Completed Welcome (10) - Successfully complete the Welcome To Rapture level
-Dealt with every Little Sister (40) - Either harvest (kill) or rescue every
Little Sister
-Defeated Andrew Ryan (30) - The player has defeated Andrew Ryan
-Defeated Atlas (100) - The player has defeated Atlas
-Defeated Dr. Steinman (15) - The player has defeated the crazed Dr. Steinman
-Defeated Peach Wilkins (15) - The player has defeated Peach Wilkins
-Five Fully Upgraded Weapons (10) - Fully upgrade five weapons
-Found Cohen's Room (10) - The player has entered Sander Cohen's personal
quarters
-Four Fully Upgraded Weapons (10) - Fully upgrade four weapons
-Fully Researched Bouncer (10) - Fully research the Bouncer
-Fully Researched Gun Splicer (10) - Fully research the Leadhead Splicer
-Fully Researched Houdini Splicer (10) - Fully research the Houdini Splicer
-Fully Researched Little Sister (10) - Fully research the Little Sister
-Fully Researched Nitro Splicer (10) - Fully research the Nitro Splicer
-Fully Researched Rosie (10) - Fully research the Rosie
-Fully Researched Spider Splicer (10) - Fully research the Spider Splicer
-Fully Researched Thuggish Splicer (10) - Fully research the Thuggish Splicer
-Hacked a Safe (10) - Successfully hack a safe
-Hacked a Security Robot (10) - Successfully hack a security robot
-Hacked a Security Camera (10) - Successfully hack a security camera
-Hacked a Turret (10) - Successfully hack a turret
-Hacked a Vending Machine (10) - Successfully hack a vending machine
-Historian (50) - Find every audio diary
-Irony (10) - The player has taken a picture of Sander Cohen's corpse
-Little Sister Savior (100) - Complete the game without harvesting any Little
Sisters
-Lucky Winner (10) - Hit the jackpot at a slot machine
-Maxed All Tracks (50) - Purchased every slot in all four Plasmid and Tonic
tracks
-Maxed One Track (20) - Purchased every slot in one of the Plasmid or Tonic
tracks
-One Fully Upgraded Weapon (5) - Fully upgrade one weapon
-One Successful Hack (5) - Perform at least one successful hack
-Prolific Photographer (5) - Take at least one photo in every research group
-Quality Research Photo (20) - Take a photo of the highest grade
-Research PhD (20) - Max out all possible research
-Researched a Splicer (5) - Take at least one photo of a Splicer
-Restored the Forest (15) - The player has restored the forests of Arcadia
-Seriously Good At This (40) - Complete the game on the hardest difficulty
setting
-Skilled Hacker (40) - Successfully complete 50 hacks
-Three Fully Upgraded Weapons (10) - Fully upgrade three weapons
-Toaster in the Tub (10) - Shock an enemy in the water
-Tonic Collector (50) - Collect or invent all 53 Tonics
-Two Fully Upgraded Weapons (5) - Fully upgrade two weapons
-Upgraded a Weapon (5) - Acquire at least one weapon upgrade
-Weapon Specialist (20) - Acquire all upgrades for all weapons
-Brass Balls (100) - Beat Hard mode without dying
I have seen a few other guides and individuals claim that it is impossible to
get all the gamer points in one playthrough. THIS IS FALSE. It is 100%
absolutely possible to grab every single gamer point in one run through
Bioshock. To do so, you ll need to follow this guide for all the
Plasmids and Tonics, do all the research, save all the Sisters and play on
Hard without dying once. Possible. Absolutely? Probable? Maybe not but
I m sure someone will make it happen sooner or later.
*Bestiary
This is a list of all the non-boss enemies you ll find in Bioshock. Each
entry also has a brief description and suggested method for killing them. Note
that if you are doing the photographic research, each of these enemies counts
as a different entry. Research them all to the fullest to get the Research
Ph.D achievement.
-Thuggish Splicer The main basic enemy in the game. They charge you
and use only melee attacks. You should never has a problem with these guys.
-Leadhead Splicer A slightly stronger version of the Thuggish breed.
