Power to the People



"A gun in every home, peace on every street."

- Frank Fontaine, on installing the first Power to the People machine

Power to the People is a one time use weapon upgrade vending machine. They are scattered throughout Rapture, and each gives one upgrade to a weapon of the player's choice, after which the station cannot be used again. Each weapon can be upgraded twice at these machines. In the Xbox 360 and Playstation 3 versions of the game, the player can get the Weapon Specialist achievement and the Weapon Specialist trophy for fully upgrading one weapon.

The first Power to the People machines were installed in 1957, created by Frank Fontaine and Fontaine Futuristics. They were installed as protection for the citizens of Rapture, although they may have been built by Fontaine in a cynical and self-serving attempt to spur armed conflict between the citizens of Rapture. They were used by various combatants many times during the war and were a successful business venture for Fontaine Futuristics.

Chemical Thrower


A tampered nozzle reduces the ammunition consumption rate of the Chemical Thrower.
 * Decreased chemical consumption
 * This upgrade significantly reduces the Chemical Thrower's ammo consumption rate, practically halving it.

A pressure-calibration hose increases the range of the Chemical Thrower.
 * Increased range of spray
 * This upgrade extends the Chemical Thrower's range, allowing the player to fire a stream from one end of a room to the other.

Crossbow


An automatic tension adjuster greatly reduces the chance of bolts breaking on impact.
 * Bolt breakage reduced
 * This upgrade dramatically decreases the odds that the Crossbow's Bolts will break after firing, allowing the player to recover and reuse them.

A high-tensile bow increases the damage done by crossbow bolts.
 * Increased damage
 * This upgrade increases the Crossbow's damage output by 25%.

Grenade Launcher


Incendiary injectors increase the damage of the grenade launcher.
 * Increased damage
 * This upgrade increases the Grenade Launcher's damage output by 25%.

Autogenerated shaped charges make you immune to the damage from your own grenades.
 * Immunity to self-damage from grenades
 * This upgrade renders the player immune to the splash damage dealt by their own Grenades.


 * Note: It is safe to walk past one's own Proximity Mines without this upgrade. However, if they detonate near the player, only this upgrade will prevent one from taking damage.

Machine Gun


An acceleration framework increases the damage of the machine gun.
 * Increased damage
 * This upgrade increases the Machine Gun's damage output by 25%.

A stabilization cylinder reduces the kickback of the machine gun.
 * Decreased kickback
 * This upgrade reduces the recoil produced by then Machine Gun when being fired continuously.

Pistol


An ammunition accelerator increases the damage done by the pistol.
 * Increased damage
 * This upgrade increases the Pistol's damage output by 25%.

An auto-loading clip effectively quadruples the clip size of the pistol.
 * Increased clip size
 * This upgrade quadruples the Pistol's clip size, allowing the player to fire 24 shots without reloading instead of the standard 6.

Shotgun


A gas-assisted firing mechanism increases the shotgun’s damage.
 * Increased damage
 * This upgrade increases the Shotgun's damage output by 25%.

A steel gear accelerator increases the shotgun’s rate of fire.
 * Increased rate of fire
 * This upgrade removes the "pump action" from the Shotgun, effectively quadrupling its rate of fire.

Neptune's Bounty

 * Freezer Bottom Floor: Go through Fontaine Fisheries (where Peach Wilkins asked for the three Spider Splicer pictures). As the player goes down the stairs from the second floor to the first they should see the machine right in front of them.

Arcadia

 * Tree Farm: On the way to the Farmer's Market, it'll be on one's left.

Farmer's Market

 * Winery Cellar Bottom Floor: Take the stairs from the top floor to the bottom floor, and keep going straight once done descending the stairs. The machine should be right in front of the player in the water.

Fort Frolic

 * Cocktail Lounge (Le Marquis D'Epoque): Start from the Circus of Values machine in the Lower Atrium. With one's back to the machine, go forward into the Southern Mall. Make a right at the end towards the Gene Bank, then make a left and quick right, then another left and another right to go into Le Marquis D'Epoque. Go straight upon entering and go down the stairs. The player will see a U-Invent machine in front of them. Go right and make a quick left to see a room filled with cigars along with the Power to the People machine.


 * Sinclair Spirits: Once one enters the room turn left. One should see water falling from the ceiling with a door behind it. To open this door, go to the counter on the opposite side of the room, and there should be a button behind the counter. Press it to open up the door, then go downstairs and the machine should be right there. Upon using this Power To The People machine, all the "statues" will come alive and attack the player. These White Splicers do not make sound or scream in dialogue like most Splicers. They attack the player in complete silence, so keep a watchful eye, they also never stop spawning and while providing a steady supply for items, can be deadly when exploring. It might be helpful to use this machine near the end of the level to avoid most of them.

Hephaestus

 * Hephaestus Core: Right across from the Gatherer's Garden, on the southwest corner of the core.


 * Kyburz's Office: In the back of the room on the north side.

Olympus Heights

 * Mercury Suites: In the main square opposite side of the elevator's doors, on the center pillar.


 * Sander Cohen's Apartment: This is the room where the player gets the achievement/trophy for entering Sander Cohen's personal quarters.

Note: The player must let Cohen live when he was in Fort Frolic to be able to get into this room, otherwise it will be locked, and they will not be able to access the machine. Sander Cohen's apartment can be seen at the lower left of the corner of the map, on the west side square. Basically, go into Cohen's apartment on the first floor, and if the player disrupts the dancers (such as by knocking over the gramophone or killing the dancers), Cohen will come down from his private quarters, opening the door for the player. Through the door, at the top of the stairs, turn left and the player will see the machine right there.

