Medical Pavilion

Medical Pavilion is the second level of BioShock, after Welcome to Rapture. Jack will meet Dr. Steinman here in an attempt to gain access to Neptune's Bounty. It is also here that Jack will acquire ADAM and fight a Big Daddy for the first time.

History
When founded, the Medical Pavilion was the hub for all medical business and inquiries in Rapture, and was responsible for treating all illnesses and health-related problems. As ADAM became widely distributed among the citizens of Rapture, its self-healing abilities practically removed the need for all of the Pavilion's healing facilities. However, due to the instability of ADAM caused by its excessive use amongst many of Rapture's citizens, unforeseen physical mutations began to occur. In response, many hospital facilities quickly became replaced by cosmetic surgery facilities such as Dandy Dental and Dr. Steinman's Aesthetic Ideals. The Medical Pavilion is largely intact, with the exception of the dental facilities.

One of the highest ranking doctors was Dr. Steinman, a cosmetic surgeon who was known to be a perfectionist in his work. Dr. Steinman was the head surgeon in the department of Aesthetic Ideals, and believed strongly in the remarkable effects of ADAM. However, as Dr. Steinman began to progress with constant use of ADAM, he began to suffer chronic brain and physical damage. The more deformed he became, the more he pondered on "perfecting" his skills by deforming his patients as well. Out of all the reported cases of his surgical abuse, the most famous was of Diane McClintock, whose face was probably distorted even more after Atlas's attack. Dr. Steinman's growing insanity shows what "splicing" can potentially do to anyone, and how inhumane the prospects of ADAM and Plasmids can truly be.

Dandy Dental
Dandy Dental was an admirable dental facility in the Medical Pavilion built by Frank Fontaine to advertise and promote the Telekinesis Plasmid, with free samples being given out. When Jack arrives there it appears destroyed and derelict with half of the main facility flooded. Unsurprisingly, a large part of Dandy Dental is devoted to simply testing out the Telekinesis Plasmid sample via a makeshift ball launcher.

Painless Dental and Chomper's Dental
These are the two other Dental facilities featured in the Medical Pavilion and, like much of Rapture, are currently in disuse. Chomper's Dental was being used as a safe house by two Splicers at the time of Jack's arrival, and was only accessible by obtaining Telekinesis, the entire facility being flooded to some extent. Chomper's Dental is the second largest medical facility. Painless Dental is guarded by a lone security Turret and is the smallest of the dental facilities. Painless Dental holds a surprise in the form of white mist released by a hiding Dr. Grossman Splicer. On a cabinet in the corner is the Speedy Hacker tonic. When the player walks over to pick it up the mist descends again, clearing to reveal a Dr. Grossman Splicer standing right behind Jack. Painless Dental is largely intact.

Enwell Life And Health Group
This small insurance company provides insurance to those who wish to be financially protected. It is found after leaving the Foyer in the Medical Pavilion.

Eternal Flame Crematorium
The Eternal Flame crematorium is the only facility to cremate the dead of Rapture, placed next to Twilight Fields. It is here that Jack finds the Hacker's Delight tonic and the Incinerate! Plasmid. Picking up Incinerate! prompts Ryan's offer of a bounty (1000 ADAM) for any Splicer who kills Jack. Eternal flame is a small facility bearing only four rooms: administration, furnace room (main), storage and the head office. By activating the furnace control panel Jack can cremate a seemingly long dead body to gain the Hacker's Delight tonic.

Twilight Fields Funeral Homes
The place where the people of Rapture can say a final farewell to loved ones before they are cremated in the Eternal Flame. When Jack arrives for the first time he may see a Splicer crying over an apparently deceased loved one, only to find that nothing but a few items sit in the coffin. There are only two rooms in Twilight Fields, the first possesses a reception area and two curtained off side galleries with coffins, and the second room appears to be a run-down storage facility that has become heavily flooded. In one of the side galleries there is a locked door that must be opened with a code, which can be found on a scrap of paper by the coffin the Splicer was crying over.

