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SuperCheats.com Unoffical Bioshock Guide http://www.supercheats.com/guides/bioshock Check back for updates, videos and comments for this guide. Table of Contents Introduction 2 Basics 3 Weapons and Plasmids 11 Enemies 16 Welcome to Rapture 23 Medical Pavilion 28 Neptune's Bounty 38 Smugger's Hideout 48 Arcadia 49 Farmer's Market 50 Fort Frolic 55 Hephaestus 63 Olympus Heights 64 Apollo Square 65 Point Prometheus 66 Proving Grounds 67 Weapon Upgrades 70 Audio Diary Locations 72 Tonics 88 Xbox 360 Achivements 103 page 1 / 108

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Page 1: SuperCheats.com Unoffical Bioshock Guide · 2010. 6. 8. · BioShock takes place in the unique city of Rapture. What is so unique about Rapture? Well, for one thing, the entire city

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Table of Contents

Introduction 2Basics 3Weapons and Plasmids 11Enemies 16Welcome to Rapture 23Medical Pavilion 28Neptune's Bounty 38Smugger's Hideout 48Arcadia 49Farmer's Market 50Fort Frolic 55Hephaestus 63Olympus Heights 64Apollo Square 65Point Prometheus 66Proving Grounds 67Weapon Upgrades 70Audio Diary Locations 72Tonics 88Xbox 360 Achivements 103

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SuperCheats.com's Unoffical Guide to

Bioshock

by Michael Monette

This is an unofficial game guide for Bioshock, it is not official, or endorsed by or connected to the game developer or publisher. All characters, locations, images and video

game content are copyright to their respective owners. Any trademarks displayed in the guides are exclusive property of their respective owners. Images and videos used in this

game guide have only been inserted to illustrate our words more effectively.

This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without

advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

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 SuperCheats.com Unofficial Guide to Bioshock

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.

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The Basics

Controls

 

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.

 

Machines

 

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.

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Circus Of Values

 

Ammo Bandito

The Ammo Bandito vending station is much like the Circus of Values, the difference being that its entire inventory is geared solely towardsammunition. If an Ammo Bandito station is hacked, the inventory prices are lowered and in some cases, additional items appear in the

machine's inventory.

 

Ammo Bandito

 

Gatherer's Garden

Gatherer's Garden machines allow you to spend ADAM that is collected by harvesting or rescuing (for more information, see the "Gatherersand Protectors" section) on a variety of upgrades. You'll find new plasmids, Physical, Engineering and Combat tonics, as well as permanentHealth and EVE upgrades. Also, additional plasmid and tonic slots can be purchased, allowing you to have more plasmids and active tonics at

once.

 

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Gatherer’s Garden

 

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.

 

Vita Chamber

 

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.

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Health Station

 

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 ToThe 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.

 

Power to the People

 

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-Inventmachine 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.

 

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U-Invent

 

Hacking

 

Many machines can be hacked, including stationary Turrets, Security Cameras, Vending machines, etc. To hack security equipment, throw anElectro 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.

Hacking

 

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.

 

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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.

 

Research

 

With the Camera, you can take pictures of your enemies. Researching your enemies is quite beneficial, each time you manage to fill the barthat 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 yougain a research level, a permanent research bonus is earned. This is an advantage that you gain over the particular species that you gained alevel 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.

research

research level

 

Bonuses are earned for taking an "Action" shot, which means that the enemy is attacking you when you snap the picture. The amount ofpoints that you receive for taking the picture of an enemy will decrease as you take more pictures of that particular enemy. Also, taking apicture 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 youtake pictures of each species that you encounter until you have attained the highest research level for that species. You gain great bonuses bydoing 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.

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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 bottomof 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 thereare 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.

 

Big Daddy and Little Sister

 

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. Yourother 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."

 

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Little Sister

 

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 "LittleSister Savior," it's worth 100 gamerpoints! Not only that, but once you have rescued a specific number of Little Sisters, Tenenbaum will sendone 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 wouldget 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.

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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 theElectro Bolt plasmid to quickly finish off a Splicer. There are a number of tonics that increase the Wrench's usefulness, such as WrenchJockey (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 ofPistol ammo:  Standard rounds, Armor-piercing rounds and Anti-personnel rounds. Armor- piercing rounds can be quite useful when dealingwith 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

 

Machine Gun

The Machine Gun is a powerful weapon, one that you will more than likely be using throughout your entire playthrough. There are three typesof 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 upgradedMachine 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

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Machine Gun Damage Increase

 

 

Shotgun

The Shotgun is a very powerful weapon in the beginning of the game, though it loses some of its effectiveness once you reach the laterstages. There are three types of Shotgun ammunition: 00 Buck Electric Buck, and Exploding Buck. 00 Buck is good for taking out the meleeSplicers. 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

 

Grenade Launcher

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. Youcannot 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, orElectric 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.

 

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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 Boltsand 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!

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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.

 

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"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 userswith allergies.)"

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Enemies

 

Thuggish Splicer

 

Thuggish Splicers use melee weapons to deal damage. When you are spotted by one, they will likely make a beeline for you. These areprobably the easiest type of Splicer to deal with, and they retain that status throughout the game as long as you are consistent with yourresearch. 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, theShotgun (either 00 Buck or Electric Buck) is a worthy replacement. As with all unarmored units, Thuggish Splicers are vulnerable toantipersonnel 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, LeadheadSplicers 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. Forthis 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

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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 thefirst 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 otherSplicers, is to use the Machine Gun's Antipersonnel rounds. If you catch the Splicer off-guard, you can usually cut them down withAntipersonnel rounds before they can start running. You can still use their own grenades against them with Telekinesis, though you'll have todo 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 acrobaticsand 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 simpleRevolver (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.

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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 undesignatedlocation.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 presenceonce 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 youare 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 HoudiniSplicer, the bonuses gained make their health spike in the later stages much less noticeable. The Shotgun is still effective, and the Crossbowis 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.

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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 somecases, 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 isthe 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 hackingprocess. 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 wouldbest be destroyed. They tend to hurt more than they actually help. RPG Turrets will launch grenades at your enemies, even if they arestanding right in front of you. They also cannot seem to stop shooting once an enemy is dead, further dealing damage to you. To easilydestroy 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.

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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 youhappen 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 itwill 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 evenplaced 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 itand 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

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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 onlybecome 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 yourfinger on the B button and be quick to heal. In later levels, the Bouncers are upgraded to "Elite Bouncers." Elite Bouncers have more healthand 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 moreweapons, 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, leadingtowards your position. While they are on the opposite side of the trap, shoot to provoke the Bouncer. He should then charge at you, hittingeach 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

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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, theRosie 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 moreweapons, 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

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 Welcome To Rapture

In the Beginning

 

Once you have gained control over the main character, begin swimming towards the lighthouse visible in the distance. When you havereached the lighthouse, climb up the steps and enter through the open door. Make your way to the lower level by heading down the series ofstaircases 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.

 

Lighthouse

 

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 areseveral variants of Splicer, and you'll become acquainted with all of them soon enough. While the differences are rather subtle, they all shareone 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.

 

Move down the walkway and turn to your right. The odd machine here is called a "Vita-Chamber." The Vita-Chamber acts as a sort of waypointin 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.

 

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Vita-Chamber

 

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 SpiderSplicer makes her second appearance, though she is promptly chased off by a security bot. Grab the wrench on the floor by the rubble. Usethe 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.

 

Wrench

Splicer

 

After he has been dealt with, search the body and remove the items it holds. Turn towards the flight of stairs that you used to enter this room,to the right of this doorway is a set of stairs that leads up to a Gatherer's Garden machine. This machine is useless to you now, though its use

will become evident later on. Take the Electro Bolt tonic that is on the machine. A short scene ensues.

 

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Gatherer’s Garden

 

You have just acquired your first plasmid. There are many different plasmids that can be obtained in BioShock, each have their own uniqueeffects. Electro Bolt itself has several uses, it is definitely one plasmid that you will be using through the entirety of your playthrough. To openthe 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 willencounter another Thuggish Splicer. Over the radio, Atlas instructs you to use the "One-two Punch." This consists of using the Electro Boltplasmid 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.

 

Stunned Splicer

 

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 thiswalkthrough, each and every Audio Diary is pointed out along the way. Collecting all of the audio diaries is in no way integral, though for fansof 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.

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Revolver

Audio Diary

 

Head down the stairs by the "Dancing Downstairs" sign. There are Thuggish Splicers down here, as you are surely aware. At the bottom of thestairs, 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 thestairs, 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 veryimportant 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 onthe 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 todestroy the lock on the gate and press onwards. You'll likely encounter a Leadhead Splicer, a variant of Splicer that uses firearms, around thecorner. 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.

 

Big Daddy

Splicers

 

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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 setoff. 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 throughthe 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!

 

Trapped

 

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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. Thismachine can be used to purchase various items, from healing items to ammo. On the opposite end of the room, across from the Circus ofValues 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.

 

Circus of Values

 

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 anavailable 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, suchas alarms being activated; sending Security Bots to your position. Many machines can be hacked, including stationary turrets, SecurityCameras, vending machines, etc. Hacking a security system (such as a stationary Turret) causes the object to attack your enemies and ignoreyou. 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.

 

Hacking

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With the Security Bot on your side, enter the "Emergency Access" area. Pick up the audio diary (ADAM Changes) on the desk straight ahead.There are some Leadhead Splicers to deal with in this area. Once they have been dealt with, head up one of the sets of stairs and attempt to

activate the Emergency Access. Access denied. You'll need to get a key from Dr. Steinman, as Atlas explains.

 

Key From Steinman

 

Step through the door behind the switch and use the "Electrical Override" switch. By doing this, an onslaught of Splicers attack. Prepareyourself. 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.

 

Machine Gun

 

In the next area, on the wall to the right of the blood-soaked hospital bed is an audio diary (Higher Standards). Around the corner, you willencounter a Turret. As with the Security Bot, you can hack this too, but first you must use the Electro Bolt plasmid to disable it. Once you havehit the turret with Electro Bolt, approach it and press the X button to begin the hacking process. While facing the turret, turn around. Pick up

the audio diary (Parasite Expectations) that is on the desk.

 

Turret

friendly turret

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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 (Limitsof 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, aswell 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.

 

Ammo Bandito

 

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 thefrozen doorway for an audio diary (Freezing Pipes). Though you cannot progress any further in this direction, move to the area to the right ofthe 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 sorequires the use of a Telekinesis plasmid, of which you do not currently have in your possession. There's nothing you can do here at themoment, head back down the walkway. Once you are back in the Medical Pavilion, turn right and go through the doorway marked "EternalFlame." 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.

