Welcome to Rapture



"Welcome To Rapture&mdash;Opportunity awaits"

- Sign before exiting the Lounge.

__NOWYSIWYG__ The first real area of the game, Welcome to Rapture is a tutorial where the player receives their first weapon, and Plasmid and presents a variety of enemies such as the Splicers, Rapture's automated security (Security Cameras Security Bots, and Turrets) and of course Little Sisters and their Big Daddy protectors. Also, "Welcome to Rapture" introduces the player's guide Atlas, and Rapture's creator, Andrew Ryan. Evidence of the impending conflict that led to the final downfall of ordered society is seen in the form of many protest signs outside the closed Bathysphere Station and the ravaged Kashmir Restaurant. This area cannot be accessed once left.

History
This entry area was the gateway to a new life in Rapture. The Welcome Center (also known as the Welcome Pavilion) was originally designed to acclimate newcomers to the underwater utopia after their arrival from the surface. It consisted of orientation facilities, several eating establishments and luxury leisure areas including the Kashmir Restaurant and Footlight Theater, but also a Gatherer's Garden at the Lounge to introduce the "Power of Plasmids." The purpose of this locale was to impress upon new residents the wealth and splendor of Rapture. It is also where the main event of the 1958 New Year's Eve Riots took place, during celebrations organized at the Kashmir.

Bathysphere Station
This station was where new people from the Surface arrived via the bathysphere, coming from the Lighthouse, to become residents of Rapture. Here, Jack first comes into contact with Atlas, and has a startling encounter with a Splicer Rose who kills Atlas' man Johnny. When bathysphere travel was closed off to most citizens, many came down to the station to protest. After Jack arrives, he can see many of the protest signs scattered about.

Lounge
This lounge is adjoining the Bathysphere Station. Here people could relax before or after their journey, or wait for other members of their party to arrive. It is where Jack fights his first Thuggish Splicer, and where Jack takes his first Plasmid (Electro Bolt) only to pass out. He wakes up and gets a glimpse of a Little Sister and a Bouncer Big Daddy investigating him.

Tunnel
From the Lounge, an enclosed glass tunnel takes newly arrived citizens to other parts of Rapture. Just as Jack traverses the tunnel, the airplane tail section of Apollo Air Flight DF-0301 crashes into the tunnel, causing it to flood. Water pouring through the breach immediately triggers the bulkhead door from the Lounge to seal. Fortunately, Jack can climb into the tail section and escape through the plane's rear exit. While the damaged tunnel's glass begins to crack under the sea's pressure, the previous section of tunnel collapses, and the structure begins to buckle. Jack escapes through the flooding tunnel to another door leading to the Atrium.

Atrium
Beyond the tunnel is a small public waiting room. Jack encounters a Thuggish Splicer who has taken up residence and another one who arrives shortly after. Past the waiting room is the Atrium, one of the tallest interiors you see in Rapture. A series of elevators once conveyed visitors to several establishments in the building complex, but on Jack's arrival, only one is in operation and remains passable. As Jack rides the elevator up, Atlas pleads with him to save his family in Neptune's Bounty. When Jack reaches the top, a Thuggish Splicer is seen talking over a baby carriage, in which lies a Pistol. Beyond her is the entrance to the Kashmir Restaurant.

Kashmir Restaurant
An intimate high class restaurant in the Welcome Center of Rapture, where customers were entertained with fine dining, singers, and dancing. It was also where many newcomers to the city were welcomed. Brenda, who owned the establishment, can be found arguing with Charlie as Jack arrives. Because of their addiction to ADAM, Brenda apparently has locked herself in the kitchen to keep Charlie away from hers. Jack has a choice to kill them or not.

Cocktail Lounge
A bar located on the bottom floor of the Restaurant, where beer and wine was served to the Kashmir's customers.

Footlight Theater
A mini-theater owned by Steve Barker, where plays were presented and other live entertainment performed. The theater was especially popular with working class citizens from Neptune's Bounty and other parts of Rapture. A Little Sister and a Bouncer Big Daddy is found here and is where Jack learns what happens if someone tries to attack a Little Sister.

Transit Hub
Connecting via two airlocks going to Neptune's Bounty and the Medical Pavilion, this is where Jack is trapped due to a security lockdown. He has no choice but to fight off Splicers and escape to the Medical Pavilion. Andrew Ryan communicates with Jack, warning him that he and his men will come after Jack for intruding into the city, accusing him of being an agent from the CIA or the KGB.