Apollo Square

 * Hestia Fourth Floor: To get to the fourth floor, the player needs to go to the top of the staircase. Enter the room on the right and one should be in Atlas's headquarters. There will be a machine in the second room.

Point Prometheus

 * Atrium: The machine is right next to the Big Daddy corpse on the south side of the Atrium.


 * Optimized Eugenics: The machine is right next to the Gene Bank in Eugenics Analysis.

BioShock 2
Power to the People stations have returned in the sequel, and are able to upgrade Subject Delta's arsenal. However, the upgrading structure has changed: each weapon now has three upgrades, and the third can only be purchased if the player already possesses the first two.

Note: There are only 14 Power to the People stations in BioShock 2, meaning you can only fully upgrade 4 weapons (leaving 2 more upgrades for other guns) or just get all the Basic 2 Upgrades and have Final Upgrades for only 2 guns. Choose wisely.

Basic Upgrades
Augers on the side of the Drill increase the damage.
 * Side Augers 
 * This upgrade increases the Drill's damage output.

Cooling nozzles lubricate the Drill, reducing the speed of fuel consumption.
 * Lubricating Nozzle 
 * This upgrade decreases the Drill's fuel consumption rate.

Final Upgrade
A large electromagnetic dynamo is powered by the Drill's rotation.
 * Reflector Plate 
 * This upgrade causes every shot and projectile to be reflected back at the attacker when spinning the Drill.

Basic Upgrades
''A larger ammo box means more bang for your buck. Also increases the amount of each ammo type you can carry.''
 * Augmented Capacity
 * This upgrade increases the amount of Bombs the player can carry on their Launcher.

A shaped deflector prevents splash damage from your own explosives.
 * Splash Damage Immunity
 * This upgrade renders the player immune to the splash damage from their own explosives. NOTE: You do not require this upgrade to disarm and retrieve your own Proximity Mines.

Final Upgrade
''Additional munitions are screwed into each shot, causing secondary explosions in a wide radius. Great for clearing a room!''
 * Cluster Bombs
 * This upgrade causes each Bomb to explode into several smaller bombs upon detonation.

Basic Upgrades
Reinforced barrels allow for increased muzzle pressure and a higher damage output.
 * Damage Increase
 * This upgrade increases the Machine Gun's damage output.

A stabilization cylinder reduces the kickback of the Machine Gun, resulting in more accurate fire.
 * Recoil Reduction
 * This upgrade greatly decreases the kickback caused by continuously firing the Machine Gun.

Final Upgrade
A high density electrical field prevents shots from breaking up on first impact, causing them to ricochet.
 * Bouncing Bullets
 * This upgrade causes every Gatling Round to ricochet off of hard surfaces.

Basic Upgrades
A larger magazine increases the clip size, resulting in 50% more shots before reloading.
 * Increased Clip Size
 * This upgrade extends the Rivet Gun's clip to eighteen shots before having to reload, up from the original twelve.

A higher-pressure firing mechanism provides greater penetration and damage.
 * Damage Increase
 * This upgrade increases the Rivet Gun's damage output.

Final Upgrade
An internal heating mechanism heats rivets to a white-hot temperature before they are fired.
 * Heated Rivets

CAUTION: May ignite living creatures on repeated shots.
 * This upgrade grants each Rivet a chance to set the target on fire.

Basic Upgrades
A double revolver mechanism allows it 6 shots before reloading.
 * Increased Clip Size 
 * This upgrade triples the Shotgun's clip size, allowing the user to fire six shots before having to reload instead of the original two.

A sawed off barrel increases damage of all ammo types.
 * Damage Increase 
 * This upgrade increases the Shotgun's damage output.

Final Upgrade
Kinetic energy from firing is used to charge several dynamos, randomly generating an electric shock.
 * Electrified Shells 
 * This upgrade gives each Shell a chance to electrocute the target.

Basic Upgrades
Additional scope provides increased zoom, allowing you to aim with pinpoint accuracy.
 * Zoom Increase
 * This upgrade increases the Spear Gun’s scope ability, granting the player improved accuracy over long distances.

A rotary mechanism adds spin to the spear, resulting in greater penetration and damage.
 * Damage Increase
 * This upgrade increases the Spear Gun's damage output.

Final Upgrade
A reinforced firing spring and retooled barrel allow for much faster spear travel and decreased refire time. Spears will reach their targets much faster and pin enemies of longer distances.
 * Faster Mechanics
 * This upgrade increases Spear velocity and decreases the Spear Gun's reload time.

Ryan Amusements

 * Going to get the ticket, across from the window where the Machine Gun is located.
 * After the last family display of the ride, through the door and straight ahead.

Pauper's Drop

 * Hamilton building, 2nd floor, down the hall from a El Ammo Bandito vending machine
 * In the back of skid row, in the Limbo Room club, behind the stage and in one of the side rooms.
 * In the hotel area, turn right after passing through the first long hallway and after disabling the turret around the corner is this station in a room to the side of the turret.

Siren Alley

 * In Mermaid Lounge.
 * Just before pump station 5.

Dionysus Park

 * Behind the door, combo 1080.


 * On the path to the train.

Fontaine Futuristics

 * After the locked security room becomes accessible - in there.
 * After you turn on the lights, it will be in the bottom of the holding cells area. You have to hack the door from the broken window.

Outer Persephone

 * In the hall, on your left, you can't miss it.

Inner Persephone

 * In the back of the room with the keypad where Sinclair is being held captive, on the left hand side.
 * Just after ward B in the room with the rocket turret.

Power to the People Poste d'amélioration