 

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blocked door Eternal Flame

 

The Security Camera in the next room can be hacked like the other security stations, just be sure to stay out of the red light that it projects. Ifyou are in the light for too long, an alarm is sounded and Security Bots are deployed to your position until the timer reaches zero. If you hackthe Security Camera, it will do the same for Splicers that it catches in its light. There is a giant furnace in the middle of this area. Walk aroundthe furnace and look for the corpse on the furnace's pan. Use the "Furnace Control" next to the pan to cremate the corpse. The "Hacker's

Delight" Physical Tonic is left behind.

 

Hacker’s Delight

 

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 asmall 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'llneed it shortly. When the Splicers appear outside, use Incinerate to set the oil spill ablaze. Well, that was easy. Exit the small room, search thecorpses 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.

 

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Incinerate Ice-Covered Door

 

Enter Twilight Fields Funeral Homes. Move past the reception desk and turn right. The door here requires a code, the code is 0451, which isfound on a piece of paper next to the casket across from the door. Inside, you'll find some ammunition, an Automatic Hack Tool and an EVEHypo. Proceed through the door behind the reception desk. Turn left and enter the water. The lights go off for a moment... the shadow is gone.

Creepy. The "Security Expert" tonic is to the left of the sink at the end of this area. Oh, on your way out, watch for that Splicer.

 

Security Expert

 

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 enterKure-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 turretwhile 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. Turnaround 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 deskand 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.

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shotgun

splicer

 

Unfortunately, at this point you are only able to hold two plasmids at once. One of your current plasmids (Electro Bolt and Incinerate) must beswitched 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 atyou 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.

 

office key

security camera

 

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 avoidtrouble. 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, thencrouching and passing through. Enter the operating room straight ahead. The desk on the right of the room holds an audio diary (Plasmids AreThe Paint) and the Speedy Hacker tonic. Turn around and kill the Splicer standing behind you. Phew. Look to the wall behind the dentist's

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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 ithits the ground, catch it with Telekinesis. Hold the explosive in place, turn towards the rubble and press the Left Trigger to launch theexplosive. 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?

 

Bomb

 

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 tosend 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 thehall 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 startsattacking 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 takedamage 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.

 

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Steinman healing machine

 

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.

 

Emergency Access Kkey

 

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 witnessthe 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: Youcan "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 otheroption 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.

 

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little sister Gatherer’s Garden

 

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 "LittleSister Savior," it's worth 100 gamerpoints! Not only that, but once you have rescued a specific number of Little Sisters, Tenenbaum will sendone 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 wouldget 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.

 

Approach the Gatherer's Garden station in this room, look for the audio diary (Gatherer Vulnerability) on the floor near the machine. You canuse 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 Accessroom, 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.

 

Bouncer

 

At this point in time, basically your best weapon against the Big Daddy is the Electric Buck ammunition for the Shotgun. This deals asubstantial amount of damage to the Bouncer, though he is incredibly fast and strong, making it difficult to get consecutive shots off withouttaking some nasty damage. Before you provoke the Bouncer, be sure that you have an adequate amount of First Aid Kits. You'll likely needplenty. 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

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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 to00 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.

 

Bathysphere

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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 beused 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 effectiveweapon 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 Bouncerthat 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 ofdamage. Rosie is deadly accurate, too. This means that you must be extra careful, since there really is no running away this time, as you mayhave 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 isnot initially aggressive towards you, he only turns hostile if you deal damage to him. Before you start attacking Rosie, clear the area of anyenemies 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.

 

Rosie

 

The Splicers in this area are likely to be a mixture of Leadhead and Nitro Splicers. You've dealt with both of these types before. The bestweapon against a Nitro Splicer is its own bomb. Using Telekinesis to catch their thrown bomb, then tossing it back should take the Nitro downto critical health, possibly even killing them instantly. Once you have cleared the area of enemies leaving only the Big Daddy, Little Sister, andyourself, retrieve the "Medical Expert" tonic in the middle of the lower ground level, and then move towards the dock at the opposite end of the

dock that you first stepped onto when entering this area. There is an audio diary (Bathysphere Keys) underneath this dock.

 

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Medical Expert

 

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 acrossthese vents before). The Big Daddy proceeds to pound below the opening, this causes a Little Sister to appear from the vent. Press the Startbutton 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, thoughone 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 atthis 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 isthe Shotgun's Electric Buck ammunition. Armor-piercing Pistol Rounds also work. Additionally, the proximity mines that the Rosie occasionallythrows 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 youhave 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'sGarden 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 RPGturret'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. Theremainder 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 debrisyou'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.

 

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RPG Turret Locked Room

 

Hop over the boxes that the RPG turret sat upon and proceed through the doorway. Approach the metal door and use the wrench to knock.You are attacked by an exceptionally strong Spider Splicer shortly after speaking with the man behind the door. You do not need to completelydrain the Spider Splicer's health, you need only weaken her. She is quite deadly, though fortunately there is a Health Station on the pillar in themiddle of this room. Once the Splicer has been chased off, retrieve the Grenade Launcher sent by Peach Wilkins on the conveyor belt to the

right of the metal door.

 

Peach Wilkins

Grenade Launcher

 

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 ofNitro Splicers, have Telekinesis ready. As you turn the corner take a right into the small alcove. Crouch down and go through the hole in thegrate. 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 LittleSister 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. TheRPG turret aims for you, but instead connects with the Big Daddy. Rosie will promptly destroy the Turret once he takes damage from it, thoughat 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 withthe weapon that you just recently acquired, the Grenade Launcher. If you run out of Frag/Proximity grenades, switch to the Shotgun and finish

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him off.

 

Big Daddy

 

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 ofthis room to destroy it allowing you to proceed. There is a Circus of Values vending station on the left, destroy the camera halfway up thestairs 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 RPGTurrets. 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 theSecurity Camera. Destroy the second RPG turret just down the hall to the right of the Gun Turret. Crouch down and crawl through the vent tothe 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.

 

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Research Camera First Spider Splicer

 

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 havetaken 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 anadvantage 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.

 

Research

 

Bonuses are earned for taking an "Action" shot, which means that the enemy is attacking you when you snap the picture. The amount ofpoints that you receive for taking the picture of an enemy will decrease as you take more pictures of that particular enemy. Also, taking apicture 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.

 

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Research Level

 

From this point on, it is HIGHLY recommended that you take pictures of each species that you encounter until you have attained the highestresearch level. You gain great bonuses, making dealing with certain enemies much easier. Be sure to take pictures of all types of Splicer, BigDaddies (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 becaptured 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 theSplicer 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).

 

Security Bullseye

Enemy Targeted

 

Press on through the next area. Keep an eye on your right as you move along, as an audio diary (Fontaine's Smugglers) sits on a bench.Careful, a Security Camera is attached to the wall just above this bench. Down the stairs, turn right and enter "Jet Postal." Upon entering, turnleft. An audio diary (Death Penalty in Rapture) can be found on the table here. The second Spider Splicer can be found in the adjacent room.Be sure to take as many pictures of this Splicer as you can, to further your research. When you are unable to earn an adequate score for the

pictures you take, kill the Spider Splicer.

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Jet Postal

Second Spider Splicer

 

Once you have the photo, leave Jet Postal, walk to the door straight ahead and enter Fighting McDonagh's Tavern. Inside, you will encounterthe 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 thestairs 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.

 

Fighting McDonagh’s Tavern

Final Spider Splicer

 

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 movethrough the opening in the wall. Standing on the threshold, look down to the corner on the right to find an audio diary (Meeting Ryan). Enterthe 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 frontof 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 MashaToday) 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.

 

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Room 7 Keypad Code

 

Back to the Fishery

 

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. Onceyou 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.

 

Wrench Lurker

 

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 otherSpider Splicers encountered thus far, the bonuses gained from reaching higher research levels should help. When you have killed her, knockon 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.

 

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Focused Hacker

 

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 yourweapons back later, don't worry about that. Continue on into the Freezer area. Peach Wilkins and a group of Splicers attack. You are withoutyour weapons, though you still have your Plasmids. Peach throws Molotov cocktails to deal damage. Use his own weapon against him byusing Telekinesis to toss the Molotov cocktails right back at him. Peach is surrounded by Leadhead Splicers, though they can be easily takenout 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.

 

Pneumo Tube

Peach

 

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 upgradeone 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.

 

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Power to the People

 

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.

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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 againstsome 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 woodenwalkway. 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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Arcadia

 

Upon entering the Tea Garden area, turn left and follow the stone path to an audio diary (Seeing Ghosts). It's on the grass, near the chairs andtable. Proceed through the door to the left of this area, pick up the audio diary (Big Night Out), which is next to the bench straight ahead.

Follow the stone path over to a couple of chairs, an audio diary (Mass Producing ADAM) is on the ground by these chairs.

 

 

To The Metro Station

 

Continue down the stone path, proceed through the wooden door that you eventually come to. Here, you will likely have your first encounterwith a Houdini Splicer. Be sure to take as many pictures as you can of this Splicer to make things easier for yourself through the acquired

research bonuses. Grenade Launcher ammo can be found here, it would be wise to keep this ammo for a Big Daddy encounter.

 

Follow the Splicer up the stairs, in this area you will face him. As you can probably tell, Houdini Splicer's are going to be quite the nuisance.From this point on, they appear in all subsequent levels, you'd better get used to dealing with them. There's an audio diary (Arcadia Closed) onthe table next to the Gene Bank machine. Locate the door on the second level, travel along the walkway and enter the next area. Use ElectroBolt on the door control to the left, this room contains ammo for various guns. Drop down through the opening in the floor to the level below.

Locate the door on this level and proceed through it.

 

 

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Farmer's Market

 

Just before the entrance, look on the ground by the Pneumo Tube to find an audio diary (Bee Enzyme). Enter the Market, turn right and startmoving in this direction. Take the stairs down to the Circus of Values and U-Invent stations. Pick up the "EVE Link 2" tonic that's on the groundnext to a corpse by the machines. The adjacent area is crawling with Splicers, create some ammunition with the U-Invent Machine, if you have

the materials.

 

Eve Link 2

 

Finding the Ingredients

 

Just before the entrance, look on the ground by the Pneumo Tube to find an audio diary (Bee Enzyme). Enter the Market, turn right and startmoving in this direction. Take the stairs down to the Circus of Values and U-Invent stations. Pick up the "EVE Link 2" tonic that's on the groundnext to a corpse by the machines. The adjacent area is crawling with Splicers, create some ammunition with the U-Invent Machine, if you have

the materials.

 

To create Lazarus Vector, 7 Enzyme Samples, 7 Chlorophyll Solution and 7 Distilled Water is needed. Let's get started shall we. Chlorophyllsolution is commonly found on dead Houdini Splicers, you more than likely already obtained a few as you battled your way to Farmer's Market.In the Market area, look for the payment counter. Go through the door behind the counter. Take the audio diary (First Encounter) off of theground, near the dead Rosie. Stand before the dead Rosie, turn left and move towards the table in the distance. There's an audio diary

(Hatred) on this table. Leave this area and turn left, move through the doorway. Some Distilled Water can be found on the table here.

