
BioShock takes place in the unique city of Rapture. What is so unique about Rapture? Well, for one thing, the entire city is underwater. When you first step foot in Rapture, you'll quickly learn that its inhabitants are not very friendly. In fact, they all want you dead. Your time spent in this dystopia is not going to be easy, all the more reason for you to use this walkthrough.
This guide contains a walkthrough that covers the entire game from start to finish. After all, you can't exactly ask a Splicer for directions. You'll also find the locations of each and every audio diary, tonic and weapon upgrade station in Rapture. With that said, enjoy your stay!
Notes: This guide was written based on the MEDIUM difficulty level, though most of the strategies mentioned within should still help on a higher difficulty level. Enemy difficulty estimations and endurance will be a bit off, however.
Throughout the main walkthrough, each and every Audio Diary is pointed out along the way. Collecting all of the audio diaries is in no way integral, though for fans of the Xbox 360's achievement system, collecting all of the audio diaries yields the "Historian" achievement. So, for the sake of completion, they're all mentioned here. If you don't care for them, just ignore any mention of audio diaries within the main walkthrough.
This FAQ/Walkthrough was written for BioShock on the Xbox 360 console. Even though it was written for the 360 version, it can still be used for the PC version of BioShock, since the only real differences between the 360 and PC versions of the game is the control scheme. If you are using this guide and playing the PC version, just ignore all references to the Xbox 360 control scheme in the main walkthrough.
The Basics
R Trigger - Fire Weapon.
L Trigger - Use Plasmid.
R Bumper - Switch Weapon (hold to activate selection radial).
L Bumper - Switch Plasmid (hold to activate selection radial).
L Thumbstick - Move character around. Click and hold to crouch.
R Thumbstick - Look around. Click to toggle zoom.
A Button - Interact, when prompt appears.
B Button - Use First Aid (if available).
X Button - Reload current weapon or recharge EVE.
Y Button - Jump. D-pad Up - Change Ammo (Top).
D-pad Down - Change Ammo (Bottom).
D-pad Left - Change Ammo (Left).
Start - Pause the game and bring up the Pause Menu.
Back - Pause the game and bring up the Status Menu.
Circus of Values
The Circus of Values vending station allows you to use your money to purchase healing supplies (First Aid Kits, EVE Hypos) ammunition, and more. If a Circus of Values machine is hacked, prices are lowered and in some cases, items may be added to the machine's inventory.
Ammo Bandito
The Ammo Bandito vending station is much like the Circus of Values, the difference being that its entire inventory is geared solely towards ammunition. If an Ammo Bandito station is hacked, the inventory prices are lowered and in some cases, additional items appear in the machine's inventory.
Gatherer's Garden
Gatherer's Garden machines allow you to spend ADAM that is collected by harvesting or rescuing (for more information, see the "Gatherers and Protectors" section) on a variety of upgrades. You'll find new plasmids, Physical, Engineering and Combat tonics, as well as permanent Health and EVE upgrades. Also, additional plasmid and tonic slots can be purchased, allowing you to have more plasmids and active tonics at once.
Vita-Chamber
The Vita-Chamber acts as a sort of waypoint in BioShock. However, if your health reaches zero, you do not lose any progress, you are simply sent back to the last Vita-Chamber that you passed. Nothing needs to be done to activate the chamber as a waypoint, simply walk past it.
Bot Shutdown Panels
If you are spotted by a Security Camera and the alarm is activated, seek one of these machines to shutdown all of the Security Bots sent your way, prematurely ending the alarm timer. For the most part, one of these panels can be found near a Security Camera.
Health Stations
Restores your health for a small fee. If this machine is hacked, the fee for healing is lowered a bit, and any Splicer that uses the hacked station will take damage instead of being healed. Health Stations can be destroyed, a destroyed station leaves behind a couple of First Aid Kits.
Power To The People
Weapon Upgrade station. Each weapon in BioShock has two different upgrades that can be applied to it. There is no price to use a Power To The People machine, but each machine can only be used once. Once a machine has been used, it is closed. There are 12 Power To The People Weapon Upgrade stations in all.
U-Invent
Can be used to create items from invention material. Useful for creating ammunition. A couple of tonics can be created with the U-Invent machine as well. When hacked, the amount of invention materials required to create an item is lowered. Invention materials can be found everywhere; on corpses, in storage containers, etc.
HackingMany machines can be hacked, including stationary Turrets, Security Cameras, Vending machines, etc. To hack security equipment, throw an Electro Bolt at them, then approach the Turret/Camera/Bot and press the X button to start hacking. Benefits are gained for a successful hack, such as lower prices in vending stations.
Press the X button to open the hack menu. It's simple enough: Your goal is to create a connection between the starting point and the end point by using the pipes that are available on the grid. You must accomplish this before the liquid reaches the end of the line.
If a hack turns out to be a failure, the machine might short circuit and cause some damage to you. There are other consequences as well, such as alarms being activated; sending Security Bots to your position. There are other obstacles that come into play while hacking, such as alarms and shorts. These make it a bit more difficult to hack without the use of tonics.
Hacking a Circus of Values or Ammo Bandito vending station lowers the price of the items and may also unlock additional items.
Hacking a U-Invent machine reduces the number of invention materials required to create the items listed.
Hacking a Gun/RPG/Flame Turret makes it friendly, causing it to attack your enemies instead of you.
Hacking a Security Bot makes it friendly. It will follow you and attack any enemies that are hostile towards you.
Hacking a Security Camera makes it friendly. If one of your enemies gets spotted by a hacked camera, the alarm goes off, sending Security Bots to their position.
ResearchWith the Camera, you can take pictures of your enemies. Researching your enemies is quite beneficial, each time you manage to fill the bar that is displayed at the bottom of the screen once you have taken a picture of a certain species, you reach a new Research Level. When you gain a research level, a permanent research bonus is earned. This is an advantage that you gain over the particular species that you gained a level on. So, for example, for gaining a Spider Splicer research level, the damage you deal to them is increased. Not only that, but at a certain level for some species, you may even receive a Tonic.
Bonuses are earned for taking an "Action" shot, which means that the enemy is attacking you when you snap the picture. The amount of points that you receive for taking the picture of an enemy will decrease as you take more pictures of that particular enemy. Also, taking a picture of a dead enemy yields less points. Eventually, no more photos of that enemy can be taken. When that point is reached, you'll have to find a fresh subject if you wish to continue researching that species.
Once you have acquired the camera (it is found at some point during the main storyline, you can't miss it), it is HIGHLY recommended that you take pictures of each species that you encounter until you have attained the highest research level for that species. You gain great bonuses by doing this, making dealing with certain enemies much easier. Be sure to take pictures of all types of Splicer, Big Daddies (Rosie and Bouncer), Little Sisters, Security Bots, Gun Turrets and Security Cameras. A number of Xbox 360 achievements require researching your enemies to unlock.
Gatherers and Protectors
The Gatherers are called "Little Sisters." The Protectors are "Big Daddies." Little Sisters are the primary source of a very important commodity in Rapture, ADAM.
