Complete BioShock Walkthrough

“I’m Andrew Ryan and I’m here to ask you a question: is a man not entitled to the sweat of his own brow?

No, says the man in Washington. It belongs to the poor.
No, says the man in the Vatican. It belongs to God.
No, says the man in Moscow. It belongs to everyone.

I rejected those answers. Instead, I chose something different. I chose the impossible. I chose…

RAPTURE.

A city where the artist would not fear the censor. Where the scientist would not be bound by petty morality. Where the great would not be constrained by the small. And with the sweat of your brow, Rapture can become your city as well.”

– Andrew Ryan, founder of Rapture

Introduction
This “genetically enhanced” first-person shooter lets you do things never before possible in the genre: turn everything into a weapon, biologically mod your body with plasmids, hack devices and systems, upgrade your weapons and craft new ammo variants, and experiment with different battle techniques in an incredibly unique underwater city.

The game focuses on a secret underwater city named Rapture, created by a rich philanthropist by the name of Andrew Ryan.  Andrew has the goal of creating a utopian society where the great and powerful would not be constrained by the poor, and where the world’s elite could live without being bound by morality, government, or religion.

The game begins with a plane crash into the ocean near the city’s surface entrance. You, the lone survivor of the crash, take a submarine down to the city to search for help. As soon as you arrive, however, you realize that things have gone horribly, horribly wrong…

Game Controls
controller reaction
Left stick move
Click left stick crouch
Right stick look
Click right stick zoom (if weapon allows it)
X reload/inject EVE (in plasmid mode)
Y jump
B use first aid
A interact
D-pad change ammo
Hold down right on D-pad get a tip
Left bumper switch to plasmid mode/cycle through plasmids
Hold down left bumper bring up plasmid selection menu
Right bumper switch to weapon mode/cycle through weapons
Hold down right bumper bring up weapon selection menu
Left trigger use plasmid (in plasmid mode)
Right trigger fire weapon (in weapon mode)
Back button map/goals/radio/help menu
Start button game menu

Status Menu
BioShock has a fully featured status menu, and is used to access information about the game and your location, and your current objectives. The status menu has several screens, which are cycled through by pressing RB and LB.

MAP :: the map shows a layout of the current level you are in, including points of interest like machines and quest goals. Areas you have not explored yet are greyed out, making it easy to see where you still need to look. It’s almost always a good idea to explore as much of the city as you can, as you will usually find weapons, ammo, items, and even gene tonics and plasmids, not to mention audio diaries which greatly elaborate on the backstory of BioShock. Note, however, that some areas will occasionally be closed off to you, with no way to access them. This usually means that they will open up once you progress a little further in the storyline, so don’t sweat it if you can’t figure out how to get into an area.

GOALS :: the goals tab shows what you should be doing now. Don’t be afraid to spend some time looking around and exploring the side areas, however.

MESSAGES :: this screen allows you to replay any of the radio messages you’ve received from the denizens of Rapture, as well as to replay any of the audio diaries that you’ve found.

HELP :: this screen contains help files on many of the items and game concepts in BioShock. The game has a context-sensitive help system which is very useful – position the reticle over the item you want help on and press the back key, and it will automatically take you to the appropriate help page.

Note that your health and EVE are shown in the bars in the top left hand corner of the screen. Your current money and ADAM can be seen by pressing Start. The Start menu also shows how many little sisters there are in the current level, and what their status is (alive/rescued/harvested).

Death
Unlike most FPS games, BioShock does not end if you die. In fact, there is almost no penalty for dying at all – instead you are simply reincarnated at the nearest Vita-Chamber machine, with all of your weapons, money, and items intact. All the damage you did to your enemies stays as well, so if you’re having trouble with a boss or encounter you can just wear them down over several attempts. In my opinion, this makes the game almost a little TOO easy, but at least it saves you the aggravation of repeated reloads and retries.

Items
There are many useful items you can find and use throughout Rapture. You can get these off the ground, from containers, and from dead bodies, by putting the reticle over the item and pressing the A button. Items which you can pick up or interact with in some way will usually be highlighted – regular items in white and quest/story items in gold.

  • WEAPONS AND AMMO :: What you use to kill and maim things
  • MONEY :: used for machines. See the money section for more details.
  • FIRST AID KITS :: when used (by pressing the B button) these will return a large portion of your health. You can carry up to 9 of these at a time.
  • EVE HYPOS :: these are like first aid kits, except for EVE. They look like blue syringes. You use them by pressing X when you are in plasmid mode. Like the first aid kits, you can only carry 9 of them.
  • AUTO-HACK TOOLS :: these allow you to automatically hack an object, without having to do the pipe mini-game. You should save them for emergencies and exceptionally difficult to hack objects.
  • FOOD :: there are several different types of food/drink available in Rapture. Unlike other items, these are consumed immediately as soon as you pick them up (you can’t carry them around with you). Some of them increase health/EVE, some of them decrease them, some of them increase one and decrease the other. Press the back button with the reticle over the item if you’re not sure what it does and the help screen will tell you. Usually the health/EVE bonus you gain is small compared to first aid kits/EVE hypos.
  • OTHER JUNK :: after a while in Rapture you will begin picking up a lot of random items like rubber tubes, brass shell casings, batteries, etc. You can take these items to a U-invent machine to craft useful items like auto-hack tools and special ammunition.
  • STORY ITEMS :: you will occasionally need to collect items as a part of the game’s storyline. The status menu shows you what you need to get and where it is.
  • MONEY :: The currency of Rapture is the almighty Dollar, and you will find plenty of it as you explore the city. Most of it comes from fallen enemies (press A to search their corpses), but it can also be found in containers and lying on the ground. You need money to use many of the machines located in Rapture (with the exception of the genetics-related machines, which either cost ADAM or are free of charge, and the Power to the People machine, which is free but can only be used once).
  • ADAM/LITTLE SISTERS/BIG DADDIES :: You can purchase genetic upgrades from a Gatherer’s Garden, but this requires ADAM (a form of genetic material which is harvested from corpses by Little Sisters). Each Little Sister has a Big Daddy which follows her around and protects her. Before you can approach the little sister, you have to kill her protecting big daddy. Once you do, walk up to her – the game will give you the option to either Rescue or Harvest her. Harvesting kills the little sister, but you receive 160 ADAM. Rescuing her only gets you 80 ADAM, but as compensation, Tenenbaum will occasionally send along care packages for you which include ADAM and some other useful items. Choose however you like, but the gameplay (and subsequent ending) depends on your choices.Each level has a set number of Little Sisters (from 0 to 3) that you can kill. The Big Daddies can summon Little Listers until you have harvested the number allotted for that level.

Machines
There are several different types of machines that you will encounter in Rapture, each with a different function. Most of them require money to use.

  • AMMO BANDITOS :: Ammunition vending machines.
  • BOT SHUTDOWN PANELS :: Use these panels to shut down the flying drones chasing you. Costs $20, and cannot be hacked. HEALTH STATIONS :: Replenish your health for a small fee. Enemies can use them, but they can be hacked to poison your enemies, and heal you at a discount.
  • GENE BANKS :: Used to switch out the plasmids and tonic you have equipped. They cannot be hacked.
  • GATHERER’S GARDEN :: Rather rate. Used to purchase plasmids and gene tonics, as well as extra slots and other upgrades (like increasing your maximum health/EVE). They are unique because they only accept ADAM for payment. After you encounter a Little Sister you can usually find one of these nearby.
  • VENDING MACHINES :: Vending machines “Circus of Values” sell all kinds of useful items (first aid kits, film, ammunition, EVE hypos, etc). They can be hacked to lower their prices or unlock hidden items).
  • VITA-CHAMBERS :: You never die in Rapture, you are simply resurrected at the nearest Vita-Chamber. This isn’t a checkpoint-type reload… everything you did before you died is in the same state and place you lef it (including damage to enemies). any way.
  • POWER TO THE PEOPLE MACHINES :: These are rare, and will upgrade one of your weapons for free. They can only be used once, so choose your upgrade wisely.
  • U-INVENT MACHINES :: This machine lets you convert all the “useless junk” you collect into useful items. Bring all your items to a U-invent machine to create auto-hack devices, special ammunition, and even invent items to complete goals in the game. Machines can be hacked to lower the number of items required.
  • AUDIO DIARIES :: Throughout your adventures in Rapture you will stumble across audio diaries left by the former inhabitants of the city. They are often hidden in out-of-the-way locations, so explore all the nooks and crannies you can. Press the A button to listen (or T on the PC). These diaries help fill in the storyline of Rapture.

Rapture’s Inhabitants
There are several different types of enemies you encounter as you explore through Rapture. Each type of enemy requires a diffeent strategy, and they can be nasty when they team up on you. You will generally encounter more difficult enemies as the game progresses.

  • THUG SPLICERS :: Humanoids with melee weapons. Take them out with guns. They can be stunned with electricity and then clubbed to death.
  • LEADHEAD SPLICERS :: Regular humanoids with firearms. They are jittery, so you can usually surprise them. Headshots take them out quickly. You can stun or freeze them and then deal some damage. They stop shooting at you if you set them on fire.
  • NITRO SPLICERS :: Splicers are armed with explosives. They throw grenandes or proximity mines. Use your telekinesis plasmid to throw their own explosives back at them. Or just stay out of range and kill them with firearms. If you get too close they may throw a smoke bomb and escape.
  • SPIDER SPLICERS :: These splicers move quickly and can jump high and climb on the walls and ceiling. They use a melee attack with a sickle and jump at you from a distance. Shock them and they are stunned for a moment and then switch to another weapon and deal some damage. Vulernable to anti-personnel ammo and fire attacks.
  • HOUDINI SPLICERS :: Use plasmids to become invisible and teleport. They use a fire-based plasmid. Try to find a covered position and wait for them to appear, then shoot them with firearms. Hacked bots and turrets are very useful, as they find them before you can locate them. They are resistant to fire attacks. Vulnerable to anti-peronnel ammo.
  • BOSS SPLICERS :: you will occasionally come across a boss splicer, which is a regular splicer which is tougher and deals more damage. These are usually characters involved in the storyline.
  • BIG DADDIES :: Also called Rosies, Bouncers, or Big Daddies. This is the guy in the underwater suit that is featured on the cover of the game. They are usually escorting a Little Sister, and are not hostile unless you attack them or start messing with thier escort. They are armed with gigantic drills. Rosies have rivet guns that shoot at you from a distance and can also use proximity mines. They are very tough and require some preparation. Use your surroundings, security systems, water, oil slicks and explosives to maximize the damage to them. Since you usually initiate combat, then you can catch them in the back and deal out the most damage you can before they turn around.
  • ELITE BIG DADDIES :: Show up later in the game. They are just bigger versions of Rosies and don’t require any special tactics other than what you already know.
  • LITTLE SISTERS :: Little Sisters cannot be damaged until their Big Daddy is defeated. USDA Daily requirement of ADAM.
  • SECURITY BOTS :: These annoying little critters show up if a security camera catches you and sounds the alarm. These machines carry machine guns and follow you around until they are destroyed, hacked or deactivated. Armor-piercing and explosive ammo works best against them. They can be stunned with electical ammo and then hacked.

WEAPONS
BioShock is a First Person Shooter, so therefore you have a wide variety of weapons that you collect throughout the game. To use your weapons you must enter weapon mode by pressing RB. You can cycle through your weapons by pressing RB again, or bring up a radial selection menu by holding down the right bumper. Your weapons can also be upgraded and use different types of ammo – see the ammo and weapon upgrading sections for more details.

  • WRENCH :: A la Prey, since a crowbar would just be ripping off Half-Life.  Used to knock locks off doors, open grates, or club the living daylights out of splicers.
  • REVOLVER :: Slow firing, but very accurage.  Useful for taking out a camera or headshots.
  • MACHINE GUN :: A Tomygun of this era, with a large 40 round clip.  Takes normal, armor piercing and anti-personnel ammo.
  • SHOTGUN :: This…. is my BOOMSTICK!  Only four rounds per clip, but takes regular buckshot, explosive buchshot, and electrical buckshot.
  • GRENADE LAUNCHER :: The FPS standard.  Use this for boss fights.  Fired frag grenades, proximity mines, and heat-seeking RPGs.
  • CHEMICAL LAUNCHER :: Sprays several different types of chemicals at your enemies, such as napalm, liquid nitrogen, and electrical gel.
  • CROSSBOW :: This powerful crossbos has a small clip size and slow rate of fire, but does massive damage.  Also has a great zoom function.
  • CAMERA :: Used for research, which eventually reveals how to damage a research subject.

CUSTOM AMMO
Each gun has several different types of ammunition it can use, including regular, anti-personnel, explosive, armor-piercing, electrical, etc. These ammos can be found on the ground, purchased at vending machines, or crafted at U-Invents. Each enemy is vulnerable to different types of damage, so you can use an appropriate ammo against each enemy to make things go a little easier for you.

  • REGULAR :: generic all-purpose ammo.
  • ANTI-PERSONNEL :: designed for use against unarmored targets (i.e., the splicers).
  • ARMOR PIERCING :: good against heavily armored targets like big daddies and turrets.
  • EXPLOSIVE :: good against basically anything.
  • ELECTRICAL :: good against electrical equipment like turrets, cameras, drones, etc.
  • PROXIMITY MINE :: sticks to the ground and blows up when an enemy comes near.
  • HEAT-SEEKING RPG :: tracks enemies with a heat signature, like splicers.
  • NAPALM :: shoots fire. ‘Nuff said.
  • LIQUID NITROGEN :: freezes enemies in place, letting you smash/melt them. They will thaw if you leave them for a few seconds though.
  • STEEL BOLTS :: these standard bolts shot from the crossbow are unique because you can pick them up from walls and corpses and reuse them. They have a chance to break on every shot, but this can be reduced with a weapon upgrade available at Power to the People machines.
  • INCENDIARY BOLTS:: light the target on fire when they hit.
  • TRAP BOLTS :: lets you create the electrified trapwires you often see in Rapture. They embed themselves in the wall (or other object) and then shoot out the trapwire directly behind themselves until it makes contact with another object. Make sure you get out of the way before the trapwire fires or it will shock you. These trapwires do a large amount of electrical damage to the first enemy to walk through them.

Fights will end more in your favor when you use the correct type of ammo depending on the enemy. Against the easier splicers regular ammo will do the trick just fine. Big Daddies and other bosses will require the rare ammo (amor piercing, anti-personnel, etc.)