They can attack from far away and usually will. These enemies always have
guns, so stay sharp.
-Nitro Splicer A slightly stronger version than the Leadhead. Nitro
fights primarily with thrown explosives. The Nitro Splicers will also use a
smoke grenade and disappear if you get too close to them.
-Spider Splicer A very tough Splicer with knives for hands. It will
not only attack you by charging and using melee attacks, it will also attach
itself to the ceiling and hurl blades at you.
-Houdini Splicer A tougher version of the Spider Splicer. Has the
ability to teleport and fights primarily with a flamethrower-type weapon. He
sounds tough, but his constant teleporting makes him more annoying than
difficult.
-Security Robot A flying drone that attacks after a camera spots you
and sounds the alarm. The best course of action with these is to zap them and
hack them. Hacking them will make them protect you rather than kill you.
-Security Camera A stationary camera that beeps and sends
reinforcements when it spots you. Zap them and hack them.
-Machine Gun Turret Very deadly and always annoying. Usually you
won t notice these until they ve started shooting. Zap them and
hack them to make the turrets work for you.
-RPG Turret Same as the Machine Gun Turret, only armed with extremely
damaging RPG rounds (rocket propeller grenades) instead of machine gun rounds.
Zap and hack them. Keep in mind that these are the rarest enemy in the game;
you ll want to photograph each and every one you see for the achievement.
-Bouncer Big Daddy One of the two toughest enemies in the game.
Charges and attacks with a drill bit arm and also uses projectile weapons.
Electric shotgun and anti-armor ammo work best, but usually there are things
in the area you can use to get their life bar down usually attacks by
Leadhead and Thuggish Splicers, along with explosives found in the area. Use
all these to your advantage and move in for the kill when the Bouncer is
almost out of energy.
-Rosie Big Daddy The other of the two toughest enemies in the game.
This Big Daddy only looks slightly different from the Bouncer. Attacks with a
long-range rail gun. Use the same strategy you used on the Bouncer to beat the
Rosie. Rosies seem to be a tad more powerful than the first Big Daddy you
found (a Bouncer), so be extra careful.
-Little Sister Not an enemy as such, but still very deadly. She will
follow the Big Daddies around and direct them on what to do. Once you ve
killed the Big Daddy they are with, it is up to you whether or not you want to
kill them or save them. I suggest saving all of them. You may get less ADAM
for doing so, but it will be worth it in the end (impossible to get All Tonics
Collected 360 achievement if you choose to kill even a single one).
If you do plan on saving or killing them all, check the pause screen at the
beginning of each level to find out how many Sisters you ll need to
save/harvest. Usually, after you find and kill the first Big Daddy in a level,
all you ll need to do is wait in the area for another to respawn. You
should wait for these respawns when you first see them because you may forget
to come back later.
*Boss List/Strategies
-Dr. Steinman The first boss of the game. Steinman has transformed
himself into a Nitro Splicer. He isn t too tough to take down and you
actually have a few choices on how. Telekinesis works great; simply use it
when he hurls a grenade at the and shoot it back in his direction. Two direct
hits should do the trick. Also, you can lure him into the water and zap it
with Electro Bolt, one just kill him the old fashioned way bullets.
-Bouncer Big Daddy Could be considered more of a mini-boss, but still
a tough fight. Keep out of his way and use the strategy I mentioned earlier in
the Enemy section.
-Peach Wilkins Again, not an extremely difficult battle, but the
environment makes him a bit harder to dispatch. When he attacks, keep away
from him and concentrate on hacking all the turrets you see. Once you ve
hacked a few of the turrets, they ll start severely cutting into
Wilkins health meter. There are explosive tanks around so if you want
to speed up the process, toss one or two of them in his direction.
-Martin Finnegan For a psycho, this guy is a pushover. He is
essentially the opposite of a Nitro Splicer and a Houdini Splicer rolled into
one; he fires ice shards instead of fireballs and teleports all over the
place. Napalm is a great choice to beat him but it is fairly inaccurate. If
you have any Anti-Personnel ammo, use that instead. Four direct shots from the
Revolver will finish the fight.