If a Little Sister is not with a Big Daddy, simply follow him. He eventually reaches a vent along the wall (you'll notice these everywhere). The Big Daddy then proceeds to pound below the opening, this causes a Little Sister to appear from the vent.
Press the Start button to pause the game and call up the Pause menu. Notice the icons and the "Little Sisters In This Level" text at the bottom of the screen. The initial icon shows a picture of a Little Sister with a Big Daddy, that means that the Little Sister has not been Rescued or Harvested yet.When you encounter a Big Daddy, you can be sure that a Little Sister is close by, though one is not always in the immediate vicinity. If there are still Little Sisters in the level that you have not dealt with, follow any Big Daddy that you encounter if he does not have a Little Sister with him. If you kill a Big Daddy, a fresh one will eventually take its place.
Once you have killed a Big Daddy and the Little Sister is left defenseless, you are given a choice:
You can "Harvest" the Little Sister by pressing the X button, doing this gives you a large amount of ADAM, but the girl will not survive. Your other option is to "Rescue," doing so will give you half the amount of ADAM that you would receive for harvesting, but the girl will survive. Additionally, Tenenbaum has promised to make it "worth your while."
In the end, it is definitely more beneficial to rescue the Little Sisters. For one thing, if you are a fan of the Xbox 360's achievement system, there is one achievement that is unlocked upon completion of the game if you did not harvest a single Little Sister. The achievement is "Little Sister Savior," it's worth 100 gamerpoints! Not only that, but once you have rescued a specific number of Little Sisters, Tenenbaum will send one to drop off a gift for you near a Gatherer's Garden station. These gifts contain a large amount of ADAM (though not as much as you would get from pure harvesting), ammunition, occasionally tonics and plasmid. So, you'll need to rescue them if you wish to earn the "Tonic Collector" achievement as well. If you chose to harvest them all, you would have a surplus of ADAM anyway. It's your call.Weapons & Plasmids
Weapons
Wrench
The Wrench is a fairly useful melee weapon, at least in the first few levels. The first weapon that you receive, it can be used effectively with the Electro Bolt plasmid to quickly finish off a Splicer. There are a number of tonics that increase the Wrench's usefulness, such as Wrench Jockey (1 and 2), Wrench Lurker (1 and 2), and Frozen Field (1 and 2). With all of those tonics active at once, the Wrench turns into a worthy melee weapon, even in the later levels.
There are no upgrades available, but the Wrench can be made much more effective through the use of tonics.Pistol
Your first real weapon, you probably won't be using it too often once you get your hands on some better weapons. There are three types of Pistol ammo: Standard rounds, Armor-piercing rounds and Anti-personnel rounds. Armor- piercing rounds can be quite useful when dealing with Security Cameras, one shot should be enough to destroy one. Those rounds may also be helpful when fighting a Big Daddy. Anti-personnel rounds work pretty well against Splicers in the first few levels, though their effectiveness quickly wears off. All in all, a pretty poor weapon.
There are two weapon upgrades available for the Pistol:
Pistol Clip Size - Quadruples the clip capacity.
Pistol Damage Increase
The Machine Gun is a powerful weapon, one that you will more than likely be using throughout your entire playthrough. There are three types of ammunition for the Machine Gun: Standard ammunition, Antipersonnel ammunition and Armor- piercing ammunition. The standard ammunition only really has use in the first few levels, as in the later stages it take much too many bullets to kill one Splicer.
Antipersonnel ammunition is very effective against Splicers, even the more powerful Leadhead Splicers in the later stages. A fully upgraded Machine Gun with Antipersonnel ammunition is a great help near the end of the game. Armor-piercing rounds work well against Turrets, Security Bots and Security Cameras, they even fair well against Big Daddies.
There are two weapon upgrades available for the Machine Gun:
Machine Gun Kickback Reduction
Machine Gun Damage IncreaseShotgun
The Shotgun is a very powerful weapon in the beginning of the game, though it loses some of its effectiveness once you reach the later stages. There are three types of Shotgun ammunition: 00 Buck Electric Buck, and Exploding Buck. 00 Buck is good for taking out the melee Splicers. In the first few levels, the Electric Buck ammunition is your best weapon against Big Daddies. It’s also quite effective against Splicers, as they become stunned when hit.
Exploding Buck gains an edge over 00 Buck in the later levels, but these ammo has to be invented using a U-Invent station. The Shotgun has a poor range, and hitting a moving enemy (such as a Spider or Houdini Splicer) can be a problem, as you must get very close.
There are two weapon upgrades available for the Shotgun:
Shotgun Rate of Fire
Shotgun Damage Increase
The Grenade Launcher can be used effectively against all hostiles, including Big Daddies. There are three types of Grenade Launcher ammunition: Frag Grenades, Proximity Mines, and Heat-Seeking RPGs. All of the ammunition can usually kill any Splicer with one direct hit.
Proximity Mines are especially useful, they can be set up in such a way to allow you to lure a Splicer or Big Daddy into setting it off. You cannot set of your own Proximity Mines, which is a plus. This weapon is good to use while fighting a Big Daddy, since a direct hit knocks off quite a bit of health. This is made even better if you acquire the Damage Immunity upgrade using a Weapon Upgrade station.
There are two weapon upgrades available for the Grenade Launcher:
Grenade Launcher Damage Immunity - Immune to damage from own grenades.
Grenade Launcher Damage Increase
Chemical Thrower
The Chemical Thrower can be used to set your opponents on fire, freeze them, or electrocute them. It uses Napalm, Liquid Nitrogen, or Electric Gel. Each of these can be useful, especially the Electric Gel. A great weapon if you are ever stuck in a corner. Napalm and Electric Gel works well against Big Daddies, too.
There are two weapon upgrades available for the Chemical Thrower:
Chemical Thrower Consumption Rate
Chemical Thrower Range
Crossbow
The Crossbow is very effective against Splicers and Big Daddies alike. There are three types of Crossbow Bolts: Steel-Tip Bolts, Trap Bolts and Incendiary Bolts. The Crossbow has a very long range and deals a large amount of damage, making it a valuable weapon during the later stages of the game. This weapon is one of the best to use against Big Daddies. Trap Bolts can be used strategically to heavily damage them.
There are two weapon upgrades available for the Crossbow:
Crossbow Breakage Chance
Crossbow Damage Increase
Plasmids
Electro Bolt
Stuns enemies. Can be further upgraded to Electro Bolt 2 and 3.
Incinerate!
Sets objects and creatures on fire. Can be further upgraded to Incinerate! 2 and 3.
"Incineration: when it absolutely positively has to erupt in flames, don't wait --Incinerate!"
Telekinesis
Pulls an object to you, then hurls it. Also useful for holding objects as a shield, or grabbing objects out of reach.
"Pick up big stuff with your mind. Throw them at your enemies. What else do you need to know?"
Enrage!
Enrages target, causing it to attack someone other than you.
"Developed for use in today's uncertain environment. ENRAGE! will make your victim forget what side he's on, and attack anyone nearby. Just make sure 'anyone' isn't you!"
Hypnotize Big Daddy
When thrown at a Big Daddy, he will protect you as aggressively as he would a Little Sister. Can be upgraded to Hypnotize Big Daddy 2.