WEAPON UPGRADING
Weapons can be upgraded in various ways to increase their power, speed, or splash damage. The “Power to the People” machines offer these upgrades, and are scattered around Rapture. Each machine will do one upgrade to one of your weapons, free of charge, and then cease to function forever, so make sure you choose your upgrades wisely. Note that upgrades are permanent and will remain on your weapon for the rest of the game. The locations of the weapons upgrade machines are listed in the reference section of this guide.

PLASMIDS
Plasmids are a type of genetical modification to your body, which provide you with various powerups such as telekinesis, shooting fire or electricity, etc. Click on the LB to switch to Plasmid mode, and then use LB to cycle through your plasmid abilities. Pull the left trigger to use the selected ability.

  • ELECTROBOLT :: One of the most useful abilities in the game. It can be used to short out security systems, and unlock broken electronic doors. You can also stun splicers and Big Daddies, and fry anyone standing in water (which there is alot of in this game).
  • TELEKINESIS :: Most useful against heavy projectiles like grenades and rockets. You can just grab them out of the air and throw them back. You can also grab items that are out of reach, like money. You can also grab trapwires out of the wall to disarm them. You can also hold corpses in front of you as a “meat shield”.
  • INCINERATE :: Fire up the grill, Paw! Can also be used to light oil slicks, melt ice (which reveals hidden items and block your path).
  • HYPNOTIZE BIG DADDY – This plasmid can ONLY be obtained from the care packages you get from Tenenbaum for rescuing little sisters.

You only have a certain number of slots in which you can equip your plasmids. Each time you gain a new plasmid you will be given the option to either place it in one of your slots, or store it in your gene bank for later use. You can visit a Gene Bank machine at any time to swap out your plasmids and gene tonics, free of charge. You’ll want to do this frequently to adapt your strategies to your enemy and situation. You can also purchase new plasmid slots from the Gatherer’s Garden machine, up to a maximum of six.

There are several ways to obtain new plasmids. You can occasionally find them on the ground in Rapture (they will look like glowing bottles with a colored liquid inside). You can also get them from researching enemies However, the most common way to get new plasmids is from the Gatherer’s Garden machines, which sell plasmids and other genetic upgrades. Purchasing from a Gatherer’s Garden requires ADAM, and the only way to get ADAM is from the Little Sisters.

GENE TONICS
Gene tonics, like plasmids, are genetic modifications to your body. However, unlike plasmids, they provide passive effects which are always active and do not need to be triggered. There are three main types of gene tonics – physical, which provide things like damage resistances and increases to speed; engineering, which increase your hacking skills; and combat, which do things like increase your damage or skills with particular weapons.

  • NATURAL CAMOUFLAGE :: One of the best tonics in the game. Makes you invisible if you stand still for more than a few seconds. Very useful for evading alarms, ambushing enemies, and just about everything else.
  • DAMAGE RESEARCH :: Increases the bonus damage you gain from doing research on enemies. If you’ve been keeping up on your research, this greatly increases your damage output, especially if you get the upgraded version of this tonic.
  • MEDICAL EXPERT :: Provides a large increase to the amount of damage your first aid kits heal. Very valuable for stretching your limited supply out.
  • EVE LINK :: Restores EVE whenever you gain health from a first aid kit.
  • WRENCH TONICS :: Greatly increase the damage you do with the wrench, and provide some other bonuses as well. Slotting all of these turns you into a melee machine, which is a very viable strategy when you’re running low on ammo.
  • ELEMENTAL TONICS :: Electric Flesh, Human Inferno, and Frozen Field increase the elemental damage you deal and reduce the elemental damage you take. They are not terrible useful for most of the game, but they are crucial for the last boss fight, which is heavily elemental-based.

Inventing
You will eventually begin collecting random items with no apparent purpose, like rubber tubing, batteries, brass shell casings, etc. You can bring this junk to a U-invent machine and use it to craft more useful stuff like auto-hack tools and custom ammunition. This doesn’t cost you any money

Researching Enemies
Part of the plot requires you to obtain a research camera, which is then used to study your enemies.  The camera is used just like a weapon – select it with RB and take a picture using RT. The camera uses film as “ammunition”, which can be obtained from vending machines, enemies, containers, and just lying around.

You research your enemies by taking photographs of them, which are then graded (much like Dead Rising).  The more spectacular the shot, the greater the research points.  Once you’ve “identified” how your enemies do what they do, you can then deal more damage to them, or mimic their behavior (you get a camoflage ability once you photograph enough Houdini splicers).

Keep photographing each subject until it doesn’t give you any more research increases, ESPECIALLY against the rarer enemies like Big Daddies and spider/houdini splicers. You can usually take 3-5 pictures of an enemy before the score gets so low that the picture won’t be taken.

Each enemy has 5 research levels – after you get to level 5 you won’t be able to take any more pictures of that enemy, since there’s nothing left to research. Usually levels 1, 3, and 5 provide damage increases against that enemy, while levels 2 and 4 provide more specialized bonuses.

Note that you can also research security camera elements like turrets, security cameras, and and bots. An easy way to do this is to zap them with electrobolt so they’re “stunned”, and then run in and grab a bunch of photos before they come online again.

SECURITY SYSTEM
Rapture has a security system which protects some of the more sensitive areas of the city. There are three major elements to the security system – cameras, turrets, and bots. All three of these elements can be researched with the camera. The security system can also be hacked so that it protects you and attacks your enemies. If you can prepare an area’s security system in advance for an important or difficult fight, it will make things much easier for you, since the turrets, cameras, and bots will be fighting FOR you, instead of against you. This is a good strategy to use against big daddies.

  • CAMERAS :: security cameras can often be found scanning important areas of the city. You can see where the camera is looking because it emits a red circle of light on the area the camera is pointed at. If the camera sees you, the light will turn white, and you have a few seconds to get out of view. If you don’t, the camera will trigger an alarm, and security bots will be summoned to hunt you down. The alarm lasts for sixty seconds, but it can be cut short if you run away from the area where it was triggered or use a bot shutdown panel (see the Machines section). When the alarm is triggered, a red countdown timer appears on the right side of the screen to show you how much time is left.Cameras can either be avoided, destroyed (use explosive or armor-piercing ammo), or hacked. You can sometimes get close enough to hack a camera without it seeing you, but a better bet is to shock it with the electrobolt plasmid or electric ammo, which will temporarily put it out of commission. You can then get close enough to hack it without worrying about an alarm being triggered. Hacked security cameras will sound the alarm on enemies, and will summon allied security bots to attack them. An alarm timer will again appear, but this time it will be blue instead of red. Hacked cameras have a green light instead of a red one.
  • TURRETS :: turrets are automated weapons platforms that attack you on sight. There are several different kinds, including machine gun, flamethrower, and rocket launcher varieties. Like cameras, they can be shocked with the electrobolt or electrical ammo and hacked, or else just outright destroyed. Hacked turrets have green lights instead of red, and attack your enemies instead of you.
  • BOTS :: bots are summoned by camera alarms, and can occasionally be found lying on the ground. See the enemies section for more details on bots.

Hacking
BioShock includes a hacking mini-game, which allows you to (among other things) convert security system elements to your side, open safes and combination locks, reactivate bots, and reduce prices and increase stock at vending machines. You can usually hack items by walking up to them and pressing the X button. This brings up a screen which shows you the difficulty of hacking the item, and what you will get if you successfully hack it. Pressing A will take you to the hacking mini-game.

The hacking minigame is a “tile” game where you have to rearrange pipes to redirect a flow of water from a starting point to an ending point. At the beginning of the game, all the tiles are flipped over. Press A to flip over a tile, and press A again to swap the flipped tile with whatever you have in your “storage” or “buffer” (shown on the left side of the screen). This game is much easier on the PC version, as you are able to use a mouse.

Essentially you have to connect the starting point with the ending point before the blue energy flow gets to the end of the pipe or touches an alarm or overload tile. If the energy flow reaches the end of the pipe before you connect it to the end tile, the system will overload and you will take a small amount of damage.

  • OVERLOAD TILES :: look like little orange explosions. If the energy gets routed to these tiles the device will automatically overload and you will take a large amount of damage.
  • ALARM TILES :: look like little fire alarms with a red dot on them. If the energy gets routed to these tiles an alarm will go off and bots will be summoned.
  • RESISTOR TILES :: look like zig-zag electrical resistors. These greatly slow the speed of the energy flow, and buy you a little extra time to complete the circuit if you’re having trouble.
  • FAST FLOW TILES :: these are very thin pipes that show up late in the game. They are basically the opposite of resistor tiles, they speed up the energy flow instead of slowing it down. Try not to use them if you’re short on time.

The game begins with a quick cutscene on an airplane, which almost immediately crashes into the ocean without any explanation.  After the title screen, you wake up bobbing amongst the flaming wreckage of the airplane. Avoid the flames and swim forwards to the lighthouse-looking structure ahead of you. Climb up the stairs and go through the door. It’ll slam shut behind you, and lights will come on, revealing an incredibly creepy statue of Andrew Ryan glaring at you from above. Check out the plaques and artwork, and then head down the stairs at the back of the room.

At the bottom of the stairs is a bathysphere (a submarine-type device). Climb in and pull the lever, and then settle in for the ride. Make sure you have a nice view, because your first look at Rapture is really quite impressive.

WELCOME TO RAPTURE
After the splicer massacres Johnny and fails to break into the bathysphere, you’ll get a transmission from Atlas. Pick up the radio to the left of the door and listen to what he has to say. Go forward from the bathysphere, turn left, and head up the stairs. Turn left and watch the splicer get cut up by the security system. Jump over the debris by pressing Y, and pick up the wrench in front of you (it’ll be highlighted in gold) by pressing A. Smash the debris blocking the door with the wrench, and click LS to crouch under the door. There’s a splicer at the top of the stairs who will throw a flaming couch at you. Get out of its way and continue up the stairs. The splicer will charge you. At the top there’s a Gatherer’s Garden machine with a free Electrobolt plasmid on it – pick it up and the game will go into a cutscene.

When you wake up, you’ll have your first plasmid power, the electrobolt.  Search the room for useful stuff, and then use your electrobolt plasmid on the sparking lever next to the door, which overrides the short and opens the door. Walk into the tunnel, and watch the plane’s tail section come crashing in. You’ll have to go up into the plane and through the emrergency exit to continue on through the tunnel.

Go to the end of the tunnel and through the Securis door. You should enter a large, dimly lit room. To the right, near the leaking window, is a corpse with an EVE hypo. There’s another hypo in the left wing. Explore the room until the splicer enters, and then kill him. Use Atlas’s one-two punch – zap him with electrobolt and then club him with the wrench. The airlock door should open and another splicer will come through. Kill him and continue through the airlock.

Head up the stairs and into the lobby, and kill the flaming splicer. Go through the sliding doors and take the open elevator up. Note that you now have a quest arrow which will direct you exactly where you need to go. Head right and kill the splicer blubbering over the stroller. Pick up the revolver in the stroller and walk through the doors into the Kashmir restaurant.

OPTIONAL: Head down the stairs along the wall to the right. There’ll be a splicer trying to get through a door at the bottom – kill him quickly. The other splicer he’s arguing with will open the door to see what’s going on, so take her out too. Go through the door and search the room for some money and other goodies. Walk back out and you’ll see two splicers scrounging around in the pool of water by the window. Hit the water with the electrobolt and you’ll electrocute them both – this will also earn you the “Toaster in the Tub” achievement for 10 GP (if you don’t already have it). There’s an audio-diary (New Year’s Eve Alone) on the table.

Turn right at the top of the stairs and go into the bathrooms, killing any splicers you find. There’s a ghost scene in the women’s bathroom, and an audio-diary (Hole in Bathroom Wall) on the rubble at the end of the room. Head into the men’s room and through the hole in the wall of the last stall.

Head over the lighting fixture to the balcony on the other side of the room. There’s a radio transmission from Atlas here about the little sister on the floor beneath you. Go down the stairs against the wall and watch the scripted event of a splicer getting his ass kicked by a Big Daddy. Grab the pistol off the fresh corpse and smash through the lock on the gate to your right.

Turn right at the Vita-chamber and head down the hallway, killing splicers as you go. When you get to the stairs there’ll a pair of splicers standing in a pool of water – you should know what to do by now. Head down the stairs to the lobby area.
Approach the door to Neptune’s Bounty. It’ll slam shut and a security alarm will go off. Back away from the door, as a flamethrower turret will appear and start trying to barbecue you. Splicers will start appearing as well, jumping from the stairs into the pool of water in the middle of the room. Use your electrobolt plasmid to zap them as soon as they touch the water. You’ll get a radio transmission from Atlas, who opens the door to the Medical Plaza. Head through, jump over the debris, and walk into the room with all the TV screens.

The doors slam shut behind you, and you are forced to watch a video of Andrew Ryan. Splicers will start trying to smash through the windows, but Atlas gets the door at the back of the room open for you before they can break in. Head through and press A at the airlock door to take you to the medical pavilion.

Turn right at the entrance hallway and head down to the foyer. There’s a vending machine against the east wall to your left – time to spend some of your hard-earned cash. Look behind the receptionist’s desk for a whole bunch of goodies. There’s also an audio-diary sitting on the desk.

Turn around and head to the door to the right of the vending machine, which leads to Emergency Access. Hack  the security bot to get through. Take the bot around the corner and you’ll find two splicers arguing. Kill them and head back to the desk at the back of the room, where there’s some health, ammo, and an audio-diary (Adam’s Changes).

Head up the stairs to the balcony area, and hit the Emergency Access Control switch. Access will be denied, and the door behind you will open. Atlas explains that you need to get the key from Dr. Steinman before you can continue on.

When you flip the control switch, the door behind you will open, releasing a splicer. Kill her, go through the door, and turn left down the hall. There’s a little room at the end with a machine gun and an electrical override switch that returns power to the Medical Pavilion foyer. The door at the back of the room will open and a bunch of splicers will spill out. Unleash your security bot, and head back down the hallway to the foyer.

Take out the splicers on your way back to the foyer, and climb up the stairs at the back of the room. The door to the main area of the Medical Pavilion should now be open. Head on through and follow the hallway down to a door, where there’ll be another ghost scene. Use the door control to the right of the door and head through.

Pick up the audio-diary (Higher Standards) on the wall in front of you. You’re now in the main Medical Pavilion area, which has a number of different businesses and areas. On the other side of the wall, once you round the corner, is a turret, so zap it with electrobolt and hack it. On the right side of the room is a storage closet with another turret for you to hack.

