User:Kiwi Monty

Kiwi Monty's Bioshock Page
Over the course of the next couple of weeks Bioshockock69 and I will be putting walkthroughs of all the levels in bioshock on this page.

Welcome to Rapture
The first area of the game, Welcome to Rapture is a tutorial where the player receives their first weapons, and plasmid. Also, this level introduces a few of the games enemies, such as the splicers; Little Sisters and their Big Daddy protectors; and Rapture's security (Security Cameras, Security Bots, and Turrets). Also, "Welcome to Rapture" introduces the player's guide Atlas, and Rapture's creator, Andrew Ryan. Once the player leaves, they cannot return to this area.

Walkthrough
You play as Jack. You were on an Airplane until it crashed in the middle of the Atlantic Ocean. Make your way through the flaming wreckage to a large lighthouse. You can't miss it. Once you do, go inside and make your way down the steps and into a Bathysphere, and pull the lever. Basically, you'll go down and in a small film, find out why Rapture was created.

After Andrew Ryan's little spiel is over, you'll find yourself in Rapture. Things here are obviously bad. Take the shortwave radio off of the wall near the door to speak to Atlas, your initial guide to the game. He will be leading you to higher ground, and hopefully help you avoid the enemies in the area.

After some exploring, you will reach a room with a pipe with a malfunctioning door lock in front of you, while you can't do anything yet, head upstairs to the gathers garden to receive your first splice, Electro Bolt, while during the cut scene you are introduced to the splicers,A Big Daddy one of the many little sisters. After you shake off the effects, head through the pipe in front of you. You'll be stopped short by the sudden arrival of part of your plane's fuselage, however (sure took its time in sinking, eh?); you'll have to climb through it to move on. The hallway will end in another lounge a bit down the way, so search everything for more items. The bodies, the trashcans: anything you see may hide delicious (if not slightly unsanitary) treats.

When you're done searching, the splicers will bang through the door. Get used to the process of taking them down: hit them with an Electro Bolt shot to stun them, then whack them with your wrench. That'll take care of them nicely, so repeat the process on any others in the area.

As you ride the elevator nearby to the upper level, Atlas will give you your first real goal: he wants you to go to a place called Neptune's Bounty and find his family. Kill the Splicer nearby and take the Revolver from the baby carriage that she's guarding. This is your first weapon, but you won't have enough ammo to use it just yet. However, if you have less than a full six rounds of ammo (for example, three), you will find eight rounds in the back of the Kashmir Restaurant's kitchen.

Head into the Kashmir Restaurant nearby to start out toward Neptune's Bounty. There are plenty of enemies in the Kashmir, with a number of them located in the downstairs dancing area. Head down to find a pair of splicers, and take both of them out. When you kill the woman in the kitchen, explore the area to find another corpse with a decent amount of cash on him (this is where the extra pistol rounds are, but only if you have less than six rounds of ammo). Take it all, then head back to the dance floor and zap the water to kill the enemies there. An audio diary can be found on the table here; these are one of the neatest ways in which you'll be carried along in the story of Bioshock. Be sure to listen to all of them as they come along.

You'll encounter your first Little Sister after passing through the Ladies' Room in the Kashmir to the Footlight Theater. There's a hole in one of the stalls. Cross the room on the lighting scaffold and head downstairs to see precisely what happens when people mess with the Little Sisters; they get a visit from a Big Daddy.

Proceed through the theater to the top floor of the Transit Hub. You'll have your first taste of multi-target combat here as two splicers will attack you at the same time. The usual formula applies here: zap one of them and beat them with the wrench (or shoot them), then proceed to the other one. If you have enough bullets, feel free to simply shoot them from a distance. If you manage to get close to them without surprising them, you can also just zap the water to take them both out. Be sure to search the body of the Big Daddy; these guys usually drop a significant amount of cash.

When you reach the bottom of the room, you'll find that the path to Neptune's Bounty is sealed, and you have to face off against a goodly number of splicers all at once. Now is the time to use the ammo for your weapon, as well as the first aid kits that you've been hoarding. Hide in the bathrooms here to force them to follow you and let you jam them into a chokepoint. The second wave will also come from the stairs and drop down into the pool of water here, allowing you to zap the water to kill them all.

Head down the hallway towards the Medical Pavilion. You'll get a nice little message from Andrew Ryan when you arrive. Wait for Atlas to open the doorway, then head through to the Pavilion and the next chapter.

Areas

 * Bathysphere Station
 * 1) Pick up the radio, get out of the Bathysphere and get moving. The Spider Splicer can't hurt you.
 * 2) After breaking through debris keep to the left up the stairs!
 * 3) At top of stairs a Thuggish Splicer will attack. Kill him with wrench.
 * 4) Search dead splicer. He has 1 First Aid Kit and 1 EVE. Don't use the FAK (First Aid Kit) as your health will refill after first splice in a moment.
 * Gatherer's Garden Area
 * 1) Grab your first splice, the Electro Bolt
 * 2) Search bins near GG (Gatherer's Garden). One has FAK and EVE.
 * Elevators
 * 1) Go through the undamaged elevator, but remember you can't go back.
 * Footlight Bottom Floor
 * 1) The Big Daddy just disappears, but be sure to check inside the theater.
 * Footlight Theater
 * 1) Nothing you can do in here, just keep moving.
 * Kashmir Restaurant
 * Kashmir Bottom Floor
 * Floodlight Theater
 * 1) Give the door lock a shock to get it moving.
 * Transit Hub
 * Transit Hub Top Floor
 * Transit Hub
 * Transit Hub Top Floor
 * Transit Hub Top Floor

New Discoveries

 * New Plasmids and Tonics (Free)
 * Electrobolt - Gatherer's Garden, Lounge


 * New Weaponry
 * Wrench - Floor, Bathysphere Station
 * Pistol - Cart, Kashmir Restaurant


 * New Enemies
 * Spider Splicer (Seen only)
 * Thuggish Splicer
 * Leadhead Splicer
 * Bouncer (Seen only)


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


 * Single Use Events
 * N/A


 * Coded Doors
 * N/A

Overview
This is the second level of the game, 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 medically related 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. 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.

One of the highest ranking doctors was Dr. J.S. 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 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. 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 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 & 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 safehouse by two Splicers at the time of Jack's arrival, only accessible by obtaining Telekinesis, the entire facility being flooded to some level. Chomper's Dental is the second largest facility. Painless Dental is guarded by a lone security turret and is the smallest of the dental facilities.

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 Incinerate! plasmid and hears out Ryan's gift tag for his head. 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 a gene tonic.

Twilight Fields Funeral Home
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 see that nothing but a few items sit in the coffin. There are only two rooms in Twilight Fields, the first possessing a reception and two curtained off areas with coffins, and the second room appears to be a run-down storage facility that has become heavily flooded. There is a locked door that must be opened with a code, the code is 0451. The code is on the table opposite written on paper.

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 hands?. Large and open, it simply consists of a waiting area for the unlucky few, a circus of values, a vita-chamber, and two over-head balconies that are now blocked off. Down a corridor is Surgery where there are only two rooms: one abandoned with a bloody saw near an operating bed, another occupied by Dr. Steinman and his soon-to-be-dead client. When Jack arrives Steinman finally loses it, revealing three dead clients hanging above him, regarding his crusade as a failure to Aphrodite.

New Discoveries

 * New Plasmids and Tonics (Free)
 * Hacker's Delight - Furnance(After it's used.), Eternal Flame Crematorium
 * Incinerate! - Eternal Flame Crematorium
 * Security Expert - Twilight Fields
 * Wrench Jockey - Kure-All
 * Speedy Hacker - Painless Dental
 * Telekinesis - Dandy Dental
 * Static Discharge - Surgery Foyer


 * New Weaponry
 * Machine Gun
 * Shotgun


 * New Enemies
 * Nitro Splicer
 * Dr. Steinman
 * Bouncer


 * Single Use Events
 * There are 2 Little Sisters.


 * 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) Bridgette 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) Bridgette 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

Nitpicking

 * 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, they would discover that traveling just a few feet out of the window towards the "city" would place them inside the Medical Pavilion's Reception Hall. So it is a bit odd that there would be a window here at all, much less one that has a completely unobstructed view of the city.

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 Bot and go through the door.
 * FAK, machine gun ammo, recording on desk.
 * Two splicers fight. Stay by desk and let Bot take out survivor.
 * Flip switch upstairs.
 * Splicer is through the door behind you, in the area to the left.
 * Zap splicer, back away and let Bot finish her off.
 * Pick up machine gun. Flip switch.
 * Run to other end of hall and shoot as splicers enter doorway.
 * Go back the way you came in.
 * Two splicers come around corner by desk that had FAK.
 * Go upstairs. Splicers attack. Conserve ammo and let Bot fight.
 * Inside door is ammo and off to right - pistol.
 * Corpse past pistol has cash, as does corpse on left of 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 left side and zap-hack it. Retrace steps to door.
 * After MGT kills splicer, go around right side to hole in wall with MGT.
 * Zap-hack it through hole in wall, then loot the area.


 * Bar opposite MGT #1: recording, cash register; behind bar: cash reg.


 * Trash can by bar: machine gun rounds.


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


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


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


 * Supply room with MGT #2:
 * Armor rounds at door
 * Machine gun rounds in MGT (if it's been 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)
 * Anti-personnel ammo from ammo machine
 * 40 standard machine gun rounds.


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


 * Take left wall to ...

Eternal Flame

 * Approach with machine gun with anti-personnel ammo.
 * Stop just past the planter.
 * Door blows open killing female splicer.
 * Nitro Splicer comes out door. Kill and back away quickly.
 * Get Electric Buck from planter. SAVE IT FOR BIG DADDY.


 * Go in blown door.
 * Coffee on and in desk to boost EVE.
 * Recording at left wall.


 * Go through door.
 * Red light of Security Camera at back
 * When light moves right, run back under the camera. Hack it.
 * Use Furnace Control button to cremate corpse.
 * Get Hacker's Delight from the ashes.
 * Armor ammo on table. Save Armor-Piercing ammo for Big Daddy


 * Upstairs.
 * Zap-shoot splicer on left,
 * Crawl through opening.
 * Pick up Incinerate, step back, ignite oil on floor.
 * EVE on desk. Bandages in desk. EVE behind broken machine.
 * Machine gun rounds in one of the refrigerator units.
 * FAK at bottom of far skylight. (Requires Telekinesis to reach.)

Downstairs

 * Get recording from ice.
 * Incinerate ice.
 * Incinerate splicer beyond. (Your center reticule turns red.)
 * Go back upstairs to...

Twilight Fields

 * Incinerate ice and switch back to Wrench and Electrobolt.


 * Go in and enter door on left.
 * Zap and whack her. Loot her and corpse in casket.
 * Go around counter, face the way you came in
 * Pick up cash and ammo and start running.
 * Door opens with MGT behind it, but you should be able to run out.


 * Go in middle door.
 * Security Expert tonic is all the way in the back by ammo.
 * Corpse has cash.
 * Go back to far exit from 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 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 planter.
 * Automatic Hacking Tool is on the desk. This is 2 of 5 you can carry.
 * Machine gun rounds are in the bin on the desk and by crate on floor.


 * Hack the CoV (Very Easy) if you wish. Hacking now adds EVE/Health.


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


 * Use bandages to max out your Health, if needed.

Kure-All

 * Approach from left with machine gun ready.
 * Splicer may appear when door opens.
 * RPG Turret is at far right. Zap-hack and duck.
 * Area by RPGT: cash register, bandages, short cabinet with ammo.
 * Lobby: armor rounds under sofa and on corpse behind counter.


 * Inside:
 * Security Camera (Very Easy) at far corner of back room.
 * Wall Safe (Medium+) below camera: all ammo. (May want ot use hacker.)
 * EVE opposite.
 * Recording in back corner by ammo.
 * Crawl space near door: ammo, Wrench Jockey tonic. Buck on cabinet.
 * Splicer awaits your exit from crawl space. Shooting is simplest.

Center Area Downstairs

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

Dandy Dental

 * No dangers inside. What looks like a turret is friendly.
 * Recorder at entry
 * Behind counter: ammo; cash in register on counter
 * Safe in flooded area: Easy. FAK, EVE, $23


 * Telekinesis ("TK") plasmid and recording through inside door.
 * You will have to replace Incinerate with TK to use it.


 * Use ball machine to practice catching, hold trigger, press X.
 * This uses on EVE. Firing by releasing trigger uses small EVE.


 * Use TK around trophies above doorway to fetch cash, Electric Buck.
 * Press A to accept such items or to loot bodies you have fetched.


 * EVE is in or by trophies on the right.


 * A splicer enters the far door.
 * Use TK to fetch a trophy; keep holding LT.
 * Aim at the splicer and release the trigger. A one-hit kill.


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


 * Exit Dandy Dental and continue left to...

Painless Dental

 * Door is locked. Crouch and go around corner to far wall.
 * Jump up on crates and go through open window.
 * MG Turret is on counter on other side of post. Zap-hack.
 * Behind counter: Electric Buck, cash register.
 * Lots of bandages around.
 * Speedy Hacker tonic is on a desk.


 * When you turn around from picking up tonic, splicer may be behind you.
 * Because this is an easy kill and he has cash, if he does NOT appear,
 * exit the room and come back in and go to the desk again.


 * Crawlspace:
 * Fire machine gun at splicer through the exit grate.
 * Loot: Automatic Hack Tool, Electric Buck, armor rounds, corpse cash.
 * Crawl back and exit through lobby door to unlock it.


 * Exit Painless and go left to...

Chompers Dental

 * Look through window with corpse and use TK to fetch 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 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 Chompers and it's time to go back to the ...

Shotgun Trap in the Center Area

 * When you pick up the shotgun, lights will dim and a wave of splicers will attack.
 * The beauty of BioShock is that many different strategies will work.
 * Save before picking up the shotgun if you want to experiment.


 * Here is a simple strategy:
 * Face Painless Dental, pick up the gun, and run.
 * Go around the corner to the crates you climbed on before.
 * Jump on the first one to get out of the water.
 * Each time more splicers show up, zap the water once.
 * Go back in Painless to loot more bodies.
 * Use the many bandages on the floor if needed.
 * Another effective method is to use a combination of Incinerate and the shotgun you just picked up. Hitting them with incinerate first lights them up and makes them easy targets in the dark to finish off with a round of buck.


 * 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 and immediately fire back at him.


 * Go back upstairs to...

Dr. Steinman’s Aesthetic Ideals

 * Go through a glass walkway and a big door.
 * Get the machine gun ready with anti-personnel ammo.
 * Round the corner and begin firing at Steinman.
 * He goes through a doorway and blocks it.
 * A Nitro Splicer appears on a balcony.
 * Catch a grenade, turn and fire it at the blockage and run through.


 * Hallway
 * By wheelchair: recording, cash.
 * Cross to wall opposite to search body.
 * Use TK to fetch other body and pistol from exposed hallway.
 * Step into that hallway, then back up quickly.
 * Pick up a body with TK and when Bot shows up, fire the body at it.
 * Take your time to make sure you hit the Bot. One hit should do.


 * Next Hallway
 * A MG Turret is at the far end of the next hall, run, zap, hack.
 * A hole in the wall halfway back: EVE, FAK, Buck.
 * If maxed out on EVE or FAKs, fetch with TK and drop in hall.
 * Static Discharge tonic 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.
 * Press Y when you reach the counter to jump over it.
 * Hack the camera.
 * Counter: EVE, ammo.
 * Floor Safe: Medium, ~$40, 2 FAKs, armor-piercing pistol rounds
 * Recording: Aphrodite Walking, machine gun rounds next to it.
 * Time to enter ...


 * Dr. Steinman's Lab
 * Buck opposite viewing window, FAK in crate.
 * Watch and wait for S to fire at you.
 * 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 you, zap water 4 times
 * If S does not follow, go fire some a-p rounds at him and run back.
 * Safe: 3 FAKs. (And still at virtually max health.)
 * 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) were available here
 * and NONE should have been needed. When battling Big Daddy, run back here.


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


 * As you return, you will come to the room with the Nitro Splicer on the balcony.
 * Nothing is to be gained by killing, so just run through the room.
 * If you elect to kill him, get the FAK to the left of the neon "Surgery" sign.

To Save Or Harvest

 * A cut scene will introduce you to Little Sisters (please read link).
 * You must choose whether to Save or Harvest.
 * Bioshock has great replay value, so whichever you try, you can go the other way next time.
 * A Gatherer's Garden ("GG") is on the far wall.
 * In a crate to the right is 2 more FAKs (total of 12+ in this section).
 * Ammo is in the other crate.
 * Recording and briefcase with ammo in front of GG.

Using the Gatherer's Garden

 * Save before using GG in case you change your 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 you saved, you are broke; otherwise, get Armored Shell and save the rest.
 * If you harvested, you may be tempted to get Enrage, but you have no place to put it yet.
 * The passageway back to the main area has a crate with the 13th FAK and ammo.

Battling Big Daddy

 * After returning to the main area, you have to kill two splicers before BD-LS will arrive.
 * The game does this to drain your health and ammo before a big fight.
 * Use auto anti-personnel rounds.
 * If they don't greet you at the door, you will have to go looking for them


 * After the splicers are dead and looted, go back to top off your health.