"Need a bodyguard in a pinch? Our new Hypnotize plasmid will fool a Big Daddy into protecting you as if you were its own Little Sister."
Security Bullseye
Creatures hit by this will be attacked by Cameras and Turrets.
"Are those pesky Security Cameras getting you down? Simply tag your enemies with our photoelectric insects and those cameras and turrets become your best friend. Splice Security Bullseye today!"
Target Dummy
Creates a decoy that draws attacks away from you.
"Enemies on your back? Distract their attention with a helpful decoy. They take the heat... so you don't have to!"
Winter Blast
Freezes enemies. Can be upgraded to Winter Blast 2 and 3.
"Don't get caught without this powerful self-defense tool at the ready. Give your does the cold shoulder with Winter Blast!"
Cyclone Trap
Launches Splicers into the air and hurls them badly on the way down.
"Teach your enemies a lesson they'll never forget with Cyclone Trap from Ryan Industries. (Ryan Industries is not liable for damage done to ceiling fans, chandeliers, or other ceiling fixtures.)"
Insect Swarm
Deals damage to enemies. Can be upgraded to Insect Swarm 2.
"Nothing clears a room like swarms of stinging hornets. (Warning: not recommended for users with allergies.)"
EnemiesThuggish Splicer
Thuggish Splicers use melee weapons to deal damage. When you are spotted by one, they will likely make a beeline for you. These are probably the easiest type of Splicer to deal with, and they retain that status throughout the game as long as you are consistent with your research. In the beginning, Thuggish Splicers can be easily eliminated by simply stunning them with the Electro Bolt plasma, then beating them down with the wrench.
As with the other types of Splicer, Thuggish Splicers become stronger as you progress. When the "One-two punch" is no longer effective, the Shotgun (either 00 Buck or Electric Buck) is a worthy replacement. As with all unarmored units, Thuggish Splicers are vulnerable to antipersonnel rounds. Crossbow bolts can usually take them out in one shot. In later stages, Thuggish Splicers may wield electric or inflamed weapons.
Thuggish Splicer Research
Level 1 - Increased Damage
Level 2 - Receive Physical Tonic "SportBoost."
Level 3 - Increased Damage
Level 4 - Receive Physical Tonic "SportBoost 2."
Level 5 - Increased Damage
Leadhead Splicer
Leadhead Splicers use firearms (starting with the Revolver, soon upgrading to Machine Gun) to deal damage. In the beginning, Leadhead Splicers can simply be beaten down with the Wrench/Electro Bolt combo, though this maneuver quickly becomes obsolete. In the later stages, these guys can be a real pain. Even with all research bonuses earned, Thuggish Splicers can take quite a beating in the last few stages. For this reason, it is almost a necessity to have a fully upgraded Machine Gun (Machine Gun Damage Increase, Machine Gun Kickback Reduction) with Antipersonnel ammunition in your arsenal; that'll cut them down quickly.
Telekinesis can also be used to kill Leadheads with relative ease. Hit them with a couple of corpses using Telekinesis and they'll go down. Avoid using the Wrench, Shotgun, Revolver, or a Machine Gun with standard ammunition against these guys in the last few levels. To make matters worse, Leadheads eventually upgrade and start using Antipersonnel ammunition against you, making them that much more deadly.
Leadhead Splicer Research
Level 1 - Increased Damage
Level 2 - Receive Physical Tonic "Scrounger."
Level 3 - Increased Damage
Level 4 - Receive Combat Tonic "Static Discharge 2."
Level 5 - Increased Damage
Nitro Splicer
Nitro Splicers throw grenades to deal damage. They can be a bother, since they are runners. If you get too close, they will quickly flee, throwing grenades behind them as you pursue. If they aren't killed quickly enough, it may lead to a chase throughout the entire level. In the first few levels, you can kill Nitro Splicers by simply using Telekinesis to toss their thrown grenades right back at them. This is usually a one hit kill, but as with all enemies, their health in later levels increases, turning this into a not-so-effective move.
Don't even bother using the Wrench or Shotgun on them in later levels, they both do minimal damage. Your best bet, as with the other Splicers, is to use the Machine Gun's Antipersonnel rounds. If you catch the Splicer off-guard, you can usually cut them down with Antipersonnel rounds before they can start running. You can still use their own grenades against them with Telekinesis, though you'll have to do this more times to kill them. Researching the Nitro Splicer gives you some helpful bonuses, such as a permanent chance of a thrown grenade being a dud. This chance increases to as much as 35%, so it becomes fairly likely that a thrown grenade will do nothing.
Nitro Splicer Research
Level 1 -Increased Damage
Level 2 -Permanent 15% chance that an enemy grenade is a dud.
Level 3 -Increased Damage
Level 4 -Permanent 35% chance that an enemy grenade is a dud.
Level 5 -Increased Damage
Spider Splicer
Spider Splicers are very agile and use hooks attached to their hands to deal damage. They can be hard to hit, since they excel at acrobatics and can climb on the ceiling. However, in the health department, Spider Splicers fair poorly. Once you have fully researched a Spider Splicer, no matter the level, they are quite easy to deal with.
As with all variants of Splicer, Spider Splicers are vulnerable to Anti- personnel ammunition. The Machine Gun works best, though a simple Revolver (in later levels, fully upgraded, preferably) with Anti-personnel rounds can take them out in a couple of shots. 00 Buck or Electric Buck and Crossbow bolts are usually guaranteed one-hit kills, too.
Spider Splicer Research
Level 1 - Increased Damage
Level 2 - Spider Splicer Organs can be used like First Aid Kits
Level 3 - Increased Damage
Level 4 - Receive Physical Tonic "Extra Nutrition 3."
Level 5 - Increased Damage
Houdini Splicer
Houdini Splicers can be a pain to deal with. In an attempt to evade your attacks, they teleport around the level, usually to an undesignated location.You can follow their trail to a certain extent, but this is not always reliable. For the most part, you'll become aware of their presence once they send a ball of fire your way. If you are in a large area, when the Houdini Splicer in front of you disappears, move backward until you are against a wall or something, giving you a relatively clear view of the entire room. This way, when they appear, you can simply run towards them and try to get some damage in before the teleport away again.
When you first encounter the Houdini Splicer, a simple shot from a Shotgun will do the trick. As long as you work on researching the Houdini Splicer, the bonuses gained make their health spike in the later stages much less noticeable. The Shotgun is still effective, and the Crossbow is usually a one-hit kill. As with all Splicer, Antipersonnel ammunition would be the best choice. Using Telekinesis to throw Splicer corpses at them works as well. As far as frequency goes, you'll won't encounter Houdini Splicers too often.
Houdini Splicer Research
Level 1 - Increased Damage
Level 2 - Receive Physical Tonic "Natural Camouflage."
Level 3 - Increased Damage
Level 4 - Easier to predict teleportation destination.
Level 5 - Increased Damage
Security Bot
Security Bots are essentially, flying Machine Guns. They can be difficult to hit sometimes, as their swaying movement is quite random. Security Bots will appear if you are caught by a Security Camera, they are deployed until the alarm timer reaches zero. Security Bots, as with the other security systems, can be hacked, making them friendly towards you.