 

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Distilled Water Chlorophyll Solution

 

Head up the stairs across from the payment counter. At the very top of the stairs, turn left and go through the door in front of you. Movetowards the crawlspace door up ahead. Open the door and enter the crawlspace, an audio diary (Desperate Times) can be found in here. Turnback and go through the door to your right. Another Distilled Water can be found at the end of this area, at the top of some steps near the

"Worley Winery" sign. An audio diary (Water In Wine) is on the ground, just before the door.

 

A Big Daddy and Little Sister likely occupy the Market area. At this point, a combination of the Chemical Thrower's Electro Gel and theGrenade Launcher's ammunition should do the trick. There is only one Little Sister in this level, so once you've rescued or harvested one,

there is no need to aggravate any other Big Daddy that you encounter.

 

Rosie

 

Enter the Employees Only area just before the Winery sign, there is an audio diary (Pulling Together) on a table at the far end of this room.Exit this room and go through the door at the top of the stairs past the "Worley Winery" sign. While traveling down this path, ignore the door up

ahead for now, instead turn left when you are able to.

 

Enzyme Samples

 

As you first enter Silverwing Apiary, take the audio diary (ADAM Explained) that's on the counter in front of you. The Gatherer's Garden

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machine in this area contains some useful stuff, such as extra slots for your tonics and plasmids.

 

The next room is full of bees. By using the switches near the door you can fill the room with a temporary smoke which stops the bees. This isonly temporary, so when the ticking becomes quicker, it would be a good idea to run back to the smoker controls. This way you can simplyactivate the smoke again as soon as it has ended. All of the Enzyme Samples that are needed can be found in the Bee Hives in this room.While the smoke has been issued, run around the room and check each and every Bee Hive. Collect at least 7 Enzyme Samples, then run

back and wait by the door. Once the smoke disappears, leave the room.

 

Smoker Control

Bee Hive

 

Distilled Water

 

Leave Silverwing Apiary, turn left and enter Worley Winery. There is a turret and security camera behind the counter, be careful as you turnthe corner. After you have dealt with the Splicers and security equipment in this room, retrieve the audio diary (Functional Children) that is on atable on the right side of this room. The remainder of the Distilled Water can be found in the cellar. Take the stairs down to the cellar and

collect all of the Distilled Water.

 

Worley Winery

 

Once you have at least 7 bottles, search for the U-Invent station (it's near the Vita-Chamber) within the cellar and use it to create the Lazarus

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Vector. Head down the stairs directly across from the U-Invent machine. At the bottom of the stairs, use the Weapon Upgrade station on thewall straight ahead. Once you have used the station, turn back. As soon as you are out of the water, turn left. Move past the giant barrel, then

turn right. Enter the next area, the "Photographer's Eye" tonic can be found inside of the shack here.

 

Power to the People

Photographer’s Eye

 

With that, return to Arcadia.

 

Arcadia Part 2

 

Follow the arrow at the top of the screen back to Langford Laboratories. Back in Julie Langford's lab, insert the Lazarus Vector into the MistingMachine. Now you are forced to face an onslaught of Splicers. Quickly run back to the lab entrance and use the Lab Access Seal to shut thedoor. This won't hold them back for long. Some Proximity Mines for your Grenade Launcher can be found in the Pneumo Tube to the right ofthe door, now would be a good time to plant them. There should be a Big Daddy in Langford Laboratories, too. If you have the Hypnotize BigDaddy Plasmid, getting a Big Daddy on your side would surely help, just be careful not to accidentally hit him. If you don't have that plasmid

set, a Gene Bank station can be found in the main large lab area.

 

Misting Machine

Sealed Lab Door

 

Once the onslaught has ceased, return to Julie Langford's room and pull the Mist Deployment switch. Leave the lab and enter the Rolling Hills.

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Turn left and go through the Rapture Metro door. Move through the first area, when you enter the next, turn right and pick up the audio diary

(The Great Chain) on the bench. Enter the Bathysphere and take it to the next level, Fort Frolic.

 

Vector Deployed

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Fort Frolic

 

As you leave the Bathysphere and enter the proceeding area, turn left to find U-Invent and Gene Bank stations. Attempt to enter theBathysphere on the other end of the metro, the one to Hephaestus. Since you can't go any further, turn back and return to the previous area.

Kill all of the Spider Splicers here. Once they have all been dealt with, the doors to Fort Frolic will open. Step inside.

 

Fort Frolic

 

After Sander Cohen's short speech, climb up the stairs. At the top of the stairs, turn left and retrieve the audio diary (Stood Up Again) from thepile of rubble. Enter "Fleet Hall Theatre." There is a Security Camera just around the corner, so have armor-piercing ammo or Electro Boltready. If worst comes to worst, you can use the Bot Shutdown Panel behind the counter. Head up the stairs to the right of the SecurityCamera. There is an audio diary (Musical Insult) on the ground, next to the guitar. Back down the stairs, use the Elevator Panel to the left ofthe elevator. Enter the elevator once it reaches your level and take it up to the second floor. Watch the short scene play out. When instructed,

take a picture of the dead man on stage.

 

Fleet Hall Theatre

Fitzpatrick

 

The Masterpiece

 

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Cohen instructs you to return to the Atrium once you have the picture of the dead Fitzpatrick, and add the photograph to his "masterpiece."Approach the glowing picture frame and press the A button to attach the picture. Cohen rewards you with a Crossbow. He explains that thereare three more men that must be added to the masterpiece, meaning that you must kill and photograph them. By doing this, Cohen will hand

over the key.

 

Cohen’s Masterpiece

 

Martin Finnegan

 

Head back up the stairs, turn right and follow this path until you reach the door to Poseidon Plaza. You'll encounter a Gatherer's Gardenmachine along the way, take a look and see what's available. Step through the doorway, take the audio diary (The Iceman Cometh) from theice on the left wall as you walk along the tunnel. You'll see Finnegan as you enter the room with the frozen Splicers. You become frozen over

for a short time.

 

Poseidon Plaza

Finnegan

 

Once you have thawed out, start heading for the exit. Finnegan is a Houdini Splicer, he acts in the exact same way as the other HoudiniSplicers that you have encountered thus far. A couple of Steel-Tip Bolts from your Crossbow should be enough to finish him. After you have

killed him, take a picture of his corpse. Search his body and remove the "Frozen Field" Combat Tonic, then return to the Atrium.

 

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There are three Little Sisters in this level, and on your way back to the Atrium you may encounter one of them. The Big Daddies in this levelare Elite Bouncers, a variant of the Bouncer that was encountered during the first couple of levels. You've gained a valuable weapon againstBig Daddies from Cohen, the Crossbow. This will make short work of the Big Daddy, just remember to keep your distance, as the Bouncerscharge and can deal a large amount of damage on impact. If you have rescued all of the Little Sisters encountered up to this point, another gift

from Tenenbaum will appear at the next Gatherer's Garden machine that you visit.

 

Elite Bouncer

 

Back at the Atrium, place the photograph of the dead Martin Finnegan on one of the picture frames. Collect the gift from Cohen, this one

contains a few First Aid Kits and some ammo.

 

Silas Cobb

 

Return to the Frozen Tunnel. Use Incinerate on the frozen door leading to Poseidon Plaza. There are plenty of Spider Splicers in the main hallof the Plaza, so have a weapon ready. You can likely find another Bouncer and Little Sister here, too. If there is just a Bouncer and no LittleSister, follow the Bouncer until he finds one. Silas Cobb can be found in the Rapture Records store, which is on the second level of Poseidon

Plaza. Head up the stairs and move along the walkway until you find Rapture Records.

 

Rapture Records

 

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When you enter, turn left and look for an audio diary (Ryan's Stableboy) under the counter. Hop down to the lower level and examine thecorpse in the chair. When the ticking starts, move away from the corpse, it's fixed with a bomb. Silas Cobb is a Nitro Splicer, so he will throwexplosives. To get back up to the upper level of Rapture Records, travel through the crawlspace to the left of the windows. A chase through

Poseidon Plaza will likely ensue. The Steel-Tip Bolts of the Crossbow will make short work of Silas.

 

Crawlspace

Cobb

 

When Silas lay on the ground dead, take a picture of him and return to the Atrium. If you've been following along, the Big Daddy in the Atriumhas likely re-spawned. Follow him to a hole in the wall. Once he has found a Little Sister, kill the Bouncer, then either rescue or harvest theLittle Sister. Approach the masterpiece and place Silas Cobb's photo on one of the vacant picture frames. Sander Cohen has, what appears to

be a breakdown, you are then attacked by a seemingly endless wave of Thuggish and Spider Splicers. The

Crossbow and Shotgun will help here. Take careful aim, though, as sometimes the Spider Splicers can be a chore to hit.

 

Once you have defeated all of the Splicers, take Cohen's gift. You'll find some ammunition and money inside.

 

Hector Rodriguez

 

Head back to Poseidon Plaza. If you have not dealt with three Little Sisters yet, the Bouncer in this area should have re-spawned by now. Ifthere is only a Bouncer and no Little Sister, follow the Bouncer until he finds one. Hector Rodriguez can be found in Eve's Garden, on thesecond and first floors of Poseidon Plaza. There is a Turret on each side of the door leading into Eve's Garden on the second level, you can

use the mattress behind the pillar to shield yourself from their fire as you ready a plasmid or weapon.

 

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Eve’s Garden

 

Enter Eve's Garden. Pick up the audio diary (It's All Grift) on the bar counter. Follow the ghostly manifestation through the hallway behind thestage. Enter the room. An audio diary (Pregnancy) can be found under the bed here. Backtrack through the hallway, you'll find HectorRodriguez at the Eve Garden's drink table. Hector is a Nitro Splicer, as was Silas. He will run through Poseidon Plaza and throw bombs backat you. If you have any bolts for your Crossbow, use this to easily kill him. Once Hector has been killed, take a picture of his corpse and return

to the Atrium.

 

Place the last photograph on the final frame of the masterpiece. Sander Cohen makes an appearance. Do not kill him! There are twoachievements associated with Cohen, we'll get them both at the same time during a later level. That's right, you haven't seen the last of

Cohen. As thanks, Cohen opens the locked display case with the "Medical Expert 2" tonic. Again, do not kill Cohen, let him be for now.

 

Sander Cohen

Medical Expert 2

 

Once the masterpiece is complete, you are free to leave Fort Frolic. However, if you have been collecting the audio diaries along the way,there are plenty of audio diaries to be found in Fort Frolic, as well as a couple of tonics and two Weapon Upgrade stations. If you do not careabout the audio diaries, Weapon Upgrade stations, or the tonics, leave Fort Frolic, enter the Rapture Metro and take the Bathysphere to thenext level, "Hephaestus." If you wish to collect the missing audio diaries, two tonics and use the two Weapon Upgrade stations, continue

reading on to the "Optional Stuff" section below this one.

 

*Note: All "Power To The People" Weapon Upgrade station locations can be found under the "Weapon Upgrades" section.