On the south wall of the room (left from the main entrance) is a knocked over directory sign with the names of doctors and businesses on it. On the wall next to it is another audio-diary (Limits of Imagination). There is also another audio-diary (Love for Science) on a crate near the health station in the middle of the main area, and another one (Parasite Expectations) on the desk behind the wall at the entrance to the main area (i.e., directly across from the turret). There is a fourth audio-diary (Vandalism) in the little alcove on the north side of the main area, sitting on a chair next to a vending machine.

Head to the west end of the room and go through the door marked “Dr. Steinman’s Aesthetic Ideals”. Go through the tunnel and enter Dr. Steinman’s area. Rounding the corner you should see him crouching on the ground muttering to himself, but as soon as he sees you he takes off down the hallway to the right and explodes it behind him, leaving a huge pile of debris. There’s a nitro splicer standing on the balcony above you tossing grenades.

You need to get the Telekinesis plasmid so you can grab a grenade from the nitro on the balcony and use it to blow up the debris blocking your path to Dr. Steinman. There are ads on the wall advertising that the Dandy Dental clinic is giving away the telekinesis plasmid as a promotion, but heading back to the main Medical Pavilion area and finding the Dental Services area (down the stairs right by the tunnel to Dr. Steinman’s area) reveals that it’s completely frosted shut. There’s an audio-diary (Freezing Pipes) at the lower left corner of the ice pile that reveals why.

At the southwest corner of the Dental Services entrance area is a supply closet with a door that’s shorted out. Hit the switch to the left with your electrobolt, and head in to collect your loot.

So we need to find some way to melt the entrance to Dental Services. The name of the crematorium should give you a hint that that’s where we should be looking. The entrance to the crematorium is in the SW corner of the main Medical Pavilion area, so head up there. There should be a lady pounding on the door who soon meets a grisly end. Kill the splicer who comes through the door, and head on in. There’s an audio-diary (Surgery’s Picasso) hanging under the… ahem… “creatively” rearranged photo on display to your left.

Head into the back of the crematorium. There’s a security camera at the south end of the room, near the furnace – zap it and hack it.

Find the furnace control on the side of the furnace, next to the gurney with the corpse on it. Press it and wait for the body to be cremated. When it comes out, it should have a gene tonic (Hacker’s Delight) sitting in the ashes.

Head up the stairs in the SE corner of the room. Terminate the splicer, and then crouch and crawl through the little hole in the wall next to the jammed doors. Your Incinerate plasmid is on the floor next to the broken Gatherer’s Garden machine. Put it in your empty plasmid slot, and then get ready to use it, as you’re about to be ambushed by splicers. Fortunately for you, they’re stuck outside the storage room, and unfortunately for them, they’re standing in an oil slick. Light the slick on fire.

Head back downstairs and go down to the Dental Services area. Use your incinerate plasmid to melt the ice blocking the entrance, and head on through. Kill the splicer in the entrance area, and head through to the right. There’s a shotgun and some ammo sitting in the middle of the room, but as soon as you pick it up the lights go off and you are ambushed by splicers. Kill them all and the lights will come back on, revealing that you’re in the main lobby for the dentistry area. The business we need to go to for the Telekinesis plasmid is Dandy Dental, at the east end of the lobby. There’s an audio-diary (Useless Experiments) by the entrance.

Head on through into the lobby of Dandy Dental. If you want you can hop over the receptionist’s desk for some goodies. Head into the main area and check out the view from the windows. The plasmid you need is at the broken Gatherer’s Garden machine, at the end of the tennis practice area at the north side of the clinic. Pick it up and equip it – you’ll have to replace one of the plasmids you already have. Personally I’d suggest keeping electrobolt, since it will be useful for dealing with security systems once you get back to Steinman’s area, but the choice is up to you. You can always swap your plasmids out later once you get to a gene bank machine. If you want to practice your telekinesis skills you can activate the tennis machine and practice catching and throwing the balls it launches. There’s also an audio-diary (Testing Telekinesis) leaning up against the tennis machine’s control panel.

Head back out to the Dental Services lobby. There should be some splicers entering the clinic just as you’re leaving – you might want to try getting creative with the telekinesis plasmid to kill them.

Head southwest past the Painless Dental sign and round the corner. You’ll pass a row of windows which will be shot out by a turret trying to kill you. Hop through the windows (you’ll have to crouch) and either destroy or hack the turret. You can unlock the door to Painless Dental with the control on the north wall. Head through to the surgery room. In the SE corner is a desk with an audio-diary (Plasmids are the Paint) and a gene tonic (Speedy Hacker). On the east wall is a crawlway with a grate covering it. Crouch and whack the grate off with your wrench. Follow the crawlway to a storage room with some nice goodies in it. You can unlock the door with the control on the wall and go directly back out to the main Dental Services area lobby.

Past the windows you went through to get into Painless Dental is another clinic, Chompers Dental. The door to this clinic is also locked. Use your telekinesis power to grab the key off the hook on the wall that you can see through the broken window. Use it to unlock the door and head in. Zap and hack the camera in the left corner of the room. Go through the door on the far wall, kill the splicer, and zap and hack the camera. Hack into the safe under the camera for some nice goodies.

Back near the entrance to the Dental Services area is the entrance to Kure-All. Open the door and head on in, but make sure you have your telekinesis plasmid selected and ready to go. If you practiced with the tennis machine at all, this is where it pays off. As you enter the clinic, turn right. You’ll see a turret launch rockets at you. Grab them with your telekinesis power and fling them back at the turret to blow it up. Go through the door to your left. If there are any splicers in the clinic clear them out, and hack the camera in the far NE corner. In the NW corner of the room with the camera is an audio-diary (Enrage Trial). Along the wall to the left should be a crawlway covered by a grate. Bash the grate in and follow the crawlway to the storage room. On one of the cabinets there should be a new gene tonic (Wrench Jockey). Head back out to the dental services area.

So you’ve got your telekinesis plasmid, time to head back up to Steinman’s area. You’ll probably hear the nitro splicer still banging around up on the balcony. Use your telekinesis plasmid to grab one of the grenades, and then launch it at the debris covering the door that Steinman fled through. This will clear the path for you, allowing you to continue on.

As soon as you enter the hall, there’s an audio-diary (Symmetry) hanging on the wall to the right of the corpse in the wheelchair. Continue on down the hall. The way will initially be blocked by a gate, but Steinman will come running out of one of the side rooms and send a bot after you. A turret also appears out of the floor. The gate opens, and Steinman runs again. Either kill or zap and hack the bot and turret, and continue on. If you check the hole in the wall with water pouring out of it on the left side, you’ll find some ammo and other loot. There’s also a free gene tonic (Static Discharge) sitting by the corpse leaning against the wall across from the hole.

Enter the side room on the right (north) side of the hall. Watch out for the camera at the far end – zap and hack it when you get a chance. Hack the safe under the camera for some nice loot. There’s also some ammo and other items on the desk in front of the camera. On your way out, pick up the audio-diary (Aphrodite Walking) from the cabinet by the surgery table.

All right, time to put an end to Steinman’s insanity – for good. Head through the doors at the end of the hall and watch the scripted event. Dr. Steinman is basically a Leadhead Splicer with a whole ton of hit points. Other than that he’s not particularly tough or difficult to kill. Anti-personnel ammo is very effective against him. If you have your incinerate plasmid slotted you can also make use of the oil slick behind the operating table to light him on fire. Killing Dr. Steinman earns you the “Defeated Dr. Steinman” achievement for 15 GP.

You should get a radio message from Atlas reminding you to get the key and head back to the Emergency Access area. Search Steinman’s body to get the Emergency Access key, and check the corpse on the operating table for an audio-diary (Not What She Wanted).

Head down the stairs to the flooded area underneath the observation area. There’s a desk with a safe on it which contains some first aid kits.

Follow the arrow back out of the surgery room and towards the main Medical Pavilion area. There should be some splicers coming out to greet you – if you hacked the turret in the hallway it should take care of them without much difficulty. Continue on until you get to the tunnel heading back to the main Medical Pavilion area.

Heading into the tunnel you’ll hear the door leading to the main area collapsing, blocking you in. Thankfully the other door on the north side of the tunnel (which was previously blocked) has opened up. Head on in – you should be just in time to see a Bouncer get blown through the window and land in a flaming heap on the floor. Head through the door and watch the cutscene – Atlas wants you to kill the little sisters, while Tenenbaum wants you to rescue them. Harvesting her will give you 160 ADAM, while rescuing her will give you only 80. However, if you rescue several little sisters, Tenenbaum will send along a care package with 200 ADAM and some other treats (note, however, that you will still gain more total ADAM from harvesting than rescuing the girls). The choice is up to you, and has storyline consequences down the road, about which I’ll get into more detail in future versions of this guide.

Atlas encourages you to visit the next Gatherer’s Garden machine you find to pick up some new Plasmids, and lo and behold, one appears at the north end of the room. Time for some shopping. This GG sells the Enrage plasmid, armored shell and EVE link gene tonics, and maximum health and EVE upgrades. There’s also an audio-diary (Gatherer Vulnerability) on the floor next to the GG machine. Pick out which upgrades you want and head through the door on the east side of the room.

This takes you back out to the main Medical Pavilion area. There may be some respawned splicers wandering around. Head back to the east end of the room. On the way to the foyer, you will encounter another little sister and big daddy. This one is a Bouncer – the melee type with the gigantic drill on his arm. If you hacked the turrets in this area earlier, try to fight the big daddy where the turrets can shoot at him. Use whatever explosive or armor-piercing ammo you have, and try to keep him at a distance. Be generous with the use of first-aid kits as well.

When you’ve killed the Big Daddy, rescue or harvest the Little Sister. You can head back to the GG machine in the lounge and pick up some new upgrades. Otherwise, head back through the doors at the east end of the main area and down into the foyer.

Head down the stairs and through the door to emergency access at the far end of the room, killing any splicers you see. Go back up to the emergency access control switch and flip it using Steinman’s key. The door opens up, revealing a bathysphere. Hop in, pull the lever, and head off to Neptune’s Bounty.

The bathysphere will drop you off at dingy little dock.  Climb up the stairs and around the column to find a vending machine and gene bank (where you can swap out your equipped plasmids).

Climb over the debris and continue through the door ahead of you. You’ll see a spider splicer up ahead of you, but you don’t have to deal with her just yet. Continue through the door at the end of the hallway, which takes you out into a large open area with a wharf, multiple splicers, and a big daddy/ little sister. Let the big daddy deal with the splicers for now.

Head down the ramp into the lowered area in the center of the room. Immediately underneath the ramp is a turret – go ahead and hack it, it’ll help when you fight the big daddy. There’s another turret underneath the wharf on the far side of the room – same deal there, zap it and hack it. Immediately behind that turret is an audio-diary (Bathysphere Keys).

Now that you’ve got the security system on your side, you can take out the Big Daddy. This one is a Rosie (armed with a gigantic rivet gun). Try to keep her in the center of the room where your two turrets can shoot at her. Harvest or rescue the little sister, and head up on to the wharf at the south end of the dock.

Continue through the door and turn right at the end of the hall. This takes you to a balcony type area with a gene bank and a Gatherer’s Garden. Unfortunately, if you look to the left, there’ll be an RPG turret launching rockets at you, as well as several splicers you’ll have to take out. Use your telekinesis plasmid to toss the rockets back at the turret and destroy it. Clear out the splicers, and head to the GG to spend your ADAM. Head down the stairs towards the giant “Fontaine Fisheries” sign.

To the east of the GG and gene bank machines are two holes leading to a lower area. Go through the right one and drop down to the lower area. Zap and hack the camera, and look in the other alcove – you’ll find some loot and a deactivated security bot for you to hack. To get out of this area and back up to the balcony, you have to jump out of the hole in the west wall, down into the water, and climb up the stairs.

At the Fontaine Fisheries sign, continue going down the stairs into the flooded area. Turn right and head around the corner. Continue following the hall until you get to a gate protected by a combination lock. Hack the lock or open it with the code 5-3-8-0 and continue through. There’s an audio-diary (Timmy H. Interrogation) and some other loot here. You can use your telekinesis power to grab the stuff through the gate at the back of the room. Head on back up to the Fontaine Fisheries sign when you’re done.

Stock up at the vending machine, and then climb over the boxes leading to Fontaine’s Fisheries and head in. You’ll enter a room with a dead lady and a bunch of health and ammo. Pick up what you need, and then activate the door at the far end of the room to ask for entrance. Peach Wilkins will answer the door, but he won’t let you in until you do a favor for him. He wants you to head up to the wharfmaster’s office in the upper wharf and grab a research camera for him. Unfortunately, before you can go, a spider splicer appears. These guys are very tough, they can scramble up walls and across ceilings and move very quickly. Do what you can to stay alive, but don’t sweat it, as Peach will send the security system after the splicer, chasing her away. He sends out a grenade launcher as a parting gift and sends you on your way.

Follow the quest arrow back out of Fontaine’s Fisheries, up to the balcony with the machines on it, and turn right. The gate to the upper wharf should now be open. Kill any splicers you find, and head on through.

Turn right after passing the gate, and then immediately turn right again. You should see a section of metal grating on the ground that’s broken inwards. Follow the crawlspace to the end and you’ll find an audio-diary (Fontaine Must Go) and some loot.

Continue on up the stairs to the upper wharf area. You should come to a sliding door which leads to a little room with some proximity mines and other ammo. Keep heading forward. You’ll enter a larger area with a big daddy/little sister and some splicers. Take out the splicers, and head to the fish cleaning table directly across from the door where you entered. On it is an audio-diary (Finding the Sea Slug). Go through the archway towards the wharfmaster’s office – there’ll be an RPG turret there, zap it and hack it as it will come in handy when you fight the big daddy. Kill the big daddy (use your proximity mines if you want to) and rescue or harvest the little sister. On the ground on the west side of the room (near the hole the little sister crawls out of) is another audio-diary (Masha Come Home). Remember the code 7-5-3-3, you’ll be able to use it later. There’s another audio-diary (Picked Up Timmy H.) on the corpse by the hole – it also has a code, 5-3-8-0, but it’s for the interrogation room and we’ve already been there.