Dr. Steinman's Aesthetic Ideals
Still run by the insane Dr. Steinman upon Jack's arrival, it is accessible via a tunnel from the main Pavilion reception. Aesthetic Ideals is a massive part of the Medical Pavilion and was used to fix the physical side-effects caused by ADAM, most likely replacing the main hospital facilities. What's left of the Aesthetic Ideals is simply divided into two sections: the Surgery foyer and Surgery. The Surgery foyer is where Jack 'meets' Dr. Steinman for the first time when he is manically thinking out loud: "Why do people have two arms, two legs, two eyes, two ears, two breasts?". The foyer is large and open, and was simply a waiting area for the unlucky few who came for Steinman's attentions. It contains a Circus of Values, a Vita-Chamber, and two inaccessible balconies over head from which a Nitro Splicer will rain down grenades. Through the entryway and down a corridor is Surgery, which contains only two accessible rooms. One is abandoned with a bloody saw near an operating bed, and the other, at the very end of the corridor, is occupied by Dr. Steinman and a soon-to-be-dead client. When Jack arrives Dr. Steinman launches into a spiel, regarding his cosmetic crusade as a failure to Aphrodite and revealing three dead clients hanging above him.

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

New Weaponry

 * Machine Gun
 * Shotgun

New Plasmids and Tonics (Found)

 * Hacker's Delight - Furnace (cremate the body), Eternal Flame Crematorium
 * Incinerate! - Eternal Flame Crematorium
 * Security Expert - Twilight Fields Funeral Homes
 * Wrench Jockey - Kure-All
 * Speedy Hacker - Painless Dental
 * Telekinesis - Dandy Dental
 * Static Discharge - Surgery Foyer

New Enemies

 * Dr. Steinman
 * Nitro Splicer
 * Bouncer
 * Little Sister
 * Security Bot
 * Security Camera
 * Machine Gun Turret
 * Grenade Launcher Turret

Coded Doors

 * Twilight Fields - 0451

Audio Diaries

 * 1) Diane McClintock - Released Today
 * 2) Dr. Steinman - Adam's Changes
 * 3) Dr. Steinman - Higher Standards
 * 4) Andrew Ryan - Parasite Expectations
 * 5) Brigid Tenenbaum - Love for Science
 * 6) Dr. Steinman - Limits of Imagination
 * 7) Andrew Ryan - Vandalism
 * 8) Dr. Steinman - Surgery's Picasso
 * 9) Bill McDonagh - Freezing Pipes
 * 10) Dr. Suchong - Enrage Trial
 * 11) Brigid Tenenbaum - Useless Experiments
 * 12) Dr. Suchong - Plasmids are the Paint
 * 13) Dr. Suchong - Testing Telekinesis
 * 14) Dr. Steinman - Symmetry
 * 15) Dr. Steinman - Aphrodite Walking
 * 16) Dr. Steinman - Not What She Wanted
 * 17) Dr. Steinman - Gatherer's Vulnerability

Walkthrough
{{Sp
 * Extended Walkthrough

Medical Lobby

 * Circus of Values ("CoV") machine on left of entry. Skip it.
 * Security Bot (very easy hack) stuck in a door further left. Skip it.
 * Recording on reception desk.
 * Cash, EVE, ammo and First Aid Kit ("FAK") behind reception desk.
 * Hack the Bot and go through the door.
 * FAK, Auto Rounds, recording on desk.
 * Two Splicers fight. Stay by desk and let Bot take out survivor.
 * Flip switch upstairs.
 * Splicer is through the door behind Jack, in the area to the left.
 * Zap the Splicer, back away and let Bot finish her off.
 * Pick up the Machine Gun and flip the switch.
 * Run to other end of hall and shoot as Splicers enter doorway.
 * Go back the way one came in.
 * Two Splicers come around corner by desk that had a FAK.
 * Go upstairs. Splicers attack. Conserve ammo and let Bot fight.
 * Inside door is ammo and off to right there is a Pistol.
 * Corpse past the Pistol has cash, as does the corpse on the left of the hallway.
 * Use door control to open door.

Surgery Wing Main Area

 * Straight door through is a recorder.


 * Machine Gun Turret ("MGT") is on other side of wall.
 * Approach it from the left and zap-hack it. Retrace steps to door.
 * After MGT kills Splicer, go around the right side to a hole in wall with another MGT.
 * Zap-hack it through the hole in the wall, then loot the area.


 * Bar opposite MGT #1: Recording, Cash Register; behind bar: second cash register.


 * The trash can by the bar contains Auto Rounds.


 * Floor left of bar: EVE, bandages, corpse (cash), Pistol.


 * Several Splicers attack from afar.
 * Crouch behind the plant and let the Bot do most of the work or
 * Lure them back to MGT1.


 * Go back by MGT #1 and loot the right side of the room.


 * Supply room with MGT #2:
 * Armor-piercing Pistol Rounds by the door.
 * Machine Gun rounds in MGT (if it got destroyed).
 * FAK on cabinet.
 * Machine Gun rounds in crate.