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Optional Stuff

 

Starting from the Atrium, locate and enter the Southern Mall on the first floor. Once you have entered, turn right. One audio diary (Come ToThe Record Store) is on the sitting stool. Leave Southern Mall and head up the stairs in the Atrium to the second level. Locate "Cohen'sCollection" and enter. An audio diary (The Doubters) is on the small table near the art display. There are three safes up the stairs, there is alsoa Turret, so be careful. Return to the Southern Mall, enter Sophia Salon. Go into the closet behind the payment counter, pick up the audio

diary (The Wild Bunny) on the ground next to the piano.

 

Southern Mall Entrance

 

Next, in the Cocktail Lounge, look for an audio diary on the bar (Artists' Feud). Moving on, enter "Le Marquis D'Epoque." Hop down to thelower level, there is an audio diary (Fancy Cigarettes) near the corpse underneath the walkway. A Weapon Upgrade station can also be found

in this area.

 

Le Maquis d’Epoque

Power to the People

 

Return to the Atrium and enter Fleet Hall Theatre. Take the elevator up to the second level, turn left and enter the second to last viewing doorat the end. To your left, you should be able to see a tonic on the ledge of the viewing box next to you. Since the door at the end of the hallleading into that viewing box is locked, you will have to hop over to its ledge from the second to last viewing box to get the tonic. First, jump

onto your box's ledge, then run and jump over to the ledge with the tonic. Take the "Alarm Expert" tonic and head back to the elevator.

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Alarm Expert

 

Take the elevator back down to the first level, go up the stairs across from it. Go into the storage room again, turn right and enter the roomthere. An audio diary (Requiem For Andrew Ryan) can be found on the table in front of you when you enter the projection room. The "Electric

Flesh" tonic is on a shelf in this room as well.

 

Electric Flesh

 

Go to Poseidon Plaza and enter "Sir Prize." Take the audio diary (Fontaine's Army) from the box to the left of the stairs. Find and enter"Robertson's Tobbacoria" on the first floor, near the first floor Eve's Garden entrance. There's an audio diary (Guns Blazing) on the table infront of you as you enter. Head up the stairs and locate "Pharaoh's Fortune."  Destroy the Security Camera in here first, the one on the upper

level. Take the stairs up to the second level, look for an audio diary (Bump Culpepper?) on a pool table here.

 

Find Sinclair Spirits on the first floor of Poseidon Plaza and step inside. Look for a switch behind the counter and press it. This switch opensthe door behind the falling water. You'll find a Weapon Upgrade station through that door. The figures by the entrance are now animate, so be

careful on your way out. That's it for you collectors, exit Fort Frolic and take the Bathysphere in Rapture Metro to the next level, Hephaestus.

 

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Switch Weapon Upgrade Station

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Hephaestus

 

If you are in need of supplies, purchase them from the Circus of Values vending station to the right of the door. It doesn't matter which way youturn here, they both lead to the same place. You can find another Circus of Values vending station, as well as a Gene Bank within the nextarea. Take the audio diary (Ryan Takes F Futuristics) in the crate next to the Circus of Values machine. There is also a Turret around thecorner, be careful. Proceed through the door below the "Office of Andrew Ryan" sign. You'll find yet another Circus of Values machine in this

area. An audio diary (Scoping The Gate) can be found on the ground near the machine.

 

Approach the table in the middle of this area and pick up the Grenade Launcher on it. You can also find a U-Invent station in this area, it is

right by the next door that you need to go through.

 

The Office of Andrew Ryan

 

Moving on, in the next room, search the first corpse on the right for an audio diary (Stopping Ryan). The fourth corpse on the right alsocontains an audio diary (Going To Heat Loss). Once you have these two diaries, a large group of Splicers attack you. Now, you are probablyalready aware of the fact that Splicers become stronger with each subsequent level. However, this only really becomes noticeable once youreach Hephaestus. Hopefully, you have been researching all forms of Splicer during your encounters with them in previous levels. Theresearch bonuses gained from researching your enemies are a great help. Before you leave, go up the stairs to the right of the Andrew Ryan

bust and enter the room there. On the desk inside of this room, you'll find an audio diary (A Man Or A Parasite) and the "Frozen Field 2" tonic.

 

 

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Olympus Heights

 

Follow the girl to the door at the top of the stairs. Once the door has been opened, step through the door and enter the Olympus HeightsSewers. There is a Gate Crank at the end of the sewers next to a corpse. Pick up the Gate Crank and attach it to the Gate Crank Socket on

the wall by the closed gate. Hold the A button to turn the wheel, opening the gate.

 

 

At the end of the street, step around the corner on the right. The first Big Daddy of this level can be found in this area. The Big Daddies in thislevel are Elite Rosie, they may give you a harder time, since your health is constantly being lowered by Fontaine's saying of "Code Yellow."

There are a couple of turrets in this area that you can hack and use to your advantage, though they won't stand much of a chance against theRosie's Rivet Gun. At the very least, they would serve as an adequate distraction. If you have been rescuing all Little Sisters encountered thus

far, after saving this one you will receive another gift from Tenenbaum.

 

 

Nitro Splicers make their return in this level. Great, and unfortunately, the old Telekinesis move isn't as effective against them. A Gatherer'sGarden machine can be found at the back of this area. Enter the Bistro Square across from the machine. There is an audio diary (Mozart ofGenetics) on the counter in front of you as soon as you enter. Exit the Bistro through the door opposite the one you used to enter. There is a

Circus of Values machine here that can be used to purchase some supplies if you are in need.

 

To Suchong's Apartment

 

Once you are ready, head down the road leading to Mercury Suits. There is a U-Invent station on the way, which you can use to create someammunition, if you have any materials. At the end of the road, you are forced to face a large group of Splicers. Once they are dead, enter

Mercury Suites. As soon as you enter, destroy the Security Camera on your left. A second Big Daddy occupies the proceeding area, so youcan rescue or harvest the level's last Little Sister here. A Security Camera hangs on the large flight of stairs/elevator in the middle of this area.

A "Power To The People" Weapon Upgrade station can be found on the side of the back side of the elevator.

 

 

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Apollo Square

 

Head up the stairs. Pick up the audio diary (What's Happening Here) that is on top of some rubble near the Circus of Values machine. Movingon, travel down the street. A Big Daddy and Little Sister can be found in this area. Kill the Big Daddy, then either rescue or harvest the Little

Sister. Move through the archway at the very end of the street.

 

 

There are several vending stations in this area, including a Gatherer's Garden. Look to the ground and pick up the audio diary (Atlas Lives) onthe floor by the Gatherer's Garden machine. Use the U-Invent station to create some ammunition, if you have the materials. Grenade

Launcher ammo especially would be of great help, to deal with Turrets and such since you no longer have a choice over which plasmid you

can use.

 

The Second Dose

 

Travel down the street leading to the Artemis Suites. There is a turret and Security Camera along the street, they may give you some trouble,since you presently do not have a choice over which plasmid you are able to use. Destroy the Security Camera on the wall on the opposite

side of the room. Take the stairs up to the second floor walkway, walk along until you find Dr. Suchong's clinic. There is a Security Camera onthe wall to the left of the door, have a weapon ready and peek around the corner, destroy it quickly to avoid setting off the alarms. A turret sits

around the corner, too.

 

 

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Point Prometheus

 

Step out of the Bathysphere, wait for the flames preventing your progression to diminish, then start down the hall. You are greeted by twoSecurity Bots in the next room, deal with them as you wish. Another Fontaine encounter in the next room. Tenenbaum then suggests that youfind a Big Daddy, preferably a dead one. There just so happens to be a dead Big Daddy in this room, right across from the doorway that you

used to enter the room. Use the Weapon Upgrade station on the wall behind there, too.

 

 

Head up the stairs to the right of the body. Enter the Library, the first door on your right. Don't just storm in, as a Security Camera hangs on thewall to your right. An RPG Turret sits around the corner as well. Once the Turret and Security Camera have been dealt with, approach the

desk in the center of the room, behind the RPG Turret. Take the Damage Research 2 tonic that's on the table. The Big Daddy Boots can also

be found on this table, pick them up. Leave the Library and continue through the door at the end of the walkway.

 

 

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Proving Grounds

 

You are being guided by a Little Sister. Try your best to protect her, though if she does die, a new one can be called to guide you. There is nopenalty for failing to protect the Little Sister, but just try your best to keep them alive regardless. The Splicers that are encountered along theway will attack the Little Sister guide mercilessly; try your best to take them out before they can even reach her, since you will mostlyencounter Thuggish and Spider Splicers. Watch for attackers from behind, too. The Machine Gun's Antipersonnel Auto Rounds work very well,

as do Crossbow Bolts. Try to save your Grenade Launcher ammo though, it will be needed later.

 

The Little Sister will eventually stop by Test Subject 1 to extract some ADAM. Since you're wearing this Big Daddy suit, Security Cameras andTurrets will not bother you. The Turrets still attack the Little Sister, though, so be quick about throwing an Electro Bolt at them and hacking.The gathering of ADAM will inevitably attract a group of Splicers, this is where Proximity Mines would be of use. Be sure to hack theFlamethrower Turret near Test Subject 2, it's great for fending off the Splicers coming from that direction. Test Subject 3 is the last stop. Be

sure to use absolutely everything available in this room to your advantage; the Turret, the Security Camera, the oil spill near the door.

 

Test Subject 1

Security Camera

 

Shortly after Test Subject 3, you are attacked by an Elite Bouncer. The Bouncer breaks through the wall and lands conveniently on an oil spill.Use this to your advantage. Once you have dealt with the Bouncer, follow the Little Sister to the final room before the final battle. The room islittered with ammunition for various weapons. There are Circus of Values and Ammo Bandito machines, as well as a Gatherer's Garden

U-Invent station and Gene Bank.

 

Elite Bouncer

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Before you proceed, stock up on First Aid Kits, ammunition (create as much as you can using the U-Invent station). Use the Gene Bank andset your tonics to something actually beneficial to a boss fight. So, to name a few: Medical Expert 3, (1 and 2 as well, if you wish), StaticDischarge (1 and 2), and Armored Shell (1 and 2). Just suggestions, and for the record, I'm not entirely certain if each and every tonic's effects

stack. Once you are ready, take the needle from the Little Sister, enter the elevator and take it up to meet Frank Fontaine.

 

Gene Bank

Needle

 

Frank Fontaine

 

This is it, the final battle! There's no turning back now.

 

Run up to Fontaine and drain some ADAM from him. This really, really pisses him off. Fontaine has three different forms, his first form beingfire. All of his forms use ranged attacks at great length, so keeping your distance is crucial. It is fairly easy to dodge most of the attacks thatFontaine throws at you, if you are a good distance away from him. Fontaine also charges at you, closing the gap between the two of you.When he does this, simply back away from him to re-establish the distance. Occasionally, Security Bots and Splicers will enter the room and

attack you, though they are the least of your worries.