 * Change to the weapons and plasmids you are going to use.


 * Save to allow for trying different strategies.
 * Electric Buck and Armored rounds damage BD the most.
 * Nine shells of Electric Buck is usually enough to kill BD on this level.
 * With less, wait for BD to be a distance away.
 * Stay by the door you just came in.
 * Fire 6 rounds of armor-piercing in a row. You should see his Health drop.
 * If he is close enough, zap him and fire 5-6 more and zap him.
 * Run down the hallway to the room with the GG machine.
 * Change to Electric Buck.
 * Ideally he will follow down the hall but give up if you are hiding.
 * Wait a couple of seconds and go after him.
 * Fire 4 times. He will recover and while you are reloading.
 * Fire what you have left.
 * If that doesn't kill him, switch to pistol anti-armor to finish him off.
 * Every time BD hits you, you hit B for another FAK.


 * On the Hard level, BD is much tougher. More hit-and-run is required.


 * Make sure that Little Sister is with him.
 * LS will be with him the first time you see him, but
 * if you take too long coming back for another attack, she may be gone.
 * If you kill BD when LS is gone, you have to wait for another BD.


 * This BD is actually one of the more difficult especially on the harder settings as your weapons aren't great. There is however a way to kill the BD outright even on the hardest Survivor setting.
 * There are six tanks of gas around the level that you can pick up and place wherever you want using Telekinesis. Just keep your finger on the button until you reach the desired spot and then without letting go of the button, press the weapons button to switch. This will drop the item you were carrying with TK (Telekinesis).
 * There are four tanks of gas in Dr Steinman's Surgery (where you kill him), 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 together not far from where you meet the first live BD.
 * Wait for a BD to appear with a LS. It's good if you wait for LS to actually start feeding on a corpse.
 * Pick up each tank in turn and drop in right next to the BD. Run straight up to him and press the button to drop it straight away as he sometimes lashes out if you you're close too long, causing the tank to explode. Try to circle to tanks around in a semi circle if possible.
 * When all the tanks are in place. Shoot at them with a round of buck. This should kill him.
 * Save after getting the tanks to make sure you get it right. Don't get too close when shooting the tanks but if you're too far they won't blow. Even if you lose a bit of health it's much less than you would have lost anyway.
 * Five tanks will usually be enough to kill him on the hardest level so you may only need three or even two on the lower settings. You can keep one tank back and fire it at the BD using TK if you prefer. This allows you to keep more distance and still does the job.


 * You may as well go back to the FAKs left behind and max out.
 * Save the additional ADAM to buy slots at the next stop.
 * You should be close to the $500 max on cash and max on EVE and FAKs.

Hasty Exit

 * You have little/nothing to gain by fighting splicers,
 * so just run back through the Medical Pavillion 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 you have room.
 * Next stop: Neptune's Bounty.

Neptunes Bounty
Neptune's Bounty is the third level of BioShock. Jack reaches Neptune's Bounty via Bathysphere from the Medical Pavilion. The objective of this level is to obtain a Research Camera and pictures of three different Spider Splicers for a man named Peach Wilkins so that you may gain entry to the Smuggler's Hideout.

History
Neptune's Bounty was the first fishery in Rapture (to date) and was used heavily by Frank Fontaine and his men to smuggle in stock and equipment from the surface, such as New York or Boston. As such, crates with the smuggler's icon (a black hand) still lie around, their inventory most likely stolen by the desperate citizens of Rapture months before Jack's arrival. An interesting note: much of the visible stock consists of Bibles and crucifixes, putting into account the fact that Rapture is supposed to be an anti-religious and atheist society. Overall, Neptune's Bounty served as the place for the illegal business in Rapture, with the Fisheries used to disguise it.

Notably the greatest achievement of Neptune's bounty is the discovery of the sea slug-like parasite that produces ADAM. Caught by a fisherman it tried to bond to, Dr. Tenenbaum discovered that the man had amazingly gained the control of his hands again after a decade of being crippled. It was through Dr. Tenenbaum's experiments that ADAM, EVE, Plasmids and Gene tonics came to existence in Rapture.

Wharf


The Wharf in Neptune's Bounty is by far the largest area of it. Split into three parts, it was most likely the busiest part of the Bounty during the day, with the Fishing boats of Rapture coming in and out to deliver their stock. In the center of Lower Wharf Jack can clearly see a massive mechanism. Though in disuse now it was most likely used to load the Ships into the docks. It was here that Tenenbaum found out about the sea slug that contained Adam. (Also a note to all players, under the wooden floor on the north side, there is a audio-diary that gives a clue to what allows Jack to wander around Rapture).

Upper Wharf is the connection point where the workers can reach the Wharfmaster, the Jet Postal or the Fighting McDonagh after a hard day at work. Upper Wharf was also most likely used as the packaging and send-off part of the docks, if it didn't go to Fontaine Fisheries.

Wharfmaster is the highest floor of the fisheries and was used much like a police station in the docks, being governed by Sullivan. Large parts being filled with evidence tapes and files, it's purpose was to keep an eye on Neptune's Bounty for Andrew Ryan, with Sullivan being called to enforce his will in the area. Though it seems to have fallen into disuse even before the initial collapse of Rapture, Sullivan resigning over the death penalty for contraband.

Fontaine Fisheries
Fontaine Fisheries was essentially the HQ for the smugglers in Neptune's Bounty. Disguised to appear as a giant freezer of the fishing stock, it concealed an entrance to the Smuggler's Hideout. Enemies of Fontaine were tortured and killed here before being frozen beneath the ice; when Jack arrives he can use Incinerate to reveal two of these people, one having tried to write It was Fontaine on the ground before dying. It is also here that Jack will inevitably face Peach Wilkins as his paranoia takes over.

Fighting McDonagh's Tavern
Fighting McDonagh's was the place for business at the end of the working day, possessing a fancy entrance into a normal pub/bar area (now completely in disuse) looking out into the sea. Upstairs there are three rooms. One to the right was most likely being used as a safehouse as it contains a safe, weaponry and a mattress. One the left contained only a splicer and a dead man, chained to a bed, along with other trivial items (accessing this room springs a trap conducted by the splicers).

The Shorten Alarms Tonic is located in room #7. A code must be entered to unlock the room. The code is located in the Upper Wharf. As soon as you go up the stairs, and through the corridor from Lower Wharf to Upper Wharf, go left. In the next big opening, there is a small waterfall near the left wall. There you will find the Audio Diary for Masha Come Home. The dialogue reveals the code, 7533. Use this code to open the door for room #7.

When you enter the room, you will find the Audio Diary, Saw Masha Today. After playing it, the painting moves revealing the tonic, Shorten Alarms.

New Discoveries

 * New Plasmids and Tonics (Free)
 * Medical Expert - Lower Wharf
 * Security Bullseye - Upper Wharf
 * Shorten Alarms - Fighting Mcdonagh, Room 7
 * Wrench Lurker
 * Focused Hacker


 * New Weaponry
 * Grenade Launcher
 * Research Camera


 * New Enemies
 * Rosie
 * Spider Splicer
 * Peach Wilkins


 * Single Use Events
 * There are 3 Little Sisters (4 if you encounter Extra Little Sister Bug.)
 * There is 1 Power to the People vending machine


 * Coded Doors
 * Lower Warf - 5380
 * Fighting McDonagh, Room 7 - 7533


 * Audio Diaries
 * 1) Sullivan - Timmy H. Interrogation
 * 2) Andrew Ryan - Fontaine Must Go
 * 3) Sullivan - Bathysphere Keys
 * 4) Bridgette Tenenbaum - Finding the Sea Slug
 * 5) Mariska Lutz - Masha Come Home
 * 6) Sullivan - Picked Up Timmy H.
 * 7) Andrew Ryan - Watch Fontaine
 * 8) Sullivan - Have My Badge
 * 9) Bridgette Tenenbaum - Adam Discovery
 * 10) Bill McDonagh - Eden Leaking
 * 11) Bridgette Tenenbaum - Fontaine's Smugglers
 * 12) Andrew Ryan - Death Penalty in Rapture
 * 13) Sullivan - Smuggling Ring
 * 14) Andrew Ryan - Working Late Again
 * 15) Bill McDonagh - Arresting Fontaine
 * 16) Mariska Lutz - Saw Masha Today
 * 17) Bill McDonagh - Meeting Ryan
 * 18) Peach Wilkins - Putting the Screws On
 * 19) Bill McDonagh - Rapture Changing

Nitpicking
Despite the fact that Atlas had originally planned for you to go directly to Neptune's Bounty from the Transit Hub in Rapture's Welcome Area, nowhere in Neptune's Bounty will you find a passage leading to the Welcome Area. There are not even any locked doors or blocked hallways which might lead to other areas in Neptune's Bounty containing such a passage; however, it is possible that the "To Neptune's Bounty" hallway in the Welcome Area (which becomes blocked off when you try to enter it) could have led to a Rapture Metro station, where one could take a bathysphere to the fisheries. Though if this is the case, it is odd that they would label the hallway with a destination that was not even directly attached to the Transit Hub, since the only other option, the Medical Pavilion, is directly attached.

Hallways To Lower Wharf

 * Circus of Values ("CoV") machine.
 * Check below to see what loot will be coming before buying.
 * Spider Splicer goes into ceiling. Electric Buck on edge of hole.
 * First Aid Kit ("FAK") and ammo on floor.

Lower Wharf

 * The first big area is easier if saved for last. Take first door on right.
 * Hug right wall and stop before stairs down.
 * Get Electrobolt ready and bring up machine gun with anti-pers. rounds.
 * Run down the stairs to the first landing, turn and shoot splicer.
 * Move to left just enough to get splicer coming up stairs from water.
 * Move to bottom of stairs, turn past last post, zap RPG Turret.
 * Run up the ramp and hack it.
 * Continue over and down behind turret into...

Peach Wilkins' Room 1

 * 2 FAKs on floor, 1 on table in back, 1 in ceiling.
 * Knock on the door. Peachy starts talking. Move back to entry door.
 * Spider Splicer drops down. Evade and run in tight circles around post.
 * You cannot hurt the splicer, just avoid getting hit too much. Help comes.
 * Pick up grenade launcher and leave.
 * Do not pick up FAKs if you have at least 6 already. More are coming.
 * Return to ...

Lower Wharf, 2nd Visit

 * After climbing past turret, zap 3 splicers down in the water (twice).
 * Use Telekinesis ("TK") to fetch their corpses for searching.
 * Hack CoV machine. Electric Buck is in its tray. (More EVE is coming.)
 * FAK is often found at foot of stairs going up.
 * Continue up to Gatherer's Garden. Get plasmid slot for Incinerate.
 * Get Health Upgrade.


 * If you don't have the ADAM for a slot, use Gene-Bank on other side
 * and replace TK with Incinerate, the latter of which is essential.

Halls to Upper Wharf

 * As you approach entry to halls, Nitro Splicer runs by.
 * Incinerate her and switch to TK to catch grenades.
 * Go through entry, turn right, Incinerate 2 splicers at top of stairs.
 * Back out and wait for them to burn.
 * Go back in. Leave FAK and EVE against wall for now. Turn right.
 * Move up to hole in floor in nook to right. Crouch and enter.
 * Pick up FAK, recording: Fontaine Must Go, auto anti-pers., 2nd FAK.
 * Start back and EVE falls from above.
 * Exit crawl space, turn and Incinerate then shoot 2 splicers.
 * Continue down halls until 2 prox.mines, cash, ammo are on floor.

Upper Wharf

 * When next door opens, peek around left side; Incinerate distant splicers.
 * Step back, draw weapon, wait for one to come to you.
 * EVE is behind leaning pallet facing you, if you need it.
 * Continue to table with FAK and recording: Finding The Sea Slug.
 * Continue along right wall until almost to vertical pipes.
 * Round corner, zap-hack RPG Turret.


 * Big Daddy Battle
 * Many strategies work. Save first. Here's one strategy.
 * BD is at the other end of the room or out the door getting Little Sister.
 * Place the 2 prox.mines you just got where he will be coming.
 * Get behind pipes next to RPG Turret and fire armor-piercing pistol rounds.
 * When the RPGT can see him, it will start firing.
 * As soon as it does, step out to right of pipes and fire frags at him.
 * (Failure to help the RPGT right away will get it destroyed.)
 * When out of frags, go back to the pistol, but he should be done.


 * On floor: Recording: Masha Come Home, ammo
 * Corpse: Recording: Picked Up Timmy H.


 * If you have at least 160 ADAM after killing the Big Daddy, you should really
 * go back down to the Gatherer's Garden for a plasmid slot and Target Dummy.


 * Approach locked gate behind turret from the left.
 * Pistol/Machinegun shoot the lock and hug left wall.
 * Splicer will come out. Shoot once and RPGT will finish her.

Stairs to Wharfmaster's Office

 * At top of stairs is an unreachable Security Camera.
 * Edge past corner and use armor-piercing pistol rounds to destroy it.
 * Ammo on floor at right. Recording by CoV: Watch Fontaine.


 * Before buying at CoV:
 * Coming soon: 4 FAKs, 1 EVE, 4+ frags.
 * Also note that back at Peach's, you will lose a lot of excess standard ammo
 * and all non-standard ammo such as proximity mines, but get all FAKs you left
 * and more, as well as a lot of EVE and several Automatic Hack Tools.
 * So you probably do not need to buy any more FAKs or EVE here.


 * Continue to Security Camera on left. In corner behind post: 3 frags.
 * Next stairs lead to a locked door on the right. This is the ...

Wharfmaster's Office

 * Challenge: Try to hack 4 turrets and Security Camera without losing one.
 * Break lock. Save game.


 * Turret #1:
 * Run down the hall to the right, zapping then hacking RPG Turret.
 * Immediately back up just a few steps to avoid turret to the left.
 * Back against wall to give RPGT room to blast splicer coming in.


 * Turret #2:
 * Run back the way you came in, turning right at hall.
 * Run down hall and zap the machine gun turret BUT ...
 * Keeping going and zap-hack the RPG turret to its right.


 * Turret #3:
 * Immediately when done, turn, re-zap the other turret and hack it.
 * If you hack the first turret first, it will shoot the unhacked RPGT.
 * This way, none of the turrets fire at each other.


 * Security Camera:
 * Just turn around and hack it.


 * Turret #4:
 * Move past the RPGT to end of the hall. The last turret is in a nook.
 * Turn left into nook and zap-hack. Mission accomplished.


 * This is much easier with Target Dummy.
 * After first turret, go back down the hall by the desk.
 * Turn and put a target in the middle aisle.
 * Run down the next hall as in #2, but hack the first turret.
 * Turn and hack the RPG turret to the right while it is still firing at the target.
 * Hack the camera.
 * For turret 4, put a target out away from you and hack.


 * Hole in wall by #4: prox.mine, 2 FAKs.
 * Left cell in middle, going back: EVE in sink.
 * Other cell: BD corpse with big cash, Health Station.


 * Crawl Space between entry door and machine gun turret:
 * Blast Security Camera with shotgun.
 * Recording: Have My Badge, grenade launcher with 5 grenades.
 * Safe: Easy. 3 anti-personnel rounds, 2 heat-seeking RPGs, $33


 * Break lock on last cell, crawl through hole in wall to ...

Interrogation Rooms

 * Follow halls to office with Research Camera.
 * From now on, ALWAYS have your camera ready to shoot.
 * Always take two pictures per subject.
 * If time allows, you make get credit when taking a third picture of same foe.
 * Credits get best perks in the game. Read the Research Camera page.


 * 2 FAKs next to camera.
 * Take 3 pics of splicer in the next room. (3rd may take several tries.)
 * Just take 2 pics of burning splicer around the corner.
 * Switch to a weapon and finish him off.


 * Go to broken window and photograph splicer and camera.
 * Go just far enough to pick up Security Bullseye plasmid.
 * Temporarily replace Incinerate with it.
 * Hit splicer with Bullseye and take pictures of Bots and splicer.


 * Go back in window, go to Gene-Bank, and put Incinerate back.
 * It's a good idea to grab all the ammo and FAKs you can't pick up and drop it over the edge with TK as you may need it after weakening BD and you can't come back once you've dropped down. Even the corpse can be dropped if it's still got anything useful.
 * Go back out window, turn right and work your way down.
 * Blast Security Camera. Ignore ammo machine. Ammo disappears soon.
 * Recording: Adam Discovery.


 * Weaken Big Daddy
 * Note that you are in a locked area next to the Upper Wharf.
 * You can freely plink away at a Big Daddy with various abundant ammo.
 * Stop when his Health reaches 25% so that you can easily finish him later.
 * Sadly, you are low on film, so take his picture later.


 * Continue on to ...

Halls To Jet Postal

 * Recording: Eden Leaking, lockbox, auto anti-pers., FAK behind water.
 * Security Camera on right in glass passageway.
 * After hacking, two splicers attack. Turn and photograph.
 * Back up the way you came to let Bots help. Photograph Bots.
 * Recording: Fontaine's Smugglers. 2 Pep Bars below it.
 * Turn right to go to ...