To hack a Security Bot, first stun one with the Electro Bolt plasmid. Then, when it is stunned on the ground, approach it and press the X button to start the hacking process. They are only stunned for a short period of time, be quick about getting to them.
At research level 4, the hacking process is no longer necessary, they can be hacked by simply pressing the X button while they are stunned.
Really, Security Bots aren't that big of a help, it would probably be best to simply destroy them. They serve as a helpful distraction in some cases, though. Security Bots are weak against armor-piercing ammunition and Electricity, thus the Electric Buck ammunition for the Shotgun can one-hit kill them. The Wrench works surprisingly well, though you have to get close to them to inflict damage.
Security Bot Research
Level 1 - Increased Damage
Level 2 - Receive Engineering Tonic "Security Expert 2."
Level 3 - Increased Damage
Level 4 - Hacking Security Bots automatically succeeds.
Level 5 - Increased Damage
Turret
There are three kinds of stationary security Turrets: The Gun Turret, RPG Turret, and the rarely seen, Flamethrower Turret. The Gun Turret is the most common type, it is essentially a stationary Machine Gun. The RPG Turret is self-explanatory, as is the Flamethrower Turret. As with other security, Turrets can be hacked, making them friendly towards you.
To hack a Turret, first stun one with the Electro Bolt plasmid. Then, when it is stunned, approach it and press the X button to start the hacking process. They only remained stunned for a short period of time, be quick about getting to them. At research level 4, the hacking process is no longer necessary, they can be hacked by simply pressing the X button while they are stunned.
While Gun Turrets definitely have some use, as they can serve as a distraction and can deal a fair amount of damage, RPG Turrets would best be destroyed. They tend to hurt more than they actually help. RPG Turrets will launch grenades at your enemies, even if they are standing right in front of you. They also cannot seem to stop shooting once an enemy is dead, further dealing damage to you. To easily destroy an RPG Turret, use Telekinesis to stop an incoming grenade, then launch the grenade back at it. Doing this a couple of times should be enough to destroy one.
Turret Research
Level 1 - Increased Damage
Level 2 - You find twice the ammunition on destroyed turrets.
Level 3 - Increased Damage
Level 4 - Hacking Turrets automatically succeeds.
Level 5 - Increased Damage
Security Camera
Security Cameras can be a bother. They appear in the majority of the levels. Cameras project a red light that scans a certain area. If you happen to be caught in this red light, frenzied ringing will ensue. The camera will then follow you until you are out of its range, at this point it will begin to reset. If you remain in the camera's view for too long, however, an alarm will be activated and Security Bots will be sent to your location until the alarm timer reaches zero.
Cameras become increasingly annoying as you progress through the game, as their placements make them hard to avoid. Some are even placed on a wall right behind a door that you have to go through. Some of these particular cameras seem to have an alarm activation timer of about one second...
As with other security, Security Cameras can be hacked for your benefit. To hack a camera, first throw an Electro Bolt at it, then approach it and press the X button to start the hacking process. A hacked Security Camera will instead project a green light. Any enemies caught in this light for too long will set off the alarms, sending Security Bots to their position.
Hacked cameras can be of great use in certain situations, though for the most part, it would be best to simply destroy them and move on. However, it is worth the time required to hack a Security Camera that resides in an area where a high number of Splicers can usually be found. Security Cameras are easily destroyed with armor-piercing rounds and Crossbow Bolts.
Security Camera Research
Level 1 - Increased Damage
Level 2 - You find twice the film on destroyed Security Cameras
Level 3 - Increased Damage
Level 4 - Flow Speed reduced when hacking any Security Camera.
Level 5 - Increased Damage
Little Sister
While Little Sisters are not hostile, they are protected by the Big Daddies. Harvesting or Rescuing a Little Sister gives you ADAM (180 for Harvesting, 80 for Rescuing). See the "Gatherers and Protectors" sub-section in the "The Basics" section for more information.
Little Sister Research
Level 1 - Small increases to max Health and EVE.
Level 2 - Small increases to max Health and EVE.
Level 3 - Small increases to max Health and EVE.
Level 4 - Small increases to max Health and EVE.
Level 5 - Small increases to max Health and EVE.
Bouncer
Bouncers are the melee Big Daddies. They do not carry guns, though they have a giant drill on their right arm. Bouncers are fast, really fast, so you'll want to make sure that you are prepared before you piss one of them off. They are not initially aggressive towards you, they only become so once you deal damage to them. Be sure that you have some effective ammunition and an adequate amount of First Aid Kits in your inventory.
They can be hard to dodge, it is almost guaranteed that you will take a fair amount of damage while facing off against one. Just keep your finger on the B button and be quick to heal. In later levels, the Bouncers are upgraded to "Elite Bouncers." Elite Bouncers have more health and can deal a lot more damage with their melee attacks. Though at that point, you should be equipped with upgrades and therefore more than able to handle them.
In the beginning, the Electric Buck ammunition for the Shotgun seems to be the best weapon in your arsenal. You soon acquire more weapons, though. The Grenade Launcher is very effective, Frag Grenades or Proximity. Once you get the Crossbow, dealing with Big Daddies becomes much easier.
One way to easily take out a Bouncer is to set up a trap for him. Use either Trap Bolts or Proximity Mines for this. Set them up in a line, leading towards your position. While they are on the opposite side of the trap, shoot to provoke the Bouncer. He should then charge at you, hitting each of the traps leading up to your position. If you have set your trap well enough, you may be able to kill the Bouncer before it can reach you.
Bouncer Research
Level 1 - Increased Damage
Level 2 - Receive Combat Tonic "Wrench Jockey 2."
Level 3 - Increased Damage
Level 4 - Permanent 50% increase to all wrench damage.
Level 5 - Increased Damage
Rosie
Rosies carry Rivet Guns, which have a long range and deal a large amount of damage. Rosies are deadly accurate with their Rivet Guns, too. It is much harder to dodge a bullet than it is to dodge a Bouncer. For this reason, Rosies may give you a bit of a hard time. In later levels, the Rosie is upgraded to the "Elite Rosie." In this form, they deal even more damage with their Rivet Guns and can take more of a beating. As far as health goes, they don't seem to be any different from the Bouncer in that aspect.
In the beginning, the Electric Buck ammunition for the Shotgun seems to be the best weapon in your arsenal. You soon acquire more weapons, though. The Grenade Launcher is very effective, Frag Grenades or Proximity. The Crossbow works well too. While fighting a Rosie, cover is very important. You don't want to get to close too Rosie, either, as he's got a few melee attacks that he won't hesitate to use.
Rosie Research
Level 1 -Increased Damage
Level 2 -Receive Combat Tonic "Photographer's Eye 2."
Level 3 -Increased Damage
Level 4 -Rosie Loot almost always contains rare invention materials.
Level 5 -Increased
In the Beginning
Once you have gained control over the main character, begin swimming towards the lighthouse visible in the distance. When you have reached the lighthouse, climb up the steps and enter through the open door. Make your way to the lower level by heading down the series of staircases at the opposite end of the initial area. Approach the strange contraption down below. Step inside and pull the Bathysphere Lever. You'll be taken on an interesting ride and treated to a short propaganda film. Enjoy the sights.