Head through the archway towards the wharfmaster’s office. Watch out for the camera at the top of the stairs – it’s too high up for you to hack it, so just zap it and run. There’s an audio-diary (Watch Fontaine) by the vending machine at the bottom of the stairs. Run up the stairs, you’ll see yet another camera on your right – this one hackable. Continue down the hall and into the alcove on your right. Whack the lock of the door, and immediately duck for cover into the right corner, just past this desk. This will give you cover from all of the turrets which will be trying to kill you – an RPG turret in the right hallway, a machine gun turret in the hall straight ahead, another RPG turret in the center of the south wall, and yet another machine gun turret in an alcove in the SW corner of the room. There’s also a camera above the last RPG turret. Destroy or hack them all (remember to use your telekinesis plasmid on the RPG turrets), and search the room and corpses to find some nice loot.

Crouch and head through the crawlway in the SE corner of the room. There will be a camera directly above you when you enter the room, but it’s too high to hack, so zap it and grab some cover at the other end of the room. There you’ll find a safe, a nice selection of ammo, and an audio-diary (Have My Badge). Head back out when you’ve got everything.

Break the lock off the door in the SE corner of the room, and head through the hole in the wall. Pick up whatever ammo you need and swap out your plasmids and tonics at the gene bank (if you want to). Turn right and head down the hall, past the Vita-Chamber. At the end of the hallway will be a small office, with the research camera sitting on a desk. This will update your objectives – Peach wants you to snap some photos of three different spider splicers and bring them to him before he’ll let you into Fontaine’s Fisheries. Take a photo of the splicer through the window for your first shot. Note that you can check out the Researching Enemies guide above if you need more info on how to use the camera.

Head back out of the office and down the hallway. As you turn the corner past the Vita-Chamber the wall should explode out, and you’ll have to kill a couple of splicers. Hop through the hole in the wall and onto the tarp thing – there’s a plasmid (Security Bullseye) there for you to grab. Kill the splicer beneath you, zap and hack the security camera, and pick up any ammo you need from the bandito. There’s also an audio-diary (ADAM Discovery) on top of a crate along the west wall.

You’re now in the room that was on the other side of the blocked door from where you fought the last big daddy/little sister. Basically what we have to do now is take three pictures of (different) spider splicers and take them back to Peach Wilkins. You should have one already from the wharfmaster’s office, and we’ll get the other two on the way back to Fontaine’s Fisheries. Continue through the south door, and pick up the audio-diary (Eden Leaking) immediately in front of you. Head through the door into the tunnel, and hack the camera on the right wall. There’s an audio-diary (Fontaine’s Smugglers) on the bench immediately beneath the camera.

Head right at the intersection and go into Jet Postal. Kill the splicers, and look on the table immediately to the left of the entrance for an audio-diary (Death Penalty in Rapture). Continue into the back room – there’ll be a spider splicer crawling around on the ceiling. Snap a photo or six (that’s 2 out of 3) and take her out. Zap the camera in the corner (it’s too high to hack) and grab whatever you need from the shelves. Also, the vending machine in this room sells film, so now is a good time to stock up, since the initial supply you get with the camera runs out very fast.

Head into the Fighting McDonagh’s – there will be several splicers and a little sister/big daddy here. Stock up at the vending machine, switch out your upgrades at the gene bank, and kill the big daddy when you’re ready. Head up the stairs into the main area of the bar – there are two audio-diaries here. One (Smuggling Ring) is on a table near the 123 Beer sign, and the other (Working Late Again) is on a table near the window looking out over the city.

Head through the door behind the bar by zapping the sparking door switch – this leads to the wine cellar and storage area. Kill the splicers, and head through the door directly across from the entrance. In the corner of the room is a desk with an audio-diary (Rapture Changing). Go through the crawlspace into the little closet, and zap and hack the turret. Open the safe for some nice loot. Head back into the main cellar area, then break through the grate into the crawlspace at the other end of the room. Following the crawlspace to its end will take you back out to the entrance to the bar, and you’ll also find another audio-diary (Meeting Ryan).

Head to the upstairs section of the bar, and clear out any splicers. Walk through the door that’s directly in front of you at the end of the hall as you climb up the stairs – this will trigger a spider splicer spawn behind you. Snap a photo (3 out of 3, booyah) and kill it.

Head back into the room at the end of the hall. There’s a safe and some other loot at the back of the room.

Head up the second set of stairs, to another hallway with two rooms. One of them has a combination lock – you already got the code from an earlier audio-diary, it’s 7-5-3-3. Head in and you’ll find a rather depressing pair of corpses, along with an audio-diary (Saw Masha Today). If you walk towards the money in the corner of the room, the painting will blow outwards, revealing a new gene tonic (Shorten Alarms).

Zap the shorted-out door switch on the other room on the top floor of the bar. Inside is a splicer, some loot, and another audio-diary (Arresting Fontaine).

Go into the bathroom at the foot of the stairs. You can kill the splicer inside by zapping the water. You can pay 5 dollars to get into the bathroom stalls, which each have some ammo and other loot inside.

So now we’ve got our three spider splicer pictures, and we need to head back to Fontaine’s Fisheries to give them to Peach Wilkins. Follow the quest arrow back out into the tunnel, and kill the splicer and his turret. Head through to where you jumped down from the wharfmaster’s office. The gate will now be open, letting you back into the upper wharf. Keep following the arrow down the stairs until you get to the balcony area with the Gatherer’s Garden and Gene Bank machines. The spider splicer that tried to kill you earlier at Fontaine’s Fisheries will be waiting for you, so if you’re missing a spider splicer photo now’s your chance. Note that this splicer seems to be a lot tougher than regular ones. There’ll also be a free gene tonic (Wrench Lurker) sitting on the railing near the machines.

Head down the stairs and back into Fontaine’s Fisheries to talk to Peach. He’ll let you in, but makes you give up your weapons by putting them into the Pneumo past the door (you’ll get them back, don’t worry). Drop by the Gene Bank and make sure you have Incinerate and Electrobolt slotted, as you’ll need them shortly. Use incinerate to melt the ice on the floor and pick up the gene tonic (Focused Hacker).

Head through the door and down into the open area. You’ll be ambushed by Peach and his men – unfortunately you have no weapons but your wrench, but you do have your plasmids, so make use of them. Try to hack all the security system elements you can to get them on your side. You can also lure the enemies into the pool of water on the right side of the room and zap them with electrobolt. If you die you’ll respawn at the Vita-Chamber just outside the entrance to Fontaine’s Fisheries. Once Peach dies the doors at the back will open, revealing several more splicers and a turret. Kill them. You will earn the “Defeated Peach Wilkins” achievement for 15 GP after you kill him.

Search the side freezers for some extra loot. You’ll have to use your incinerate plasmid to open the doors and free up some of the goodies.

Head down the stairs at the back of the room and pick up your weapons from the pneumo. Note that you will get all of your weapons back, but a lot of your ammo will be missing. This is normal, it’s not a game bug (thanks to Dominick P. for confirming this). Continue on down to the bottom, and you will find your very first Power to the People (i.e., weapons upgrade) machine. Choose carefully, since the machine can only be used once.

Search the freezer to your left as you come down the stairs. At the back of the room is a safe, and on a table next to the safe is an audio-diary (Putting the Screws On).

Head into the west freezer, where you’ll see a brief ghost cutscene. Use your incinerate power to melt the ice blocking the exit at the back of the room, and head through. You’ll get a radio transmission from Atlas, and then you move on to the next level.

Start out down the tunnel, and grab any loot you need. Ahead of you is a flooded area with a Vita-Chamber and a Gene Bank machine if you need to switch your upgrades around. Continue to the end of the flooded area and up the ramp. There’ll be a turret shooting at you from behind some crates – zap it and hack it. Grab the audio-diary (Meeting with Fontaine), and continue on down the other ramp. This takes you to a ledge with a view of the submarine, where’ll you get a transmission from Atlas asking you to press the switch to open up the submarine. Head on in to the control room ahead of you and do so – you’ll have to jump over some debris and bash a lock off of a door to get there.

This triggers an event – eventually Atlas will tell you head down to the sub. Follow the quest arrow down, but watch out for splicers.

After you head down the second set of stairs there’ll be a locked gate to your right. Bash open the lock. Inside you’ll find an audio-diary (Kraut Scientist) and some ammo and other goodies. If you look underneath the stairs you’ll see some money – it’s just out of reach, but you can grab it with your telekinesis plasmid.

Continue on into the submarine bay. You’ll get there just in time to see it explode, sending Atlas into hysterics. Time to get the hell out of here. Follow the quest arrow through the door with the flashing red lights. Immediately inside the door you’ll find a broken crate with some loot and an audio-diary (Offered a Deal). Pick it all up and head down to the end of the hall. There you’ll find a bulkhead door leading to the next level – Arcadia. Told you this one was quick.

ARCADIA
In this level you’ll start picking up a lot of random junk for use in U-Invent machines.

Head down the hallway, past the Vita-Chamber, and up the stairs to the door, jumping over/crawling under debris as needed. Bash the lock off the door, and head on through. Wow, trees! Been a while since you’ve seen those. Turn left and head across the bridge – on the north wall you’ll find several doors. Near the leftmost door is a park bench with an audio-diary (Seeing Ghosts) next to it. You’ll hear someone shouting for help in the background – ignore him for now, it’s just another splicer.

Directly across from the entrance is a door with two torches on either side, one lit and one not. Use your incinerate plasmid on the torch that’s not lit to open the door. Inside you’ll find a TON of ammo and other loot.

The two leftmost doors are marked Arcadia Glens, head through one of them. This leads to an antechamber area before the entrance to Arcadia Glens, which is unfortunately completely blocked off by debris. There is, however, a ghost cutscene and two audio-diaries – next to the park bench on the left side of the room (Big Night Out), and next to a chair and knocked over table on the right side of the room (Mass Producing ADAM). Head back out when you’ve got them.

Head through the rightmost door, marked Rapture Metro/Arcadia Glens. This is where the shouting you heard earlier is coming from, from a Houdini splicer. This is the first time you will have encountered these guys – they are fairly nasty, since they can teleport, turn invisible, and shoot fire. Grab some photos when he’s visible, and then just follow the blurry area around and shoot him when you can.

Going straight ahead from the entrance will take you to a small flooded area with some loot. Head back like you’re going towards the entrance, but turn left instead, following the sign to the Metro. Go past the stairs and you’ll find another room with some more loot (make sure you check out the table with the mask on it).

The splicer will lead you up the stairs to the right of the entrance, up to a gardening supplies storage area. Finish him off, and then check out the table to the right – there’s an audio-diary (Arcadia Closed) with a Gene Bank next to it.

Check the crawlspace directly across from the audio-diary for loot. You should see “Who is Atlas?” posters inside

Head into the other crawlspace on the south side of the room for some more loot. Going in here will trigger a splicer spawn in the storage room behind you, so be careful when you come out.

Head through the door marked “Rapture Metro”. This will take you to a balcony above the Arcadia Glens antechamber area where you found the audio-diaries earlier. There’ll be a splicer on a balcony across the open space shooting at you, and another one on the balcony you’re on. Kill them both. You can use your telekinesis plasmid to grab some spare ammo from the balcony across the open space, or to loot the corpses over there.

Continue through the door at the end of the balcony. You’ll enter a room with several splicers and a turret. Move forward into the room so you’re out of the line of sight of the turret, kill the splicers, and then zap and hack the turret. Stock up at the vending machine if you need anything.

To the left of the door where you entered is a shorted-out door. Hit the switch with electrobolt and head in to grab some loot. Head back out.

Go through the door marked “Employees Only”, in the SW corner of the room down a little hall by the stairs. You’ll see a splicer walk around the corner and get pwned by one of the electric crossbow trapwires (you’ll get to use these yourself later on). Take note of what happens to him – make sure it doesn’t happen to you. Jump over or crawl under the wires to grab the loot in this room. You can also use your telekinesis power to throw objects through the wire, which will set them off. Way in the back is another crawlspace protected by a trapwire – head in to find a bunch of ammo and a safe. Another crawlspace door in the back takes you out to the main room.

Head down the stairs down the hallway in the SW corner of the room, kill the splicer, and keep moving forwards, following the signs towards the Rapture Metro. Turning the corner, you’ll find you are at the entrance to Arcadia Glens, only on the right side of the barricade this time. Head through the door and enter the Glens.

Turn right as you enter. Ahead of you will be your first U-Invent machine. Walk up and use your junk to make some nice loot for yourself.

Head down the stairs by the U-Invent machine, into the flooded lower concourse. Turning left you’ll find a corpse and a small alcove protected by a trapwire that both have some crafting junk on them. Head back up. You can continue on down the concourse now if you want, but we’ll be heading back later anyway.

Head left from the entrance to Arcadia Glens. You’ll come to a small area with a Gatherer’s Garden machine and, conveniently, a big daddy/little sister. Take out the big daddy (you’re literally right next to a Vita-Chamber, so it shouldn’t be too difficult) and harvest/rescue the little sister.

Head through the door into the Rolling Hills. There’ll be a splicer and an RPG turret waiting for you – zap and hack the turret and let it kill the splicer. You can hop up the waterfall to a ledge with some extra loot. If you look at the map, you’ll see that there should be a passageway to another area – it’s blocked now, but don’t worry, it will open up soon. There should also be a big daddy/little sister patrolling through this area – drag it back to where you hacked the turret and take it out. Near the stairs heading out of the area there’s a park bench with an audio-diary (Shouldn’t Have Come) next to it.

Head down the stairs and keep following the quest arrow towards the Rapture Metro. Whoops, this triggers an event – Ryan’s trying to kill the forest. Atlas asks you to find Julie Langford, the lady who grew the forest, and ask for her help to repair it. Thankfully you’re right next to her office. Head through the Research Laboratories archway and zap/hack the camera (it’ll come in handy later on). If you turn left and go down the hall there’s an Ammo Bandito if you need to stock. Head through into the offices – you’ll get a video transmission from Langford at the entrance. She wants you to head back to Waterfall Grotto to grab a sample of Rosa Gallica. Follow the quest arrow back out to the hills, but watch out for the splicer who will charge you. Try to drag them back to where you hacked the security camera to trigger an alarm. Keep following the quest arrow back to Waterfall Grotto.

When you get to the stairs heading up in the lower hills you’ll see a Houdini splicer standing by the entrance to a cave which was previously blocked. Follow him in and take him out. Right by the entrance is an audio-diary (The Saturnine). Search the room for other loot.

Once you go up the stairs, the other area that was blocked off earlier has opened up as well. It’s another Saturnine cave with a Houdini inside. Kill it and search the room to find some crafting junk.

Once you get to the Waterfall Grotto for the second time you’ll see a bunch of splicers standing over the corpse of a Houdini. Kill them all – there’s a free gene tonic (Security Evasion) by the body. Head down to the lower part of the grotto, by the water wheel – the roses are growing on a bush right by the wheel. Picking one up will trigger a spawn of splicers coming down the stairs behind you. If you hacked this room’s security system earlier they’ll take care of them no sweat.