Jet Postal

 * Two splicers are in back room. Go to door on right, photograph-shoot them.
 * Front room: film. Recording: Death Penalty In Rapture. There are three corpses hanging from the ceiling around one of the central pillers. They can be retrieved with TK. Two of them have 1 FAK and 3 Exploding Buck.


 * Back room, front half:
 * Camera/film, FAK, ammo, cash reg., Pep Bars, film.
 * Jump up between last two Pneumos, take pics of security camera.
 * This should get a pic of Spider Splicer instead. Take more pics.
 * Use shotgun to blast Security Camera.
 * Splicer should come around, take more pics (another 2 possible).
 * Should earn perk: Spider Splicer's heart transforms to FAK.
 * If perk not earned yet, don't loot splicer's heart.


 * Back room, back half:
 * Bandages, prox.mine, cash, ammo, film in destroyed Security Camera.


 * Coming soon: FAK=3, EVE=3, frags=4, prox.mines=7, lots of cash.
 * So at CoV machine, limit yourself accordingly. Have 50-60 film.

Fighting McDonagh's Tavern

 * Have camera ready, snap (twice) as soon as the door opens.
 * Two splicers inside. Photo and kill.
 * Enter water at right, go in crawl space. Recording: Meeting Ryan, ammo.


 * Flooded room:
 * 2 splicers (zap water, take pics), Security Camera.
 * Frag, ammo in corner near camera (not on Hard). Film, bandages.
 * Go up stairs and take door on right.


 * Back room:
 * Desk: film, recording: Rapture Changing.


 * Crawl space:
 * Machine gun turret. Photo twice, zap and hack.
 * Get out of the way after hacking while it shoots splicers.
 * FAK by entry, 3 frags.
 * Safe: Medium-. Automatic Hack Tool, 4 prox.mines, 3 elec.buck.


 * Exit room, zap broken door control.


 * Bar:


 * It is hard getting up the stairs and around the bar with 2 splicers shooting.
 * Instead, go back to the flooded room and out the crawl space you came in.
 * If you are low on FAKs or EVE (usually only if playing on Hard), use the CoV.
 * Go up the steps to the bar.
 * Place a Target Dummy across the room, go right, photograph and frag splicers.


 * Recordings: Smuggling Ring, Working Late Again
 * FAK inside post with water spraying.


 * Downstairs restroom:
 * Nitro Splicer, photo twice, kill, back away from explosion.
 * First stall, pay $5 and find 2 prox.mines and EVE.
 * If maxed out on either, use TK to move then out by stairs.


 * Upstairs hall:
 * Splicer at end of hall. Incinerate, photograph, shoot.
 * Nitro Splicer from stairs at left. Photo, use TK to throw back grenades.
 * FAK on floor. Set prox.mine at bottom of each stairs to next level.
 * Health Station at end of next level hall. Hack or shoot.


 * Room 5:
 * Prox.mine, EVE, Elec.Buck in front of room
 * Safe: Medium. 45 Armor Auto rounds, 3 Elec.Buck, EVE
 * When you exit, Spider Splicer attacks. Get pics.


 * Room 7:
 * Door lock code = 7533.
 * Shorten Alarms tonic after poster falls off wall.
 * Recording: Saw Masha Today, About $50 cash.


 * Room 6:
 * Place proximity mine inside near door.
 * Splicer in back corner.
 * Pictures may earn Static Discharge 2, a very valuable tonic.
 * FAK, Recording: Arresting Fontaine
 * 2-3 splicers will attack.


 * Go back down to flooded room area and wait for Big Daddy.
 * Use proximity mines and frags. Hide in back room crawl space.


 * Back in glass passage: splicer, turret gun. Photograph them all.
 * If you need more FAKs or frags, go to the CoV in Jet Postal.
 * But remember that more EVE than you can carry is coming up.

Upper Wharf

 * Stay by door from flooded hall into Upper Wharf to wait for splicer.
 * He is very tough. Frag him ASAP.
 * Gate through which you previously shot Big Daddy is now unlocked.
 * Finish off Big Daddy (when Little Sister is with him).There's a tank of gas in the flooded area you passed through on way into area which can be thrown at BD using TK. This may be enough to finish him off. Frag a splicer.
 * If your FAKs are low, CoV is thru gate by turret gun.
 * Opposite the LS vent in between the two Pier 4 signs if you climb onto the ledge below and look right there are two EVE and a FAK and to the right on the edge of the crab sign is some Elec. Buck. Another Fak can be seen sparkling in the distance to the left of the second EVE. Right next to the first Eve and FAK there is a beam crossing over the pier onto another ledge with a crate with some frags.
 * Going back, shooting a Health Station adds another FAK.
 * Head back down to ...

Lower Wharf

 * Killing 3 Big Daddies and Harvesting, you should have about 500 ADAM.


 * Visit Gatherer's Garden:
 * Get plasmid slot and Target Dummy, a VERY useful plasmid.
 * Get EVE Upgrade, Enrage. Should have about 200 ADAM left.


 * When you approach Wrench Lurker tonic, tough Spider Splicer attacks.
 * Use decoys to lure splicer, then frag her.
 * It will take a lot of frags to kill her.
 * Her loot: 2 Automatic Hack Tools, FAK, 3 EVEs
 * Run to right of Gene-Bank and jump through opening down into water.
 * Blast the Security Camera, continue to right and hack Bot (if you wish).
 * Drop down into lower water and head to back left.
 * Code for locked cell is 5380.
 * FAK, ammo, Recording: "Sullivan-Timmy H. Interrogation".
 * Splicer awaits when you come out. Photo and let Bot take him.
 * Go upstairs and out to the first Lower Wharf area we skipped.
 * Exit Gatherer's Garden area via the left passage to a door to ...

First Lower Wharf Area

 * Go through the door and to the left and jump down below wharf.
 * Turn and see the red light of a Machine Gun Turret.
 * Decoy or zap turret, photo and hack it.
 * Hug right wall and cross open area to 2nd wharf.
 * Decoy or zap turret, photo and hack it.
 * Under wharf: EVE, FAK, ammo, Recording: "Bathysphere Keys".
 * Middle area: FAK, Medical Expert tonic.
 * Head back to ...

Peach Wilkins

 * Enter and Incinerate ice with Focused Hacker tonic and EVE.
 * On floor: EVE and FAK.
 * Gene-Bank: Have Enrage, Incinerate, Electrobolt and Dummy Target.
 * Telekinesis will not be needed and can be returned later.
 * Next room: melt ice on right for Automatic Hack Tool, FAK.
 * Stand on left side of next door but don't go through.
 * Many strategies are possible. Below is one. Save to retry.
 * The battle sequence starts as soon as you enter this room.

Peach Wilkins Battle

 * See two round freezer doors to the right.
 * Run to the dark area between them.
 * Auto-hack the Security Camera. Lights will dim.
 * Turn right and go until you reach the wall, then...
 * Turn left and go until you reach a crate.
 * Jump onto the crate and then up onto a platform.
 * A door in front of you has a Machine Gun Turret behind it.
 * Move to the right where metal plates provide cover and crouch.
 * Wait until you hear splicers, then set a decoy off to the right.
 * Turret door opens, zap-hack turret.
 * If splicers get where they can see you, Enrage or Incinerate them.
 * Keep this up and watch your Health until the battle is over.


 * Aftermath:
 * Keep Incinerator handy when you step down for any stragglers.
 * Turn left and down stairs to get your weapons back.
 * Bring up each weapon to get them loaded.
 * Notice you have lost all non-standard and much standard ammo.
 * Come back up and loot battle area, freezers, and prior rooms.
 * You may have to melt ice around freezer doors.
 * Back-right of freezer nearest stairs, melt ice in back to crawl thru.
 * Melt ice in connected freezer for cash and other ice for hack tool.
 * Use Gene-Bank to put back Telekinesis or make other adjustments.


 * Loot: 8 EVEs, 4 FAKs, Auto-hacker, $120
 * May still be EVE, FAKs, Auto-hack, and ammo in outer rooms.
 * Clearly, you are going to be leaving EVE and FAKs behind.


 * Downstairs:
 * Power To The People dead ahead. All choices are good.
 * Freezer to the left: 2 splicers. Safe: ammo, hack tool.
 * Recording: Putting The Screws On. Two Pep Bars.
 * Under stairs in ice: ammo
 * Other freezer: Melt ice twice to get to Smuggler's Hideout

==Smuggler's Hideout Bold text This is it for Jack, time to play hero. Jack has battled his way through hundreds of crazed Splicers, a psychotic surgeon and a delusional mad-man. Soon he may be able to escape this place.

History
The Smuggler's Hideout was the place where Fontaine and his men used to get contraband in and out of Fontaine Fisheries. It was here that the Smugglers most likely obtained the contraband in the first place using a special hidden Bathysphere to get around, the surface world for example. Due to the secrecy of the location and an unauthorized and unique bathysphere it is no wonder why the authorities like Sullivan and Andrew Ryan couldn't find a trace of them.

Jack must get through the hideout to the bathysphere where Atlas' family awaits rescue. Jack hits the switch to let Atlas in, and he then appears down below waving to Jack. When he tries to open the submarine using a control panel, Andrew Ryan's splicers soon appear and ambush Atlas as the player's view is blocked by a falling pipe and crawling splicers. Gunshots are heard and Atlas manages to escape but his family remains trapped. Jack fights through groups of splicers and nearly reaches the bathysphere, but Andrew Ryan has it destroyed in a huge explosion. Atlas yells out in terror as the player walks among the rubble of the bathysphere, and burning bodies are all that is left of Atlas' family.

As it is later revealed that both Patrick and Moira (Atlas' supposed family) are fabrications, it may be entirely possible that Fontaine blew up the sub himself. This would have served to reinforce Jack's resentment of Andrew Ryan AND cut off Jack's only possible escape route, essentially forcing the player to do Fontaine's dirty work (which fits in with Fontaine's modus operandi, which was to control Rapture rather than escape it).

(If Fontaine blew up the sub himself, it seems that Ryan would have said so sooner or later to help convince Jack that Fontaine/Atlas was no good. But then, later in the game Ryan reveals Jack's true background to him and it seems he could have done that much earlier as well. Probably just a small flaw in the story line, just like the "Would you kindly" phrase being used at places during the game when Jack is able to ignore it and do as he/you pleases.)

Walkthrough

 * Machine Gun Turret Up a ramp to the left.
 * Run up and stay left, using boxes for cover.
 * If you have Target Dummy, put it next to back wall; otherwise, zap it.
 * Photograph (twice) and hack the Turret.
 * To right of Turret: Audio diary, EVE, ammo.


 * Turn around and go down ramp on the left to head to control room.
 * FAK on ground.


 * Go through the control room and hack the Health Station on the platform.


 * Go back and flip the switch, wait, then go back out to the platform.


 * Spider Splicer attacks -- photo and kill.


 * Splicers shoot from next area down -- photo and Incinerate!


 * Head down to locked cell. Spider Splicer may attack.


 * Keep going towards sub.
 * A couple more Splicers attack.
 * Use Telekinesis to throw a tank or two at them for easy kills.
 * Keeping going until all activity ceases.


 * Come back to the cell.
 * Recording: Kraut Scientist, pistol rounds, cash


 * After looting the entire area, go through door.
 * Recording: Offered A Deal


 * Pass through bulkhead to Arcadia.

New Discoveries

 * New Plasmids and Tonics (Free)
 * N/A


 * New Weaponry
 * N/A


 * New Enemies
 * N/A


 * Single Use Events
 * N/A


 * Coded Doors
 * N/A


 * Audio Diaries
 * 1) Peach Wilkins - Meeting With Fontaine
 * 2) Frank Fontaine - Kraut Scientist
 * 3) Peach Wilkins - Offered a Deal

Overview
The fifth area in the Bioshock game. Here Jack will do battle with new and disturbing Houdini Splicers and fight for his survival in this very unnatural place.

History
Arcadia is the living, breathing heart of Rapture. Its lush forests and abundant plant life serving to generate life-sustaining oxygen. It was also a tranquil haven for those seeking a respite from the daily rigors of life beneath the surface. Vacationers seeking something more relaxing than the flashing lights of Fort Frolic could find peace and serenity in the lovely Waterfall Grottos, serene tea garden and other havens beneath the canopy.

It was created by the botanical wizards on Ryan's payroll, most notably Botanical Professor Julie Langford; who spent twenty-five years killing trees. Langford finally made Arcadia by using Adam to genetically modify and grow the trees.

And for a time this place was another way to unwind and relax in solitude amongst the many trees and hills, but Jack won't find either of those here.

Tea garden
One of the calmest places in Rapture. Nothing got the betties in the mood better than a night-time stroll in the Arcadia Tea garden. Rolling hills, admirable waterfalls, a calm stream, dim light, a perfect atmosphere - who could blame them? Of course, it never stayed that way. After the fall it slowly became useless; romance replaced by the maniacal addiction for Adam. Upon Jack's arrival it is a shadow of its former self, now haunted by ghosts and Houdini Splicers.

Tree Farm
The only visib=le tree farm to the citizens of Rapture. Now in disuse and over grown it is completely unaccessible to begin with, a growth of vines keeping the doors shut. Situated next the entrance gates to Arcadia it's nigh impossible to miss. Here, you will find the bulkhead to the Farmer's Market.

Arcadia Glens and the Waterfall Grotto
The main hub of the Arcadia. From the Glens Jack can reach the Waterfall grotto, the Rolling Hills, the Tea Garden and the Tree farm. Like the rest of Rapture, it was once a tranquil setting in fairytale woods, destroyed and over-shadowed by the Splicers' undying desire for Adam.

The Waterfall grotto is the most industrial of the Arcadia areas and much like the rest of Arcadia, has fallen into heavy disuse, its former glory unrecognizable beneath the plant growth, rubble, flood-water and shadows. At the time of Jack's arrival it is being used by multiple splicers as a safe-house, due to the strangely heavy security. The strange Rosa Gallica can be found here.

Rolling Hills and the Research Center


Overlooked by the Research Center, it was= another place for the citizens of Rapture to relax and enjoy the serenity. As the name suggests, the Rolling Hills' common feature is the smooth hillish landscape, along with the amazing canopy and foliage on show, it made it one of the best places to have a walk in the 'woods' in Rapture.

The Research Center itself was the place for all botanical research in Rapture under Dr. Julie Langford. When Jack arrives, it appears that the facility is still in use by Dr. Langford. She has obviously installed high security in order to keep the splicers out; these security systems can be hacked in order to help defend the research office from splicers during the game.

New Discoveries

 * New Plasmids and Tonics (Free)
 * Security Evasion
 * Hacking Expert


 * New Weaponry
 * Chemical Thrower


 * New Enemies
 * Houdini Splicer


 * Single Use Events
 * There are 2 Little Sisters
 * There is 1 Power to the People vending machine


 * Coded Doors (Safe)
 * Langford's Office, 9457


 * Audio Diaries
 * 1) Bill McDonagh - Seeing Ghosts
 * 2) Dieter Sonnekalb - Big Night Out
 * 3) Bridgette Tenenbaum - Mass Producing Adam
 * 4) Professor Julie Langford - Arcadia Closed
 * 5) Professor Julie Langford - The Saturnine
 * 6) Mariska Lutz - Shouldn't Have Come
 * 7) Andrew Ryan - The Market is Patient
 * 8) Professor Julie Langford - Early Tests Promising
 * 9) Andrew Ryan - Offer a Better Product
 * 10) Diane McClintock - Heroes and Criminals
 * 11) Professor Julie Langford - What Won't They Steal
 * 12) Professor Julie Langford - Teaching an Old Hound
 * 13) Professor Julie Langford - Lazarus Vector Formula
 * 14) Professor Julie Langford - Arcadia and Oxygen
 * 15) Bridgette Tenenbaum - Maternal Instinct
 * 16) Andrew Ryan - The Great Chain

Entry Passage

 * 2 First Aid Kits ("FAKs") on floor.


 * Crates now have components for U-Invent machines.


 * Break lock on door and go right around mausoleum.


 * Use Incinerate! to ignite torch to right of door to open door.


 * Store Room:
 * 2 proximity mines, liquid nitrogen, ammo.
 * Casket: $33 or so on corpse.

Tea Garden

 * Right of entry door: 00 Buck, Electric Buck
 * Left of door: film, recording: Seeing Ghosts.

Arcadia Glens

 * Enter left door.
 * FAK by bench, Recording: Big Night Out
 * Right side of room: EVE, Recording: Mass Producing Adam


 * Exit left door (opposite the one you came in). Go to next door.

Rapture Metro Connector

 * Take photos of Houdini Splicer the instant the door opens.


 * Turn right and go towards shadow.


 * Make sure the machine gun has anti-personnel rounds loaded, if any.


 * Keep camera ready.


 * Keep going to the workbench and things get jiggy.


 * Look up at the shadow on the wall. Creepy.


 * Turn and instantly photograph twice, bring up machine gun, fire.


 * You should have 3 photos of this Houdini Splicer by now, so no more.
 * These Houdini pics are crucial because they help you get Natural Camouflage


 * Keep your machine gun (or weapon of choice) out.
 * Walk away from the workbench sideways, facing left and a little back.
 * As you pass the end of the wall, the splicer will appear briefly.
 * Start firing as soon as you can.
 * His health should be seriously degraded by now.
 * Follow him upstairs. He'll be waiting on the first landing.
 * Fire again. If he is not dead yet, he will start fighting upstairs.