 * Flooded room on right: CoV and ammo machines, recording.


 * Save before hacking, then get --
 * FAKs and EVE (up to where you are carrying 6 of each)
 * 40 standard Machine Gun rounds.


 * Center area behind MGT #1: Recording, Health Station


 * Take left wall to ...

Eternal Flame

 * Stop just past the plant.
 * Door blows open, killing a Splicer.
 * Nitro Splicer comes out door. Kill and back away quickly.
 * Get Electric Buck from the plant. Note: Save it for the Big Daddy at the end of the level.


 * Go through the door which just blew open.
 * Coffee on and in desk to boost EVE.
 * Recording at left wall.


 * Go through the next door.
 * There is a Security Camera at the back, visible by the red light it projects.
 * When the light moves to the right, run back under the Camera. Hack it.
 * Use the Furnace Control button to cremate the corpse.
 * Get Hacker's Delight from the ashes.
 * Armor-Piercing Pistol Rounds on table. Save Armor-Piercing ammo for the Big Daddy.


 * Move upstairs.
 * Zap-shoot Splicer to the left.
 * Crawl through an opening on the floor.
 * Pick up Incinerate!, step back and ignite the oil slick on the floor.
 * EVE on desk. Bandages in desk. EVE behind broken machine.
 * Auto Rounds in one of the refrigerator units.
 * FAK at the bottom of a faraway skylight. (Requires Telekinesis to reach.)

Downstairs

 * Get recording from ice.
 * Melt ice using Incinerate!.
 * Incinerate! the Splicer at the far end of the room. (The reticule turns red when the player's aiming at an enemy.)
 * Go back upstairs to...

Twilight Fields

 * Melt ice and switch back to the Wrench and Electro Bolt.


 * Go in and enter door on left.
 * Zap and whack a crying Splicer. Loot her and the corpse in the casket.
 * Go around counter and face the way one came in.
 * Pick up cash and ammo and start running.
 * Door opens with MGT behind it, but it's rather easy to run away from it.


 * Go through the middle door.
 * Security Expert is all the way in the back, next to some ammo.
 * Corpse has cash.
 * Go back to the far exit from the water.
 * Splicer jumps out and may get in water. Zap water or zap-whack him.


 * Enter area on right of main room.
 * Whack or shoot the Splicer whose back is turned.
 * Cash on her, 00 Buck to the left, loot in coffin, EVE to the right.
 * Note number on paper before EVE. Note lock on door at far end.
 * Room has EVE, ammo, Automatic Hack Tool.
 * Save and exit Twilight Fields -- prepare to be attacked.

Downstairs Again

 * Pistol Rounds in planter to right of CoV.


 * Zap door control to storage room to right of the plant.
 * Automatic Hack Tool is on the desk. This is 2 out of the 5 the player can carry.
 * Machine Gun rounds are in the bin on the desk and by crate on floor.


 * Hack the CoV (Very Easy) as one wishes. Hacking now adds EVE/Health if Hacker's Delight is equipped.


 * Enter Dental Services Area (where one melted the ice before).


 * Use bandages to max out one's Health, if needed.

Kure-All

 * Approach from the left with the Machine Gun ready.
 * Splicer may appear when door opens.
 * RPG Turret is at the far right. Zap-hack and duck.
 * Area by RPGT: cash register, bandages, small cabinet with ammo.
 * Lobby: Armor-Piercing Pistol Rounds under the sofa and on the corpse behind the counter.


 * Inside:
 * Security Camera (Very Easy) at the far corner of the back room.
 * Wall Safe (Medium+) below Camera contains ammo for all available weapons. (May want to use a Hack Tool.)
 * EVE opposite the safe.
 * Recording in back corner by ammo.
 * Crawl space near the door contains ammo and Wrench Jockey. Buck on cabinet.
 * Splicer awaits Jack's exit from the crawl space. Shooting is simplest.

Center Area Downstairs

 * Shotgun is a trap. Skip it for now.
 * If the player is in need of FAKs, loot two from the corpse.

Dandy Dental

 * No dangers inside. What looks like a Turret is friendly.
 * Audio Diary at the entry.
 * Behind the counter there's some ammo; as well as cash in the register on the counter
 * Safe (Easy) in flooded area holds FAK, EVE and $23.


 * Telekinesis ("TK") Plasmid and recording through the door.
 * One will have to replace a Plasmid with TK to use it. Incinerate! is best, as the player won't be needing it anytime soon.