Follow your quest arrow back all the way back down to Julie Langford’s office. She’ll ask you to send the rose through the pneumo, and then opens up the door for you, letting you into her office. Immediately inside you’ll find a free gene tonic (Hacking Expert) on the desk and an audio-diary (What Won’t They Steal) on the floor. Turn right and head on up to Langford’s office. She’ll turn off her security system so it doesn’t attack you. Grab an audio-diary (Teaching an Old Hound) off a desk in the next room. There’s a vending machine, a U-Invent, and a Gene Bank in the room after that. Follow the quest arrow to the tunnel, which takes you up to Langford’s office. She unfortunately meets a gruesome end as soon as you get there – note the code she paints for you on the window as she dies (9-4-5-7). Wait for the gas to clear and then head into the room through the side door. Grab the chemical launcher (new weapon) off her desk, and search her body for an audio-diary (The Lazarus Vector).

Use the code on the safe in the back wall, behind the painting – it contains another audio-diary (Lazarus Vector Formula) and the key to get into the Farmer’s Market area, which is where we’re headed next. The diary gives you a shopping list of stuff you need to get to create the Lazarus vector, which will bring all the trees back to life. Once you’ve collected it all, you need to go to a U-Invent machine to craft the vector, and then bring it back to Langford’s office to release it into Arcadia. That’s still a long way down the road, however.

First for the chlorophyll – usually whenever I played through this part I had already collected the chlorophyll I needed by the time I got the formula. One of the audio-diaries in Langford’s office suggests that the Saturnine have been stealing it, however, so if you still need more try killing splicers (especially the Houdinis with the weird masks) and searching their caves in the Rolling Hills.

The other two items (distilled water and bee enzymes) will take a little more effort to get – we need to go to the market area of town to get them. Head back out of Langford’s office, but watch out, since there will be splicers and the security system is also now active. Try to hack all of the security elements you can instead of destroying them – you’ll need them later on. Once you get back to the Rolling Hills you’ll get a transmission from Atlas telling you to head to the market to look for the other ingredients. Exit the Rolling Hills where you entered and then immediately turn left to enter the Tree Farm (watch out for the security camera). There’s an audio-diary (Arcadia and Oxygen) leaning against a crate just inside the entrance.

Head south down the wide hall and turn left at the end – there’ll be a weapon upgrade machine on the wall to your left as you turn the corner. Keep following the quest arrow east. At the entrance to the Farmer’s Market area you’ll find another Saturnine (Houdini) splicer with chlorophyll. Head through the archways and pick up the audio-diary (Maternal Instinct) on the stairs. Head on through past the sign, and you’ll reach the bulkhead door leading to the Farmer’s Market. We’re leaving the Arcadia level for now, but we’ll be back soon.

The Farmer’s Market is where you’ll collect all the items to creat the Lazarus Vector, and thus resurrect the Arcadia forest. If you need more chlorophyll, grab some from the Houdini splicers in Arcadia.  You now only need 7 distilled water and 7 bee enzymes, both of which can be found in this level.  Search all of the containers and corpses you find, and keep an eye out for the items sitting on the ground.

Walk up to the pneumo by the Farmer’s Market sign – there’s a corpse with some enzyme on the ground and an audio-diary (Bee Enzyme). Continue through the door and follow the tunnel to its end. Walking out into the main market area you’ll be just in time to see a Houdini go flashing past. Kill him, but watch out for the RPG turret through the door to your right. When the splicer is dead, zap and hack the turret and go down the stairs.

Go left down the hallway. There’ll be a security camera in a corner above a the door past the first little shop on your right, zap it and hack it. On the counter across from the camera is an audio-diary (Pulling Together). Go behind the counter, and zap and hack the turret. Check the safe for loot. Don’t go through any of the doors yet, we’ll be coming back this way later.

At the bottom of the stairs you’ll see a free gene tonic (EVE Link 2). Head left: in the alcove is a Gene Bank and other stuff. Continue on into the courtyard area.

Go through the door with the combination lock – the code is 0-5-1-2, although you don’t find this out until MUCH later in the game. There’s a ton of ammo and other loot behind the door.

Go through the door behind the counter with the ripped banner above it – there’ll be a thug splicer crouching around the corner in front of a U-Invent machine, along with some loot and a distilled water (quest item). Watch out for trapwires.

Go through the other door behind the counter. There’s a big daddy corpse with an audio-diary (First Encounter) on the floor beside it. Go down into the flooded area. At the back of the room there’s a desk with yet another audio-diary (Hatred) on it.

Head up the stairs from the courtyard to the balcony. Turning right and following the balcony takes you back to the entrance area, so don’t bother going that way. Go through the door that’s not marked “Employees Only”. You’ll see a security camera in the shop across the hall – zap it and hack it.

Go back out and in through the “Employees Only” door to find some loot. There’s a crawlspace door at the back of the room, crawl through to find an audio-diary (Desperate Times). Hop up on the crates and bash in the grate. Crawling through the vent will take you to a room with two corpses hanging on meat hooks (lovely) and another crawlspace opening to the store where you hacked the camera.

Head down the hall towards the Worley Winery sign. You’ll find an audio-diary (Water in Wine) on the floor immediately in front of the door. Sounds like someone’s been putting distilled water in their wine.  There’s a distilled water on the ground nearby.

Head through the door and into the tunnel. You’ll come to an intersection – ahead is the Worley Wineries, where you can find the distilled water, and to the left is the Silverwing Apiary, where you’ll find your bee enzymes. Turn left and head in to the Apiary.

As you enter the door you’ll see a splicer getting attacked by bees from the hive on the ground. Kill him. If the bees come after you, run back out into the hallway (you can light the oil slick on fire and run through it to get the bees to stop following you). On the counter directly in front of the entrance is an audio-diary (ADAM Explained). To your left is a Gatherer’s Garden, and to your right is a Gene Bank. If you have the Scrounger gene tonic now’s a good time to swap it in, cause we’re about to be doing a lot of container searching.

Head through the door at the back. This takes you to the bee hives themselves. Basically the game plan is to use the switches in front of you to release smoke into the room, which forces the bees back into their hives for a short amount of time. Hit the switch and immediately head down onto the floor and start searching as many hives as you can (don’t forget to use your scrounger tonic to look again if the hive is empty). Splicers will spawn and enter the room, but ignore them for now, just focus on finding enzymes. When the bees start to come out again, run up onto the balcony and deal with any splicers that follow you – the bees should take care of the rest. If you still need more enzymes, hit the other switch and repeat this process.

Once you have all the enzymes you need, head back out into the tunnel and turn left, into the Winery. On the other side of the wall, on the little raised area, is a security camera and turret. Zap/hack them both. Between them is a safe with a bunch of cash and some distilled water. Search the rest of the room for distilled water. There’s also an audio-diary (Functional Children) on a table on the east side of the room, and a vending machine in one of the alcoves.

You probably still don’t have enough distilled water, so you’ll need to head down into the cellar, taking the stairs at the back of the room. There’s a ton of splicers down here, along with a rosie and possibly a little sister, so keep your eyes open. There’ll be a distilled water on a crossbeam as you walk down the stairs, and another one on the floor near the U-Invent at the end of the hall.

Continue down the stairs to the flooded area at the very bottom of the cellar. Go straight ahead into the alcove directly in front of where the stairs let out and you’ll find a Power to the People machine for another weapon upgrade. Circle around the basement area – there’s a lot of splicers, distilled water, and loot lying around. If you head into the NW “quadrant” of the basement, you’ll find a little bedroom area. Inside is a bunch of chemical launcher ammo, some other goodies, and a gene tonic (Photographer’s Eye).

Head back up the stairs when you’re done exploring the basement, stopping at the U-Invent machine to craft your Lazarus Vector. This should trigger a transmission from Atlas and bring back your quest arrow to guide you back to Arcadia.

Ryan will send you a radio message and trigger an alarm as soon as you enter Arcadia. Try to zap and hack one of the bots, this will take some of the heat off of you so you can run. Follow the quest arrow back to Julie Langford’s offices in the Rolling Hills.

Once you’re there, head up to her office on the top floor, and put the vector into the contraption by the window. Ryan is sending some thugs your way, so settle in for a good fight. Follow the quest arrow back down to the front entrance and hit the switch to seal the door. Now you’ve got a few seconds to set up some defenses – use proximity mines, the cyclone trap plasmid, the security system elements you hacked, etc. You can even hypnotize a Big Daddy if you have the plasmid ready.

Once the splicers break in, just try to stay alive. You’ll have to keep killing splicers to get the event to progress. About half way through, Atlas will send you a care package of stuff through the pneumo tube by the entrance. When the vector finishes cooking, you’ll get a transmission from Atlas – run back upstairs and hit the switch on the right side of the machine to release the vector back into the forest. This will earn you the “Restored the Forest” achievement for 15 gamer points.

Follow the quest arrow back out to the Rapture Metro entrance, near the door to Langford’s offices. On a bench to your right as you enter is an audio-diary (The Great Chain). Pick it up, head down to the bathysphere, and pull the lever to head to Fort Frolic.

FORT FROLIC
Head on in once the level finishes loading up, and you’ll get a transmission from Atlas instructing you to head to the Metro station directly in front of you down the hallway. There’s a U-Invent and Gene Bank in the alcoves to your left, as well as some gambling and fortune telling machines scattered around. Near the Metro entrance, to the left, are some display cases with health and EVE inside.

Head into the Metro station and walk up to the bathysphere. This triggers an event – meet Sander Cohen, your antagonist for this level. At least you get a respite from Atlas and Ryan’s bickering for a while. Head back out into the main hall.

Once you get out you’ll notice the way back is blocked a LOT of trapwires. Cohen will spawn a bunch of spider splicers, which will come crawling at you across the ceiling – if you’ve still got some spider splicer research to do, now’s the time. Kill them all, and Cohen will open the doors to the rest of Fort Frolic for you. Head on in – stop to stock up at the vending machine if you need anything, and then walk into the main atrium.

Listen to Cohen. He’s waiting for you upstairs in the Fleet Hall, but there’s some optional content to explore here first. You may also find a big daddy/little sister in this area.

First, head to the south end of the atrium, by the vending machine. Zap and hack the security camera, and then continue on into the southern mall. As you walk in, you’ll see some splicers duking it out. Kill them all, and pick up the audio-diary (Come to the Record Store) sitting on the stool by the flaming sign. Check the women’s bathroom for loot (watch out for the turret), and the men’s bathroom for a rather creepy statue. Head back out and follow the hall to the west. There’s a Gene Bank ahead of you if you need to make any upgrade switches. Head into the Sofia Salon (the door on the right side of the hall). There’s some loot, and if you head to the room way in the back there’s an audio-diary (The Wild Bunny) by a frozen guy sitting at an armoire (be sure to check out Cohen’s brilliant poetry in the diary). Head back out and continue down the hall past the Gene Bank. In the corner of the bar up ahead is a security camera – zap it and hack it. Sitting on the bar counter is another audio-diary (Artists’ Feud). Continue heading down the hall – there’s an ammo bandito up ahead. Across from it is the entrance to the Marquis D’Epoque cigar store. Head in, and zap and hack the turret. Head down the stairs – you’ll find a U-Invent machine, and in the other room is a Power to the People machine and another audio-diary (Fancy Cigarettes). Note the code on the ground next to the corpse (7-7-7-4), you’ll need it later on. Follow your quest arrow back out of the south mall to the main atrium.

Head on up the stairs to the upper part of the main atrium. There’s an audio-diary (Stood Up Again) by the trashcan at the top of the stairs, near the entrance to the Fleet Hall. There’s also a Gatherer’s Garden machine up here if you have any spare ADAM.

Head into the Cohen’s Collection art gallery, on the south side of the upper atrium. Turn the corner and there’ll be an audio-diary (The Doubters) on a table with some bottles. Head up the stairs and zap and hack the turret. Open up the safes for some loot – this will spawn a houdini splicer behind you. Let the turret take care of him, and head back out to the atrium.

Go through the door into the Fleet Hall. You’ll first head into a concession area with a security camera. Zap it and hack it.

Head up the stairs to your right as you enter the room. There’s a Gene Bank machine halfway up, and at the top of the stairs is a room with a bunch of film, some loot, and an audio-diary (Musical Insult). Sander Cohen is in the room just across the hall, but he won’t talk to you yet or let you in. Head back down the stairs.

Go to the elevator on the south side of the concession area. Pressing the call button will trigger a spawn of a bunch of splicers behind you – let the security system take them out. Go up the elevator, and turn left to enter the main theater area. Watch the scripted event – Cohen wants you to take a picture of the corpse. Snap a photo of the unfortunate pianist, and Cohen will tell you to head back down to the atrium.

At the top of the stairs, near where you entered the theater, is a hall which takes you to the boxes along the sides of the room. Search them for some loot. If you head to the south wing, you’ll find that one of the boxes is locked – the one next to it, however, is not. Head into that one, and then hop over to the balcony of the locked box. You’ll get a sarcastic message from Cohen congratulating you on your athletic prowess, and a free gene tonic (Alarm Expert).

Hop down from the balcony with the gene tonic, and head through the door directly behind you. Following the hallway you’ll get to an area guarded by two turrets. Zap the turrets and quickly run and hack them – in the alcove behind them is a safe. Check out the vending machine – all it sells is film and food, however. You can go through the sliding door across from the machine to get back out to the concession area.

Follow the quest arrow back out to the atrium – Cohen has unveiled his, ahem, “masterpiece”, a statue with four picture frames. Use the statue – this will install the picture you took of Fitzpatrick in one of the frames. It turns out that Cohen wants you to assassinate three more of his enemies, take pictures of their corpses, and install them in the quadtych. If you do this, he’ll reactivate the Metro so you can go face down Andrew Ryan. Your status menu has the details on where to find these guys.

Time to tackle Martin Finnegan. Head up the stairs to the upper atrium, and Cohen will unlock the hall to Poseidon Plaza for you. Head on in. On the left wall a little down the hall is an audio-diary (The Iceman Cometh). Go through the door and turn left down the hall.  Finnegan is a Houdini splicer and disappears quickly. You get frozen solid briefly after you enter the hall, but quickly break out. When you do, you’ll see a row of frozen statues – Finnegan is the one on the far left, near the door. Walk up to him and kick his ass when he thaws. He drops a new gene tonic (Frozen Field). Snap a photo, and then head back out and add it to Cohen’s work of art.