 * It should not take much to finish him. He carries good loot:
 * $45 or so, Chlorophyll Solution, FAK.
 * This is a good time to save.


 * Go back downstairs to loot.


 * Downstairs area
 * Flooded area: 4 frag grenades. EVE by right steps into area.
 * If maxed on FAKs or EVE, use Telekinesis ("TK") to carry them upstairs.


 * Upstairs area
 * Open the door to the left and look at the balcony.
 * Aim TK at it and fetch a proximity mine.
 * If you see a splicer, Incinerate him and back up. Resume looting room.


 * Crawl space between this door and your entry door: EVE, coffee
 * Splicer enters outer room while you are in crawl space.
 * Crawl space door in center of room. Pistol ammo and hack tool.
 * FAK in pile of dirt to the left.
 * Recording on bench: Arcadia Closed, lockbox, bandages.
 * Go back out the door to the ...


 * Bridge
 * Around the corner is a bridge with the balcony to the right.
 * Incinerate splicer at far end of bridge, then photograph him.


 * Next Room
 * Two splicers are inside and a machine gun turret on the right.
 * Incinerate the splicers, then machine gun them.
 * Run around post on right and circle back towards the MGT.
 * Photo it twice, zap and hack it.
 * Crawlspace on other side of it: couple of corpses with loot.
 * FAK, armor pistol ammo on workbench.
 * Zap door control on store room: FAK, Electric Buck, lockbox.


 * Crawlspace around corner by Health Station.
 * Ammo, bandages, safe: Medium. 5 antipersonnel auto, napalm, hypo.
 * Open 2nd door for crawlspace to room with electric wire traps.


 * Trapped room.
 * Put target dummy, if any, in center of wires to lure splicer in.
 * If any wires remain, use TK to fetch splicer's body to knock down wires.
 * Antipersonnel rounds, coffee, liq.nitrogen, film, EVE, 00 Buck.


 * Downstairs
 * Splicer has her back to you: photograph twice and kill.
 * A little loot around, nothing hidden.
 * Follow the arrow out.


 * Passageway
 * A Houdini splicer burns up a Thuggish as you watch.
 * Loot, and go right to the U-Invent machine.
 * Save before using because it may give you more than you can carry.
 * Anti-personnel rounds are in the tray at the bottom.
 * Hack it and see what's available.


 * If you are using the Scrounger tonic, note what you need to get.
 * If searches turn up stuff you don't need, try again.

Lower Concourse

 * Go down the steps into the water and make a u-turn.
 * Use the corpse to knock down the electric wire: components in crate.
 * Walk along the water and go right, still in the water, at the stairs.


 * When you see the water ruffle, a Houdini is about to appear:
 * Set up a Target Dummy if you have one.
 * Get a couple of pics of Houdini while he attacks the dummy.
 * Kill the Houdini however you prefer.


 * Continue following the water over a drop-off.
 * Check a crate in a nook on the right.


 * Hit dry land.
 * Circus of Values ("CoV") machine has a FAK in the tray.


 * Across is a trashcan with Liquid Nitrogen


 * Crawl space is to the right.
 * Safe: Medium. 20 anti-pers auto, 6 Electric Buck, $77 or so.


 * At the far end of this area in the corner are double doors.
 * The instant the doors open, snap 2 pics of Houdini.
 * This should earn the Natural Camouflage (invisibility) tonic.
 * This is the most valuable tonic in the game.


 * Turn and set up a Target Dummy out in the open.
 * When Houdini attacks it, kill with anti-personnel auto.


 * Go into the room: FAK on work bench. U-Invent machine. Exit.
 * Big Daddy battle here. Frag him then run to the crawl space. Easy. There are two tanks of gas just inside the double doors which can be used to knock off a large part of his health making it even easier.
 * Leave this area to find a Gatherer's Garden.
 * Across from the Gatherer's Garden is the ...

Waterfall Grotto

 * Recording on bench: The Market Is Patient
 * U-Invent to far left with 2 Heat-seeking RPGs on ground, frag to right.
 * Far right is a door to a sunken water area which is heavily guarded.


 * First Walkway
 * Walkways are trapped. Turret is around the corner.
 * A second turret faces it from down by the water.
 * A camera is at the far right around the corner of the walkway.
 * Use TK to fetch the corpse from right of U-Invent and drop by stairs.
 * Run down stairs and hug wall.
 * Fetch corpse and fire it down walkway. Repeat until trap wires are gone.
 * If you can spot a splicer in the water below, 2 zaps should kill her.
 * Hug left wall, run to closest edge of last column where nothing can see you.
 * If you have Target Dummy, put a target down in the water.


 * Second Walkway
 * While the turrets are firing, photo and hack the turret around the corner.
 * Hug the back wall so the camera can't see you.
 * Crouch so the lower turret can't see you.
 * If a trap wire is by the turret, pick up the corpse and short out the wire.
 * Go back to the spot where nothing can see you and set another target below.
 * (This keeps the hacked turret and the lower turret from shooting each other.)
 * Run to the end of the walkway. Zap (if needed) and hack the camera.

o	Recording: Offer a Better Product
 * Lower Water Area
 * Run downstairs to photo and hack the lower turret.
 * Pick up 2 proximity mines around the turret.
 * Find passageway on the left when leaving lower turret.
 * Around 2nd corner is a turret. Photo and hack it.
 * In this area: corpse with EVE, crate with anti-personnel auto rounds
 * In lower water area: Recording:Early Tests Promising. Crate: ~$50.


 * Back Upstairs
 * Up the stairs, zap broken door controller on right.
 * Inside room: film, Recording: Heroes and Criminals, EVE, anti-personnel auto
 * Out by broken CoV: 3 frags, 2 FAKs


 * There's an oil barrel and enough tanks of gas in the grotto to kill a BD on any level and as a BD walks right past the entrance this is a good place to kill one.
 * Exit the Grotto and go left to ...

Rolling Hills

 * Upper Level
 * Keep tree between you and RPG Turret while you Incinerate Thuggish Splicer.
 * Decoy or zap turret while you photo and hack it.
 * FAK on bench, EVE up on beam behind tree looking right from turret.
 * Big Daddy to photograph.
 * Armor rounds above Rolling Hills exit sign.
 * Recording below sign: Shouldn't Have Come. Lockbox with film.


 * Lower Level
 * Ryan poisons trees. (Can't hurt you.)
 * Liq.Nitrogen on beam left of Metro exit.
 * Storage Crate with inventing materials on other side of exit and EVE inside a small crate.


 * Research Laboratories
 * Security Camera on right.
 * Ammo Vending Machine in nook to the left. Contains frags and prox.mines, no FAKs or EVE.
 * In a pile of rubble in the corner opposite the Ammo Machine is a corpse with a prox. mine.
 * Go through next door; talk to Langford.


 * Lower Level
 * Upon exit, three splicers are out in Rolling Hills.
 * Incinerate and back up until door closes while the fire works.
 * Have camera and anti-pers. rounds ready for Houdini coming up.
 * Hug right wall coming out of Labs, facing away from wall.
 * Houdini Splicer is a new cave opening. Photo, then shoot him.
 * Go in the opening, cross water, pick up chlorophyll.
 * As you exit, Houdini appears in doorway. Finish him off.
 * Recording: The Saturnine.


 * Upper Level
 * Up the stairs and look left and up for EVE, hacker, pistol rounds.
 * Big Daddy and Little Sister. When they go downstairs, set prox.mines.
 * Grenade the BD to bring him back up. RPG Turret helps you. Easy kill.


 * Another new cave opening:
 * frag, crate, chlorophyll
 * Houdini Splicer appears when you pick up chlorophyll.
 * Steamer trunk: FAK, Kerosene (or other component)


 * Go back to ...

Waterfall Grotto, 2nd Visit

 * Three splicers inside. Take 6 pictures, then Incinerate.
 * Security Evasion tonic inside.
 * Check the U-Invent and go out to Gatherer's Garden if you wish.
 * With 160+ ADAM, a plasmid slot and Cyclone Trap are very good.
 * Go back in Grotto and downstairs. Hacked turrets will help you.
 * Pick rose and run under the stairs while turrets and bots work. (Take pics.)
 * Go back to Lab.

Research Labs

 * Enter Labs reception and go up to Langford's lab.
 * Loot: Chemical Thrower, Liq.Nitrogen, corpse, components in desk.
 * Wall safe (number on window): Recording: Lazarus Vector formula, market key, $39
 * Recording: Lazarus Vector – Found on Langford’s corpse


 * Downstairs
 * 5 areas/rooms downstairs
 * 1. Reception
 * 2. Divided room behind reception.
 * 3. Central area through door to the right.
 * 4. Flooded room to left of door.
 * 5. Raised area to right of door.


 * Two splicers - Napalm them.
 * Turrets and cameras are now hostile, so don't loot bodies yet.
 * Move through door to left wall, move forward when red light moves away.
 * Zap-hack turret on left past stairs, then turn and hack Security Camera.
 * Houdini Splicer appears. Help kill it before turret is damaged.
 * Napalm is by Vita-Chamber, Electric Gel at base of U-Invent in room 4.
 * (Save Electric Gel for Big Daddies. One tank can take one down.)
 * Hack the CoV and ammo machines for later use. (Very Difficult - use autohack tool.)
 * Zap-hack Turret at end of room 2.
 * Hack the Health Station for later.
 * Recording on table: Teaching An Old Hound
 * Room 1: Hacking Expert tonic, recording: "What Won't They Steal", Cholorophyll
 * Follow arrow to ...

Tree Farm

 * Move to left side of platform and wait with frags for splicer-Bot pair.
 * Frag the splicer, hack the bot.
 * Recording on platform: Arcadia and Oxygen.
 * Loot under the platform.
 * Move forward to stairs on left. Loot below.
 * Just before second set of stairs on the right as you approach there is a wall which rises in three stages like steps. You can jump up on them and climb to the ledge above and then repeat the process to get higher up again. There's a FAK, EVE, Buckshot, auto-hacker and some electric gel spread around the ledges.
 * Up the stairs, photograph burning splicer before he dies.
 * Power to the People on your left: Chem.Thrower Consumption Rate is #1 choice.
 * Safe in left ticket booth: Easy. ~$96, 2 FAKs, 20 anti-personnel auto rounds.
 * Right ticket booth: 2 Pep Bars.
 * Floor beyond booths: recording: Maternal Instinct
 * A FAK is at the top of the stairs on the left.
 * A Houdini Splicer is waiting on the right.


 * Go through bulkhead to Farmer's Market
 * Farmer's Market has its own page and also has its own Little Sister.
 * After completing that area, return to this page to continue.


 * (Tree Farm continues...)


 * When you return, Ryan sends bots after you.
 * If you have Natural Camouflage/invisibility, just wait them out.

Research Laboratories

 * A big battle is ahead with as many possible strategies as there are players.
 * But stay in the area with the turret, Security Camera, and CoV machine.
 * The Target Dummy plasmid makes this fun. Stay in the raised room and
 * Set Targets down in front of the turret and camera.
 * Napalm the splicers as they appear.
 * After a long time, you get the go-ahead to flip the switch.(You may as well set up proximity mines around the entrances before starting the battle as Atlas will send 6 down the pneumo tube when the battle is over but don't put any on the Big Daddies path. On harder settings cyclone traps are also a good idea and there are also a large number of gas tanks and oil barrels around the building which can be placed in strategic positions to your advantage. They are best placed in sight of the turrets,where you can easily shoot them, or with some tanks of gas! Putting cyclone traps in front of the two locked doors, one near vita chamber and the other next to turret in other room will take out the first attackers. Also if you put a prox mine in the corner between the vita chamber and the door in the raised room, by the botshutdown panel, it will take out the first houdini splicer as soon as he appears and if you quickly replace it as soon as it detonates along with a couple of tanks of gas that you can leave ready to one side, then it will take out, or knock off most of the energy of, the final and much harder houdini splicer. It is this houdini splicer that has the 3 heat seekers, FAKs and EVEs but he may not even appear on the lower difficulty settings. If you are low on prox. mines you can get the six Atlas sends before the main battle starts from the Pneumo tube at the entrance)
 * Loot all the corposes, one may have 3 heat-seekers, 3 FAKs, and 3 EVEs.
 * You will probably leave maxed out on FAKs, EVE, and ammo.


 * Recording: The Great Chain – Arcadia Metro bench
 * Now on to Fort Frolic

(Return to Medical Pavilion.)

Overview
The Farmer's Market was Rapture's most lively and popular marketplace.

It was the only place folks could go to obtain the freshest produce -- melons, tomatoes, delicious cheese and even pumpkins could be found being hawked by the vendors of the Farmer's Market. Citizens could also enjoy the exquisite wines at Worleys Winery, and honey still dripping from the combs at the Silverwing Apiary.

Silverwing Apiary
The Silverwing Apiary is divided into two sections- a front Desk with a counter and cash register, obviously used as a shop, and a large back room full of bee hives, and with a large hive suspended from the ceiling. Smoke can be released into the room to calm the bees by flipping one of two switches at the entry to the hive room. A beeping timer warns you when the smoke is about to run out and you need to get back to the switched to flip one again.

All of the required samples for the Lazarus Vector can be found by searching the bee hive crates (5) and a safe in the corner containing 3 more.

Each time a hive is searched, an active splicer is sent into the room, so rapidly searching hives will result in the player getting attacked by splicers very quickly; however, searching only one or two hives and then going back to restart the smoke is not much fun. If you have the Cyclone Trap plasmid, you can set 5 of them (the maximum) across the platform by the switches and put Proximity Mines at the bottom of each set of stairs. This will reduce the number of splicers to a more manageable one or two. You will have to redo these after each smoke/searching session. Setting traps or proximity mines in the outer (cash register) room is wasted; the splicers simply appear at the door to the smoker control platform.

If you have to fight splicers, be careful. Fire-based weapons such as Exploding Buck may set the hives afire and cause the bees to swarm and sting you; likewise, any weapons causing damage to the hives will cause them to sting.

Worley Winery
Worley Winery is styled in a provincial French design, with an upstairs area with wine racks, cash register and numerous tables and chairs, and a lower area, the distillery, where the wine is produced and stored in large barrels. There are also numerous bottles of distilled water scattered around the winery, which might say something about what really goes into the wine… there is more than enough distilled water around the lower areas to cover the Lazarus Vector formula.

You can enter to the left or right of a wall. Choose right. A turret is on the right side of the wall and a security camera, on the left, so you want to hack the gun first and then the camera.

After you have collected the number of bottles of distilled water required to make the Lazarus Vector, you will be told to hurry off to make it, but instead, stick around and collect ALL the bottles you can find -- they are VERY valuable later for making Electric Gel, 100 units of which is enough to take out a Big Daddy with no fuss, and the distilled water becomes a little harder to find later.

A little shack back in the water downstairs has a lot of loot, including Photographer's Eye. If you pick it up, you will be trapped in the shack with a lot of splicers firing at you. So if you don't care about the tonic, just pick up everything but it and you'll get no splicers; otherwise, if you have the Cyclone Trap tonic, then before you take the Photographer's Eye you can set some traps to even the odds.

The Main Market
The Main Market is filled with numerous small stores selling all kinds of produce, including meat, cheese and vegetables. It continues on Arcadia’s pleasant garden theme and is charmingly paved with cobblestones, while also leaving large grassy open spaces for relaxation. Beneath the market there are storage rooms, one of which is flooded, and has a not-so-charming Big Daddy corpse propped up against a column. There is also a locked pump room, the code to which is 0512 (Market Maintenance Code), or it can be hacked.

There is small crawl space door above a turret in the main market area. To gain access, climb the broken beam and walk along the edge of the ceiling beams, jumping the broken set. The crawl space contains some proximity mines and autohack tools.

When you first walk into the main market area, there is an RPG turret to your right. You should hack it, of course, then a fun trick to pull later on is to watch for a Big Daddy in its range and hit him with a 100 units of Liquid Nitrogen to freeze him in place, then watch while the turret keeps shooting RPGs into him until he's gone. (Literally gone; a frozen BD breaks into pieces which can't be looted, but it's a small price to pay for an entertaining kill.)

Areas

 * This walkthrough is a continuation from Arcadia. Return there when done.


 * Entry area -- Recording: Bee Enzyme

Market

 * Upon entry, an RPG Turret to the right is killing a Houdini. Take pics.
 * Go right and hack-zap turret.
 * Down the stairs: EVE, frag, EVE Link 2 tonic, Circus of Values ("CoV")
 * Splicer-bot pair appears on crosswalk. Napalm him, hack it.
 * Nook to right: FAK, Gene-Bank
 * Follow wall to right around to under stairs with crate of components.
 * Splicers attack.


 * Room with lock (Very Difficult)
 * Use an Automatic Hack Tool. You'll be getting more soon.
 * Electric Gel, Napalm, cash, FAK (above crate), components


 * Counter area
 * Cash, bandages
 * Left room: Recordings: First Encounter, Hatred. Various loot.
 * Right room: splicer, EVE, Distilled Water, U-Invent (Easy).