 * Use the makeshift ball turret to practice Telekinesis.
 * This uses no EVE. Firing by releasing trigger uses a small amount of EVE. It is possible to drop the object to no cost in EVE.


 * Use TK around trophies high up on the beam midway between the the broken Gatherer's Garden machine (where the Telekinesis Plasmid was) and the ball turret, and on the trophies in the cabinet to the right, next to the door, to fetch some cash and Electric Buck.
 * It is possible to take or loot objects one is holding with Telekinesis without having to drop them.


 * EVE is by the trophies on the right.


 * A Splicer enters the far door.
 * Use TK to fetch a trophy, propane tank, or any other moderately sized object and hold it.
 * Aim at the Splicer and release the object. A one-hit kill.


 * If one was maxed out on EVE when one found the last hypo, pick it up with TK.
 * Carry it out the front door to drop it for easy retrieval later.
 * This is the third basic use of TK (Fetch, weapon, carry).


 * Exit Dandy Dental and continue left to...

Painless Dental

 * Door is locked. Crouch and go around the corner to the far wall.
 * Jump up on some crates and go through an open window.
 * MG Turret is on counter on other side of post. Zap-hack it.
 * Behind counter there is some Electric Buck and a cash register.
 * You can unlock the door leading to this room by pressing the button to the right of the locked door.
 * A trail of bandages leads to the next room.
 * Speedy Hacker is on a desk to the right. Warning: As soon as the player approaches the desk and the smoke triggers and fills the room, a Thuggish Splicer will spawn directly behind the player. The Splicer seems to wait until you turn around to attack, so you can pick up the items on the desk at leisure, but be prepared to shoot the moment you turn around.


 * Crawlspace:
 * Fire the Machine Gun at a Splicer through the exit grate.
 * Loot: Automatic Hack Tool, Electric Buck, armor rounds, corpse cash.
 * You can also unlock the door here too to exit back to the main area.


 * Exit Painless Dental and go left to...

Chomper's Dental

 * Look through the window with a corpse on it and use TK to fetch the key.
 * Watch for Splicers inside and zap the water on the floor.
 * A Security Camera is to the far left of the door.
 * EVE behind the counter.
 * Camera on back wall. Probably have to zap it to reach it. Hack it.
 * Safe below camera: Very easy. 2 FAKs, ammo.
 * Electric Buck opposite camera.
 * Exit Chomper's Dental and it's time to go back to the ...

Shotgun Trap in the Center Area

 * When the player picks up the Shotgun, the lights will dim and a wave of Splicers will attack.
 * The beauty of BioShock is that many different strategies will work, although backing into a corner is advised.
 * Save before picking up the Shotgun if one wants to experiment.


 * Here is a simple strategy:
 * Face Painless Dental, pick up the gun, and run to the previously locked door of Painless Dental. You should have unlocked it already by pressing the button next to the door from the inside. The Machine Gun Turret is near the counter and should be hacked and friendly.
 * Crouch behind the counter with Shotgun ready and wait for the Splicers to pour in through the unlocked door.
 * The Turret will soften up the Splicers and you can finish them off with the Shotgun when they get close, or you can help mark enemies for the Turret by standing up behind the counter and sprinkling the Splicers with Machine Gun fire.
 * This method is conservative of ammo, EVE, and FAK even on Hard and Survivor difficulties.


 * Another effective method is to go around the corner of Painless Dental to the crates previously used to climb.
 * Jump on the first one to get out of the water.
 * Each time more Splicers show up, zap the water.
 * Go back in Painless Dental to loot more bodies.
 * Use the many bandages on the floor if needed.


 * Go back to the stairs and under them to the left.
 * In a moment, a Nitro Splicer should appear and throw grenades.
 * Use TK to catch the projectiles and immediately fire back at him.


 * Go back upstairs to...

Dr. Steinman’s Aesthetic Ideals

 * Go through a glass walkway and a big door.
 * Steinman goes through a doorway and blocks it.
 * A Nitro Splicer appears on a balcony.
 * Catch a grenade, turn, fire it at the blockage and run through (you can also take out the Nitro Splicer with this method.)


 * Hallway
 * By wheelchair: recording, cash.
 * Cross to wall opposite to search body.
 * Use TK to fetch another body and a Pistol from the exposed hallway.
 * Step into that hallway, then back up quickly.
 * Steinman calls in a Bot, so be ready to zap-hack the Bot. Having a friendly bot will greatly help you in the upcoming boss fight with Steinman as he will be completely distracted by the bot and his machine gun fire is very ineffective against it.