 

Second Form

 

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Fontaine can take quite a beating. The Crossbow seems to be the most effective, since you can still keep your distance from him and deal afair amount of damage. Using Telekinesis to throw the red gas tanks at him seems to hurt, too. Fontaine's second form is ice. Incendiary Boltsseem to work well here. His final form is lighting, if you have any Frag Grenades, just simply hit him with them while he isn't charging towards

you. About eight Frag Grenades should be enough to drain Fontaine's health bar completely.

 

Tanks

Third Form

 

All in all, not much to say about Fontaine. Essentially, you need to drain his health bar three times, while facing off against his different formswhich feature nearly identical move sets. For a final boss, Fontaine isn't terribly difficult to defeat (based on the Medium difficulty level, of

course).

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Weapon Upgrades

  

There are 12 "Power To The People" Weapon Upgrade stations in all. Their locations are described below.

Neptune's Bounty

 

1. Freezer, Bottom Floor. After fighting Peach Wilkins.

Arcadia

 

2. Tree Farm. As you first walk under the archway with the giant "Farmer's Market" sign, turn left. The Weapon Upgrade station is on the wall

here.

 

Farmer's Market

 

3. In the Worley Winery Basement. At the bottom of the stairs near the U-Invent Station.

 

Fort Frolic

 

4. Southern Mall, Le Marquis D'Epoque. On the lower level, in the area underneath the walkway, near the corpse and audio diary.

 

5. Poseidon Plaza, Sinclair Spirits on the first floor. Look for a switch on the side of the counter and press it. This switch opens the door behind

the falling water. The station is through this door.

Hephaestus

 

6. Hephaestus Core, on the wall across from the Gatherer's Garden station.

 

7. Kyburz's Office. To the left of Kyburz's desk.

 

Olympus Heights

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8. Mercury Suites. On the side of the elevator tower opposite the doors.

 

9. Mercury Suites, Cohen's Quarters. This station can only be used if Sander Cohen is still alive. The door to Sander Cohen's apartment isalong the wall to the right of the elevator door. Disturb the two dancers to lure Cohen downstairs. Once he is dead, head up the stairs to his

room. The station is on the wall far left of the bed.

Apollo Square

 

10. Fontaine's Center for the Poor, Atlas' Headquarters. Enter Atlas' Headquarters on the fifth floor and take the stairs down to the lower floor.

On the wall far to the right of the bloody corpse.

Point Prometheus

 

11. Atrium. On the wall behind the Big Daddy corpse that you first see at the beginning of the level.

 

12. Optimized Eugenics, Eugenic Analysis. At the back of this area, past the Turrets.

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Audio Diary Locations

 

This section contains a list of each and every audio diary that can be found in BioShock and their locations. There are 122 audio diaries in all,and they are all listed in coherent order below. In other words, you should be able to start a level, follow the list from top to bottom and collect

all of the audio diaries without having to backtrack.

 

The location descriptions here are limited. If you are having trouble finding a certain audio diary and need clarification, the locations of thediaries are explained in greater detail within the main walkthrough. On the level with the diary you are looking for, press ‘Ctrl F’ and enter

the name of the diary that you are having difficulty finding into the search field and press enter to find it’s location within the walkthrough.

 

Welcome to Rapture

 

1.  New Year's Eve Alone

Kashmir Restaurant, down the stairs by the "Dancing Downstairs" sign. At the bottom of the stairs, head towards the table visible in the

distance to your right. On this table.

 

2. Hole In Bathroom Wall 

Kashmir Restaurant, in the Dames section of the restroom area. Upon entering, look by the debris straight ahead

 

Medical Pavilion

 

3. Released Today

Medical Pavilion Foyer. Upon entering, move straight ahead to the reception desk visible in the distance. The diary is on this desk.

 

4. ADAM Changes

Emergency Access, as soon as you enter, approach the desk with the typewriter on it. The diary is on this desk.

 

5. Higher Standards

To the right of the blood-soaked hospital bed in the first area beyond the Foyer. The room with Steinman's "Above All Do No Harm" quote on

the floor.

 

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6. Parasite

Same area as the diary above, directly across from Expectations the stationary Turret that you encounter. It's on the desk.

 

7. Limits of  Imagination

In the same area as the diary above. On the left  side of the area, on the wall that the arrow below the Funeral Services Area sign is seemingly

pointing to. It's on this wall.

 

 

 

8. Love For Science

From the very spot that you found the diary above, turn around, move forward and turn left, as soon as you can, into the small area. It's on the

case below the Plasmid promotion poster.

 

9. Vandalism

Starting from the spot of the last diary, turn right and exit this small area. Turn left, move towards the Medical Pavilion sign, but turn right and

enter the water-filled room. On the chair next to the Circus of Values vending station.

 

10. Freezing Pipes

Same area as the one above. Down the stairs, near the ice blocked doorway across from the base of the stairs.

 

11. Surgery's Picasso

Upon entering Eternal Flame, turn left. The diary is attached to the picture stand.

 

12. Enrage Trial

In the Kure-All's restroom. From the entrance, go straight. On the floor near the cabinet.

 

13. Useless Experiments

On the ground by the door on the left leading into Dandy Dental.

 

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14. Testing   Telekinesis

Inside Dandy Dental, step through the door by the reception desk and turn left. Straight ahead.

 

15. Plasmids Are The Paint

In the Painless Dental operating room. Upon entering, look to your right. It's on the table there.

 

16. Symmetry

Once the rubble has been destroyed and you are able to continue following Dr. Steinman, pass through the doorway. To the right of the

corpse in the wheelchair.

 

17. Aphrodite Walking

From the last diary, make your way down the adjacent hallway. Enter the first room to your right that you come to while walking down this hall.

On the cabinet near the operating chair.

 

18. Not What She Wanted

Once Steinman is dead, search the body that he was operating on before you interrupted.

 

 

19. Gatherer Vulnerability

After your first up close encounter with a Little Sister, approach the Gatherer's Garden station. It is on the floor in front of the machine.

 

Neptune's Bounty

 

20. Bathysphere Keys

In the initial Lower Wharf area, move towards the dock at the opposite end of the dock that you first stepped onto upon entering this area. It's

underneath this dock, by the turret emplacement.

 

21. Timmy H. Interrogation

In Fontaine Fisheries, take the stairs by the Circus of Values vending station down to the flooded section below. Walk along here, afterpassing by some debris you'll see the audio diary 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.

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22. Fontaine Must Go

In the main part of Fontaine Fisheries, go through the doorway across from the Gene Swap station. 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 the diary at its end.

 

23. Finding the Sea Slug

Upon entering Upper Wharf, on the table across from the entrance of this area.

 

24. Masha Come Home

Upon entering Upper Wharf, turn left and move in this direction. Once you reach the falling water and the hole in the wall, look to the floor.

 

25. Picked Up Timmy H.

Search the corpse near where the audio diary "Masha Come Home" is found.

 

26. Watch Fontaine

Next to a Circus of Values vending station in the Upper Wharf area.

 

27. Have My Badge

In the area beyond the padlocked door, after finding the "Watch Fontaine" diary. 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.

 

28. ADAM Discovery

From the room that contained the Research Camera, move towards the destroyed Gatherer's Garden machine. Jump through the window and

onto the awning. Hop down off of the awning to the area below. It's in the crate that is visible in the distance to your right.

29. Eden Leaking

As soon as you step through the door under the "Fighting McDonagh's Tavern" sign in Upper Wharf, go straight. Right by the Lockbox.

 

30. Fontaine's Smugglers

On a bench found along on the path leading to Jet Postal.

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31. Death Penalty in Rapture

As soon as you enter Jet Postal, turn left.  It's on the table.

 

32. Meeting Ryan

From the Fighting McDonagh's Tavern entrance, step onto the water-filled area to the right. Crouch down and move into the opening in the

wall. While standing in the opening, look down to the corner on the right.

 

33. Smuggling Ring

In Fighting McDonagh's Tavern, enter the main section of the tavern, on the table straight ahead.

 

34. Working Late Again

In Fighting McDonagh's Tavern, main section of the tavern, look for the diary on a round table, near the windows.

 

35. Rapture Changing

In Fighting McDonagh's Tavern, main section of the tavern, 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. On the table to the right.

 

36. Arresting  Fontaine

In Fighting McDonagh's Tavern, go up the stairs. Locate room 6 and use Electro Bolt on the door control to open it. On the floor by the corpse.

 

37. Saw Masha Today

In Fighting McDonagh's Tavern, go up the stairs. Locate room 7, the door requires a code to unlock. The code is 7533, as heard in the "Masha

Come Home" audio diary.

 

38. Putting the Screws On

In the Freezer Bottom Floor, while facing the Weapon Upgrade station, turn left and go through the door here. On the table next to the safe.

 

Smugglers’ Hideout

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39. Meeting Fontaine

In the Storage Cage area, leaning up against some crates directly across from the ramp leading down to Ledge Path.

 

 

40. Kraut Scientist

Leaving the Control Room, as you travel down the walkway, you'll eventually reach a padlocked door on your right. Break the lock, the audio

diary is within this room.

 

41. Offered A Deal

Next to a box at the base of the walkway leading to Arcadia.

 

Arcadia

 

42. Seeing Ghosts

Upon entering the Tea Garden area, turn left and follow the stone path, over the bridge... It's on the grass, near the chairs and table.

 

43. Big Night Out

From where you picked up "Seeing Ghosts," go through the door to the right. On the ground next to the bench straight ahead.

 

44. Mass Producing ADAM

From "Big Night Out"'s location, follow the stone path over to a couple of chairs. On the ground near these chairs.

 

45. Arcadia Closed

On the second story of the two-story building in the Tea Garden area. On the table next to the Gene Swap machine.

 

46. The Market is Patient

In Waterfall Grottos. Upon entering, turn right (or left, depending on the door you used to enter) and approach the bench. On this bench.

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47. Offer A Better Product

In WaterFall Grottos, at the very end of the walkway that leads down to the water wheel area. It's on the cement block.

 

48. Early Tests Promising

From "Offer A Better Product"'s location, turn right and approach the storage crate. The diary sits on this crate.

 

49. Heroes and  Criminals

In WaterFall Grottos, head up the stairs next to the water wheel. At the top of the stairs, hit the door control with Electro Bolt to open the door.

In this room.

 

50. Shouldn't Have Come

In Rolling Hills, head down the hill. On the bench near the RPG turret.

 

 

 

51. The Saturnine

In Rolling Hills, at the bottom of stairs in the area with the Langford Laboratories sign, turn left and move towards the cave. On the ground near

the cave opening.

 

52. What Won't They  Steal?

When you first enter Langford Laboratories, to the right of the desk in front of you.

 

53. Teaching An Old Hound

In Langford Laboratories, enter the room to the right of the reception desk. On the table to your left.