 * Go up the stairs and just inside first doors to witness a BD-splicer battle.
 * You should have enough proximity and frag grenades to kill the Big Daddy.(Outside the door you just entered next to a health station there are some tanks of gas and an oil barrel. If you wait for a big daddy to come through here with a little sister you can pick up the three tanks of gas and drop them in front of the big daddy using TK. You can then fire the oil barrel at the big daddy also with TK and knock off most of his health. Even on the Survivor difficulty setting you can then finish him off with just four shots of electric buck! There are another two tanks of gas just down stairs in the room with the U-Invent, which could be added to finish the job in one easy hit. Care must be taken placing the tanks but I've found that if you just run straight up and drop them by switching to weapons then you can get them really close without them blowing up. Save first as always. This same tactic can be used in many other places.)
 * Go in the other doors, keeping the post between you can camera.
 * Hack the camera.
 * Safe: Medium. armor pistol rounds, $70, kerosene (may vary)
 * Lockbox and cash register: components.


 * Room you previously stepped into: Electric Buck, cash, ammo, film.
 * Crawlspace: recording: Desperate Times. Crates: ammo, components


 * Go back in other doors, down the hall, turn left to get to doors on right.


 * Room with turret
 * Zap-hack when doors open.
 * FAK on table.
 * Safe: Very Difficult. Liquid Nitrogen, 4 frags, 20 anti-personnel auto
 * Walk up beam by turret, around the room, jump broken section
 * Crawlspace: 3 proximity mines, 2 auto-hack tools.
 * (If you can't carry them, pick them up with TK and drop on floor below.)


 * Halls
 * Hack or shoot Health Station
 * Hack Security Camera around next corner on left.
 * Recording on counter: Pulling Together.
 * Go back through doors left of hacked Health Station.
 * Go down hall and left to bulkhead door. Distilled Water on floor.
 * Recording on floor: Water In Wine.
 * Go down the glass passage and take first left.
 * Take pictures of splicer getting stung, and let bees sting you.

Silverwing Apiary

 * Gatherer's Garden on left, Gene-Bank on right.
 * Counter: 2 Pep Bars, recording: Adam Explained, Elec.Buck, 00 Buck.


 * Smoker Control Platform
 * Always turn on smoker before entering hive area.
 * Check one hive at a time so only one splicer will come.
 * If you have Cyclone Trap set traps across the platform or if not use the many tanks of gas to your advantage. You can either place one on the steps on either side and shoot it when the splicers come down or take it with you and then shoot it at the splicer with TK. You might want to do this anyway as it will kill the splicers with one hit on any level of difficulty, unlike the cyclone traps, and the cyclone traps use a large amount of EVE, compared to a very small amount or even just a few machine gun rounds.


 * Left side of hive room:
 * Go past green light and turn left around hive.
 * Safe: $50 and 3 enzymes.
 * Go to table in corner with EVE: 2nd hive to the right of EVE.
 * Return. Make sure traps are set on both sides of platform.
 * Go to back, turn right, look right. Pick up frags from table.
 * Check hive to the right of the frags. Go back.


 * Right side of hive room:
 * Go straight out, check hive behind the left hive. Return
 * Pick up corpse with TK, use it to short the trap on right. Return.
 * Go to right, on to back, turn left: hive to right of post. Return.
 * That should be 7. Explore and loot as much as you want.
 * Opposite previous hive is a FAK on a table. Hive to its left.

Worley Winery

 * Main Area
 * Go around right and zap-hack turret around left of corner.
 * Back out, go around left and zap-hack Security Camera.
 * Safe: 2 Distilled Water ("DW"), 5 Alcohol, $140.
 * DW is on the floor to left.
 * Tables to right: recording: Functional Children.
 * Continue to crate with EVE (and Pac Man tribute) beside it.
 * CoV in the back.


 * Down to Halls
 * Through door on left, use TK to fetch DW.
 * Pick up barrel with TK to knock down trap wire.
 * Hang on to barrel to fire at upcoming splicer.
 * Pick up a barrel and round corner.
 * Splicer bursts out from right, another at the end. Barrel them both.
 * Big Daddy wanders by. Get pics.
 * Splicer may be chased downstairs by Bots -- photograph them all.
 * Take first right to find a DW.
 * Continue original path and go left to U-Invent. DW is on the floor.
 * (DW is needed for making Electric Gel. Keep searching for all that is available.)


 * Downstairs:
 * Go straight through falling water to Power to the People.
 * Opposite is DW on crate.
 * Exit left and go straight to hack Security Camera.
 * You'll see a DW on the right.
 * Go back the way you came and follow the wall around to the right.
 * Go past Gene-Bank to a shed with a pier. Set traps in front of pier.
 * Inside shack: Napalm, 2 DWs, EVE, Photographer's Eye tonic.
 * When you pick up the tonic, room becomes trapped, splicers attack.
 * Kill them and pick up box or whatever to knock down trap wires.
 * Continue on and stay on left wall, taking passageway to the left.
 * Circle the next room picking up DW.


 * As you exit the Winery, a Houdini Splicer will appear behind you.
 * Turn quickly and napalm her.


 * Return to Arcadia.

New Discoveries

 * New Plasmids and Tonics (Free)
 * Photographer's Eye
 * EVE Link 2


 * New Weaponry
 * N/A


 * New Enemies
 * N/A


 * Single Use Events
 * There is 1 Little Sister
 * There is 1 Power to the People vending machine


 * Coded Doors
 * 0512


 * Audio Diaries
 * 1) Tasha Denu - Bee Enzyme
 * 2) Andrew Ryan - Pulling Together
 * 3) Bridgette Tenenbaum - Hatred
 * 4) Andrew Ryan - Desperate Times
 * 5) Pierre Gobbi - Water in Wine
 * 6) Bridgette Tenenbaum - Functional Children
 * 7) Bridgette Tenenbaum - Adam Explained
 * 8) Andrew Ryan - First Encounter

Trivia

 * In the Winery, there is a piece of cheese with a slice cut out of it laying on the ground in a corner, along with several spots of mold on the ground. From the right angle, this appears to be an homage to Pac-Man, as the cheese appears as though it's about to eat the 'dots'.

Walkthrough

 * This walkthrough is a continuation from Arcadia. Return there when done.
 * Entry area -- Recording: Bee Enzyme

Market

 * Upon entry, an RPG Turret to the right is killing a Houdini. Take pics.
 * Go right and decoy/zap and hack the turret.
 * 2 Frags, proximity mine, and a random item are by the turret.
 * Down the stairs: EVE, frag, EVE Link 2 tonic, Circus of Values ("CoV"), U-Invent.
 * Splicer-bot pair appears on crosswalk. Napalm him, hack it.
 * (Hard level: Napalm doesn't do it. Go back upstairs by turret. He'll come to you.)
 * Nook to right: FAK, Gene-Bank
 * Follow wall to right around to under stairs with crate of components.
 * Splicers attack.


 * Room with lock (Very Difficult)
 * Use an Automatic Hack Tool. You'll be getting more soon.
 * Electric Gel, Napalm, cash, FAK (above crate), components


 * Counter area
 * Cash, bandages
 * Left room: Recordings: "First Encounter", "Hatred". Various loot.
 * Right room: splicer, EVE, Distilled Water, U-Invent (Easy).


 * Go up the stairs and just inside first doors to witness a BD-splicer battle.
 * You should have enough proximity and frag grenades to kill the Big Daddy.
 * Go in the other doors, keeping the post between you and the camera.
 * Hack the camera.
 * Safe: Medium. armor pistol rounds, $70, kerosene (may vary)
 * Lockbox and cash register: components.


 * Room you previously stepped into: Elec.Buck, cash, ammo, film.
 * Crawlspace: recording: "Desperate Times". Crates: ammo, components


 * Go back in other doors, down the hall, turn left to get to doors on right.


 * Room with turret
 * Zap-hack when doors open.
 * FAK on table.
 * Safe: Very Difficult. Liq.Nitrogen, 4 frags, 20 anti-pers.auto
 * Walk up beam by turret, around the room, jump broken section to reach ...
 * Crawlspace: 3 prox.mines, 2 auto-hack tools.
 * (If you can't carry them, pick them up with TK and drop on floor below.)


 * Hack or shoot Health Station.
 * Hack Security Camera around next corner on left.
 * Recording on counter: "Pulling Together".
 * Go back through doors left of hacked Health Station.
 * Go down the hall and left to bulkhead door. Distilled Water on floor.
 * Recording on floor: "Water In Wine".
 * Go down the glass passage and take first left.

Silverwing Apiary

 * When the door opens you'll see a splicer getting stung.
 * Take pictures and then go back the same way you came until they calm down.
 * Go back and enter.
 * Gatherer's Garden on left, Gene-Bank on right.
 * Counter: 2 Pep Bars, recording: Adam Explained, Elec.Buck, 00 Buck.


 * Smoker Control Platform
 * Always turn on smoker before entering hive area.
 * Check one hive at a time so only one splicer will come.
 * If you have Cyclone Trap set traps across the platform.


 * Left side:
 * Go past green light and turn left around hive.
 * Safe: $50 and 3 enzymes.
 * Go to table in corner and pick up EVE if you can.
 * Check 2nd hive to the right, then return to platform.
 * Make sure traps are set on both sides of platform.
 * Go to back, center and turn around. Pick up frags from table.
 * Check hive to the right of the frags. Go back.


 * Right side:
 * Go straight out, check hive behind the left hive.
 * Pick up corpse with TK, use it to short the trap on right. Return.
 * Go to right and around to left: hive to right of post.
 * That should be 7. Explore and loot as much as you want.
 * Opposite previous hive is a FAK on a table. Hive to its left.

Worley Winery

 * Go around right and zap-hack turret around left of corner.
 * Back out, go around left and zap-hack Security Camera.
 * Safe: 2 Distilled Water ("DW"), 5 Alcohol, $140.
 * DW is on the floor to left.
 * Tables to right: recording: Functional Children.
 * Continue to crate with EVE (and Pac Man tribute) beside it.
 * CoV is in the back.
 * Through door on left, use TK to fetch DW.
 * Pick up barrel with TK to knock down trap wire.
 * Hang on to barrel to fire at upcoming splicer.
 * Pick up a barrel and round corner.
 * Splicer bursts out from right, another at the end. Barrel them both.
 * Big Daddy wanders by. Get pics.
 * Splicer may be chased downstairs by Bots -- photograph them all.
 * Take first right to find a DW.
 * Continue and go left to U-Invent. DW is on the floor.
 * (DW is needed for making Elec.Gel. Keep searching for all that is available.)


 * Downstairs:
 * Go straight through falling water to Power to the People.
 * Opposite is DW on crate (or in the water).
 * Exit left and go straight to hack Security Camera.
 * You'll see a DW on the right.
 * Go back the way you came and follow the wall around to the right.
 * Go past Gene-Bank to a shed with a pier. Set traps in front of pier.
 * Inside shack: Napalm, 2 DWs, EVE, Photographer's Eye tonic.
 * When you pick up the tonic, room becomes trapped and splicers attack.
 * With Invisibility, they won't see you. Kill 'em.
 * Continue on and stay on left wall, taking passageway to the distillery.
 * Circle the room picking up DW.


 * As you exit the Winery, a Houdini Splicer will appear behind you.
 * Turn quickly and napalm her.


 * Return to Arcadia.

Fort Frolic
Fort Frolic is the seventh level of BioShock. Jack reaches Fort Frolic from the Arcadia bathysphere. The initial objective of this level is simply to walk across a large entry hall to a door leading to a second bathysphere, which will take you to Hephaestus. However, access is restricted by Sander Cohen, an egocentric, demented artist and musician who has trapped you in Fort Frolic and has disabled your radio communication with Atlas and Andrew Ryan.

History
Every society, even one at the bottom of the Atlantic ocean, needs a place to unwind. A place where adults can indulge themselves, be it a couple of drinks, shopping, trying their luck in a casino or simply having some 'company'. In Rapture this place was none other than Fort Frolic. It featured everything the citizens of Rapture could want from it. From the fine arts such as music and theater to the more salacious distractions such as strip clubs and gambling. And since it was also a shopping destination, it featured many boutiques selling goods from the most luxurious clothing to the finest tobacco.

Sander Cohen, a "real lunatic, dyed in the wool psychopath," controls everything that happens in Fort Frolic and is omnipotent here. He's all-knowing, all-seeing and all-powerful, even if you make a wrong look, he'll know what you've done. Scattered throughout Fort Frolic are examples of his artwork: splicers brutally murdered, coated in what appears to be plaster, and posed in various positions. (Jack is able to whack these statues with the wrench, and the statues will have blood stains. It should be noted however, that any statues that appear as Little Sisters do not bleed, and make a rocky sound when hit. From this, it can be speculated that these are actual statues rather than little girls. It is understandable why Cohen would not use real girls, as it would necessitate him getting one away from a Big Daddy).

Atrium
The Hub of Fort Frolic. Still advertising the lost pleasures of Rapture, it is a hollow reminder of what it was. Many of the entrances to the rest of Fort Frolic are either closed or destroyed. It is here that Jack will build Cohen's distorted master piece. The Atrium is divided into two sections: Lower Atrium and Upper Atrium.

Lower Atrium
The Lower Atrium is only a shadow of what it once was, most of it shut-off or inaccessible to Jack. However, the Lower Atrium still offers what remains of the Southern Lounge. Around the corner you may see two bathrooms, and in the men's room you can see some of Sander Cohen's "Human art". The Cocktail Lounge once served as a place where the night-clubbers of Rapture could unwind and have a drink. Nearby sat a series of opulent, high end shops: High Fashion, the Gardner Delux Modern and the Le Marquis D'Epoque, (only the first and last accessible to Jack). The High Fashion's last business, before the collapse, was a Sophia Salon sale. Though there is little here now, what remains still hangs in the open closets or sits on the side waiting to be taken away, a reminder of what Rapture could still be. Inside the Le Marquis D'Epoque liqueur and cigar shop many of the shelves on the top floor are empty, what remains is scattered about the floor. Downstairs are a couple of vending machines, boxes of cigars (most still on the shelves) and a dead splicer with his blood around him. The rest of the places in Lower Atrium are blocked off with their signs destroyed, save for an inaccessible strip club called The Seahorse.

Upper Atrium
Upstairs we have the Upper Atrium. There are many places to see here. First, and most notably, of them is the Fleet Hall. A grand place where the citizens of Rapture could enjoy the finest theatrical and musical arts, for a price. Inside it offered the citizens a chance to catch a drink of Ryan's Club Ale or a bite on a cool chocolate-creme cake before the show started. Though, since the fall, the place is in shambles; the ceiling crumbling away, the stage lights falling down and splicers turned to stone as they clap and cheer to no performer, with Sander Cohen being the only audience. The only other accessible, and known, place in the Upper Atrium is Cohen's Collection: Fine Art. Once a place where the wealthy of Rapture could buy and collect Sander Cohen's art, all that remains are empty canvases and walls that have become burned to a crisp. Inside all Jack will find is some safes and a plaster-covered table with a plaster splicer family upon it, mother tied to the chair and the father revealing his slit wrists (blood and all).

Poseidon Plaza
Poseidon Plaza remains largely intact, mainly only suffering cosmetic damage—though the same can't be said for some of the businesses here.

Lower Plaza


First of the many once fine establishments here is Sir Prize: Game of Chance. Sir Prize was just one of the many gambling and drinking spots in Fort Frolic but is now completely disused by the citizens of Rapture, save for a safehouse, and like everywhere else in Rapture it has sprung a considerable leak. Sinclair Spirits was, at one point, the best place to sample and drink bottles of the finest wines, liqueurs and beers in Rapture. However, now it is a wreck. The walls and pillars crumbling and eroding away due to the sea water leaking in from every direction. When Jack arrives for the first time it becomes evident that Sander Cohen has a nice collection of splicers. Robertson's Tobaccoria, next to Eve's Garden, once sold the finest and most luxurious tobacco products in Rapture. Although it not in danger of being flooded or suddenly collapsing, tobacco is outdated in Rapture, replaced by the constant addiction to Adam. Eve's Garden was the most well known and revered gentleman's club in Rapture, featuring Jasmine Jolene- Ryan's favorite girl. It was a place where the men of Rapture could unwind with a couple of drinks in the swanky bar, let loose a few bucks on the stage and find some 'company'. Still mostly intact, with only ghosts and a dead stripper to put Jack off.

Upper Plaza
Upstairs is the most destroyed part of the plaza, with walls coming away and the glass ceiling giving way under the pressure of the sea. Up here there are only four accessible places, two of which hidden from the ground floor; The Rapture Records: Sonorous inc. and the Pharaoh's Fortune casino. Rapture Records is the most decimated and destroyed part of Poseidon's Plaza. Once a place where the citizen's of Rapture could go to stock up their juke box with, is now completely razed. Walls stripped bare, fires still burning above the metal ceiling, burnt furniture and bodies chucked around and water dripping through the sodden ceiling. The Pharaoh's Fortune Casino, on the other hand, still stands tall. This gambler's haven was the perfect place to get drunk (a 2 drink minimum) and put your luck to the test, and still is. Jack can still put the many slot machines to the test and win or lose some cash.