Welcome to Rapture
Upon your arrival, you are fortunate enough to meet one of Rapture's many denizens. Rapture's inhabitants are known as Splicers. There are several variants of Splicer, and you'll become acquainted with all of them soon enough. While the differences are rather subtle, they all share one definite thing in common: They all want you dead. With that reassuring thought, turn left, pick up the radio attached to the wall and step out of the sphere.
Reaching Higher Ground
Travel along the walkway and head up the stairs. This particular walkway appears to be littered with the remnants of a civil revolt. The Spider Splicer makes her second appearance, though she is promptly chased off by a security bot. Grab the wrench on the floor by the rubble. Use the wrench to destroy the debris that is blocking your path. Once the debris has been removed, crouch down and pass through the opening. Hug the wall to your left to dodge the flaming couch that is pushed down the stairs. At the top of the stairs, kill the Thuggish Splicer.
You have just acquired your first plasmid. There are many different plasmids that can be obtained in BioShock, each have their own unique effects. Electro Bolt itself has several uses, it is definitely one plasmid that you will be using through the entirety of your playthrough. To open the large Securis door in this room, use Electro Bolt on the broken switch to the right of it. Huh, well there's half of your plane. Step through the opening and out through the hole on the opposite side. Continue down the flooded path and exit into the next area.
There are a couple of EVE Hypo in this area; these are used to recharge your EVE bar once it has been depleted. Eventually, you will encounter another Thuggish Splicer. Over the radio, Atlas instructs you to use the "One-two Punch." This consists of using the Electro Bolt plasmid to stun the Splicer, then quickly switching over to your Wrench and using that to finish the stunned Splicer off. With that one dealt with, locate the door with the Airlock Active notice above it, proceed through it and head up the stairs. Careful, more Splicers in this area. One-two punch! Remember, the one-two punch! Move past the gate and step onto the elevator. You are taken to higher ground.
To Neptune's Bounty
Take the path to your right. Kill the Thuggish Splicer standing by the crib. Inside the crib is your first real weapon, a Revolver. Take the gun, then enter Kashmir Restaurant. Now, a quick note about this guide, just in case you missed the note in the Introduction: Throughout this walkthrough, each and every Audio Diary is pointed out along the way. Collecting all of the audio diaries is in no way integral, though for fans of the Xbox 360’s achievement system, collecting all of the audio diaries yields the Historian achievement. So, for the sake of completion, they're all mentioned here. If you don't care for them, just ignore any mention of audio diaries within the main walkthrough.
Head down the stairs by the "Dancing Downstairs" sign. There are Thuggish Splicers down here, as you are surely aware. At the bottom of the stairs, head towards the table visible in the distance to your right. There is an audio diary (New Year's Eve Alone) on this table. Back up the stairs, turn right and enter the "Dames" restroom area on the right. Another audio diary (Hole In Bathroom Wall) can be found on the ground near the debris. Backtrack and enter the "Gents" restroom section.
Through a hole in the wall, you'll find yourself in the Footlight Theatre area. Walk along the spotlight housing and observe the scene below. That little girl is a gatherer, referred to as a "Little Sister." You'll become familiar with them soon enough, as the Little Sisters are a very important part of BioShock. They hold a substance called ADAM, which can be used to purchase Health/EVE upgrades, tonics, and plasmids from Gatherer's Garden machines. More on that later.
Finish crossing the spotlight housing over to the opposite side of the walkway. Climb down the stairs and watch the short scene that ensues on the opposite side of the glass. That is why you do not hurt a Little Sister, lest you wish to end up like that poor fool. Use your Revolver to destroy the lock on the gate and press onwards. You'll likely encounter a Leadhead Splicer, a variant of Splicer that uses firearms, around the corner. As you are told by Atlas, use the Electro Bolt plasmid to fry the two Splicers standing in the water in the area down below. This is a tactic that you will have many opportunities to use in the future. Keep that in mind.
Hop down to the lower level and attempt to exit through the door on the right of the Vita-Chamber. A gate blocks your path and alarms are set off. You are attacked by several Thuggish and Leadhead Splicers. One-two punch! Remember, the one-two punch! That's the last time… seriously. A couple of the Splicers enter the area by hopping down from the walkway above. This puts them in the puddle of water down below, a perfect opportunity to use the Electro Bolt plasmid to fry them.
With all of the Splicers dead, Atlas instructs you to enter the Medical Pavilion. Loot all of the bodies, and when you are ready, proceed through the gates below the giant "Medical Pavilion" sign. Watch the short film (not that you really have a choice). Things turn ugly quickly. As soon as you are able, high-tail it out of there!
Medical Pavilion
Step out of the sphere and turn right. Upon entering the Foyer, turn left. Against the wall here is a Circus of Values vending machine. This machine can be used to purchase various items, from healing items to ammo. On the opposite end of the room, across from the Circus of Values vending machine is a reception desk. There is an audio diary (Released Today) on this desk, next to the stack of books. Pick up the First Aid Kit, EVE Hypo and Pistol Rounds on the floor behind the desk.
The door to the right of the Circus of Values vending machine is blocked by a disabled Security Bot. Approach the bot, notice that "Hack" is an available option. Press the X button to open the hack menu. Hacking instructions appear on screen, be sure to study them. It's simple enough: Your goal is to create a connection between the starting point and the end point by using the pipes that are available on the grid. You must accomplish this before the liquid reaches the end of the line.
If a hack turns out to be a failure, the machine may short circuit and cause some damage to you. There are other consequences as well, such as alarms being activated; sending Security Bots to your position. Many machines can be hacked, including stationary turrets, Security Cameras, vending machines, etc. Hacking a security system (such as a stationary Turret) causes the object to attack your enemies and ignore you. Hacking vending machines lowers the cost of the items available and in some cases, causes additional items to appear in the inventory. There are other tiles that come into play while hacking, such as alarms and shorts; these make it a bit more difficult to hack without the use of tonics.
Key From Steinman
Step through the door behind the switch and use the "Electrical Override" switch. By doing this, an onslaught of Splicers attack. Prepare yourself. The Thuggish Splicers will charge right at you, wait for them to come to you, kill them, then deal with the Leadheads that are left over. The hacked Security Bot should be a great help while dealing with the Leadheads. With all of the Splicers dead, head up the stairs near the reception desk and proceed down the hallway at the top of the stairs.
On the left side of this area, on the wall that the arrow below the "Funeral Services Area" sign is seemingly pointing to, is an audio diary (Limits of Imagination). When you have that one, turn around, move forward and turn left as soon as you can into the small area. There is another audio diary (Love For Science) on the case below the Plasmid promotion poster. From there, turn right and exit this small area.
Turn left, head towards the Medical Pavilion sign, but turn right and enter the flooded room. There is a Circus of Values vending station, as well as an "Ammo Bandito," which you may not have seen before. It works the same way as the Circus of Values vending station, though its items are geared solely towards ammunition. Pick up the audio diary (Vandalism) on the chair next to the Circus of Values vending station.