Map
'This map is interactive. Click on an icon to find out more about it, or choose a tab to see a different map.' Welcome to Rapture/Map|Plain Map||true Welcome to Rapture/ADMap|Audio Diaries Welcome to Rapture/PaTMap|Plasmids and Tonics

New Weaponry

 * Wrench - Floor, Bathysphere Station
 * Pistol - Baby carriage, Kashmir Restaurant

New Plasmids and Tonics (Found)

 * Electro Bolt - Gatherer's Garden, Lounge

New Enemies

 * Thuggish Splicer
 * Leadhead Splicer
 * Flamethrower Turret
 * Bouncer (seen only)
 * Little Sister (seen only)
 * Rose (seen only)
 * Brenda (choice only)
 * Charlie (choice only)

Audio Diaries

 * 1) Diane McClintock - New Year's Eve Alone
 * 2) Steve Barker - Hole in the Bathroom Wall

Walkthrough
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 * Extended Walkthrough
 * Bioshock 2009-01-09 04-43-59-78.jpg

A plane went down and crashed somewhere in the Atlantic Ocean. You take control of the only survivor, Jack, the main protagonist and player character of BioShock, and guide him through his journeys ahead. The first thing one needs to do is to get out of the water. Swim forwards, through the flaming wreckage and head to the right, to the large lighthouse. Swim to the steps and ascend them. The entrance is directly to the left of the stairs. Go inside the doorway and head down the steps and to the submarine-like craft, the Bathysphere. Enter it, and pull the lever. As the Bathysphere descends, a screen will rise from the floor, allowing the player to learn of Andrew Ryan, and his motives for the creation of his city, Rapture.

Get to higher grounds
Midway through Andrew Ryan's speech, the screen will slide away, and Rapture will be revealed. As the Bathysphere draws closer to the docking point, two men, Atlas and Johnny, can be heard speaking to one another. Johnny heads down to meet Jack at the Bathysphere dock. Once the Bathysphere emerges above the water's surface, the player will quickly notice that things in Rapture have gone sour, along with its inhabitants. Johnny made it to the Bathysphere station, but is immediately confronted by A particularly vicious Splicer. The player can do nothing but watch as the Spider Splicer quickly dispatches the would-be ally. Take the shortwave radio off the Bathysphere wall near the door to speak to Atlas; Jack's new tour guide. He will be leading the player to higher ground, and will hopefully help one stay alive in this forsaken, underwater city. After some exploring further in, Atlas will ask Jack to grab a melee weapon. A Wrench can be found in the middle of the room. Once it's in Jack's hands, head over to the flight of stairs. Here the player will engage in their first fight, which happens to be against a Thuggish Splicer. Continue forwards, and Jack will end up in a room with a malfunctioning door lock in front of him. Head up the set of stairs, and there one will discover the first Gatherer's Garden in the game. There, Jack will receive a Plasmid, Electro Bolt. Pick it up, and a cutscene will play. During the cutscene, the player is introduced to several Splicers, a Big Daddy and a Little Sister. After the cutscene ends, open the broken door by zapping the malfunctioning handle with Electro Bolt. Head through into a glass walkway. Part of the plane's fuselage will break though the ceiling of the walkway, allowing water to flood through. Climb into and out the other end of the plane segment to move on. Keep moving forwards, and the hallway will end in another lounge. Search everything in the area for more items. The bodies, the trashcans; anything may hide valuable (if slightly unsanitary) loot. In the case of edible items, they will replenish some of Jack's health.

In this area, a Splicer will attack. Get used to the process of taking them down with Atlas' method, the "One-Two Punch". Hit them with an Electro Bolt to stun them, then whack them with the Wrench. This will kill any Splicer in one hit in the first few levels on Easy or Normal difficulty. If any more Splicers appear in the area, simply repeat the process. Keep moving and enter an elevator.

During the ride in the elevator, Atlas will give the player their first real goal: he wants Jack to go to a place called Neptune's Bounty and find his family. Kill the crazed Splicer nearby and take the Revolver from the baby carriage that she is guarding. This is the first ranged weapon in the game, but it doesn't hold enough ammo to be used yet.