Map


Note: To get to the shaded (undiscovered area) on the map above, go through the frozen tunnel behind Poseidon Plaza and to the blocked off downstairs entryway just in front of and across from Sinclair Spirits. There is a sign reading "More Items Downstairs" above the blocked off entrance. Go into Sinclair Spirits and find the switch behind the bar and activate it. Still inside Sinclair Spirits, go down through the secret passageway on the other side of the room from the switch and find a Power to the People station and a safe. Use the station and hack the safe and you should be attacked by one or more Spider Splicers which were heretofore statues in the front area. Go back up the stairs in Sinclair Spirits and note the absence of the stylized statues in the entryway and the one that was previously sitting in a chair. Now the blocked downstairs entrance in front of Sinclair Spirits should be clear. Go into the water filled room and find the tonic Extra Nutrition 2 and fight more of the Statue Spider Splicers (which are tougher than the regular Spider Splicers).

New Discoveries

 * New Plasmids and Tonics (Free)
 * Alarm Expert
 * Frozen Field
 * Extra Nutrition 2
 * Medical Expert 2
 * Electric Flesh


 * New Weaponry
 * Crossbow


 * New Enemies
 * Elite Bouncer


 * Single Use Events
 * There are 3 Little Sisters (4 if you encounter Extra Little Sister Bug.)
 * There are 2 Power to the People vending machine


 * Coded Doors
 * some were near the eve's garden the code is 7774.


 * Audio Diaries
 * 1) Diane McClintock - Stood Up Again
 * 2) Sander Cohen - Musical Insult
 * 3) Sander Cohen - The Wild Bunny
 * 4) Sullivan - Artist's Feud
 * 5) Martin Finnegan - The Iceman Cometh
 * 6) Bill McDonagh - Fontaine's Army
 * 7) Sander Cohen - The Doubters
 * 8) Cobb - Come to the Record Store
 * 9) Albert Milonakis - Fancy Cigarettes
 * 10) Jasmine Jolene - Pregnancy
 * 11) Sullivan - Bump Culpepper?
 * 12) Anna Culpepper - Ryan's Stableboy
 * 13) Bill McDonagh - Guns Blazing
 * 14) Hector Rodriguez - It's All Grift
 * 15) Sander Cohen - Requiem for Andrew Ryan

Entry Hall

 * U-Invent on left. Hack and get all the Electric Gel you can.
 * Shoot or hack Health Station.
 * Crate on other side has EVE.
 * End of entry hall, on left, windows have 2 First Aid Kits ("FAKs"), EVE.
 * Go down hall the opposite way to Bot Shutdown station.
 * Shoot out the left window and shut down bots or just shoot them and stand still if you've got natural camouflage.
 * Go pick up FAKs. Shoot out right window (no bots) for EVE.
 * Continue through Rapture Metro Hephaestus door.
 * When you eventually exit this room, 6 splicers will attack.
 * Stay just inside the door to funnel splicers to you.
 * Cyclone Traps, Target Dummy, etc. -- you choose.
 * To right of doors to Atrium is a Circus of Values ("CoV")

Atrium

 * On the left is an archway with a stage to its right.
 * Stairs down to the stage go up to Fleet Hall, where you will go soon.
 * Through the arch and up stairs is Poseidon where you'll go later.
 * Circle the room to look. Shoot or hack a Health Station.
 * Exit through the doors to the right of the stage.
 * Turn right and hack the Security Camera to the right.
 * CoV (Difficult) below it has a FAK in its tray.
 * Auto-hack it for auto anti-personnel ammo.
 * Notice that this CoV has no EVE.

Lower Shopping Area

 * Go through opening towards the burning debris.
 * A splicer fight will ensue. Take pics, then kill 'em.
 * Loot: napalm, recording: Come To The Record Store.
 * Ladies' room: turret, FAK, liq.nitrogen
 * Men's room: EVE in sink, 4 distilled water on corpse.
 * Sophia Salon: film, FAK, record in back room: The Wild Bunny, safe behind picture on wall left of door: $66, 2FAK, Arcadia Merlot
 * Security Camera in back of bar across hall. EVE by sofa.
 * U-Invent has Hacker's Delight 2.
 * Jump bar and splicer comes down the hall. Photograph bots at work.
 * On bar: recording: Artists' Feud.
 * Behind bar: safe: Difficult, film, EVE, $28.
 * Continue down hall. 2 splicers come. Exploding buck is fun.
 * Ammo machine is to the left.


 * Les Marquis:
 * Center post is hiding turret gun.
 * Cash behind bar. Downtstairs is a U-Invent and Power To The People.
 * Houdini Splicer lands. Exploding buck works again.
 * Recording: Fancy Cigarettes.


 * Return the way you came. Have Telekinesis ("TK") ready.
 * Splicers attack including Nitro Splicer.

Up Atrium Stairs

 * Recording by trash can: Stood Up Again
 * Turn right at Fleet Hall to find a Gatherer's Garden.
 * Shoot/hack Health Stations on either side of GG.
 * Go back to the left of Fleet Hall to ...


 * Cohen's Collection:
 * Recording: The Doubters. Minor loot.


 * Upstairs are 3 wall safes guarded by a turret.
 * Run up to the post for cover, set a Target Dummy a step below, run and hack.
 * Safe nearest turret: Very Hard, very little loot. Skip it.
 * Middle safe: Hard. Armor rounds, $47, FAK.
 * A Houdini Splicer attacks. Take pics and help the turret kill her.
 * Last safe: Medium. Machine gun rounds, film, EVE.


 * Return to ...

Fleet Hall

 * Security Camera inside. Hack it.
 * Go up stairs on right to first landing.
 * Look under next stairs: film, FAK.
 * Go up those stairs to room: EVE, film, recording: Musical Insult.
 * Go down stairs.
 * Set a few Cyclone Traps or a proximity mine at bottom of stairs.
 * Cross over to elevator and get napalm ready.
 * Push elevator button, turn around, and napalm splicers coming down stairs.
 * Go up in elevator.

Auditorium

 * EVE on railing to the right as you enter.
 * Get camera ready and go down to the stage.
 * Wait for student to blow up and take picture.
 * Go back up toward glass door, but turn down right hallway.
 * Go to next-to-last door, jump up on railing, run and jump to left railing.
 * Pick up Alarm Expert tonic from that railing.
 * Drop down to floor below and follow right wall around.
 * When you reach small staircase up, stop.
 * Two turrets are at the end of the wall to your right.
 * Easiest is to just frag them. There's a nook to their left.
 * Safe: Easy. 2 proximity mines, 2 FAKs, machine gun rounds.
 * (You could stay and fight a Houdini Splicer, but gain nothing from it.)
 * (Likewise, we have skipped the back right corner of auditorium.)

Atrium: 1st Photo

 * Return to atrium and go up steps to stage.
 * Insert picture in frame and pick up reward: Crossbow.
 * Go up stairs to ...?

Poseidon

 * See Extra Little Sister Bug if you want extra ADAM.
 * That article recommends not doing the following photo next.


 * Hallway: recording: "The Iceman Cometh".
 * Corpse above it. Melt the ice. Loot: 8 armor rounds, 3 Distilled Waters.
 * Hallway to left with splicers in ice.
 * Take all the pictures you can without going past the first splicer.
 * Go down left wall and melt ice: crossbow, hack tool, FAK.
 * Keep going until you ice over.
 * When you thaw out, napalm the iced over guy at the far end.
 * Photograph him and search him for the Frozen Field tonic.
 * Search nearby frozen trash can for components.
 * Return to atrium.

Big Daddy Battle

 * In atrium, 2 splicers attack Big Daddy and Little Sister.
 * When they are done, run up the stairs and around the railing.
 * When you can see BD, hit him with 100 units of Electric Gel.
 * Switch to frags if he needs finishing off.
 * (On Hard, another 65 units of Gel will do it.)

Atrium: 2nd Photo

 * Insert the 2nd photo. Reward: 10 auto anti-pers., $30, 3 FAKs.
 * Go to Poseidon mall.

Poseidon, Lower Level

 * Spider Splicers:
 * As soon as you enter, a wave of Spider Splicers attack. Napalm 'em.
 * As you walk around Poseidon, splicers frequently attack.
 * If you stand by a window and an attack makes Static Discharge go off,
 * the bots will come after you. Check the map for nearest bot shutdown machine.


 * An ammo machine is nearby. Very difficult.
 * Incendiary Bolts for your new crossbow are good.
 * The first establishment to the right of the ammo machine is ...


 * Sir Prize:
 * FAK, recording: "Fontaine's Army", film.
 * Safe behind bar: Hard. 2 Trap Bolts, Exploding Buck, ammo.
 * Upstairs: trap bolt, steel tip bolts.


 * Outside: CoV with Hard hack.
 * Continue along left wall. U-Invent is in nook to the left.
 * While turning left at next corner, FAK may be on floor thru hole in wall.


 * Sinclair's Spirits:
 * Security Camera on right wall.
 * Behind bar: cash register on floor. Push button to open door.
 * Door is in corner across from bar. Crate has components.
 * Go down stairs, turn left to the Power to the People.
 * Have your weapon ready, turn around and shoot white splicer.
 * Safe next to PTTP: Hard. $33, FAK, Hack tool.
 * Come out, turn right, go to ...


 * Robertson's Tobaccoria:
 * Recording: "Guns Blazing".  EVE behind counter.
 * Door lock: 7774. Security Camera to the left.  Ammo, cash.
 * Come out, turn left, go to ...


 * Eve's XXX:
 * Don't get excited, we are just passing through.
 * Go between dance floor and bar to door to stairs.
 * Check the cash register.
 * Upstairs, hug the rail, get centered on the door.
 * Get Target Dummy ready.
 * Advance until doors open. Set target out in front of turrets.
 * While they are firing at it, run out and hack both.
 * You are now in the ..

Poseidon Upper Level

 * You may find a Big Daddy and Little Sister in this hallway.
 * Use proximity mines or trap bolts assisted by your new turrets.
 * A couple of frags lure him into the trap.


 * Walk around to the left to ...


 * Pharoh's Fortune Casino:
 * Middle area is covered by a Security Camera upstairs.
 * Go up stairs to first landing. Hit it with Liquid Nitrogen. Hack it.
 * On pool table: FAK, recording: Bump Culpepper?
 * EVE and ammo on sofa. Go back downstairs.
 * Wall safe behind bar: Very Hard. FAK and $25.


 * Rapture Records:
 * This is where your next target is.
 * Advance on the right until you drop downstairs.
 * Approach the center and back off quickly before the explosion.
 * Go back out and face upstairs to see Silas Cobb, a Nitro Splicer.
 * He will throw a grenade at a crawl space door and run out.
 * Three splicers will attack you.
 * Kill them and loot downstairs: napalm, FAK.
 * Go to the back corner and take the crawl space back upstairs.
 * Crawl space has 2 FAKs.
 * Drop down into upstairs area and Cobb comes in. Easy kill with TK.(Cobb is a nitro-splicer)
 * Recording behind bar: "Ryan's Stableboy".
 * Take his picture and go back to the Atrium. As you exit Rapture Records there's some electric gel in a hole in the wall towards the left near COV. Health Station on same side as COV further down.


 * Go down stairs and find stairs by falling water down to flooded room.
 * Get Electrobolt ready.
 * Go to far corner of room for Extra Nutrition 2 tonic.
 * Also 2 prox.mines, crate with cash and auto-hack tool.
 * Jump up onto crate, turn around, and zap the water.
 * Splicers have spawned in the water; 3 zaps should do them in.These spider splicers carry very good loot but make sure you keep looking at the corpses until looted because as soon as you turn around the bodies disappear!
 * Upstairs, turn left. Kill white splicer by the falling water.
 * Go back to atrium.

Atrium: 3rd Photo, Battle

 * A big battle is coming after you place the 3rd picture.
 * As usual many strategies can work. Save first.
 * The battle starts after you place the 3rd photo.
 * Run back to the corner to the left of the Metro exit doors.
 * Set a Target Dummy out away from you.
 * When splicers attack the dummy, toast them with napalm.
 * When done, you can replenish EVE at the CoV out the Metro doors.
 * Go back to the stage to collect your reward for the 3rd photo.

Poseidon: Eve's XXX

 * Eve's is at the opposite corner from where you enter the Plaza.
 * Run all the away and avoid encounters with splicers.
 * You will be going backstage, down a hall, and into a room.
 * Left of the bed: cash, recording: Pregnancy.
 * Right of the bed: safe: $34, FAK, 8 anti-pers. pistol rounds.
 * When you go back out, Hector Rodrigues will be at the bar.
 * He will run out the door and lead you on a long chase.


 * Here's one way to prevent that before going backstage:
 * Step inside the door to the left, facing the stage. Save.
 * Crouch down and fire a trap bolt at the top edge of the stage.
 * Move left quickly so the trap line doesn't hit you.
 * Six lines should be more than enough.
 * They should all go from the edge of the stage to the wall.
 * Hop up onto the stage and go back to the private room.
 * Coming back: at edge of door to stage, turn and fire frag at end of bar.
 * Hector runs into the trap lines and dies. Take a picture.
 * When you come back out from the back room a recording "It's All Grift" spawns on the bar right next to where Hector is sitting. So if you do have to chase him at all remember to go back for it if you want the Historian trophy.

Atrium: Last Picture

 * Enter the last picture and watch the show.
 * Collect your reward from Cohen: the Medical Expert 2 tonic.


 * You can kill him now or later.
 * WARNING: Killing Cohen now means you won't be able to access the Power to the People machine found in his apartment in Olympus Heights!)
 * On Hard, if you so much as aim a weapon at Cohen, he calls in the bots.
 * He is also much harder to kill now than later, and finally ...
 * The tonic you get for killing him now is not that great.

Cohen's Office

 * Go up stairs to Fleet Hall and go to Cohen's office (see map).
 * Loot: Electric Flesh tonic, film, EVE, "Requiem For Andrew Ryan".
 * Go downstairs and leave Fort Frolic for Hephaestus.

(Return to Neptune's Bounty.)

Hephaestus
Hephaestus is the eighth level of BioShock. Jack reaches Hephaestus via bathysphere from Fort Frolic. The objective is to gain entrance to Rapture Central Control, in which Andrew Ryan has barricaded himself.

History
Hephaestus is the main power production facility for Rapture and is located at the base of the city. Designed by Andrew Ryan, it harnesses the heat from geothermic vents on the ocean floor. Without Hephaestus, Rapture could not have been built.

Hephaestus also contains the private office of Andrew Ryan.

Geothermal Core
Harmonic Core #3 serves as one of the main power sources for Hephaestus. Jack disables the core via a sympathetic overload with Kyburz's EMP bomb.

Rapture Central Control
Rapture Central Control is the control center and office of Andrew Ryan, guarded by an electromagnetic lock system. In the room leading to the room, various corpses--including those of Anya Andersdotter and Bill McDonagh--are butchered and staked to the pillars, as part of Ryan's morbid trophy room.

Single use events

 * There are 3 Little Sisters
 * There are 2 Power to the People vending machines.

New plasmids and tonics (Free)

 * Frozen Field 2
 * Damage Research
 * Security Evasion 2
 * Shorten Alarms 2

Entry Hall

 * It circles left and right. Go left.
 * At 3 barrels, pick up a barrel with Telekinesis ("TK")
 * Round the corner, aim at splicer, fire barrel at him.
 * Turn and pick up 2nd barrel and get the next splicer.
 * Take hall to the left, through door, down ramp to door.
 * Turn right, pick up barrel, go to right facing door up steps.
 * Fire it at splicer. Easy kills with TK.
 * Go back to center of area and pick up Chemical Thrower (napalm)
 * Go up steps. to first room.

First Room

 * Turret gun is to the left when you go in.
 * Decoy or zap it and hack it.
 * Circus of Values ("CoV") is back left corner.
 * 2 frags and cash are by it.
 * Crate: "Ryan Takes F Futuristics", 2 Distilled Waters, Enzyme Sample.
 * CoV is Very Hard hack, but has auto anti-personnel rounds.

Second Room

 * CoV to far left. Nearby: chips, recording: Scoping The Gate.
 * Health station: hack it or shoot it.
 * Left side of room: EVE. Middle: Grenade launcher (frag).More frags and RPGs come down the chute and then three spider splicers drop down from above.
 * Around wall at back is a Security Camera to hack.
 * U-Invent is at far right of that area.

Room With Bodies Hanging

 * When you enter, go right to see a locked door where splicers will enter.
 * Ryan's office door is at the far end and is protected by a electromag lock.
 * Searching the last hanging body on the right triggers an attack.
 * Search all the bodies but that one.
 * Door in middle of right platform opens to flooded room.
 * Loot: recording: "A Man Or A Parasite", frag, Frozen Field 2 tonic.
 * Safe under desk: Medium-. $21, 100 Napalm, 3 proximity mines. Exit room.
 * Set proximity mines, Cyclone Traps, Trap Bolts around. There's a huge amount of gas tanks and oil barrels around. Getting them can be a bit boring but it makes it very easy even on Survivor.(And piling them up and setting them off is a lot of fun!) If you pile about five tanks/barrels in front of the door and another pile at the foot of the steps on the flooded room side and then arm both piles with a prox. mine then that will take most of them out. A few cyclone traps and wire traps in the middle should then finish off the last two. Save after fetching them and then you can experiment on the best locations.
 * Search last body and move to end of platform facing the splicers' door.
 * Napalm as many as you can. When traps are all down, move to flooded room.
 * When done, exit through the now-open door and turn left.
 * Go through another flooded room with dead Big Daddy in the middle to ...