-Hector Rodriguez Not really a fight per se, more of a chase.
Rodriguez will notice you when you exit the bedroom hallway in Eve s
Garden XXX and bolt. Chase him down and shoot him a couple of times to defeat
him. Watch for the grenades he drops behind him as he runs, though.
-Silas Cobb The third in this series of three easy bosses. He ll
appear on a balcony that you just jumped from in Rapture Records. You can
choose to hurl his explosives back at him with Telekinesis or you can climb
through the vents to get back to the upper level and clobber him close up.
-Sander Cohen (1st appearance) I ll make this real simple: DO
NOT KILL SANDER COHEN. He will walk down the stairs in Fort Frolic after you
finish his masterpiece, and open a display case for you. You have the option
to kill him here, but if you do, you miss out on a weapon upgrade, a Tonic and
at least two achievements. DO NOT KILL HIM.
-Sander Cohen (2nd appearance) This strategy only applies if you left
Cohen alive after completing his masterpiece. You ll find him again in
Mercury Suites in his apartment. He is only a tough Nitro Splicer with the
ability to teleport, so kill him like you would any normal enemy. Make sure to
steal his Muse Key and take his picture after you polish him off.
-Andrew Ryan For a guy who built a whole city under the sea without
the aid of Sebastian the crab, Flounder the fish and Ariel the mermaid, this
guy sure doesn t back it up with any real strength. You won t
actually have control of your character during this fight, so it is really
more of a cinema than a boss fight. Simply sit back and watch the fireworks.
Fore!
-Frank Fontaine/Atlas This is it, the last fight of the game. Fontaine
starts the fight in his machine harness thingy and you need to run up to him,
hit A and drain his ADAM. You ll see he has four ADAM icons, so
you ll need to do this three more times to kill him.
After you drain his energy he will knock you back and transform into his fire
form. RPGs and Frag grenades cause lots of damage and if you need a quick
breather, you can freeze him with liquid nitrogen. After you beat his fire
form, he ll return to his harness and you ll need to drain more of
his ADAM.
His next form is his ice form but his attacks are identical to his fire form.
Knock his health down, drain his ADAM and do the exact same thing once more
with his electric form. Very, very easy.
*Item/Weapon/Machine Lists
This is basic list of the items, weapons and machines you ll find in the
game. This list can also be found in the game under the Help section (brought
up with the < back button). They are separated by which category they fall
into and being that nearly everything on this list is self explanatory, that
is all this is a bunch of lists.
*World Of Rapture
-Plasmids
-Physical Gene Tonics
-Engineering Gene Tonics
-Combat Gene Tonics
-Machines
-Ammo Vending Machine
-Auto-Hack Device
-Containers
-Diaries
-EVE Hypo
-First Aid Kit
-Gatherer s Garden
-Gene Bank
-Health Stations
-Invention Machine
-Money
-Reward From Tenenbaum
-Safes
-Robot Shutdown Panel
-Vending Machines
-Vita-Chamber
-Weapon Upgrade Machines
*Snacks and Medicines
-Gin
-Absinthe
-Bandages
-Beer
-Brandy
-Chips
-Cigarettes
-Coffee
-Crème-Filled Cake
-Pep Bar
-Scotch
-Vodka
-Whiskey
-Wine
*Weapons List
-Wrench
-Pistol
-Machine Gun
-Shotgun
-Grenade Launcher
-Chemical Thrower
-Crossbow
-Research Camera
*Ammo
-Pistol Rounds
-Armor-Piercing Pistol Rounds
-Antipersonnel Pistol Rounds
-Machine Gun Rounds
-Antipersonnel Auto Rounds
-Armor-Piercing Auto Rounds
-00 Buck
-Electric Buck
-Exploding Buck
-Frag Grenade
-Proximity Mine
-Heat Seeking RPG
-Napalm
-Liquid Nitrogen
-Electric Gel
-Steel-Tip Bolt
-Incendiary Bolt
-Trap Bolt
-Film
*Question And Answer
Q: Will I like this game?