Use your incinerate plasmid on the ice piles in the freezer to find some loot, including a new weapon (the crossbow).

Next on deck is Rodriguez. Head back to the tunnel to Poseidon Plaza, and use your incinerate plasmid to melt the ice blocking the door. Head through into the plaza. You’ll be attacked by a bunch of spider splicers – watch the ceiling to see where they’ll drop down. You may also encounter a big daddy and little sister in this area. Stock up at the vending machines if you need anything.

Head to the south end of the main hallway area, into Sinclair Spirits. Zap and hack the security camera in the corner above the entrance hall, and then look behind the counter – you should see a button. Press it to open a door which will let you down into the flooded basement of the store. In the basement you’ll find a safe and a Power to the People machine. The “statue” in the basement here is actually a spider splicer, so kill it. Head back up to the main hall – you’ll notice that the “More Items Downstairs” sign has now lit up, and you can head down the stairs to a flooded area.  Head down the second staircase, you’ll come to a large open room. Way back in the corner is a free gene tonic (Extra Nutrition 2) and some other loot.

Turn left past Sinclair Spirits and down the side hall. On the left side of the wall you’ll see the entrance to Robertson’s Tobaccoria. Inside you’ll find an audio-diary (Guns Blazing), and an area secured by a combination lock. The code is 7-7-7-4. Zap and hack the camera inside and to your left. Collect your loot and head back out.

Continue down the hallway to the east, and enter the Eve’s Garden strip club. You’ll see a ghost cutscene as soon as you enter.

Head down the hallway behind the stage. You’ll see another ghost scene, and when you get to the door there will be an audio clip played. When it finishes, the door will open to let you in. Search the room – there’s a safe, some money, and an audio-diary (Pregnancy). Head back out, and you’ll hear Hector Rodriguez shouting drunkenly out in the bar. Rodriguez is a nitro splicer – he’ll take off, running away from you back towards the main Poseidon Plaza hall while tossing explosives at you. Just follow him and shoot him in the back until he dies. Snap a photo and head back to the main atrium to add it to Cohen’s work of art.

Cohen, perfectly fitting his role as the temperamental artist, flies into a rage, and sends a few waves of spider splicers after you. Kill them all. Eventually Cohen will calm down and apologize. Head back to Eve’s Garden in Poseidon Plaza.

On the bar where Hector Rodriguez was sitting is an audio-diary (It’s All Grift). Head through the door next to the bar and go up the stairs. Go through the double sliding doors – there’s two turrets right there, zap ’em and hack ’em. Go straight down the hall to the balcony area – you’re now above the main Poseidon Plaza hall.

Head into the Pharoah’s Fortune casino, directly in front of you. Watch out for the security camera on the second floor – it can see you on the first. Head up the stairs and zap and hack the camera. There’s a bunch of loot lying around, and an audio-diary (Bump Culpepper?) on one of the pool tables. Head back down and out when you’ve got everything. You can also try your luck at the slot machines if you’re feeling lucky. If you hit the jackpot you’ll earn the “Lucky Winner” achievement for 10 GP.

Go into the Sir-Prize Casino at the NE end of the hall. You’ll find a crossbow and some ammo in the corner of the room. Heading downstairs you’ll find an audio-diary (Fontaine’s Army) in a box on the lower floor, and a safe behind the counter. Loot the room and head back up to the upper floor and out into the hallway.

Head into Rapture Records in the NW corner of the hall. Underneath the counter to the left of the entrance is an audio-diary (Ryan’s Stableboy). Hop down to the lower area, by the body in the chair. When you hear the clicking noise start, move away from the body – it’s about to explode. Cobb will start yelling at you from the upper part of the room. He sends some spider splicers dropping from the ceiling to attack you – kill them, and then go into the crawlspace at the SW corner of the room. This takes you back up to the entrance to the store. Walk out the door – Cobb will be standing right there. He’s a nitro splicer, like the other two you’ve killed so far, and not very tough – just watch out for additional splicers wandering into the fight. Snap a photo of the body and head back to the main atrium. If you’ve done all the optional stuff so far you should have already completely explored Poseidon Plaza, so don’t worry about poking around any more.

Head back to the main atrium and add your last photo to the quadtych. Cohen will (finally) make his grand entrance down the stairs to admire his work.  Sander will thank you for your help and give you a gene tonic (Medical Expert 2) as “a token of our time together.” Atlas will send you a radio message – you can use the Metro again, and he wants you to get moving towards Ryan. Completing the work of art also earns you the “Completed Cohen’s Masterpiece” achievement for 30 GP.

Now, there are several achievements relating to Sander Cohen, but one of them requires you to leave him alive for now. You also need to leave him alive in order to get the achievement for fully upgrading all of your weapons, because one of the Power to the People machines is in his apartment (he needs to be alive in order to let you in). So don’t attack him now, just let him live, we’ll deal with him later.

Head back up into the Fleet Hall, and climb the stairs to the room where Cohen was hiding earlier. The door will be open now, letting you inside. There’s a bunch of film, an audio-diary (Requiem for Andrew Ryan) and a free gene tonic (Electric Flesh). Head back down.

Once you’ve dealt with Cohen, head out of the atrium and back down to the Metro (make sure you go to the right station). Hop in the bathysphere and pull the lever, and off you go to Hephaestus.

Head up the stairs from the bathysphere – stop at the vending machine if you need anything. Go through the door and head down the tunnel. It doesn’t matter which way you go, they both lead to the same place. When the two tunnels rejoin each other you’ll see a couple of splicers doing… something to a corpse. Kill them and loot them.

Head through the door and down the stairs. You’ll come to a larger room with some broken pipes. Directly ahead is a corpse with a chemical launcher, and some splicers. Head up the stairs – there’s a turret immediately behind the wall you’re facing as you enter the room. Zap it and hack it, and go over to the vending machine by the broken pipe. The crate by the vending machine has an audio-diary (Ryan Takes F Futuristics) and some other loot. Hit up the gene bank in the SE corner of the room if you need to, and then head through the door leading to the “Office of Andrew Ryan”.

As you enter the next room, turn left immediately – you’ll see a vending machine and a Vita-Chamber. On the ground between them is an audio-diary (Scoping the Gate). Pick it up, and then grab the grenade launcher on the table in the middle of the room. Continue southward, around the corner, and zap and hack the security camera. There’s a U-Invent machine here if you’ve got any spare junk.

Head through the door underneath the security camera and down the hall. You’ll enter the antechamber to Ryan’s office, where he keeps the corpses of people who have crossed him in the past. Charming. Check out the door to Ryan’s office – it’s sealed shut by some kind of electrical contraption. Search the corpses hanging on the walls. There are audio-diaries on the first corpse hanging on the right (Stopping Ryan) and the third corpse hanging on the right (Going to Heat Loss). The second diary contains a hint on how to get into the office. It triggers an audio transmission from Ryan and updates your goals. Ryan then sends in a bunch of splicers to attack you. Kill the splicers.

Head into the small side room on the south side of the trophy room. On the desks ahead of you you’ll see an audio-diary (A Man or a Parasite) and a new gene tonic (Frozen Field 2). There’s also a safe underneath the desk, and some loot scattered around the room.

So now we need to go to Heat Loss Monitoring to try to find a way to break into Ryan’s office. Head through the other door on the south wall of the trophy room (the one you didn’t enter through) and continue down the hall. You’ll come to a flooded room with some splicers standing around a corpse of a big daddy. Use your electrobolt plasmid on the water to electrocute them all. Loot the bodies and head through the door to the Hephaestus Core at the end of the room. Go down the tunnel and through the door taking you to the core.

You’ll walk onto a balcony with a nice view of the entire core. Basically this area has a bunch of walkways circling around the core, with a TON of splicers wandering around. Be careful. You may also find a big daddy/little sister patrolling around in this area.

Head through the doorway to your left, and kill the splicers. At the end of this hall, near the Vita-Chamber, is an audio-diary (Fontaine’s Legacy) and some loot. (Is it just me, or does McDonagh sound EXACTLY like the GEICO gecko?) Anyways, turn around and head down the stairs behind you. Turn around at the bottom of the stairs, kill the splicers. In the alcove ahead of you is a security camera and desk with an audio-diary (Running Short on R-34s) on it. Zap and hack the camera and grab the diary. Continue on down the walkway, you’ll come to an area with a safe and some other loot. Turn back and head down the stairs nearby. You’ll come to the entrance to Heat Loss Monitoring.

Turn around at the bottom of the stairs and follow the other staircase (behind the big column thing) down. You’ll come to an area with a spider splicer, a vending machine, and an audio-diary (Impossible Anywhere Else). Kill the splicer, grab the diary, stock up, and head back up to the Heat Loss Monitoring entrance.

In the alcove across from the entrance is a houdini splicer and a broken vending machine. You can still use the machine, but it will just spit out a live grenade, so make sure you jump back.

Head up the stairs directly ahead, past the alcove. There you’ll find a Power to the People machine, a Gatherer’s Garden, and an audio-diary (Assassin). If you continue down the next set of stairs it takes you to the Geothermal Control area. Head back to Heat Loss Monitoring when you’re ready.

Head through the Heat Loss Monitoring door, down the tunnel, and into the entrance. Walk forward. The lights will go out and whoops, the corpses weren’t corpses (seems to be a recurring theme in this game). Keep moving towards the door at the end of the hall – three of the bodies will jump up and attack you. Kill them, and you’ll get a taunting message from Ryan. Head on into Heat Loss Monitoring.

Down the hall to your left is a vending machine. Down the hall to the right is an audio-diary (Kyburz Door Code) and some loot. The diary tells you that the code to get into Kyburz’s office is Australia Day (which, in case you’re wondering, is January 26 – so the code is 0-1-2-6). Both halls meet up again at a staircase heading down to lower Heat Loss Monitoring. There’s also a big daddy/little sister patrol route in this area.

Head down the stairs to the lower area – watch out for the corpse ahead of you, he’ll jump up and attack. Once you get down, head to the balcony over the flooded area and watch the ghost cutscene. Head to the lower area on the west side of the room. On the desk is an audio-diary (Getting a Break) and a free gene tonic (Security Evasion 2). Grab the diary and your objectives will update.

Head up to the Gene Bank in the raised area and slot in your Electric Flesh tonic (if you have it). This will increase your electricity resistance enough to let you hop across the electrified flooded area to the desk in the far left corner. There’s some ammo and an audio-diary (Genetic Arms Race) on the desk.

Follow your quest arrow back up to the main core area, and then up the stairs to the Workshops area. Go through the Workshops door, down the tunnel, and into the main Workshops area. Kill any splicers you find. There may also be a big daddy/little sister in this area.

Go down the hall to your right as you enter the Workshops. There’ll be a splicer and a turret. Kill the splicer, zap and hack the turret, and loot the room. There’s a bunch of stuff in here, including a U-Invent machine, some ammo, and a safe. There’s also a gigantic banner advertising Australia Day and giving the date (another hint as to the code for Kyburz’s office). Head back out.

Hit up the bandito and the vending machine in the corner if you need anything, and then head down the stairs next to them. When you turn the corner you’ll be at the entrance area to Kyburz’s office – there’ll be two turrets shooting at you. Zap and hack them both. We’ll skip Kyburz’s office for now since we need to head back there later anyway.

Head into the little room by the foot of the stairs. There’s a Gene Bank machine, some loot, and an audio-diary (Device Almost Enabled). There’s also a crawlspace behind the desk with some loot in it.

If you look on the wall beneath the left turret you’ll find a darkly lit crawlspace door. Opening it will take you underneath the stairs, where you can find some loot and an audio-diary (Market Maintenance Code). This gives you the code for the area locked with a combination lock WAY back in the Farmer’s Market (it’s 0-5-1-2).

Follow the quest arrow down the hall. You’ll encounter a relatively undamaged corpse – on it is an audio-dairy (The Dream). Way in the back of the room you’ll find a bloodstained crawlspace door – open it and head on in. Inside you’ll find some loot, a gene tonic (Damage Research), and an audio-diary (Assembling the Bomb). Great, another collection mission. The audio-diary gives you a list of stuff we need to get to put together the EMP bomb. These items are scattered around the Hephaestus core area.

Nitroglycerine charge: Found in Kyburz’s office (see below). 2 cans of ionic gel: scattered throughout the level. They look like tanks of chemicals for the chemical launcher, but will be glowing gold. 4 R-34 wire clusters: these are found on the corpses of big daddies. You can check the bodies of big daddies you’ve already killed to find them – they should be glowing gold.

Let’s get the nitroglycerine charge first. Head back out down the hall, back to Kyburz’s office. You can get your first R-34 from the dead big daddy right outside the entrance to the crawlspace. Once you get to the office, input the code into the combination lock (0-1-2-6) and the door will open. Unfortunately, the room is heavily booby-trapped with electric trapwires. Use your telekinesis plasmid to pull the trapwires out of the wall and disarm them (thanks to Nitramuse for this tip).

Head down to the desk in the lower area, and press the button on its side. The door covering the nitroglycerine charge (on the south side of the room) will open up. Unfortunately this also activates a turret back near the entrance. Zap it and hack it, and then grab the nitroglycerine. There’s also a weapon upgrade machine right across from the nitroglycerine charge and an audio-diary (Great Chain Moves Slowly) on the desk.

Head back out of the workshops – time to get your ionic gel. There’s a lot of the stuff scattered all over the Hephaestus core, but you can get the two you need conveniently located right outside the Workshops. Head back through the tunnel taking you back to the main Hephaestus core area. Turn left and head down the stairs – there’s an ionic gel behind the crates right at the foot of the stairs. Head past Heat Loss Monitoring, up the stairs, past the Gatherer’s Garden, past the door to Geothermal Control and up the stairs, and you’ll see your second ionic gel sitting on a console on the left wall.

The last item you need is the R-34 wirings, which can only be found on the corpses of big daddies. You’re own your own here – retrace your steps and find the corpses of the daddies you’ve already killed. They should be glowing gold and each have an R-34 wiring on them. If you don’t have enough, hunt big daddies until you do – they patrol through the main core area, the Heat Loss Monitoring area, and the Workshops area.

Once you’ve got everything you need, follow your quest arrow back into the workshops and down into the secret EMP bomb room. Use the EMP bomb three times to install everything into it, and it will start humming and whirring. Pick it up and you’ll get a transmission from Atlas telling you that you need to attach it to the core (destroying the power supply to the locks on Ryan’s offices). Follow your quest arrow back out to the main Hephaestus core (watch out for respawned splicers). Turn right once you get to the core, head down the stairs, and keep going straight (following the walkway) until you get to the entrance to Geothermal Control.