Hephaestus Core

 * You enter on a raised walkway. With luck, you'll see a Big Daddy below.
 * This is an easy kill because he has to run upstairs to get you.
 * You can have your choice of traps waiting for him at the top of the stairs.
 * Much later, you will have to kill 2 Big Daddies, so lay off them until then.
 * (Or if you enjoy killing them, don't wait to kill another one.)
 * Reload while he runs upstairs and finish off his last little Health.
 * Recording on this level: Fontaine's legacy.
 * Napalm by machines by stairs. FAK on machine opposite it.


 * Go downstairs.
 * Liq.Nitrogen ahead to right. Gatherer's Garden ("GG") ahead to left.
 * Next to GG: recording: Assassin.
 * Power To The People opposite the GG.
 * Boobytrapped Circus of Values ahead on the left. Leave it alone.
 * Kill the splicer in front of it.
 * To right of the CoV: hack tool by corpse.
 * Crate ahead: distilled water.


 * Down next set of stairs: FAK, Electric Gel, auto anti-pers., CoV,
 * and recording: "Impossible Anywhere Else"


 * Go back up and head the other way until you reach a Security Camera.
 * Hack the camera (Very Hard).
 * Below it: FAK, Recording: "Running Short On R-34s".
 * End of platform: crossbow.
 * Nook to left: prox.mine, buck, safe: Very Hard. $58, auto anti-pers, bolts.
 * With so much cash around, paying to hack the safe is reasonabale.

Heat Loss Monitoring

 * You come to a long room filled with corpses. The last 3 are faking.
 * After lights go out the second time, napalm the "corpses" at the end.


 * Next room under stairs on right: EVE, FAK, frag.
 * Pneumo on the right. Ahead: "Kyburz Door Code", coffee, lock box.
 * Cross the stairs to a CoV with a lockbox by its left side.
 * Go back down stairs and turn right. Splicer is playing dead. Make it so.
 * (To test for a faker, try fetching the body with Telekinesis.)


 * Down stairs, two of the three bodies are fakers.
 * Under stairs: frag, napalm.
 * From stairs, nook to left has machine to disable electricity to water.
 * Hack it or fire armor-piercing pistol round at red light in fan opposite.
 * Go down to water: "Genetic Arms Race", incendiary bolts, cash.
 * Continue to left: Pep Bars, file cabinet with components.
 * Stairs down: crate, frag, "Getting A Break", Security Evasion 2, ammo.
 * Return to core.

Workshops

 * To left, nook with trap wires, crossbow (1 bolt).


 * Take first right.
 * Around corner by desk are 2 splicers and a turret.
 * Right of turret: machine gun and FAK.
 * Left of turret is a U-Invent (Very Hard).
 * In back are lockers and a safe: Very Hard. 6 frags, buck, bolts.


 * Back to the main area and turn right, check desks.
 * Go down the stairs by the ammo machine.


 * Off to left of the stairs are 2 turrets.


 * Run straight down stairs and into small room with ...
 * FAK, proximity mine, recording: "Device Almost Finished"
 * Use TK to move tanks from back right corner.
 * Hop over the desks and go through the passageway.
 * Coming out, move to left across hall to the far end of the sign.


 * Turrets are now around corner to the right. Decoy or zap, then hack.


 * Kyburz's Office:
 * Enter the door code (0126).
 * Clear all the trap wires.
 * Liquid nitrogen, ammo on desk. Pneumo has some Electric Gel.
 * Power To The People machine, proximity mine, "Great Chain Moves Slowly".
 * Press button on right side of desk and move behind desk.
 * Turret rises out of floor by entry door.
 * Once handled, get the Nitroglycerin at the end of the room.


 * Turn left out of the office, down the hall and enter the room.
 * Recording on corpse: "The Dream".
 * Napalm, frag, Health Station, EVE, ammo, etc.


 * Crawl space room:
 * It has 2 FAKs, Damage Research tonic, recording: "Assembling The Bomb"
 * This is where you come back to assemble the bomb.
 * Exit, then go right back in to insert the nitroglycerin into the bomb.


 * Splicer greets you when you exit crawl space and round corner.
 * Search the Big Daddy. One down, 3 to go.


 * When back to turrets, enter crawl space in front of left turret.
 * Ammo, Electric Gel, components, recording: "Market Maintenance Code"


 * First Big Daddy you meet has over half his Health gone.
 * Example: 2 proximity mines and a frag (upgraded launcher) is plenty. Or just pile the four tanks of gas at foot of stairs you just found recording under, arm with prox. mine, wait for big daddy to start coming down stairs and then shoot him a couple of times so he chases you straight into the waiting trap. It's enough to kill him on any level.
 * Loot for 2nd R-34 Wire Cluster, cash.


 * Exit the Core.
 * Go back to the flooded room with the dead Big Daddy in the middle. There's sometimes a splicer playing dead just in front of the door to the glass tunnel on the way back to the flooded room. Bolt head-shot.
 * Loot the 3rd R-34.


 * Return to the Core and find another Big Daddy.
 * This one will have full health.Heat loss monitoring is an excellent location for the final big daddy. There are several gas tanks and oil barrels in the entrance where you found the 3 splicers playing dead on your first entry. These can all be pilled in front of the LS vent in the dip between the two sets of stairs. You can then arm them with a prox mine., keep an oil barrel to fire at them or even just shoot them at the right time. This is usually enough to kill him outright on any level. Just make sure you've killed all the splicers first and watch for any that enter on patrol.
 * That is the last R-34.


 * Around the Core you will easily find the rest of what you need.
 * Run all the way back to the crawl space to avoid splicers. There's often another faker just before crawl space entrance.
 * Complete and pick up the bomb.
 * Splicers await your exit.
 * Take care of them, then go to ...

Geothermal Control

 * The room you are going into has turrets on either side.
 * These MUST be hacked for your defense.
 * While you are turning the wheel, you cannot defend yourself.
 * Get 6 proximity mines out of a crate on the platform.
 * On each side, put 1 by the door, 1 on the stairs, 1 further along.
 * When ready, turn the wheel.


 * Take the elevator, then the walkways to corpse, hack tool, Shorten Alarms 2.
 * Continue to Core Lift Control. Place bomb.

Back To Ryan's Office

 * Nothing is going to blow up, so take your time.
 * Some bots will come for you, so just wait where you are until they leave.
 * (Assuming you have invisibility; otherwise, run.)
 * Start following the arrow and killing splicers.
 * You will often face multiple splicers. Target Dummy or Enrage are handy.

Rapture Control

 * All kinds of loot in the room. Recording: "The Vita Chamber".
 * Go up the stairs by the CoV, then up the stairs to the right.
 * At top of stairs, turn right to see a crawl space entry.
 * Room has EVE, FAK, Health Station, frag, ammo.
 * Recordings: "Mind Control Test" and "Baby Status".

Ryan's Office

 * Two cut scenes ensue.
 * Check Ryan's desk for cash.
 * After following the instruction, bots are sent after you.
 * You can set a Target Dummy, or just ignore them and run.
 * On Hard, a turret has also been set up outside the room.
 * Follow the Little Sister to a crawl space.
 * If you are maxed on EVE but your EVE bar is not full, fill it now.
 * You will not be able to pick up EVE at the next stop if maxed out.
 * On to Olympus Heights.

(Return to Fort Frolic.)

Olympus Heights
Bold text

Overview
The tenth location visited in the game, Olympus Heights was where the upper class of Rapture had their apartments and work places.

When Jack arrives at Olympus Heights, it is revealed that not even the wealthiest were safe from the chaos that ensued in Rapture from the civil war and Atlas's attacks. The entire tram system, just as in Apollo Square, was entirely destroyed and slightly flooded. The Mercury Suites are all in decay (except for, and not coincidentally, Fontaine's home): Tennenbaum's home was raided by Fontaine, Dr. Suchong's home was flooded and many of his confidential plans were destroyed; Culpepper already had been murdered by Captain Sullivan out of suspicion, and Cohen had locked himself in his room (just as in Fort Frolic) with his growing insanity. This destruction shows how every citizen, regardless of class and power, was affected drastically by the war and drawbacks of the plasmids.

History
Olympus Heights was an area, which, similar to Apollo Square, contained a central route of tram transportation. As opposed to other areas in Rapture, Olympus Heights probably did not have a bathysphere station (or it was destroyed by the time Jack arrived) due to its isolated prestigious location from the middle and lower classes. The Bistro Square, which juxtaposed by the entrance of Apollo Square, is located in the center of the area and features a fancy snack bar with some of the most expensive drinks. Olympus Heights also houses the Mercury Suites, which are the most luxurious and expensive apartments in Rapture, belonging to only the most successful workers and residents. The homes are owned by two in the scientific field: Bridgette Tenenbaum (who made a scientific revolution through her discovery of ADAM) and Dr. Suchong (a high-profile scientist who also began to work on the plasmids, and later on the Little Sisters and construction of Big Daddies). Another two are owned by two in the entertainment business: Sander Cohen (the head of Fort Frolic and a huge show presenter) and Anna Culpepper (a famous actress/performer). The largest and tallest apartment is owned by Frank Fontaine (who became wealthy off smuggling, fabricating plasmids, founding institutions, and more).

Single use events

 * There are 2 Little Sisters
 * There are 2 Power to the People vending machines.

New plasmids and tonics (Free)

 * Clever Inventor
 * Electric Flesh 2

Audio Diaries

 * 1) Dr. Suchong - Mozart of Genetics - Olympus Heights Bistro Square snack bar near bulkhead to Apollo Square
 * 2) Dr. Suchong - Fontaine's Human Jukebox - Suchong's Apt. 1st floor (west of main square) on floor in south room
 * 3) Dr. Suchong - Mind Control Antidote - Suchong's Apt. 1st floor (west of main square) on floor in southern most room
 * 4) Sullivan - Artist Woman - Culpepper's Apartment on corner table in room next to security camera (music sheets on floor)
 * 5) Paparazzi - Fontaine's Breakup - Mercury Suites go up the stairs in the main square to the 3rd floor, near U-Invent machine on the walkway (says elevator code is 5744)
 * 6) Frank Fontaine - Sad Saps - Fontaine's Apartment after the big hall, go up the stairs and turn right, go into room, on coffee table near cigars

Tennenbaum's Safe House

 * Your weapons and plasmids are disabled, but you can pick things up.
 * A First Aid Kit ("FAK") is right beside you.
 * Snacks are laying around the area.
 * EVE is to your left when walking through the downstairs area.
 * A crate is on the other side.
 * Some cash is on one of the bunks.
 * Don't go upstairs until a Little Sister says: "Come with me."
 * Upstairs: a lockbox with components is in a corner.
 * Follow the Little Sister to a door to ...

Olympus Heights Sewers

 * Cross the sewer and walk along the wall to a crate with cash.
 * Cross over at the end and pick up the Gate Crank.
 * An auto-hack tool is in a lockbox. Coffee, chips, and a lockbox are nearby.
 * Walk back to the Gate Crank Socket and do the obvious.
 * Fontaine says your Health capacity will be reduced little by little.
 * Hopefully, you have been buying all the Health Upgrades as you went.
 * Whatever you start with, it will never completely run out.
 * You come up in ...

Street #1

 * Splicers are going to be a lot tougher in Olympus Heights.
 * Turn right, walk to the street, look left for a frag on the ground.
 * Before you get it, look left further down for two splicers.
 * Incendiary Bolts are a good choice. Be sure to zoom in.
 * Walk down to them and do the usual looting.
 * Go left to the fire and look right.
 * Safe: Very Hard. 4 Electric Buck, 98 napalm, 2 First Aid Kits ("FAKs")
 * If you left an Automatic Hack Tool in the lockbox, go back for it.
 * A Big Daddy and Little Sister will come by. Take photos, but don't kill.
 * Easier prey lays ahead.

Building #1

 * Enter the door on the right and run straight to the wall.
 * A turret is inside. Hack it.
 * A Security Camera is off to the right, so back out the way you came.
 * Enter from the right, stop, look over at the camera.
 * Wait for a Nitro Splicer to appear near the camera.
 * Hit him with an Incendiary Bolt and move to the left of the front area.
 * The splicer should come after you if your shot didn't kill him.
 * When your hacked turret starts firing, come back out and help.
 * Go back in and hack the Security Camera and the Health Station.
 * Go through the left side of the bar; pick up cash, recording: "Mozart Of Genetics"
 * At edge of next doorway, set a decoy down the hall.
 * When the turret starts firing, run out and hack it.
 * Run back into the bar until things settle down.
 * An ammo machine (Very Hard) has 3 proximity mines.
 * Exit the bar by the Security Camera and continue to the left.
 * A Circus of Values ("CoV"): Very Hard. Prox.mines and hack tools.
 * Kill the Big Daddy and visit the Gatherer's Garden. You can find 3 oil barrels, 1 here and 2 in the street you just came through to set up a trap with a prox. mine to knock off most BD health.
 * Great stuff: Health Upgrade, Incinerate 3, Hacking Expert 2, Elec.Bolt 3.
 * If you have been investing wisely, you can get all of these.
 * Follow the arrow to ...

Street #2

 * A "corpse" is against a pole in the middle.
 * Use Telekinesis ("TK") to fetch his body.
 * When it doesn't come, zoom in and put an I-Bolt to his head.
 * Advance to the pole to loot him. Something blinks further down right.
 * Use TK to fetch a crossbow (4 bolts).
 * Somthing blinks waaaaay down left. Fetch the Electric Buck.
 * You can fetch a few more things (more Electric Buck) if you wish.
 * Continue down to the U-Invent, which has lots of goodies.There's an abandoned railway carriage on left before U-Invent with liquid-nitro, EVE, cash and snacks in crates. It's heavily trapped. Use corpse. You don't even have to use up your EVE - just hold the body infront of you and move towards the wires moving the corpse around. When they're all done just drop it and you don't use a drop of EVE.(Same applies everywhere)
 * Get your Target Dummy ready because tough splicers await at the entry to ...

Mercury Suites

 * A Security Camera (Medium-) is to the left of the entry.
 * With a full tank of Electric Gel from the last U-Invent, you should
 * be happy to see a Big Daddy and Little Sister when you enter. There's 3 oil barrels at entrance for prox mine trap too and then you can finish him off with less than a full tank of gel even on survivor.
 * If you wanted anything you couldn't afford at the last Gatherer's Garden,
 * now is the time to return to get it. Soon you will not be able to.
 * Hack the Security Camera.
 * Around the corner is a Power To The People with napalm in front of it.
 * Further in front of it is a corpse with a grenade launcher (1 frag).
 * Facing the back wall, go to the left to ...


 * Suchong's Apartment:
 * Room to left: Leadhead behind sandbags. Recording "Fontaine's Human Jukebox"
 * Room to right: Thuggish, corpses with cash.
 * Flooded room: "Mind Control Antidote", Clever Inventor tonic, crates.
 * When you try to exit the apartment, an RPG turret to the right gets you.


 * To hack it without losing health: (Stop reading to figure it out yourself.)
 * Approach the door from right until it opens.
 * Set a Target Dummy in the doorway and bring up a weapon.
 * Time your exit for right after an RPG whizzes through.
 * Run straight out to left side of wall ahead.
 * A splicer will be around somewhere. Kill him.
 * Turn around and put another Target Dummy by Suchong's door.
 * Run around the left side of the wall and hack the turret.


 * Culpepper's Apartment:
 * A security camera is in a hall to the left.
 * After hacking it, run to the other side of the room and
 * put a Target Dummy in front of it for the 2 splicers.
 * In the room is a recording: "Artist Woman".
 * Go to the right of the camera and loot.
 * (Don't miss the FAK up in a cabinet.)
 * Upstairs in a flooded room: EVE and a FAK on sofa.
 * Steamer trunk has components. Corpse in tub has ~$32.
 * Exit apartment and head left to ...


 * Cohen's Apartment:
 * If you didn't kill Cohen at Fort Frolic, now's your chance.
 * Room to the left: splicer playing dead, liq.nitrogen, napalm.
 * Room to the right is a kitchen. Just some food, coffee.
 * Door to the right is locked. Cohen is upstairs. Prox.mine it.
 * Put rest of your proximity mines on the steps down to dance room.
 * Move to room at right and napalm the dancers.
 * Move back into the corner and wait.
 * When he's blown up, take a picture of him.
 * His corpse has good loot, including his key.
 * Go upstairs and loot: 2 frags, ammo, 2 FAKs in bathroom.
 * Visit the Power To The People machine.
 * Downstairs: Elec.buck, FAK, ammo.
 * Exit and go ...


 * Up The Ramp:
 * Get off at the 2nd floor and turn left.
 * A Nitro Splicer is coming from the left walkway.
 * The most efficient way to kill him is to run up close to him.
 * From point blank range, start shooting auto anti-personnel rounds.
 * About a dozen rounds will do him in.