Locate the stairs here and take them down to the lower level. Once you are at the bottom of the stairs, look down to the left corner of the frozen doorway for an audio diary (Freezing Pipes). Though you cannot progress any further in this direction, move to the area to the right of the doorway. Use the Electro Blast plasmid to open the door marked "Supply." Inside you'll find ammunition for your Machine Gun, as well as an Automatic Hack Tool. It would be best to keep any of these that you obtain for use on safes.
Back up the stairs, head through the Securis door below the giant "Surgery" sign. Head down the walkway and enter "Surgical Foyer." Moving on, you witness the path to Steinman that you must take being closed by a Splicer.
Finding Telekinesis
Nitro Splicers use bombs as weapons. A Nitro Splicer's bombs must be used to destroy the debris blocking the path to Steinman. Doing so requires the use of a Telekinesis plasmid, of which you do not currently have in your possession. There's nothing you can do here at the moment, head back down the walkway. Once you are back in the Medical Pavilion, turn right and go through the doorway marked "Eternal Flame." You'll encounter a Nitro Splicer here, be careful. With the Nitro Splicer dead, enter the Eternal Flame. Inside, turn left, an audio diary (Surgery's Picasso) is attached to the picture stand.
Locate the stairs and take them up into the next area. At the top of the stairs, turn left. The doors here cannot be opened, but luckily there is a small opening to the left of them. Crouch down and move through this opening. The "Incinerate!" plasmid is on the floor here. Pick it up, you'll need it shortly. When the Splicers appear outside, use Incinerate to set the oil spill ablaze. Well, that was easy. Exit the small room, search the corpses of the crispy Splicers, then head back down the stairs. Exit Eternal Flame entirely. Back outside, notice the ice covering the door to your right. Use Incinerate to remove that ice.
Now, with Incinerate in your arsenal, head down the stairs and use your new plasmid to remove the ice blocking the way. Turn left and enter Kure-All. Do not enter too quickly, an RPG turret sits in the room to your right, very deadly. Peek over the corner and shoot a Bolt at the turret while it is not firing, then quickly run towards it and start hacking. Search this room for supplies. When you are ready exit the room and enter the restroom to your right. Move straight, an audio diary (Enrage Trial) is on the floor at the end.
A safe is on the wall directly across from the chair, if you have an Automatic Hack Tool, use it to open the safe, or hack it manually. Turn around and start heading towards the door while keeping an eye on your right. Look for the small vent in the wall. Crouch down and use your wrench to break the metal grate. Move through the vent, grab the "Wrench Jockey" tonic that's on the table near the window.
Leave Kure-All and enter the room straight ahead. A Shotgun and some ammo can be found in this small area. After picking up the Shotgun, you are attacked by many Thuggish Splicers. What a great opportunity to try out your new weapon. Continue on, look for the audio diary (Useless Experiments on the floor by the door to Dandy Dental. When ready, enter Dandy Dental. Step through the door by the reception desk and turn left. Proceed through the glass door. Pick up the audio diary (Testing Telekinesis) that is right by the door. Turn left, the Gatherer's Garden machine here holds the Telekinesis plasmid that you are looking for.
Unfortunately, at this point you are only able to hold two plasmids at once. One of your current plasmids (Electro Bolt and Incinerate) must be switched out for Telekinesis. Keep Electro Bolt, it is necessary due to the fact that you will be encountering more bots along the way. Don't worry, upgrades are available later on in the game that allow you to hold more Plasmids at one time.
We're not done here yet, exit Dandy Dental and turn left. As you turn the corner, be cautious, a turret in a "Painless Dental" room will fire at you through the window. Destroy the turret before moving on. The Painless Dental door at the end of this area cannot be opened without "Chomper's Office Key." Through the broken window, use your newly acquired Telekinesis plasmid to pull the key on the wall to you, then take it into your inventory.
With the key in hand, open the door to the Painless Dental offices. A Security Camera is on the wall near the door, destroy or hack it to avoid trouble. Nothing much here, though there is a safe in the next room that likely contains some ammunition. Destroy the camera before attempting to open the safe, though.
Leave the offices, you can enter another section of Painless Dental by breaking the windows up ahead, jumping up onto the boxes, then crouching and passing through. Enter the operating room straight ahead. The desk on the right of the room holds an audio diary (Plasmids Are The Paint) and the Speedy Hacker tonic. Turn around and kill the Splicer standing behind you. Phew. Look to the wall behind the dentist's chair for a vent. Crouch down and use your wrench to break the grate. Move through the vent, it leads to the Supply Room. Be sure to collect all of the ammunition inside.
Reaching Steinman
Return to Steinman's Surgery building. With the Telekinesis plasmid ready, wait for the Nitro Splicer to throw an explosive your way. Before it hits the ground, catch it with Telekinesis. Hold the explosive in place, turn towards the rubble and press the Left Trigger to launch the explosive. Don't move on just yet, you can thank that Nitro Splicer for the help by tossing one of his bombs back at him. Telekinesis, ain't it grand?
There is an audio diary (Symmetry) to the right of the corpse in the wheel- chair. Press on, you'll soon reach a steel gate. Steinman is quick to send a Security Bot after you, a Turret is also present at the end of the hall. Hang back, out of the Turret's view, and allow the Security Bot to come to you. Destroy the bot, then either hack or destroy the Turret at the end of the hall.
When all is clear head down the steps. Look on the floor by the wall to your right, pick up the "Static Discharge" tonic there. Continue down the hall and enter the first room that you come to on your right. There's an audio diary (Aphrodite Walking) on the cabinet near the operating chair. Leave this room and continue down the hallway. Enter "Aesthetic Ideals."
You'll witness a disturbing scene in the viewing room. Evidently Steinman is one messed up dude. Well, aren't they all? Steinman starts attacking you now. First things first, there is a Healing Station in the back room that Steinman uses to heal himself when he is close to death. Ignore him for now, run to the back area and either destroy the Healing Machine or hack it. Hacking the machine will cause Steinman to take damage when he tries to use the station rather than recovering health. If you have any Antipersonnel ammunition in your Machine Gun, switch to this, it'll cut Steinman down real quick. If you do not have that ammo, use the Shotgun.
With Steinman dead, search his body and remove the "Emergency Access Key," and any ammunition that he may have. Before moving on, search the body that Steinman was operating on before you interrupted and remove the audio diary (Not What She Wanted). Now, with Steinman's key in your inventory, return to the Emergency Access area.Big Daddy
Leaving the Surgery area, on the way back to the Medical Pavilion, enter the first room that you come to on your left. Inside you will witness the death of a Big Daddy. The Little Sister is now without a protector, allowing you to get some ADAM. You are given two choices here: You can "Harvest" the Little Sister by pressing the X button, doing this gives you a large amount of ADAM, but the girl will not survive. Your other option is to "Rescue," doing so will give you half the amount of ADAM that you would receive for harvesting, but the girl will survive. Additionally, Tenenbaum has promised to make it "worth your while" if you don't harm them.
In the end, it is definitely more beneficial to rescue the Little Sisters. For one thing, if you are a fan of the Xbox
Approach the Gatherer's Garden station in this room, look for the audio diary (Gatherer Vulnerability) on the floor near the machine. You can use the ADAM that you acquired from the Little Sister to purchase tonics and upgrades from this machine. Though, at this point, there isn't anything overly useful in stock. It would be best to save, for now.