 * Next Hallway
 * A MG Turret is at the far end of the next hall: zap, run and hack.
 * A hole in the wall halfway back holds EVE, a FAK and Buck.
 * If maxed out on EVE or FAKs, fetch with TK and drop in the hall.
 * Static Discharge is on the floor outside the hole.
 * Go back to Turret and enter door to ...


 * Room To Turret's Right
 * A Security Camera in on the wall in the back.
 * Watch for the red light to start right and run back.
 * Jump over the counter.
 * Hack the camera.
 * Counter contains EVE and ammo.
 * Floor Safe: Medium, ~$40, 2 FAKs, Armor-Piercing Pistol Rounds
 * Audio Diary with Auto Rounds next to it.
 * Make sure to hack the Health Station out here, because Steinman may come out to heal, and hacking it will automatically poison him to death when he uses it.
 * Time to enter ...


 * Dr. Steinman's Lab
 * Buck opposite viewing window, FAK in crate.
 * Watch and wait for Steinman to fire at Jack.
 * Again, many strategies are possible, so save first. Simplest:
 * Run through door on right, around corner right, across flooded area.
 * Jump up on desk in corner and wait.
 * If S comes after the player, zap water 4 times
 * If S does not follow, go fire some rounds at him and run back.
 * Another strategy is to lure or drive Steinman out to the hallway with the hacked MG Turret and to the side room that has the hacked Security Camera. If Steinman manages to set off both the Turret and the Security Camera, you can simply go back to his lab and collect supplies at your leisure while he is killed for you.
 * Having hacked the bot that Steinman sent for you earlier makes this much easier, as Steinman will try to run away from your bot, and likely head into the hallway with the Turret all by himself. Then while trying to escape the Turret, he'll run into the room with the Security Camera. Then when trying to escape the Security Camera, he'll run back to the Turret, now with two or three bots following him.


 * Safe: 3 FAKs.
 * FAK by safe on desk.
 * FAK on cabinet in operating room. Ammo about.
 * Recording on corpse on operating table.
 * Two Health Stations, each of which could be shot for FAKs.


 * A total of *10* FAKs (counting Health Machines) are available here.
 * After fighting the Big Daddy, run back here to resupply.


 * Hallway Past Turret
 * Splicers attack, drop back to give the Turret firing room, but help out.
 * If one loses a dab of Health, use the bandages in the room to the left.


 * As the player return, one will come to the room with the Nitro Splicer on the balcony, if the player didn't kill him yet.
 * Run through the room.
 * If the player elects to kill him, use TK to fetch his body to loot, get the FAK to the left of the neon "Surgery" sign, and get the Shells from the other balcony.

To Save Or Harvest

 * A cut scene will introduce Jack to Little Sisters.
 * One must choose whether to Save or Harvest.
 * BioShock has great replay value, so it is always possible to try different paths.
 * Harvesting gives the player twice as much EVE immediately, but Saving leads to very valuable Plasmids and Tonics, such as Armored Shell 2. Saving every Little Sister is required for obtaining all trophies/achievements.
 * A Gatherer's Garden ("GG") is on the far wall.
 * In a crate to the right are 2 more FAKs (total of 12+ in this section).
 * Ammo is in the other crate.
 * Recording and briefcase with ammo in front of the GG.

Using the Gatherer's Garden

 * Save before using GG in case one changes one's mind.
 * Getting the Health Upgrades makes the BD battles easier.
 * EVE Upgrades are not as significant, but for 20 ADAM, get EVE Link.
 * Armored Shell is also useful. Replace Wrench Jockey.
 * If the player saved, there's not much more to buy; otherwise, get Armored Shell and save the rest.
 * If the player harvested, they may be tempted to get Enrage, but there's no place for it yet.
 * The passageway back to the main area has a crate with the 13th FAK and ammo.

Battling the Big Daddy

 * After returning to the main area, one will have to kill two Splicers before BD-LS will arrive.
 * The game does this to drain the player's health and ammo before a big fight.
 * If they don't greet the player at the door, one will have to go looking for them.


 * After the Splicers are dead and looted, go back to top off one's health if needed.


 * Change one's ammo and Plasmid load out for the fight if needed.


 * Save to allow for experimentation.
 * Electric Buck damages the most at this point, and also stops the BD from attacking. So does the Electro Bolt. Turrets will damage BDs but Security Cameras will not send bots after them.


 * Make sure that Little Sister is with him.
 * LS will be with him the first time one sees him, but
 * if one takes too long coming back for another attack, she may be gone.
 * If one kills the BD when his LS is gone, one will have to wait for another BD.