 

54. Lazarus Vector

In Langford Laboratories, found on Julie Langford's corpse.

 

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55. Lazarus Vector Formula

In Julie Langford's room in Langford Laboratories. Inside of the wall safe.

 

56. Arcadia and  Oxygen

When you first enter Tree Farm, move towards the crate straight ahead. Leaning up against the crate.

 

57. Maternal Instinct

In Tree Farm, at the top of the stairs leading down to the Farmer's Market entrance.

 

Farmer's Market

 

58. Bee Enzyme

By the Farmer's Market entrance, on the ground next to the Pneumo Tube.

 

59. First Encounter

In the Market area, look for the payment counter, move behind the counter and go through the door. On the ground near the dead Rosie.

 

60. Hatred

From "First Encounter"'s location, turn left and move towards the table with the lamp on it. The diary is on this table.

 

61. Desperate Times

In the initial Market area, at the top of the stairs to the right of the payment counter, turn left and go through the door in front of you. Enter the

crawlspace up ahead.

 

62. Water In Wine

In the Market, on the ground at the top of the steps by the Worley Winery sign.

 

 

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63. ADAM Explained

When you first enter Silverwing Apiary, on the counter in front of you.

 

64. Functional Children

In Worley's Winery, on one of the tables on the right side of the room.

 

65. Pulling Together

On a table at the far end of the Employees Only area, just before the Worley Winery sign.

 

66. The Great Chain

Back in Arcadia, at the entrance to the area that contains the Bathysphere, turn right. On the bench.

Fort Frolic

 

67. Stood Up Again

At the top of the stairs in the Atrium, just before the entrance to Fleet Hall Theatre.

 

68. Musical Insult

In Fleet Hall Theatre, in the upstairs storage room, on the ground next to the guitar.

 

69. The Iceman Cometh

Stuck in some ice on the wall in Poseidon Plaza's Frozen Tunnel, the hallway leading to Martin Finnegan.

 

70. Ryan's Stableboy

Rapture Records in Poseidon Plaza. When you first enter, turn left and look for the diary under the counter.

 

71. Pregnancy

Eve's Garden on the second or first floor of Poseidon Plaza. Under the bed in the room that can be reached by following the hallway on the

stage.

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72. It's All Grift

Eve's Garden in Poseidon Plaza. On the bar on the first floor.

 

73. The Doubters

Cohen's Collection on the second floor of the Atrium. On a small table in the room, near the art display.

 

74. Come To The Record Store

Southern Mall on the first floor of the Atrium. When you first enter, turn right. On the sitting stool.

 

75. The Wild Bunny  

Sophia Salon in the Southern Mall area. In the closet behind the payment counter, on the ground next to the piano.

76. Artists' Feud

Cocktail Lounge in the Southern Mall. On the bar counter.

 

77. Fancy Cigarettes

Le Marquis D'Epoque in Southern Mall. On the lower level, by the corpse underneath the walkway.

 

78. Requiem For Andrew Ryan

In the Fleet Hall Theatre projection room, which can be reached from the storage room where "Musical Insult" was found. Can only be

retrieved once Cohen's masterpiece has been completed.

 

79. Fontaine's Army

Sir Prize in Poseidon Plaza. In a box to the left of the stairs.

 

80. Guns Blazing

Robertson's Tobbacoria in the Poseidon Plaza. On the table that’s right in front of you as you enter.

 

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81. Bump Culpepper?

On a pool table on the second level of Pharaoh's Fortune in Poseidon Plaza.

 

Hephaestus

 

82. Ryan Takes F  Futuristics

In the initial Ryan Industries area, in a crate next to the Circus of Values vending station.

 

83. Scoping The Gate

On the ground next to the Circus of Values machine in the room proceeding "Ryan Takes F Futuristics"' spot.

 

84. Stopping Ryan

In the area just outside of Andrew Ryan's office, search the first corpse on the right.

 

85. Going To Heat Loss

In the area just outside of Andrew Ryan's office, search the fourth corpse on the right.

 

86. A Man Or A Parasite

In the area just before Ryan Andrew's Office. Go through the door that is up some stairs to the right of the Andrew Ryan bust. It's on the desk.

 

87. Fontaine's Legacy   

Hephaestus Core. At the end of the walkway, near the Vita-Chamber.

 

88. Getting a Break

Hephaestus Core, Heat Monitoring. In Pablo’s workspace. It’s on his desk, you can’t miss it.

 

89. Assassin

Hephaestus Core, near the Gatherer's Garden machine.

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90. Kyburz Door Code

Hephaestus Core, Heat Loss Monitoring, in the far right corner of the second room.

 

91. Genetic Arms Race

Hephaestus Core, Heat Loss Monitoring. On the desk to the left of the generator in the flooded section of the lower level. You will be taking

damage while in the water, so be quick.

 

92. Impossible Anywhere Else

Hephaestus Core. While standing in front of the Heat Loss Monitoring door, turn right and take the stairs down to the bottom walkway. On the

desk.

 

93. Running Short On R-34s

Hephaestus Core, on an overturned file cabinet just outside of the Workshop Door.

 

 

 

 

94. Device Almost Finished

Hephaestus Core, Workshops. On the desk in office at the bottom of the stairs that are just across from the Ammo Bandito vending station.

 

95. The Dream

Hephaestus Core, Workshops. On the lower level of the Workshops, search the corpse on the floor near the healing station.

 

96. Great Chain Moves Slowly

Hephaestus Core, Workshops. On the desk at the back of Kyburz's Office. The code to unlock the door to Kyburz's office is 0126.

 

97. Assembling The Bomb

Hephaestus Core, Workshops. Through the crawlspace door, on the table across from the EMP Bomb Casing.

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98. Market  Maintenance Code

Hephaestus Core, Workshops. Underneath the stairs near Kyburz's office. To get underneath these stairs, use the crawlspace door on the wall

to the left at the bottom of the stairs leading up to Kyburz's office.

 

99. The Vita-Chamber

Rapture Central Control. On a desk next to a Vita Chamber to the left of the Control Room entrance.

 

100. Mind Control TestRapture Central Control. On the long table below the photos and newspaper articles, in the room just before Andrew

Ryan.

 

101. Baby Status

Rapture Central Control. On the long table below the photos and newspaper articles, in the room just before Andrew Ryan.

 

Olympus Heights

 

 

 

 

 

102. Mozart of  Genetics

Bistro Square, on the counter in front of you as soon as you enter.

 

103. Artist Woman

Mercury Suites, in A. Culpepper's apartment. Through the foyer, on the coffee table to your right.

 

104. Fontaine's Human Jukebox

Mercury Suites, in Suchong's apartment. Behind the rubble in the room to the left of the foyer.

 

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105. Mind Control Device

Mercury Suites, on a desk at the back of the flooded area of Suchong's apartment. Next to the Clever Inventor tonic.

 

106. Fontaine's Breakup

Mercury Suites, on a box near the U-Invent machine Breakup on the third floor.

 

107. Sad Saps

Mercury Suites, Fontaine's apartment. In the foyer, turn right and enter the room there. On the coffee table.

 

Apollo Square

 

108. What's Happening Here?

 In initial area of Apollo Square, on the ground in some rubble near the Circus of Values vending station.

 

109. Atlas Lives

At the end of the street, on the ground by the Gatherer's Garden machine.

 

110. Protection Bond

Artemis Suites, Dr. Suchong's apartment. In his office, on the floor.

 

111. Meeting Atlas

Upon entering Fontaine's Home for the Poor, turn right. It's in the Steamer Trunk.

 

112. The Longest Con

Apollo Square. Take the stairs up to the fifth level in Fontaine's Home for the Poor. Enter Atlas' Headquarters, take the stairs there down to the

fourth floor. On the desk next to the tonic.

 

113 Today's Raid

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Apollo Square. Take the stairs up to the fifth level in Fontaine's Home for the Poor. Enter Atlas' Headquarters, take the stairs there down to the

fourth floor. Search the bloody corpse on the broken desk.

 

Point Prometheus

 

114. Changing Employers

In the room that has the ice-covered door, across from the Circus of Values vending station on the second floor.

 

115. Extra Munitions

Optimized Eugenics, Plasmid Prototyping. On the ground near the RPG Turret at the bottom of the stairs.

 

116. Marketing Gold

Optimized Eugenics, Test Subject Storage. Upon entering, look for it on the machine along the wall up ahead to your right.

 

117. Why Just Girls?

 Little Wonders Education Facility. Upon entering, turn left. On the last desk on the left side of the room.

 

118. Missing Boots

Fallsafe Armored Escorts, Candidate Conversation. On the table at the back of the room.

 

119. Protecting Little One

Fallsafe Armored Escorts, Suit Assembly. On top of the filing cabinet near the desk on the second floor.

 

120. Mistakes

Fallsafe Armored Escorts, Suit Assembly. On the top floor, on a machine next to the Gene Bank.

 

121. Protector Smell

Fallsafe Armored Escorts, Suit Assembly. On a machine in the western room on the second floor.

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122. Cheap Son Of A Bitch

Fallsafe Armored Escorts, Suit Assembly. Use Incinerate to melt the ice blocking the Storage room door. On the table to your right as soon as

you enter.

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Tonics

 

There are 53 tonics (19 Physical, 18 Combat, 16 Engineering) in all. All 53 of

these tonics must be collected to earn the Historian achievement on the Xbox

360 version.

 

All 53 tonics are described below: The level they are found in, where they

are found, and a short description of their effects.

 

Physical Tonics

Bloodlust

Found in: U-Invent machine (Fort Frolic and beyond)

Materials: Glue x5, Enzyme Sample x4, Empty Hypo x3 (Hacked: Glue x4, Enzyme Sample x3, Empty Hypo x2)

Description: You gain small amounts of Health and EVE when inflicting damage with the Wrench.

 

"Bloodlust heals your body and your mind as you swing! Be red in tooth and claw -- with Bloodlust!"

 

Booze Hound

Found in: U-Invent machine (Fort Frolic and beyond)

Materials: Glue x5, Enzyme Sample x4, Empty Hypo x3 (Hacked: Glue x4, Enzyme Sample x3, Empty Hypo x2)

Description: Drinking Alcohol restores a small amount of EVE, instead of draining it.

 

"Take full advantage of Rapture's distilleries and vintners. Drink to your health, with Booze Hound!"

 

EVE Link

Found in: Gatherer's Garden

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Location: Available from the first functional Gatherer's Garden machine that you come to (Medical Pavilion).

Description: First Aid Kits also give you EVE.

 

"Get more out of your First Aid Kits with EVE Link. This revolutionary new gene tonic causes your body to produce EVE whenever you use

First Aid Kits."

 

EVE Link 2

Found in: Farmer's Market

Location: When you first enter Farmer's Market, turn right and take the stairs that lead down to the two machines. Found on the ground next

to the corpse by the two machines.

Description: First Aid Kits also give you a large amount of EVE.