Step through the door opposite the doorway that you used to enter this room once you are ready. On your way back to the Emergency Access room, you encounter a Big Daddy! This one is of the Bouncer variety. Quite deadly. He is not aggressive towards you unless you attack him first, so if you are not prepared ammo wise, locate an Ammo Bandito station and purchase some ammo.
At this point in time, basically your best weapon against the Big Daddy is the Electric Buck ammunition for the Shotgun. This deals a substantial amount of damage to the Bouncer, though he is incredibly fast and strong, making it difficult to get consecutive shots off without taking some nasty damage. Before you provoke the Bouncer, be sure that you have an adequate amount of First Aid Kits. You'll likely need plenty. The Bouncer attacks by launching himself in your direction, at a quick enough speed to make it difficult to avoid. For this reason, do not face the Big Daddy head on. Use the area to your advantage, so run around and try to get behind him. If you run out of Electric Buck, switch to 00 Buck and finish the Bouncer off. Once you have managed to kill the Bouncer, search the body and remove any money or ammo, then deal with the Little Sister.
Once you have made it back to the Emergency Access area, climb up the stairs and use the "Emergency Access Controls." With that done, head back down the stairs, proceed through the newly accessible doorway and complete this level by using the Bathysphere to travel to Neptune's Bounty.
Neptune's Bounty
Climb up the stairs and pick up the Machine Gun and Shotgun ammunition on the bench to your left. The Circus of Values machine can be used to purchase some healing supplies if needed. Just a heads up, you'll be encountering another Big Daddy in one of the proceeding areas. It would be a good idea to purchase Electric Buck ammo for your Shotgun, since at this point that is what appears to be the most effective weapon against the Big Daddy. Be sure to hack the machine before you start buying items, you won't have to spend as much money buying supplies this way. Hop over the rubble and move through the proceeding hallways, eventually you will find yourself in the Lower Wharf area.
Rosie
In this area, you are likely to encounter another Big Daddy. This variant of Big Daddy is called "Rosie." The Rosie is different from the Bouncer that you encountered at the end of the previous level. For one thing, Rosie is wielding a Rivet Gun. If hit by it, you will take a great deal of damage. Rosie is deadly accurate, too. This means that you must be extra careful, since there really is no running away this time, as you may have done while facing the Bouncer. It is much more difficult to avoid a bullet than it is to avoid a giant tin-man. As with the Bouncer, Rosie is not initially aggressive towards you, he only turns hostile if you deal damage to him. Before you start attacking Rosie, clear the area of any enemies that may make things harder for you. There is a Turret under the dock that you are currently standing on, one is also under the dock at the other end of the room. Either destroy or hack these two Turrets.
If a Little Sister is not with the Big Daddy, simply follow him. He eventually reaches a vent along a wall (you've probably already come across these vents before). The Big Daddy proceeds to pound below the opening, this causes a Little Sister to appear from the vent. Press the Start button to pause the game and call up the Pause menu. Notice the icons and the "Little Sisters In This Level" text at the bottom of the screen. The initial icon shows a picture of a Little Sister with a Big Daddy, this means that the Little Sister has not been Rescued or Harvested yet.
In this particular level, there are three Little Sisters. When you encounter a Big Daddy, you can be sure that a Little Sister is close by, though one is not always in the immediate vicinity. If there are still Little Sisters in the level that you have not dealt with, follow any Big Daddy that you encounter if he does not have a Little Sister with him. If you kill a Big Daddy, a fresh one will eventually take its place.
Before you provoke the Big Daddy, be sure that you have an adequate amount of First Aid Kits in supply. Rosie may be a tad difficult to kill at this point, though if you die, you are revived and sent back to the Vita-Chamber at the beginning of this level. Right now, your best weapon is the Shotgun's Electric Buck ammunition. Armor-piercing Pistol Rounds also work. Additionally, the proximity mines that the Rosie occasionally throws your way can be lobbed back at him using Telekinesis. He's tough, but you can't really go wrong, since you do not lose any progress if your health reaches zero.
Fontaine Fisheries
Back on the dock that you stepped onto when you first entered this area, find the entrance to "Fontaine Fisheries" and proceed through. If you have been saving all of the Little Sisters that you have encountered up to this point, you'll find your first gift from Tenenbaum by the Gatherer's Garden station. Inside is the "Hypnotize Big Daddy" plasmid, a few First Aid Kits, and some ammo. With the ADAM that you have collected from the Little Sisters so far, it would be a good idea to purchase, at the very least, an extra Plasmid Slot.Use Telekinesis to toss the RPG turret's fire back at it, a couple should do it. RPG turrets are not the best to hack, since they tend to cause more damage than actual help. The remainder of this paragraph details the location of the next audio diary, if you do not care for the diaries, skip ahead to the next paragraph. Take the stairs by the Circus of Values vending station down to the flooded section below. Walk along here, after passing over some debris you'll see the audio diary (Timmy H. Interrogation) behind a remotely locked door. The keypad to the left of the door is used to unlock it. You can either enter the four digit code, or you can simply hack your way in, both achieve the same thing. The audio diary is in this room, as well as some ammunition for various weapons.
Finding The Research Camera
Back in the main part of Fontaine Fisheries, go through the doorway across from the Gene Bank station. The proceeding hallway is likely full of Nitro Splicers, have Telekinesis ready. As you turn the corner take a right into the small alcove. Crouch down and go through the hole in the grate. Follow this tunnel, you'll find an audio diary (Fontaine Must Go) and some ammo at its end. Continue following the hallway, the stairs at its end lead up to the Upper Wharf. An audio diary (Finding The Sea Slug) is on the table across from the entrance of this area.
A Big Daddy should be nearby, if not already in this area. First and foremost, clear the immediate vicinity of Splicers, then be sure that a Little Sister is with the Big Daddy. If there is no Little Sister in sight, follow the Big Daddy until he fetches one. There is an RPG Turret in this room, you can use it to your advantage by placing yourself behind the Big Daddy, in such a way that he is blocking you from the Turret's fire. The RPG turret aims for you, but instead connects with the Big Daddy. Rosie will promptly destroy the Turret once he takes damage from it, though at least you managed to knock off a bit of his health, and rid the area of the RPG turret. You can deal a fair amount of damage to Rosie with the weapon that you just recently acquired, the Grenade Launcher. If you run out of Frag/Proximity grenades, switch to the Shotgun and finish him off.
From the entrance, turn left and move in this direction. Once you reach the falling water and hole in the wall, look down to see an audio diary (Masha Come Home). Search the corpse nearby and remove the audio diary (Picked Up Timmy H). Shoot the lock on the gate at the end of this room to destroy it allowing you to proceed. There is a Circus of Values vending station on the left, destroy the camera halfway up the stairs before approaching it. Pick up the audio diary (Watch Fontaine) next to the machine. Destroy the Security Camera on your way up the stairs.
Destroy the lock and continue through the gate. There are a few security units to deal with here: A Security Camera, Turret, and two RPG Turrets. First and foremost, destroy these annoyances. The first RPG Turret is to your right when you move past the Bot Shutdown Panel, simply use Telekinesis to launch its grenades back at it. You only need to do this a couple of times to destroy the turret.