A: Probably, but it might not please every audience.
Q: I noticed Bioshock is rated M for Mature. Why?
A: The game is quite graphic, especially when it comes to hand to hand combat.
It also features a story and some audio samples that would be slightly
disturbing and inappropriate for anyone under 17.
Q: Should I get the collector s edition or the regular one?
A: There isn t much difference between them except the collector s
edition has a Big Daddy action figure, a making-of DVD and a few other things.
It really just depends on your level of interest in the game. The
collector s edition only costs $10 more than the regular one, so it
might be worth it.
Q: Is there any other game on the 360 similar to Bioshock?
A: Yes. Prey comes very close to the feel you ll get when playing
Bioshock. The game is as much a good story as it is an FPS. No Xbox 360
collection is complete without both of these fantastic and atmospheric titles.
Q: I can t find item x can you help me?
A: This guide was painstakingly written to avoid having to answer these
questions. Check the list section or the walkthrough for instructions on how
to obtain every single item in the game. I put over 100 hours into writing
this guide, please take 10 seconds to search it before decrying the FAQ or
flooding my email box.
Q: I dealt with every Little Sister in the game and got the last teddy from
Tenenbaum, but I still haven t gotten credit for the Little Sister
Savior achievement and the 100 gamer points. WTF?
A: This can be confusing. You ll get the achievement when you finish the
last boss and beat the game. Be patient.
Q: Some of the achievements are listed as secret, with no explanation on how
to get them. How do I tell what they are and why are they a secret?
A: The achievements listed as secret are labeled as such to prevent the
spoiling of the game s plot. The story would lose its impact if you knew
from the beginning who or what the final boss would be. From what I can tell,
you ll obtain all the secret achievements simply by playing through and
finishing the game no one is trying to screw you out of gamer points
here.
Q: I missed an item in the first area of the game, Rapture Central Control
and/or Smuggler s Hideout. Is there any way I can go back and get them?
A: No. If you really need the items, you ll have to start the game over
from scratch. Sorry, but these three areas are inaccessible after you leave
them.
Q: I killed Sander Cohen after I completed his masterpiece. Is there any way
to get into his secret room and fight him in Olympus Heights?
A: Sorry, but the answer is a flat no. I guess next time someone types
something in ALL CAPS, you ll pay attention. You ll have to start
the game over to get the weapon upgrade and Tonic in his room and the
achievement that goes with getting both.
Q: I figured out or found a problem with something not in this FAQ. How do I
do contact you?
A: My main email address is nimerjm at hotmail dot com. Don t hesitate
to drop me a note. Also, if you know of or would like to offer me a job,
don t think twice. I ll go anywhere and do anything to be involved
with gaming as a career. Just got my Bachelors Degree in May and served as my
college newspaper s editor for two semesters, so I m extremely
qualified. I can email you my resume if you are interested.
*Secrets/Bonuses/Easter Eggs/Glitches
Note: This section will remain unfinished until people out there on teh
intarwebs find things and let me know about them. I will, of course, credit
you by name for your contribution.
Glitches
I have only noticed two small glitches and one huge one so far. The two small
ones happen after you get the Big Daddy costume. When carrying your wrench, it
will sometimes loss its color and resemble the code from The Matrix in wrench
form.
The other small one is that sometimes when you stand next to a higher area
than what you are standing on (desk, table, etc.) and pause the game, when you
unpause the character will be inexplicably floating upward until he lands n
the higher surface. Weird.
The major glitch concerns the collection of Tonics. It is advisable that you
save before picking up each and every Tonic because the game has a tendency to
freeze up completely after you collect a Tonic. It is a pain but by no means a
terrible problem.
*Conclusion
So that is it. I hope you enjoyed my guide and agree that it is the best and
most complete guide available for this game. If you want to contact me about
the FAQ, or you have a writing or video game job to be filled, don t
hesitate you ask for my resume. Thanks again for reading and I hope you liked
this great game as much as I did.

Submitted by nimerjm - Created 8/29/07 (Last Modified 12/3/08)


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