 

"Get more EVE with every First Aid Kit by using new EVE Link Two!"

Extra Nutrition

Found in: Gatherer's Garden

Location: Available from Neptune's Bounty Gatherer's Garden machines and beyond.

Description: You gain a little extra Health from Snacks and Bandages.

 

"Extra Nutrition boosts your body's natural ability to turn food into renewed vitality."

 

Extra Nutrition 2

Found in: Gatherer's Garden

Location: Available from Fort Frolic Gatherer's Garden machines and beyond.

Description: You gain extra Health from Snacks and Bandages.

 

"Make your food even healthier with new Extra Nutrition Two!"

 

Extra Nutrition 3

Acquired By: Researching

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Research: Reach Spider Splicer research level 4.

Description: You gain a great deal of Health from Snacks and Bandages.

 

"The latest in the Extra Nutrition line makes food taste twice as good as it used to. Try it today!"

 

Hacker's Delight

Found in: Medical Pavilion

Location: The first area beyond the initial area of the Eternal Flame, look for the corpse on the furnace's pan. Use the Furnace Control next to

it to cremate the corpse. The Hacker's Delight tonic is left behind.

Description: Every time you hack something, you gain a small amount of Health and EVE.

 

"With Hacker's Delight, your body converts the altered current from a hacked machine into a powerful healing agent. Hack and heal!"

 

Hacker's Delight 2

Found in: U-Invent machine (Fort Frolic and beyond)

Materials: 5 Alcohol, 4 Enzyme Sample, 3 Empty Hypo (Hacked: 4 Alcohol, 4 Enzyme Sample, 3 Empty Hypo)

Description: Every time you hack something, you gain Health and EVE.

 

"Hacker's Delight 2 is even more efficient at converting the altered current from hacking into health for you!"

 

Hacker's Delight 3

Found in: Point Prometheus

Location: Fallsafe Armored Escorts, Candidate Induction. On a small table to the left of the table with the Rosie helmets.

Description: Every time you hack something, you gain a large amount of Health and EVE.

 

"The ultimate development of the Hacker's Delight line, this will make every hacker a HEALTHY hacker!"

 

 

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Medical Expert

Found in: Neptune's Bounty

Location: In the Lower Wharf area, step off of the dock. On the dirt mound by the falling water.

Description: First Aid Kits give you more Health.

 

"With Medical Expert, your First Aid Kits will go farther, healing sickness and injury at a rate you're sure to find astonishing. Don't use a First

Aid Kit without your best friend, Medical Expert!"

 

Medical Expert 2

Found in: Fort Frolic

Location: In the Fort Frolic Atrium, within a locked display case. Opened by Sander Cohen once you have completed his masterpiece.

Description: First Aid Kits give you more Health.

 

"With new Medical Expert Two, First Aid Kits heal you more than ever!"

 

Medical Expert 3

Found in: Apollo Square

Location: Apollo Square, Artemis Suites, Dr. Suchlong's clinic. In the bathroom, on the ground in the third stall.

Description: First Aid Kits give you much more health.

 

"Heal your injuries in the blink of an eye with new Medical Expert Three. Your best friend just got better!"

 

Natural Camouflage

Acquired by: Researching

Research: Reach Houdini Splicer research level 2.

Description: When standing still, you become invisible.

 

"Need some peace and quiet? Splice in Natural Camouflage, stop moving and just fade away. Remember not seeing is believing."

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Scrounger

Acquired by: Researching

Research: Reach Leadhead Splicer research level 2.

Description: When Searching containers or corpses, you can search again to find different loot.

 

"Splicing Scrounger is like having a sixth sense. You'll spot things you'd otherwise miss and discover things you'd otherwise leave behind. With

Scrounger, you'll swear you have X-Ray vision!"

 

 

Security Evasion

Found in: Arcadia

Location: After speaking with Julie Langford via transmitter, enter WaterFall Grottos to see a bunch of Thuggish Splicers surrounding a

corpse. The tonic is next to the corpse.

Description: Security Cameras and Turrets take longer to see you.

 

"Has a rival faction set up Security Cameras and Turrets where you need to go? Security Evasion adjusts the thermal signature of your

epidermal layer, confusing cameras and turrets and delaying their response.”

 

Security Evasion 2

Found in: Hephaestus

Location: Hephaestus Core, lower level of Heat Loss Monitoring. On the desk in Pablo's workspace, next to the audio diary.

 

Description: Security Cameras and Turrets take much longer to see you.

 

"Why let THEM know where you've been lately? The latest version of Security Evasion lets you bypass any Security Camera or Turret with

ease.”

 

SportBoost

Acquired by: Researching

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Research: Reach Thuggish Splicer research level 2.

Description: You move and swing the Wrench faster.

"In today's dangerous times, it never hurts to be a little faster, a little quicker on the draw. Remember, you don't have to outrun the crazed

Splicer -- just your neighbor!"

 

SportBoost 2

Acquired by: Researching

Research: Reach Thuggish Splicer research level 4.

Description: You move and swing the Wrench much faster.

 

"Tired of being outrun by your neighbor with SportBoost installed? Get new SportBoost Two, and outrun HIM!"

 

Combat Tonics

 

Armored Shell

Found in: Gatherer’s Garden

Location: Available from the first functional Gatherer's Garden machine that you come to. (Medical Pavilion)

Description: Reduces all physical damage.

 

"Useful in any hazardous situation. Armored Shell offers fantastic protection against life's bumps and bruises. Don't be a softie -- use Armored

Shell now!"

 

Armored Shell 2

Found in: Gift from Tenenbaum.

Location: In the fourth gift package you receive from Tenenbaum for rescuing Little Sisters.

Description: Greatly reduces all physical damage.

 

"When the bullets and blows are blasting away, you need all the protection you can get. Armored Shell Two provides more protection than our

competitor!"

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Damage Research

Found in: Hephaestus

Location: Hephaestus Core, Workshops. Through the crawlspace door, on the desk across from the EMP Bomb Casing.

Description: Increases damage bonuses gained from Research.

 

"Get more bang for your Research buck with Damage Research. Carry your analysis further than you ever thought possible!"

 

Damage Research 2

Found in: Point Prometheus

Location: On a table in the Library, the room with the Big Daddy Boots.

Description: Greatly increases damage bonuses gained from Research.

 

"Hit 'em where it hurts, and hit 'em hard! New Damage Research Two lets you exploit your enemies' weaknesses even more than before."

 

Electric Flesh

Found in: Fort Frolic

Location: On a shelf in the Fleet Hall Theatre projection room, which can be entered from the storage room. Can only be retrieved once

Cohen's masterpiece has been completed.

Description: You take less damage from Electricity. You deal more damage when you use Electrical attacks.

 

"Supercharge your body with Electric Flesh, the ultimate in electricity enhancements. Insulate yourself from harm with new EF!"

 

 

Electric Flesh 2

Found in: Hephaestus

Location: Mercury Suites, Fontaine's apartment. On the desk in Fontaine's office.

Description: You take much less damage from Electricity. You deal much more damage when you use Electrical attacks.

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"When we said Electric Flesh was the ultimate in electricity enhancements, we turned out to be premature. New Electric Flesh Two is even

better! Be the shocker-er, not the shock-ee, with Electric Flesh Two!”

Frozen Field

Found in: Fort Frolic

Location: Found on Martin Finnegan's body.

Description: You take less damage from Cold and can freeze enemies when you hit them with the wrench.

 

"Leave your foes out in the cold with Frozen Field!"

 

Frozen Field 2

Found in: Hephaestus

Location: In the area just before Ryan Andrew's Office. Go through the door that is up some stairs to the right of the Andrew Ryan bust. It's on

the desk.

Description: You take much less damage from Cold and can freeze enemies when you hit them with the wrench.

 

"Don't let yourself be frozen out -- get Frozen Field Two today!"

 

Human Inferno

Found in: Gatherer's Garden

Location: Available from Arcadia Gatherer's Garden machines and beyond.

Description: You take less damage from Fire and inflict more damage when you use Fire.

 

"Human Inferno -- the hottest Plasmid in Rapture!"

 

Human Inferno 2

Found in: Gatherer's Garden

Location: Available from Point Prometheus Gatherer's Garden machines and beyond.

Description: You take much less damage from Fire and inflict a lot more damage when you use Fire.

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"Human Inferno Two -- hotter than ever!"

 

Photographer's Eye

Found in: Farmer's Market

Location: In the Worley Winery wine cellar. Found inside of the shack that is in the area to the right of the weapon upgrade station.

Description: Increases Research scores from taking pictures.

 

"Every research photographer wants an edge, and Photographer's Eye is yours. Once you've spliced this invaluable gene tonic, you'll get the

picture!"

 

Photographer's Eye 2

Acquired by: Researching.                                                

Location: Reach Rosie research level 2.                               

Description: Greatly increases Research scores from taking pictures.

"Everyone has a hidden weakness -- but with Photographer's Eye Two, they won't stay hidden for long!"

 

Static Discharge

Found in: Medical Pavilion

Location: After destroying the barricade separating you from Steinman. When you reach the point where Steinman sends a Security Bot after

you, walk down the steps and look on the floor by the wall to your right.

Description: You emit a burst of Electricity when struck, damaging all around you.

 

"Ryan Industries introduces the latest in wartime deterrent genetics. Static Discharge makes you a walking Tesla Coil, zapping anything and

everything foolish enough to strike you. Feel safe, be safe with Static Discharge."

 

Static Discharge 2

Acquired by: Researching

Research: Reach Leadhead Splicer research level 4.

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Description: You emit a huge burst of Electricity when struck, damaging all around you.

 

"Is your old Static Discharge not slowing them down enough? Upgrade to new Static Discharge Two, today! (A Ryan Industries gene tonic.)”

 

Wrench Jockey

Found in: Medical Pavilion

Location: In the Kure-All restroom, look for the vent in the wall to your left as you enter. Crouch down and use your wrench to break the metal

grate. Move through the vent, grab the tonic on the table near the window.

Description: Increases Wrench damage.

 

“Wrench Jockey bulks up your upper body, allowing you to wield club-like weapons with unprecedented skill and power!"

 

Wrench Jockey 2

Acquired by: Researching.

Research: Reach Bouncer research level 2.

Description: Greatly increases Wrench damage.

 

"When your opponent has Wrench Jockey, how can you hope to beat him in a fight? By installing new Wrench Jockey Two, of course! Don't

get caught with last year's model upgrade today!"

 

Wrench Lurker

Found in: Neptune's Bounty

Location: On a ledge by the Gene Swap machine in Fontaine Fisheries. Can only be found once all three Spider Splicer photos have been

taken.

Description: Quiets your footsteps, and increases damage from melee attacks on unaware opponents.

 

"When fighting those stronger or faster than yourself, you'll need every advantage possible in a scrum. Wrench Lurker allows you to make the

most of your opportunities when your antagonist is caught off-guard."