The room’s entrance splits into two paths, both of which lead to doors to the next room.  There are two turrets in this room, one diretly down the hallway from each entrance. It’s best to zap and hack them. You’re going to be attacked, and you’ll need all the help you can get. Atlas explains what you have to do – set up a defensive perimeter to beat off Ryan’s goons, and then turn the valve on the center ramp area to reroute the flow of magma. Here’s your chance to make use of some of the more specialized ammo and plasmids you’ve picked up through the game. Use trapwires, proximity mines, and your cyclone trap plasmid to block off the entrances. Note that you can find some extra mines in the container right behind the valve, near the elevators. The turrets you hacked will also help you out a ton.

When you’re ready, start the event by turning the valve highlighted in gold. Splicers will start coming in through the entrances – let your security system kill them, keep turning that valve. Eventually you’ll turn it all the way and magma will start pouring down. Atlas will tell you to head down the elevator to attach the bomb to the core – kill any splicers that got through your perimeter, get into the elevator, and press the button. When it gets to the bottom, head forward down the walkway and through the door. On the floor in front of you will be a corpse with an automatic hack tool and a gene tonic (Shorten Alarms 2). Grab them and head through.

Use the core lift control on the right side of the walkway, and when you get to the top use the table thing to place the bomb on the core. It’ll activate, shutting down the core, and you’ll get a message from Atlas telling you to head back up to Ryan’s office to shut down his security. Follow the quest arrow out of the core area and back to the entrance to Ryan’s office. When you get back to the trophy room there’ll be some splicers and security bots buzzing around.  When the room is clear, hit the switch by the security system blocking Ryan’s door. The door will open for you – head on in, and go through the bulkhead to Rapture Control.

Head forward down the hall. As you enter the large room, Ryan will turn out the lights and send you a radio message. While he’s ranting, turn left. On the table next to the Vita- Chamber is an audio-diary (The Vita Chamber). Once the lights come back on, there’s also a Gene Bank, a U-Invent, and a vending machine if you need to stock up.

Ryan is trying to destroy the city: he thinks that Atlas is trying to take control of it from him. Head over to the east side of the room, and climb the stairs up the scaffolding thing. You’ll see a crawlspace on the east wall:  head through and drop down into the next room (you’ll have to bash out the grate with your wrench). Grab the two audio-diaries (Mind Control Test and Baby Status) on the on the counter in front of you. Loot the room, and head through the south door. Follow the hallway to the large room at the end – meet Andrew Ryan. When he opens the door for you, walk up to him, and then watch the cutscene. “A man chooses – a slave obeys.” Ryan chooses death – maybe the fact that he chooses it makes it easier for him to accept. You obtain the “Defeated Andrew Ryan” achievement here, worth 30 GP.

Search Ryan’s desk for a bunch of cash, and then head into the little room with the organ-looking thing and the Ryan Industries logo on the video screen. Use the self-destruct override, and watch the cutscene. It appears that Atlas has been lying to you all this time. Meet Frank Fontaine. Seems that he was using you all this time as a plot to take over Rapture. The door at the back of the room will open for you, and Fontaine triggers an alarm to try and kill you You’ll see a Little Sister calling to you. Follow her, she’ll lead you to a crawlspace back in the hall to the Would You Kindly room. You’ll black out once you’re in the crawlspace, ending the level.

OLYMPUS HEIGHTS
When you wake up, you find that Tenenbaum has sent her little girls to rescue you. While you were asleep she’s undone some of the genetic conditioning that bent you to Fontaine’s will. When she finishes her speech, follow the little sister upstairs and wait for her to unlock the door for you. Head up the stairs and you’ll come to a sewer type area. You’ll get another transmission from Fontaine, trying to get you to kill yourself. When that doesn’t work, he uses a code that slowly makes your heart stop working. Your maximum health will slowly decrease over time until you find the antidote to Fontaine’s mind control. We need to find the antidote at Suchong’s apartment.

Head to the alcove at the NE corner of the sewer area. You’ll find a wheel glowing gold – pick it up and attach it to the control console by the gate blocking the way out of the sewer. Turn the wheel to raise the gate and head up to the main street area. There’s a little sister patrol route in this area, so watch out for big daddies.

Directly ahead of you as you come up the ramp will be a crashed streetcar with some splicers milling around. Kill the splicers and loot the area for some ammo.

Turn around and head back up to the barricade with the “Who Is Atlas?” posters. As you round the corner, there’ll be a turret shooting at you – when you get a chance, zap it and hack it. Clear out the Bistro Square area. There’s a LOT of splicers, some turrets, and a security camera on the east wall above the bulkhead to Apollo Square, so be careful. When you’re done, check the restaurant in the center of the square – there’ll be an ammo bandito and an audio-diary (Mozart of Genetics) on the counter. On the west side of the square is a Gatherer’s Garden.

Head through the north archway to go to Mercury Suites, where Suchong and some other Rapture notables live. Head down the road – watch out for splicers. There’s a U-Invent machine about halfway down if you have any spare junk.

When you get to the end, head up past the barricade and into the Mercury Suites area. There will be several splicers guarding the entrance, as well as a security camera in the corner to your left. Take everything out, and then head through into the main Mercury Suites area. There will be several splicers, as well as a security camera on the north side of the elevator shaft in the center of the room. On the wall underneath the camera is a Power to the People machine. There’s also a big daddy/little sister patrol route on the ground floor here. Stock up at the vending machine if you need anything.

Time to revisit an old friend (and get some achievements). Go through the east door, into Sander Cohen’s apartment. You’ll get a message from Cohen welcoming you to his home and telling you not to interrupt the splicers dancing by the piano – so of course, that’s exactly what we’re going to do. Knock over the record player and kill the two splicers. Cohen will fly into a rage and come out of his secret area to kill you. Take him out, and snap a photo of his corpse to get the “Irony” achievement (10 GP). Walk up the stairs he came down to enter his secret area for the “Found Cohen’s Room” ackievement (10 GP). You can also grab his muse box key off his body, so if you ever head back to Fort Frolic you can find out what was inside of it.

Go through the north door on the main floor to enter Anna Culpepper’s apartment. Head forward into the second room – on a coffee table to your right is an audio-diary (Artist Woman). Turn the corner and zap and hack the security camera. Watch out for splicers. Turn right at the camera and search the kitchen area for loot, and then head up the stairs. There’s some loot in the bedroom area, and in the bathroom there’ll be a splicer crouching over what’s left of Anna Culpepper. Head back out to the main lobby area when you’re done.

Follow the quest arrow into Suchong’s apartment, on the west side of the main lobby.

Head left and down the hall to the dining room once you enter the apartment. Crouching behind the tables there’ll be a splicer with an audio-diary (Fontaine’s Human Jukebox). Head back out to the main area, but continue going straight into the kitchen. There’s a splicer doing something with a corpse on the counter, and some loot.

Follow the quest arrow to the back room. You’ll find a gene tonic (Clever Inventor) and an audio-diary (Mind Control Antidote). Tenenbaum tells you that she stole a sample of the stuff you need, but that Fontaine’s goons might have taken it back to his apartment.

Head back out to the main lobby and up the ramp looping around the elevator shaft in the center of the room. When you reach the second floor you’ll see Tenenbaum’s apartment directly in front of you, but the door has been blocked from the other side, so we’ll have to find another way in.

Go into the apartment entrance on the second floor on the opposite side of the room from Tenenbaum’s apartment. Kill the splicer inside, and loot the room. Head to the left door on the back wall – behind the bed is a safe. If you head back out and into the kitchen you’ll also find some health and ammo. It’s a sad commentary on the state of society in Rapture when the average family is forced to keep stockpiles of napalm in their apartment

Head back out and up the ramp to the third floor. Directly across the walkway to the balcony ahead of you will be a security camera – zap it and hack it. Turn right and continue around the balcony.

Go into the apartment on the east side of the floor. There’ll be a nitro splicer dropping grenades through the hole in the ceiling down at you. Jump over the furniture barricade and the trapwires ahead, and turn left (watch out for splicers coming down the stairs behind you). Go left in the large room and check out the bathroom (the door at the far end of the left wall). There’s some ammo and other loot (also make sure you check out the corpse in the far left corner of the bathroom). Head up the stairs by the trapwires. Kill the splicer, and search the room for some loot. Head back out to the balcony.

Continue around the balcony. On a storage crate near the U-Invent you’ll find an audio-diary (Fontaine’s Breakup) that has the code to Fontaine’s apartment (5-7-4-4). Continue around the balcony until you get to the giant hole in the wall. This leads you into the bathroom of Tenenbaum’s apartment.

Use your telekinesis plasmid to grab the corpse by the bathtub and drag it through the trapwires to set them off. This’ll let you grab the loot by the tub.

Head down the hall into Tenenbaum’s apartment. Just past the staircase is the library/study area you need to visit – you’ll hear a splicer banging around inside. Kill him and head in, and you’ll get a radio transmission from Tenenbaum updating your objectives. Head down the stairs into the flooded area on the lower floor of the apartment. In the room to the right of the exit door is a turret – try not to use electrobolt on this one as you’ll likely hit the water and electrocute yourself. There’s a safe next to the turret as well. Bash the lock off the door and head back out to the lobby. Kill the splicer and head back down to the ground floor.

Go to the elevator shaft and input the code (5-7-4-4) into the combination lock. Take the elevator up to Fontaine’s penthouse. There’ll be some splicers wandering around, as well as a turret in the center of the room (behind the gigantic rocks) and a security camera above the door at the far end of the room. Kill the splicers and zap and hack the turret and camera. Head through the door and up the stairs.

Turn right at the top of the stairs – you’ll see an audio-diary (Sad Saps) on the coffee table. Search the dining room and kitchen for loot.

Head up the stairs and turn left at the polar bear (not often you get to say that). Check out the nice view from Fontaine’s windows, and then head left into the bedroom and through the door on the east wall. Hop over the trapwires and you’ll find the antidote for Fontaine’s mind control and a gene tonic (Electric Flesh 2). The antidote will restore your hit points, but as a side effect it makes you temporarily unable to control what plasmid you have selected. Every minute or so you will randomly cycle to a new plasmid (even ones which you haven’t yet learned) and you won’t be able to select any new ones. This is pretty annoying, but Tenenbaum thinks you can get rid of it by finding another dose of the antidote, in Suchong’s labs in Artemis Suites in Apollo Square (the next level). Note that you will also be unable to use Gatherer’s Garden or rearrange your plasmids while this effect is active. You will earn the “Broke Fontaine’s Mind Control” achievement for 30 GP when you pick up the Lot 192.

Head through the other door in the office and across the balcony. Enter the door on the other side. There’ll be a turret to your right, on the other side of the bar – just destroy it since you likely won’t have your electrobolt plasmid available. Hack and loot the safe by the pool table and head out.

Go back down to the elevator area – watch out for splicers. Take the elevator down. We’re done with this level, so just follow your quest arrow back to Bistro square. Go to the east side of the room and head through the bulkhead door to Apollo Square, the next level.

Go to Suchong’s Lab in Artemis Suites and grab a second dose of Lot 192, which will get rid of this unwanted plasmid effect.

Head forward through the bulkhead door, turn left, and go up the stairs. To your left, by the tipped-over vending machine, is an audio-diary (What’s Happening Here?). There’s also some loot scattered around this little entrance area. Head through the broken gates and down into the ruined street. There’s a little sister patrol route in this area, so watch out for the big daddy.

Head down the street to the first square area – there’ll be a few splicers scattered around, so be careful. When you enter the square you’ll see a gallows right ahead of you, with some splicers wandering around. Kill the splicers, and destroy the turret in the alcove on the south side of the square. In the alcove to the west is a regular Rapture supermarket – there’s a Gatherer’s Garden, a U-Invent, an Ammo Bandito, and a Gene Bank if you need to stock up on anything.

Follow the quest arrow through the west exit of the square – this will take you towards Suchong’s lab. Head down the street. You’ll quickly run into a splicer and a turret – kill them both, and then hack or destroy the camera on the column by the burning streetcar.

Search the streetcar to find some loot.

Continue on down the street. Two splicers will jump up and attack you. Kill them and head into the entrance to Artemis Suites. On the north wall, behind the column with the vending machine, will be a security camera – destroy that first, you really don’t need bots chasing you around in here. Kill the nitro splicers running around on the balcony and stock up at the vending machine.

Head up the stairs on the west side of the room, and turn left at the top. Continue around the balcony – you should find the entrance to Dr. Suchong’s Free Clinic. Walk in and quickly destroy the security camera on the wall to your left. Head down the hallway going left, destroy the turret, and use the Gene Bank machine if you need it. Follow your quest arrow into the west room, where you can find the second Lot 192 batch on the counter. Whew, now you’ve got your plasmids back. You’ll get a transmission from Tenenbaum updating your objectives – she wants you to go back to the bathysphere station and head to Point Prometheus to take on Fontaine.

On the table in the center of the room you’ll find what’s left of Dr. Suchong. Pick up the audio-diary on the ground (Protection Bond) to find out how he met his grisly end. Head back out into the main labs area and kill any splicers that have shown up. There’ll also be a turret which has popped up at the west end of the balcony outside the lab – kill it now or later, your choice. Head through the door at the east end of the labs, which apparently leads to some sort of combination surgery/bathroom area. In one of the stalls is a gene tonic (Medical Expert 3).

Head out of Suchong’s labs and back to the balcony. Keep going to the balcony to the left, and head up the stairs to the third floor. Zap and hack the turret in the SW corner of the balcony. Head into the room on the south side of the floor – you’ll come to a large area with a bunch of bunkbeds and mattresses. Kill the splicers and search the room for loot. At the west end of the suite you’ll find what looks to be some kind of makeshift photo developing lab with a bunch of film lying around. There’s also a safe with some money and nice loot inside.

Head back down to the first floor. At the north end of the lobby is a door leading to another suite – head on in. To the west is a bathroom with a splicer tinkering with a turret – kill them both and loot the room. To the east is a sleeping area with some loot and a U-Invent machine. Head back out to the lobby when you’re done.

Follow your quest arrow back down the street to the gallows square and into the road to Hestia Chambers, killing splicers as you go. On the east wall of the road, just past the entrance, will be a security camera – zap it and hack it. Ahead down the road will be the entrance to the Rapture Metro with some splicers milling around – kill the splicers and walk up to the entrance for a ghost cutscene. If you want to, you can skip the rest of this level and just head directly to Point Prometheus now.