 * This BD battle is actually one of the more difficult ones, especially on the harder settings as the player's weapons aren't great.
 * There are six tanks of gas around the level that one can pick up and place wherever one wants using Telekinesis.
 * There are four tanks of gas in Dr Steinman's Surgery, one of them in the water next to the Health Station. There is one in Dandy Dental and another through the crawl space in Painless Dental (use the door button to get it out).
 * Collect them all and drop them next to a corpse.
 * Wait for a BD to appear with a LS. It's better to wait for LS to actually start feeding on a corpse.
 * Shoot at the tanks with a round of Buck. This should kill him.
 * Save after getting the tanks to make sure one gets it right.
 * Five tanks will usually be enough to kill him on the hardest level.


 * Resupply on FAKs if not maxed out.


 * Save the additional ADAM to buy slots at the next stop.


 * The player should be close to the $500 max on cash and max on EVE and FAKs.

Hasty Exit
}}
 * There is little/nothing to gain from fighting,
 * so just run back through the Medical Pavilion to the Emergency Access.
 * Have TK ready for playing catch with a Nitro Splicer.
 * Run upstairs, flip the switch, run back down and leave.
 * A crate next to the Bathysphere has $23 if there's room.
 * Next stop: Neptune's Bounty.
 * width = 100%

Bugs/Glitches

 * The button to open Chomper's Dental is set to spawn a Splicer when pressed after obtaining the door key. As an oversight, the developers did not set it to a first-time-only event. As such, every time the button is pressed (after obtaining the key), it will spawn another Splicer. It is suggested to not press the button more than a few times before killing the spawned Splicers, as the game will begin to lag and freeze if too many AI are active at once. An image of the resulting corpse piles produced during this exploit can be seen here.


 * In the tunnel leading away from the Surgery Foyer, after defeating Steinman, the broken section will project collision for objects dropped into it with Telekinesis. An example of which can be taking Steinman's corpse and dropping it into the broken section, allowing him to fall under the map.


 * The player has the ability to kill Brigid Tenenbaum during their first encounter. To kill her, the player must make sure not to kill the Nitro Splicer just before fighting J.S. Steinman. Once the player is done with him, head out and get the Nitro Splicer's attention. Grab a grenade he throws, and walk out holding it. When the player starts entering the theater room, hold against the left wall. When the player is near the door, look directly into in and move quickly forward. If done correctly, the grenade will hit the Dr. Grossman Splicer, killing him before Tenenbaum can, and break the event. Once the event finishes, the player can shoot and kill her, then pull her body down with Telekinesis to examine it.

Trivia

 * The back wall of Dandy Dental is dominated by a large glass window looking out on the city of Rapture. However, if one were able to move through walls, one would discover that traveling just a few feet out of the window towards the "city" would put the player inside the Medical Pavilion's Reception Hall. Thus, it is a bit odd that there would be a window there at all, much less one that has a completely unobstructed view of the city.
 * If the player acquires Telekinesis before going to Surgery, he or she can use the Plasmid to grab the grenade thrown by Steinman. The sign still falls but without an explosion. Also, Steinman's grenade cannot be used to destroy the debris.
 * The Medical Pavilion is larger than the part seen in the game. This is shown by a blocked door in the main lounge-area, a blocked hallway outside the room where Jack encounters Tenembaum, and two blocked doors just before the fight with Steinman. The round Medical Pavilion pillar shows arrows pointing to other parts of the area not seen in-game, including being Corrective Genetics, S. Finneran M.D, Plasmid Surgery and more.
 * From the entrance to Surgery the player can see the surgery wing is about five stories high with a flat roof. However, inside the building is only two stories high with a glass ceiling.
 * It is possible to complete this level without the Incinerate! Plasmid: once the Nitro Splicer sets a trashcan on fire, hit it until it reaches the ice before it extinguishes, and it will unlock the passage.
 * In BioShock: Breaking the Mold, one of the enemy concepts was a Nurse-like Splicer(originally Agressor), but was never made, and was substituted with white-and-green dressed Lady Smith Splicers.
 * As seen in the second trailer for the developer gameplay demo, The Medical Pavilion would have originally included Waders and Houdini Splicers , but both the model and Splicer ability were not added to the environment's final version.
 * Also seen in the second developer demo, the area would have originally included turning biohazard signs, but were completely removed in the game's final version.
 * Of corpses seen thorought BioShock, this is the only level the player will find nude corpses, which are at least two in different areas.