 

Wrench Lurker 2

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Found in: Gatherer's Garden

Location: Available from Hephaestus Gatherer's Garden machines and beyond.

Description: Quiets your footsteps and greatly increases damage from melee attacks on unaware opponents.

 

"Only a fool fights fair. When you want to take them down from behind, be smart, use Wrench Lurker Two!"

 

Engineering Tonics

 

Alarm Expert

Found in: Fort Frolic

Location: In Fleet Hall Theatre, on one of the viewing box ledges.

Description: Two fewer Alarm tiles when hacking.

 

"A staple in the HackSmart line of gene tonics. Alarm Expert uses your body's electrochemical composition to defuse circuitry alarms in secure

systems. Try it today!"

 

Alarm Expert 2

Found in: Point Prometheus

Location: Optimized Eugenics, Live Subject Testing, Candidate Induction. On top of the filing cabinet left of the Voicebox Modification

Machine.

Description: Four fewer Alarm tiles when hacking.

 

"Are your hacks still being interrupted by Alarms? Then you need Alarm Expert Two, today! (A HackSmart gene tonic.)"

 

Clever Inventor

Found in: Olympus Heights

Location: Mercury Suites, on a desk in Suchong's apartment, next to the "Mind Control Antidote" audio diary.

Description: Inventing items requires one fewer of each component (minimum of one).

 

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"U-Invent Stations truly are a marvel of modern engineering, and now you'll need fewer raw materials to make what you want. It's not

witchcraft -- it's Clever Inventor!"

 

Focused Hacker

Found in: Neptune's Bounty

Location: Stuck in some ice in the room before you face Peach Wilkins. Use Incinerate to melt the ice, allowing you to pick up the tonic.

Description: Two fewer Overload tiles when hacking.

 

 "Another favorite in the HackSmart line of genre tonics, Focused Hacker defuses overload traps in secure systems. Fewer fried circuits

guaranteed or your money back!"

 

Focused Hacker 2

Found in: Apollo Square                                               

Location: Apollo Square. Take the stairs up to the fifth level in Fontaine's Home for the Poor. Enter Atlas' Headquarters, take the stairs there

down to the fourth floor. On the desk next to the audio diary.

 

Description: Four fewer Overload tiles when hacking.

 

"When you have to hack the most delicate systems out there, only Focused Hacker Two, from HackSmart, can ensure your safety from

overloads."

 

Hacking Expert

Found in: Arcadia

Location: When you first enter Langford Laboratories, on the desk right in front of you.

Description: One fewer alarm tile and one fewer Overload tile when hacking.

 

"The original HackSmart gene tonic, Hacking Expert defuses alarms and helps avoid overloads. It's the must-have Plasmid of the HackSmart

line."

 

Hacking Expert 2

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Found in: Gatherer's Garden

Location: Available from Fort Frolic Gatherer's Garden machines and beyond

Description: Two fewer Alarm tiles and two fewer Overload tiles when hacking.

 

"When Hacking Expert alone isn't enough, you need Hacking Expert Two! From HackSmart -- only the best in hacking gene tonics."

 

Prolific Inventor

Found in: Gift from Tenenbaum.

Location: In the fifth gift package you receive from Tenenbaum for rescuing Little Sisters.

Description: Whenever you invent an item you get twice as many as normal.

 

"Inventing is already a valuable pastime in the resource-strapped halls of Rapture. Make yourself a Prolific Inventor and you'll be the envy of

your peers, as you turn worthless junk into valuable commodities."

 

Safecracker

Found in: Gift from Tenenbaum.

Location: In the second gift package you receive from Tenenbaum for rescuing Little Sisters.

Description: Reduces difficulty when hacking Safes and Combo Locks.      

 

"One of HackSmart's more popular offerings, Safecracker lets you into places that THEY want to keep you out of. Splice it now, and get

Hacking!"

 

Safecracker 2

Found in: Point Prometheus

Location: Little Wonders Education Facility, Autopsy Room on the bottom floor. On a desk at the back of the room, next to the Big Daddy

Pheromone.

Description: Greatly reduces difficulty when Hacking Safes and Combo Locks.

 

"Are your enemies trying to lock away what's rightfully yours? Don't let them keep your hard-earned goods! Get them back with new

Safecracker Two. HackSmart wants you to get what's coming to you!"

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Security Expert

Found in: Medical Pavilion

Location: In "Twilight Fields Funeral Homes," at the end of area behind the reception desk.

Description: Reduces difficulty when hacking turrets, bots, and cameras.

 

"A new offering in the Hack Smart line, Security Expert was designed for the Hacker specializing in disabling electronic security measures.

You won't be secure without Security Expert!"

 

Security Expert 2

Acquired by: Researching

Research: Reach Security Bot research level 2.

Description: Greatly reduces difficulty when hacking Turrets, Bots and Cameras.

 

"Your enemies have been upgrading their security -- so YOU need to upgrade your hacking ability! Get Security Expert Two, the latest from

HackSmart."

 

 

Shorten Alarms

Found in: Neptune's Bounty

Location: In Fighting McDonagh's Tavern, go up the stairs and locate room 7. The code to open the door is 7533. The Tonic is in this room.

Also available for purchase from Gatherer's Garden stations.

Description: Reduces Duration of camera alarms.

 

"What sound is more ominous than a yammering security alarm? With Shorten Alarms spliced, your personal EM signature becomes altered to

interact uniquely with alarm sensors, shortening the period until you'll be free and clear."

 

Shorten Alarms 2

Found in: Hephaestus

Location: Hephaestus Core, Geothermal Testing. In the hall just before the lift that leads up to the core.

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Description: Greatly reduces Duration of camera Alarms.

 

"Are Frequent Security Alarms driving you deaf? Reduce the pain with new, improved Shorten Alarms Two!"

 

Speedy Hacker

Found in: Medical Pavilion

Location: In the "Painless Dental" operating room. Upon entering, look to your right. It's on the table there.

Description: Reduces Flow Speed when hacking.

 

"The most popular of the HackSmart line. Speedy Hacker buys you the time you need to Hack any electronic device. Time is on YOUR side

with Speedy Hacker!"

 

Speedy Hacker 2

Found in: Gatherer's Garden

Location: Available from Point Prometheus Gatherer's Garden machines and beyond.

Description: Greatly reduces Flow Speed when hacking.

 

"In our ever-accelerating world of progress, it's hard to find time to stop and think. But now youcan buy yourself that time -- with new Speedy Hacker Two! Only from HackSmart."

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Xbox 360 Achievements

BioShock features a total of 50 different achievements. Each achievement that is unlock contributes a certain amount of points to your overall

Gamerscore. You can acquire a grand total of 1000 points by playing BioShock. 

 

1. Completed Welcome

Successfully complete the Welcome To Rapture Level.

10 points

2. Maxed One Track

Purchased every slot in one of the Plasmid or Tonic tracks.

20 points

3. Maxed All Tracks

Purchased every slot in all four Plasmid and Tonic tracks.

50 points

4. Bought One Slot

Purchase one slot in any Plasmid or Tonic track.

5 points

5. Upgraded a Weapon

Acquire at least one weapon upgrade.

5 points

6. One Fully Upgraded Weapon

Fully upgrade one weapon.

5 points

7. Two Fully Upgraded Weapons

Fully upgrade two weapons.

5 points

8. Three Fully Upgraded Weapons

Fully upgrade three weapons.

10 points

9. Four Fully Upgraded Weapons

Fully upgrade four weapons.

10 points

10. Five Fully Upgraded Weapons

Fully upgrade five weapons.

10 points

page 104 / 108

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11. Weapon Specialist

Acquire all upgrades for all weapons

30 points

12. Fully Researched Thug Splicer

Fully research the Thuggish Splicer.

10 points

13. Fully Researched Gun Splicer

Fully research the Leadhead Splicer.

10 points

14. Fully Researched Spider Splicer

Fully research the Spider Splicer.

10 points

15. Fully Researched Houdini Splicer

Fully research the Houdini Splicer.

10 points

16. Fully Researched Nitro Splicer

Fully research the Nitro Splicer.

10 points

17. Fully Researched Rosie

Fully research the Rosie.

10 points

18. Fully Researched Bouncer

Fully research the Bouncer.

10 points

19. Fully Researched Little Sister

Fully research the Little Sister.

10 points

20. Prolific Photographer

Take at least one photo in every research group.

5 points

21. Research PhD

Max out all possible research.

20 points

22. Quality Research Photo

Take a Research Photo of the highest grade.

20 points

23. Researched a Splicer

Take at least one Research Photo of a Splicer.

5 points

page 105 / 108

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24. One Successful Hack

Perform at least one successful hack.

5 points

25. Hacked a Security Bot

Successfully hack a security bot.

10 points

26. Hacked a Security Camera

Successfully hack a security camera.

10 points

27. Hacked a Turret

Successfully hack a turret.

10 points

28. Hacked a Vending Machine

Successfully hack a vending machine.

10 points

29. Hacked a Safe

Successfully hack a safe.

10 points

30. Skilled Hacker

Successfully complete 50 hacks.

40 points

31. Basic Inventor

Successfully invent at least one item.

5 points

32. Avid Inventor

Successfully invent at least 100 items.

10 points

33. Ammo Inventor

Successfully invented all possible ammo types.

25 points

34. Little Sister Savior

Complete the game without harvesting any Little Sisters.

100 points

35. Tonic Collector

Collect or Invent 53 Tonics in the Physical, Engineering

and Combat tracks.

page 106 / 108

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Check back for updates, videos and comments for this guide.

50 points

36. Historian

Find every audio diary.

50 points

37. Seriously Good At This

Complete the game on the hardest difficulty setting.

40 points

38. Dealt with every Little Sister

Either Harvest or Rescue every Little Sister in the game.

40 points

39. Lucky Winner

Hit the jackpot at a slot machine.

10 points

40. Toaster in the Tub

Shock an enemy in the water.

10 points

41. Defeated Dr. Steinman (Secret)

The player has defeated the crazed Dr. Steinman.

15 points

42. Defeated Peach Wilkins (Secret)

The Player had defeated Peach Wilkins.

15 points

43. Restored the Forest (Secret)

The player has restored the forests of Arcadia.

15 points

44. Completed Cohen's Masterpiece (Secret)

The player has completed Sander Cohen's great

masterpiece.

30 points

45. Defeated Andrew Ryan (Secret)

The player has defeated Andrew Ryan.

30 points

46. Broke Fontaine's Mind Control (Secret)

The player has broken Fontaine's mind control.

30 points

47. Defeated Atlas (Secret)

The player has defeated Atlas.

100 points

page 107 / 108

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Check back for updates, videos and comments for this guide.

48. Became a Big Daddy (Secret)

The player has become a Big Daddy.

30 points

49. Found Cohen's Room (Secret)

The player has entered Sander Cohen's personal quarters.

10 points

50. Irony (Secret)

The player has taken a picture of Sander Cohen's corpse.

10 points

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