Head up the stairs and go into Fontaine’s Home for the Poor. On the balcony ahead of and above you is an RPG turret. You’ll also be rushed by a bunch of splicers. The easiest way to do this is with your telekinesis plasmid – just grab the rockets it launches at you and fire them back at the splicers. When they’re all dead, just start lobbing them back at the turret to take it out.

Immediately to your right once you enter the main room, against the corner, is a steamer trunk with an audio-diary (Meeting Atlas) inside. You’ll also find a big daddy/little sister patrol in this area. Stock up at the vending machine/U-Invent in front of you, and then head up the stairs. Go through one of the doors to your left and right – they both go into the same room. Clear the splicers out, loot the room, and then head down the stairs in the center of the room to get to the boiler room – you’ll find some loot and a U-Invent machine.

Head back out to the main atrium and up the stairs to the third floor. Head left here (the right door is jammed). You’ll come to another dormitory-type area through the door at the end of the hall. Clear it out and grab whatever loot you can find. Head up to the fourth floor – the doors here are locked, so you have to go to the fifth floor and come back down from there.

Head up to the fifth floor, and turn right. Go down the hall and through the door – welcome to Atlas’s headquarters. Kill the splicer ahead of you, and take out the security camera in the southwest corner of the large room you come to. Across from the security camera is an armory with a broken grate door that you can’t get through. Use your telekinesis plasmid to bring the ammo to you.

Underneath the camera is a staircase that takes you back down to the fourth floor. Look to your right as you come down the stairs and you should see a weapon upgrade machine. Turn left and you’ll come to an area with several desks, one of which has the corpse of Diane McClintock on it. In McClintock’s corpse you’ll find an audio-diary (Today’s Raid). On the other desk is another audio-diary (The Longest Con) and a gene tonic (Focused Hacker 2). There’s also a safe in the corner for you to hack.

We’re done with this level. Follow your quest arrow back out to the street, and head down into the Metro station. Take the elevator down, head over to the bathysphere, and head off to Point Prometheus.

You surface into Point Prometheus, and Fontaine rants on about what he’s been doing with his ADAM horde. Head up the stairs and run after Fontaine. The oil slick on the ground will blow up, temporarily blocking you – don’t bother running through it, just wait for it to burn down. When it does, go through the door and head down the tunnel. Fontaine will send some security bots after you in the next room, so zap and hack or just kill them. Turn right and head through the door. You’ll see a little cutscene where Fontaine knocks down a column and heads through the door into the museum area while threatening to destroy Rapture if you keep chasing him. Unfortunately you can’t get through the door – it can only be opened by little sisters. The good news is that the little sisters can get it open for you – the bad news is that there’s only one way to get the little sisters to trust you… You’re gonna have to become a big daddy.

You’ll get a message from Tenenbaum telling you to search a Big Daddy corpse. There’s also a weapon upgrade machine here (the second last one, if you’re keeping count). Get your upgrade and loot the Big Daddy for its suit control system. You’ll get a message from Tenenbaum explaining her plan to you, and your objectives will update with a list of all the things you need to do.

Head through the east doors of the room and down the hall. Note that the corpses at the end of the hall aren’t actually corpses. Kill the splicers, and head through into the Little Wonders Educational Facility. Head through the door and down the tunnel, but crouch before you go into the next room. Once you get in, look at the windows to your right – there’s two turrets and a splicer who will all be shooting at you as soon as you show your head. Stay crouched, shoot out one of the windows, and lob in a couple of grenades with your launcher to clear out the room (you should probably make sure there’s no big daddy in the room before doing this). Once everything’s dead, hop up on the table and crawl through the window to enter the facility. There’s also a little sister/big daddy patrol route in this area, so keep an eye out for them.

Head through the door and into the main area of the Little Wonders Educational Facility. Most of this is optional, but there’s a lot of really creepy/cool things in here. The pheromones you need are scattered throughout this level – I’ll mention where you can find them below.

Head into the south room. Inside you’ll find a Skinner machine used to condition the little sisters to avoid humans in favor of big daddies – press the button with the human picture and you’ll get a shock. Press the button with the big daddy picture and you’ll get a reward.

Search the rooms in the center of the hallway and on the north side of the area. These are apparently the dorms the little sisters lived in while they were being conditioned. Be sure to check out the posters on the walls. You’ll also find some loot.

Head to the east end of the area. Stock up at the vending machine if you need anything, and then head through the door. Zap and hack the camera and head on in. On the other side of the wall, on the back desk by the window, you’ll find a pheromone bottle (1/3) and a gene tonic (Safecracker 2). If you head into the little room to your left you’ll see a ghost cutscene. This will trigger a couple of splicers walking into the room.

Head back out to the main area, and then go up the stairs back by the entrance. This’ll lead to a balcony area with two branches. The desks in the center of the north branch have a pheromone sample (2/3) and an audio-diary (Why Just Girls?). The desk in the center of the south branch has your last pheromone sample (3/3). Watch out for splicers. When you get everything, head to the west wall – stock up at the vending machine, and then head through the door.

When you come out of the door there will be a security camera directly above your head. Zap it and hack it. Head through the tunnel and out the door, and kill the splicer. You’re now on the balcony above the main atrium area, where you entered the level. In the alcove to your left is an RPG turret – zap it and hack it. In the alcove to the left of the turret you’ll find a Gatherer’s Garden machine.

Head to your right as you come out of the tunnel, towards Optimized Eugenics. The door in the alcove to your right is frosted shut – melt it with your Incinerate plasmid and head on in. Inside you’ll find some loot, and inside the trash can with the paintings leaning against it is an audio-diary (Changing Employers).

You can do Optimized Eugenics, Failsafe Armored Escorts, and the Mendel Family Library (named after Gregor Mendel?) in any order you choose, but for the purposes of this guide we’re gonna do Optimized Eugenics first. This is where you get the modification which makes you sound like a big daddy.

Head through one of the doors into Optimized Eugenics. The doors will slam shut, locking you in briefly to “decontaminate” you, and then let you in. There’s a big daddy/little sister route in here, so keep an eye out. If you head through the east door, watch out for the security camera on the right wall just past the entrance.

Search through the “Test Subject Storage” area on the west side of the facility for loot, killing splicers as you go. On a console on the north wall of the area is an audio-diary (Marketing Gold).

Head into Eugenic Analysis, the NW-most room of this area. Inside you’ll find two turrets – zap and hack them both, and let them kill the splicers. Behind the turrets is a safe and your very last weapon upgrade machine.

Head into the Backup Generator room in the very center of the Optimized Eugenics area. On the wall in front of you is a security camera – destroy it. I have no idea how to shut down the power in this room or get to the area through the door in the far wall (it’s blocked by some kind of barrier). If you know how to get in, please e-mail me so I can add it to this guide.

Head into Plasmid Prototyping, the NE-most room. Inside there’s an RPG turret with a splicer – zap and hack the turret and let it kill the splicer. On the floor by the turret is an audio-diary (Extra Munitions). This audio-diary has a code (1-9-2-1) that you will need later on. Search the room for loot.

Head into Live Subject Testing, right by the security camera on the east wall of the hallway in the central area. Go up the stairs to your left, and through the door to Candidate Induction. On the wall ahead of you you’ll see a filing cabinet with a gene tonic (Alarm Expert 2) and the machine that changes your voice. Grab the tonic and use the machine (ouch). You’ll get a message from Tenenbaum telling you to head to Failsafe Armored Escorts for the suit. There’s also a U-Invent machine in this room.

Head back out. Once you leave the room you’ll be ambushed by some splicers playing dead on the stairs – kill them and head back out to the main atrium area. Walk across the balcony and head into Failsafe Armored Escorts. Not surprisingly, there’s a big daddy patrol in this area, so keep looking for them.

Immediately to your left or right (depending on which door you go through to enter) when you enter the main hallway will be an entrance to this area’s security room. Head in and kill the splicer. You’ll find a ton of hackable security bots in this area, as well as some ammo. Head back out into the hallway.

Head into Candidate Conversion, the western room of the area. In the lowered area in front of you you’ll find two turrets – zap and hack them both. Head across to the other side of the lowered area and you’ll get a panicked transmission from Tenenbaum – apparently the boots for the suit are not where she expects them to be. Hack the safe in the NW corner of the room, and pick up the audio-diary on the desk next to it (Missing Boots). This explains the mystery of the missing boots – they’re in the Mendel Family Library. We’ll go there later.

In the SW corner of the room is a small area blocked off by trapwires. Get rid of the trapwires with your telekinesis plasmid and you’ll find some ammo on and arond the corpse.

Head through the door in the SE corner of the room.

Head around the corner to the left, so that you’re south of the central room of this area. You’ll come to a balcony with a door with a combination lock. The code (you found it earlier) is 1-9-2-1. Inside is a ton of ammo and weapons for you to grab. The control panels activate flamethrowers on the assembly line in front of you – I have no idea what these are for or why they’re there. Head through the central circular room to get to the storage area on the other side of the little flooded area – watch out for the RPG turret. Melt the ice with your incinerate plasmid and head in. Inside you’ll find a vending machine, some loot, and your very last audio-diary (Cheap Son of a Bitch). Nice job if you managed to find them all.

Head over to Candidate Induction, the eastern branch of this area. On the far side of the room are the big daddy helmets and a gene tonic (Hacker’s Delight 3). Grab the tonic and a helmet. Unfortunately you can apparently only become a rosie – I didn’t see any bouncer helmets around. Once you’ve got your stuff and searched the room for loot, head back out to the main atrium.

So now we need to get those boots. On the west side of the balcony/atrium area you’ll see two doors leading down to the lobby where you entered the level – go through the southern one. On your left you’ll see the door to the Mendel Family Library. Head on and, and zap and hack the camera. You’ll also run into an RPG turret behind the shelves. There’s a bunch of ammo and loot on the shelves in this room, so keep your eyes open. In the central area of the library you’ll find the boots, with another gene tonic (Damage Research 2) next to them. Pick up the boots – congratulations, you’re now a gigantic disgusting monster. This will unlock the “Became a Big Daddy” achievement for you, worth 30 GP. You also gain a 25% damage resistance from your suit’s armor.

Finish looting the room, and head back out to the hall. Turn left and head down the staircase – this takes you back down to the lobby where you entered the level. Tenenbaum explains how to summon little sisters – bash the hole with your wrench and one will come crawling out. The little sister will then open the door that Fontaine headed through, letting you follow her. Go down the stairs and through the bulkhead door to the Proving Grounds.

For this level you’re basically going to be escorting the Little Sister to the end, so she can open the last door for you to take you to Fontaine. Her health bar is just underneath yours. The little sister is fairly fragile, so try to kill splicers and other enemies before they get too close to her. Your little sister’s location is noted by the “goal” marker on your map, in case you lose track of her. Another thing to note is that security cameras will not sound the alarm when they see you (since you look like a big daddy). You may still want to hack them to get their help fighting splicers.

Follow the little sister up the stairs, around the corner past the Vita-Chamber, and into the main museum area. You’ll head left down the balcony and through a door. Keep following the little sister (I’m going to be saying that a lot in this level, sorry) and kill any splicers you bump into as you round the corner. You’ll eventually come to a bend by a window with a security camera above it. On the ground is a corpse – this is apparently the area they used to train little sisters. Your little sister will stop for a while to try to gather ADAM from the corpse. Hack the camera so it’ll help you against the splicers who are about to attack you.

The little sister will eventually finish stabbing the corpse and start walking down the hall again. Right around the corner is another “test subject” with a security camera – same drill here. There’s also a turret keeping watch at the end of the hall, hack it too. Kill off the splicers and wait for the little sister to finish up. Head around the corner with the little sister and kill the turret. The little sister will open the door – head on through.

You’ll head back out into the main open area of the museum. In an alcove to your right as you walk down the wall is a turret – zap it and hack it or just kill it. There’s also another turret on the other side of the room, directly across from the first one and behind the skeleton, so watch out. As you enter the next hallway, some splicers will jump up out of the water. Kill them, and continue on. You’ll eventually come to another “test subject”, with a turret and camera through the alcove to your left. Let the little sister do her thing, then continue on down the hall. As you come around the corner you’ll have to fight one last big daddy. Take him out, and follow the little sister through the door and across the balcony.

You’ll come to a room with a ton of loot and machines in it. This is your last chance – get everything that you need. Make sure that you slot in your elemental protection gene tonics (Human Inferno, Frozen Field, Electric Flesh) as you’ll need them for the last boss. Other than that, just make sure you are well stocked up on ammo and especially first aid kits/EVE hypos.

If you look at your map you’ll see two little rooms just off the balcony you came into this room from. Each one has some loot and ammo for you.

When you’re ready, grab the hypodermic needle from the little sister and head up the elevator. Time to take down Fontaine once and for all.

ENDGAME
The game should save automatically as you get out of the elevator at the top. You can’t save in this area, and there is also no Vita-Chamber. If you die, the game will automatically quit to the main menu, and you’ll have to start over. You’ll see Fontaine ahead of you, strapped into… something.

You need to drain the ADAM from Fontaine using the needle the Little Sister gave you. The only time you can do this is when Fontaine is vulnerable, sitting in the machine at the center of the room. Once you drain him the first time, he’ll jump out and attack you. To get him to go back to the machine, you have to reduce his health nearly to zero, and he’ll run back to repair, letting you drain him again. You’ll have to do this three more times in order to defeat Fontaine.

There are three stages to the fight. In each stage Fontaine has a different elemental power – first fire, then ice, then electricity. The key is to attack him with elemental damage damage that’s opposite to what he’s using in this phase – ice or electricity in the first phase, fire or electricity in the second, and fire or ice in the third. Your chemical launcher and plasmids, as well as all your other elemental ammo, is your best friend here. Explosives are also extremely effective on him, especially in the final phase.

The key to this fight is speed. There will be splicers and security bots spawning in the second and third phases – ignore them for as long as Fontaine is not in the machine. When he goes back to repair, you can use the bot shutdown panel on the north wall (and the medical station behind it), but ignore the splicers if you can. You don’t have very much time to jab him once he’s in the chair. If you don’t hurry, he’ll hop out again with full health and you’ll have to do that phase over again.
After you drain him for the fourth time the fight will end. There’s two possible endings to the game, depending on how you treated the little sisters throughout the game. I won’t spoil them for you, but try to check them both out if you can. You will also earn the “Defeated Atlas” achievement for 100 GP.

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