Up ahead, there’s a Gun Turret and Security Camera are just around the corner. Hack or destroy the Gun Turret, do the same with the Security Camera. Destroy the second RPG turret just down the hall to the right of the Gun Turret. Crouch down and crawl through the vent to the left of the Gun Turret, quickly destroy the Security Camera in the top right corner to avoid activating the alarm. Plenty of ammo can be found in this room, as well as an audio diary (Have My Badge).
Moving on, destroy the second padlock and open the door. Crouch and move through the opening in the wall. Collect the ammunition and head down the hall. The room at the end of the hall contains the Research Camera. With the Camera, you can take pictures of your enemies.
Researching your enemies is quite beneficial, each time you manage to fill the bar that is displayed at the bottom of the screen once you have taken a picture of a certain species, you reach a new Research Level. When you gain a research level, you earn a research bonus. This is an advantage that you gain over the particular species that you gained a level on. So, as an example, for gaining a Spider Splicer research level, the damage you deal to them is increased. Not only that, but at a certain level for some species, you may even receive a tonic.Bonuses are earned for taking an "Action" shot, which means that the enemy is attacking you when you snap the picture. The amount of points that you receive for taking the picture of an enemy will decrease as you take more pictures of that particular enemy. Also, taking a picture of a dead enemy yields less points. Eventually, no more photos of that enemy can be taken. When that point is reached, you'll have to find a fresh subject if you wish to continue researching that species.
highest research level. You gain great bonuses, making dealing with certain enemies much easier. Be sure to take pictures of all types of Splicer, Big Daddies (Rosie and Bouncer), Little Sisters, Security Bots, Gun Turrets/RPG Turrets, and Security Cameras. A number of Xbox 360 achievements require researching your enemies to unlock.
Photographing the Spider Splicers
Peach Wilkins wants you to take pictures of three different Spider Splicers, then bring them back to him. The first Spider Splicer can be captured on film right after you obtain the Camera. The picture can be taken through the window to the right of the desk. Leave this room, approach the broken Gatherer's Garden machine, turn right and retrieve the "Security Bullseye" plasmid that's on the awning. Try it out on the Splicer near the Security Camera down below. Hop down off of the awning, move towards the crate to your right and pick up the audio diary (ADAM Discovery). Moving on, proceed through the door under the "Fighting McDonagh's Tavern" sign. As soon as you enter, move forward and pick up the audio diary (Eden Leaking).
Once you have the photo, leave Jet Postal, walk to the door straight ahead and enter Fighting McDonagh's Tavern. Inside, you will encounter the final Spider Splicer, though it is somewhat difficult to snap his picture right off the bat. The Spider Splicer can be found by going up the stairs and entering in room 5. With that, you can return to Peach Wilkins in the Upper Wharf and present the three photos to him. Be sure to pick up the "Shorten Alarms" tonic in room 7 up the stairs. The code to enter this room is 7533.
This paragraph and the one below it consist of the locations of several audio diaries. If you are not interested in collecting any audio diaries, skip ahead to the next section. From the Fighting McDonagh's Tavern entrance, step into the flooded area to the right. Crouch down and move through the opening in the wall. Standing on the threshold, look down to the corner on the right to find an audio diary (Meeting Ryan). Enter the main section of the tavern, retrieve the audio diary (Smuggling Ring) on the table straight ahead. Move on to the round table by the windows towards the back of the bar, an audio diary (Working Late Again) can be found on this table.
Use Electro Bolt to zap the door control next to the shut door behind the bar table and enter the basement. Go through the door that is in front of you. There is an audio diary (Rapture Changing) in this room on the table to the right. Now head up the stairs. Another audio diary (Arresting Fontaine) can be found is in room 6, use Electro Bolt on the door control to open it. There is another audio diary (Saw Masha Today) in room 7. The door can be opened either by hacking the keypad or entering the correct code. The code is 7533, as heard in the "Masha Come Home" audio diary. Be sure to take the "Shorten Alarms" tonic in this room, too.
It's time to backtrack. On your way back to the Fishery, you will encounter another Big Daddy. As with the others, if no Little Sister is in sight, follow the Big Daddy until he finds one. Now would be a good time to take pictures of both Rosie and the Little Sister for your research. Once you have either harvested or rescued the Little Sister, continue following the arrow. Keep an eye out for the yellow "Wrench Lurker" tonic, it's on a ledge near the Gene Bank station.On your way to Peach Wilkins' position, you'll encounter the "Elite" Spider Splicer. She's tough, but if you've been researching all of the other Spider Splicers encountered thus far, the bonuses gained from reaching higher research levels should help. When you have killed her, knock on the metal door that Peach Wilkins is behind. After giving Peach the photographs, the door opens. To the left of the door, the "Focused Hacker" Engineering tonic is stuck in some ice. Use Incinerate to melt the ice, which will allow you to pick up the tonic.
Peach Wilkins
Before you can proceed, you are required to deposit all of your weapons into the Pneumatic Tube by the door. You will be getting your weapons back later, don't worry about that. Continue on into the Freezer area. Peach Wilkins and a group of Splicers attack. You are without your weapons, though you still have your Plasmids. Peach throws Molotov cocktails to deal damage. Use his own weapon against him by using Telekinesis to toss the Molotov cocktails right back at him. Peach is surrounded by Leadhead Splicers, though they can be easily taken out with a wrench at this point. If you have Security Bullseye equipped, there is a Security Camera in this area. Hit Peach or one of his men to trigger the Security Bots.
With Peach Wilkins out of the way, find the stairs and take them down to another Pneumatic Tube. Your weapons are inside of this tube. Continue down the stairs. At the bottom, approach the "Power to the People" Weapon Upgrade Station. With this machine, you can upgrade one of the current weapons in your inventory. However, the machine can only be used once, so you are limited to a single upgrade. There are other weapon upgrade stations in other levels, enough weapon upgrade stations to allow you to upgrade all of the weapons twice.While facing the machine, turn left and go through the door. At the end of this area, on the table next to the safe, there is an audio diary (Putting the Screws On). Leave this room and walk to the door straight across from you. Use Incinerate to melt the ice blocking your path, follow the tunnel to its end to reach the next level.
Smugglers’ Hideout
Down the tunnel, through the flood area up the ramp, an audio diary (Meeting Fontaine) is on the far right side of the room, leaning up against some crates. Head down the ramp that's right next to the one that you walked up to enter this area. Following the arrow at the top of the screen leads you to the Control Panel. Approach the Control Panel and activate it.
After the short event has played out, proceed through the door opposite the one you used to enter the control room. Travel down the wooden walkway. The walkway is littered with Leadhead and Spider Splicers, remember to take pictures of them to further your research. As you travel down the walkway, you'll eventually reach a padlocked door on your right. Break the lock, there is an audio diary (Kraut Scientist) within.
Continue moving towards the submarine. After the event, turn left and head in this direction, towards the walkway. Pick up the audio diary (Offered A Deal) next to the box at the base of the walkway. Travel down the walkway and enter the next level, Arcadia.................
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