The player's next destination is the Kashmir Restaurant. One needs to go through the ruined venue as part of Jack's trek to Neptune's Bounty. There are plenty of enemies in the restaurant, with a number of them located in the downstairs dancing area. Head downstairs to find a pair of Splicers, Brenda and Charlie, and take both of them out. After killing the woman in the kitchen, explore the area to find another corpse with a decent amount of cash on him. Take it all, then head back to the dance floor and use Electro Bolt on the water to kill the enemies standing in it. An audio diary by Diane McClintock can be found on the table here; these diaries will reveal the story of BioShock. Be sure to listen to all of them as they come along.

There are two bodies containing ammo: one in front of an entrance, the other in the kitchen. The one in the kitchen will only have ammo if Jack has less than a full six rounds of ammo (for example, three). If either body is searched, the other one won't contain any ammo.

Upstairs, there are two washrooms. Entering the one to the right ("Dames") triggers a memory. At the end is an Audio Diary by Steve Barker. When heading back out, a Splicer will jump out of the closed washroom stall, so be prepared. There is a hole in the wall in the other washroom, which Steve Barker was talking about in his Audio Diary. Head through the hole and cross the next room on the lighting scaffold. Here, Atlas will warn Jack to lower his weapon, as both he and Jack spots a Little Sister idling below. Head downstairs to see what happens when one upsets a Little Sister.

Proceed through the Footlight Theater to the top floor of the Transit Hub. Zap the water to take out the two Splicers in the pool of water. Be sure to search the body of the Big Daddy, as these guys usually drop a significant amount of cash.

Head to the Pavilion
Only when approaching the open door on the right side of the room will the alarm be triggered and the area be locked down. The path to Neptune's Bounty is sealed, and a large number of Splicers are suddenly all too eager to greet Rapture's new visitor... violently. Stay away from the door that just closed, as a flame-throwing Turret has popped up there. Stay in view of the water pool at the bottom of the stairs and zap the Splicers as they enter it. Repeat this for the second wave of enemies. There are two bandages in the washroom if healing is needed.

Once the foes have been dealt with, head down the hallway towards the Medical Pavilion. Soon, a message will appear from Andrew Ryan. He is now aware of Jack's presence in Rapture, and declares that he is a threat. Just as Splicers begin trying to bash their way in through the windows, Atlas opens the bulkhead, allowing the player to make a quick getaway.

Continue to the Medical Pavilion. }}

BioShock Infinite


After using the Songbird to destroy the rest of Monument Tower and the Siphon, Elizabeth uses her fully-released powers to open a Tear and transport herself, Booker DeWitt and the bird-like creature now charging at them to Rapture, trapping him underwater behind the glass windows of the Lounge. The high-pressure of the ocean's depths finally end Songbird's life. Then Elizabeth guides Booker towards the Bathysphere Station where they take a ride to the Lighthouse, while briefly explaining that the place is "a doorway, one of many."

Behind the Scenes

 * Interestingly, the player can use the "Ghost" console command to enter the room at the Footlight Theater with the Little Sister, and still be able to use weapons. The player can then move the corpse with the Wrench, but the Little Sister will still be harvesting ADAM from it.  If the player attacks the Big Daddy or Little Sister, the Big Daddy will not fight back. Also, both seemingly disappear into thin air when leaving the room.
 * If the player glances outside when in the first few sections of the level, one can see debris from the plane crash sinking to the ocean floor, i.e. suitcases.
 * Two of the elevator shafts in the Atrium simply stop halfway up and don't seem to lead anywhere.
 * Props and areas such as the Transit Hub and parts from the Kashmir's lower floor have been reused during the introduction sequence of BioShock 2 as parts of the Adonis Luxury Resort (though these area are not actually seen in the aforementioned level). This is explained by the fact that the initial prelude level was to be the Welcome Center during the 1958 New Year's Eve Riots, with Sofia Lamb guiding Subject Delta in order to recover her daughter Eleanor and finally betraying him.
 * Upon entering the atrium airlock, Jack will be trapped inside where he will have to face a Thuggish Splicer. Upon killing him, a second Splicer will enter the room. If the player does not attack this second Splicer and continues up the stairwell to the elevators, he will be faced with a third Splicer who is on fire. Killing the third Splicer and entering the small room at the foot of the elevators will trigger the door to close and lock. If the second Splicer is inside the small room with the player he will no longer be able to inflict any damage to Jack, although he will continue to swing.