 * Apartment On Opposite Side:
 * A family is dead in the living room, a bottle of poison on the table. EVE on desk to left.
 * Behind a bed in back is a safe: Medium+, ammo, $68, 2 brass tubes.
 * Bathroom (trapped): EVE, film, FAK


 * Ramp Up To 3rd Floor:
 * A Security Camera detects you when you reach the 3rd floor.
 * Liquid Nitrogen will freeze it so that you can get to it.
 * Turn right and go to end of hall: 2 frags and ammo in hole in wall.
 * Continue down hall.


 * Unmarked appartment has very little besides 3 tough splicers. Skip it.
 * "Corpse" on floor just past apartment is not dead.
 * An Incendiary Bolt to the head does her in for real.
 * Continue to U-Invent and on to film, recording: "Fontaine's Breakup".
 * This recording has the code to the Fontaine's elevator lock.
 * Continue to large hole in wall, which is ...


 * Tenenbaum's Apartment:
 * Health Station, EVE, FAK to right.
 * Go through 2 rooms, turn right, past stairs to room with splicer.
 * Room has cash, EVE, proximity mine, FAK up high.
 * Go back and down the stairs to flooded rooms.
 * Room to right of door has a turret machine gun in back.
 * Safe: Very Hard, 2 Alcohol, $55, 6 I-Bolts.


 * Door has lock on it. Splicer with gun waits on other side.
 * Stay in the room with the hacked turret, in the corner left of doorway.
 * Shoot the lock. She will come in looking for you.
 * If you have Natural Camouflage, all she'll see is the turret.


 * Go back to first floor and the elevator to ...


 * Fontaine's Penthouse:
 * Code to elevator: 5744 (from earlier recording).
 * The trip to the penthouse door is very tricky.


 * Here is one possible strategy:
 * Stay in elevator until you see splicer on right walking away.
 * Get crossbow ready with I-Bolts.
 * Get out, move to the left walkway, and back up into a nook.
 * Look right and note the Bot Shutdown Station.
 * You should only need it if you don't have Target Dummy.
 * Wait for splicer to show up at far end of the walkway.
 * Zoom in for a head shot and kill him when he's close enough.
 * Inch over to the left until you see a splicer at far end.
 * A middle shot will kill him without hurting the turret.
 * Move back to the elevator and walk to the big rock.
 * Set a Dummy Target out to right for turret and Security Camera.
 * Move around left side of rock, hack turret, run to wall left of door.
 * Watch for a splicer and help the turret kill her.
 * Hack the Security Camera.


 * Go inside to room on right. Recording: "Sad Sap"
 * Go up the stairs on the left, through the bedroom to the study.
 * Go out the other door, cross the walkway, get out Electrobolt.
 * A turret is behind the bar to the right.
 * You'll have to zap it and run around the bar to hack it.
 * Safe: Very Hard. Liquid Nitrogen, 2 EVEs, about $37.
 * Go back to study: Electric Flesh 2 tonic, napalm, Lot 192.
 * Go back downstairs. Watch for splicers (may be none on Medium Skill).
 * As soon as the front door opens, a Nitro Splicer attacks.
 * Since you cannot rely on Telekinesis anymore, have frags ready.
 * Keep firing frags and backing up until splicers are all done.
 * Alternatively, set Cyclone Traps and Trap Bolts before going in.
 * A splicer-bot pair will be at the far end by the elevator.
 * Easiest kill is to shoot a trap bolt line right in front of him.
 * Loot all around and take elevator back down.


 * Wait for any excitement to die down, loot all around the room.
 * Follow the arrow back out to Street #2 and back to ...

Building #1

 * Splicers are around, including a Nitro, but can be avoided.
 * A CoV machine is to your left when you enter.
 * Keep going left to the bulkhead to ...

Apollo Square

 * Note that this area has 2 Little Sisters.
 * 2 Frags are on the ground.
 * Past the CoV on left: EVE, recording: "What's Happening Here?"
 * When you enter the street, a splicer will fight a Big Daddy.
 * Take photos of BD and Little Sister (and splicer, if needed).
 * When BD finishes the splicer, you can finish the Big Daddy.
 * Wait until after a plasmid change so your attack is not interrupted.
 * A Health Station is ahead to hack or shoot if needed.
 * Upon entering, kill a distant splicer with an Incendiary Bolt.
 * Follow the arrow out to ...

The Road To Artemis Suites

 * A turret outside covers both exits. Put out a Dummy Target.
 * A Security Camera is at the end of the platform facing away.
 * After hacking it, backtrack quickly to get out of the way.

Artemis Suites

 * A Leadhead Splicer is in the entry. Anti-personnel rounds work.
 * A Security Camera in the back of the lobby can see you come in.
 * Splicers will be trying to shoot/bomb you from the 2nd floor.
 * Run to the post in the middle for cover.
 * When the red light moves right, run to the left, all the way back.
 * Hack the camera.
 * To the right, a Nitro Splicer will come downstairs.
 * After you finish him, go up the stairs.


 * Enter the Free Clinic:
 * A Security Camera to the left can see you come in. Hack it.
 * Next hack a turret in the doorway to the right.
 * Follow the arrow to the rest of Lot 192.
 * Recording: "Protection Bond", enzyme in the refrigerator.


 * Before leaving, go through a door to a bathroom.
 * Stay by left wall past the middle divider.


 * A Leadhead Splicer is playing dead in the middle of the floor.
 * For the first time, an Incendiary Bolt to the head won't do it.
 * Move further left so you can fetch a tank to your right with TK.
 * Move back enough to see him and fire it at his "corpse".
 * Immediately fetch the tank to his right and fire it as he stands up.
 * A very tough Leadhead is dead with no damage to you.
 * Loot includes the Medical Expert 3 tonic.


 * A new turret has been set up outside the suite to your right.
 * Move to the window nearest the Security Camera.
 * Peek through the window and set a Target Dummy outside.
 * Run out and hack the turret.


 * Go upstairs. An RPG turret is at the opposite corner.
 * It cannot see you, so put a Target Dummy just to its right.
 * Run around to the left and hack it.
 * Run back the way you came before it starts firing at splicers.


 * Go into the suite next to the turret.
 * Take the first door to the right.
 * A tough Leadhead Splicer is on the floor to your left.
 * The easiest kill is with auto anti-personnel rounds.
 * Pick up film and a FAK.
 * The bathroom has more film, a Health Station and a ...
 * Safe: $69, 6 proximity mines, 2 FAKs.
 * Sparks from across the suite indicate a Thuggish Splicer.
 * An easy kill, then pick up a frag and coffee.
 * To the right, between some bunks, just a corpse and ammo.
 * Go back to the first floor and enter the ...


 * First Floor Suite:
 * Take the door on the right to a U-Invent.
 * On the other side of suite, EVE cna be seen by a door.
 * A Nitro Splicer may come through the door. Kill him.
 * Head into the bathroom. If the Nitro didn't come out, get ready.
 * A turret is at the far end, other side of divider.
 * Loot: 3 frags, proximity mine.
 * Head back to the ...

Apollo Square

 * Stop near the entrance and see two splicers talking up ahead.
 * If you use I-Bolts, get the one with the machine gun first.
 * The second may run or stick around for an easy kill.
 * Wait and a Nitro Splicer will come from the left. I-Bolt him too.
 * When the smoke clears, another splicer may be seen sitting up. I-Bolt him.
 * Another Thuggish may be seen leaving the square.
 * Go down the left side and hack a turret to the left.
 * Gatherer's Garden, ammo machine, U-Invent, recording: "Atlas Lives", snacks, crate.
 * If you have followed this walkthrough, a Big Daddy is left to get.
 * With Electric Flesh 2 and upgraded Damage for Chemical Thrower,
 * and a Researched Big Daddy, only 75 units of Electric Gel are needed. If you use the 3 barrels of oil found here, this is even the case on Survivor difficulty setting, but if you've been using this method throughout you're probably able to make enough elec gel to kill 30 big daddies by now anyway.
 * Make a last visit to the Gatherer's Garden if you wish.
 * Follow the arrow out. A Security Camera is on the left.
 * Stop following the arrow and go to ...

Fontaine's Center

 * Stay to the left of the door. When it opens, put a Target Dummy inside right.
 * Run up the stairs to the left, turn right, and hack the RPG Turret.
 * Run back downstairs and against the far wall to get out of the way.
 * Looking back at the door, EVE and a FAK can be see to its left.
 * Trunk below has a recording: "Meeting Atlas"
 * A CoV with auto anti-personnel ammo is to your left.


 * Go back upstairs, turn left, and enter the room.
 * A Leadhead has cash and a hack tool on him.
 * Stairs in the middle lead to a basement with a Thuggish.
 * Loot: Napalm, hack tool.
 * A kitchen-bathroom combination room (??) has minor loot.


 * Go up the next flight of stairs, turn left, and enter room.
 * A Nitro Splicer is at the far end. An I-Bolt head shot works this time.
 * Go throught the bathroom-kitchen.
 * A splicer is playing dead at end of the next room. I-Bolt again.
 * Another Thuggish springs from the right.


 * Room at other end of hall has a broken door.
 * Go upstairs. Both rooms have heavy locks.


 * Go upstairs. Room on left is boarded up.
 * Use a wrench to break the boards. Napalm is on the floor.
 * Drop through hole in floor. A splicer, napalm, EVE, FAK, ammo.
 * Jump up on window sill. Crouch. Jump to walkway on left.
 * Go upstairs and turn right and enter room.


 * Atlas' Headquarters:
 * Splicer is in the back. Another splicer comes.
 * A Security Camera is at the back right. EVE is in the back.
 * An armory is at the back left. No entry. Use Telekinesis.
 * Downstairs: Power to the People machine, FAK, Focused Hacker 2.
 * Safe: Medium. $72, 8 Electric Buck, 2 brass tubes, gift box.
 * Recording: "The Longest Con", corpse: "Today's Raid".
 * Drop through hole in floor. You've alredy been here, so just exit.
 * Follow the arrow out.


 * When you reach the Bathysphere area, there are two splicers.
 * Then on to Point Prometheus.

(Return to Hephaestus.)

Overview
The eleventh level of Bioshock.

When Jack arrives to the site, the scars of both Ryan's and Fontaine's operations are visible everywhere. The train metro system is destroyed, the entire residential area is in ruins, and pictures of missing people are posted all over the walls. Another location found by Jack is Atlas's headquarters, who began to plot more sophisticated and successful riots shortly after Fontaine was killed. Not only did he gain a stronger "army", but also loyalty of many who were allied to Ryan during Fontaine's operations. Diane McClintock was one who joined Atlas's causes as she became more disgusted with what Ryan had become as he attempted to bring stability to Rapture.

History


While the whole game level is titled Apollo Square, there is an explicit location named "Apollo Square", which was the central area of Rapture's transportation and connection routes. Branches connect to a large residential area of the city's working class citizens, the giant Artemis Suites (which included Dr. Suchong's Free Clinic, a photography - possibly belonging to the infamous "Paparazzi" - studio), and later former mobster's Frank Fontaine's Little Sister's Orphanage and the Home for the Poor (labeled Hestia on the in-game map).

Fontaine founded his two large institutions at Apollo Square to plot against Andrew Ryan and Rapture. The Little Sister's Orphanage was used so Fontaine (along with Tenenbaum and Dr. Suchong in some aspects) could harvest ADAM inside young girls. Though this process was to inhumanely perfect the growing Plasmid business, it secretly was used for Fontaine's personal use to dominate Rapture. The Home for the Poor, which was supposedly a shelter home for the lower class citizens, was used by Fontaine to provoke its members (or an "army", as Fontaine dubbed it) to initiate a revolution for Fontaine's self-proclaimed better causes. Once Ryan uncovered this operation, he began to send authorities after Fontaine, his men, and all suspects that were considered affiliated with his cause. Many innocent people who disappeared were incidentally killed, as well as more famous individuals (such as Anna Culpepper), and there were even public hangings and lockdowns. This furthered speculation on Ryan's controversial new actions, such as implementing a death penalty to anyone who smuggled in unwanted outside influences. Fontaine's operation was technically removed from the scene by Ryan and his authorities in 1958, when Fontaine and his rioters were claimed dead in a huge shootout.

Areas

 * Tram tunnel, connects Mercury Suites bulkhead to Apollo Square
 * Apollo Square
 * Bathysphere Station
 * Artemis Suites
 * Hestia: Fontaine's Home for the Poor/Little Sisters' Orphanage

Single use events

 * There are 2 Little Sisters
 * There is one Power to the People vending machine

New plasmids and tonics (Free)

 * Prolific Inventor
 * Focused Hacker 2
 * Medical Expert 3

Point Prometheus
The main goal of BioShock ' s final level, Point Prometheus is to assemble the parts of a Big Daddy bodysuit in order to pursue Frank Fontaine who has already injected himself with a large dose of ADAM. Upon becoming a Big Daddy, the player must now escort the Little Sisters, who allow you to gain entry to doors previously inaccessible. Also, while you are a Big Daddy, enemies will no longer attack you unless you are protecting a Little Sister. This is helpful for going back to previous levels and exploring or researching the maps without irritating confrontations.

History
Point Prometheus features a natural history museum (this has been converted to the Big Daddy Proving Grounds, labeled with an official sign on the floor as "Armored Escort Proving Grounds"), a large library (the Mendel Library, possibly a reference to Gregor Mendel), and multiple industrial suites. These are mostly geared at high-tech industry (Optimized Eugenics, for example, where much plasmid technology was likely developed).

Now it is used as a production facility for Big Daddies and Little Sisters alike; unfortunate candidates for either occupation were subjected to horrific mental and genetic reconditioning to serve as the proverbial glue of Rapture. Little Sisters were nurtured in the Little Wonders educational facility and trained to gather ADAM while Big Daddies were permanently altered into behemoths, armed to the teeth with lethal weaponry in order to protect their charges. While the labs are now in ruins, there are still enough components for just one more Big Daddy...

Failsafe Armored Escorts
Failsafe Armored Escorts is the Big Daddy manufacturing facility. One enters this facility through Decontamination Chambers. It can be determined from one of Tenenbaum's radio messages that the space was originally utilized for some other purpose, but Ryan took the facility and converted it into Failsafe Armored Escorts to produce Big Daddies.

Little Wonders Educational Facility
This is the Little Sister training and production facility. The bottom floor houses several small cells for Little Sisters. There are numerous drawings on the pink walls of the rooms, frequently depicting Big Daddies. The top of the cells is open-air, allowing observation by scientists from the top floor. There is also a room labeled "Autopsy," used for the actual surgery where girls are implanted with the slugs and physically transformed into Little Sisters.

Optimized Eugenics
Laboratory area. Subareas like Plasmid Prototyping, Eugenic Analysis, Live Subject testing etc. suggest that this is the the main laboratory for most Plasmids and other genetic modifications were developed and tested. One enters this facility through Decontamination Chambers.

New enemies found

 * Frank Fontaine, temporarily

Single-use events

 * There are 3 Little Sisters.
 * There are 2 Power to the People vending machines.

New plasmids and tonics (Free)

 * Safecracker 2
 * Alarm Expert 2
 * Damage Research 2
 * Hacker's Delight 3

Walkthrough
Conserve your Electric Gel and look for components to make more. You will not need it at this stop because the Big Daddies are easy enough to kill with other weapons/ammo, but you will need it badly at the Proving Grounds and in the battle with Fontaine. Try to be maxed out by the time you leave, and have enough components to make another 100 units (on Hard -- a little less on Medium skill). With Clever Inventor equipped, the components are 1 of each of the following:


 * Distilled Water
 * Battery
 * Alcohol

Unless you have a surplus of these components, be careful of making other items, such as heat-seeking RPGs, which use these same components.

Entry

 * Fontaine will taunt you, but you cannot shoot him because glass doors are blocking you.
 * At the last glass doors, he will send bots after you. For whatever reason, natural camouflage doesn't work so don't try just standing still.
 * Fragmentation grenades seem to be the best defense or just shoot a couple of prox. mines straight at them as you'll find 2 more just up ahead in a bookcase near where you find the big daddy suit control.

Atrium / Main Hall

 * When you enter the atrium, go straight across to Power To The People.
 * A First Aid Kit ("FAK") is by the Vita-Chamber.
 * Lots of FAKs, EVE, and ammo will be found. Not all will be detailed here.


 * Go left, up the stairs, down the walkway.
 * Continue down the walkway and out the doors.
 * An RPG Turret is around the corner to the right with debris in the way.
 * Put a Target Dummy out past the debris, but where turret can see it.
 * When the turret fires at it, move in and hack the turret.
 * A Gatherer's Garden and Health Station are nearby.
 * Cross the middle walkway.
 * A FAK is to the right and a Circus of Values ("CoV") ahead.
 * Across from the CoV, Incinerate the ice blocking a door.
 * Inside: trash can with "Changing Employees", cash, ammo
 * Go left to the ...

Little Wonders Educational Facility

 * Approach the doors from the left.
 * When they open, put a Target Dummy out front.
 * Go in and hack the camera at the far end of the hall.
 * Go left and to the desk with the Big Daddy Pheromone Sample.
 * A splicer is on the floor past the last desk.
 * When he gets up, two shots of Exploding Buck finish him.
 * Recording: "Why Just Girls?" is on the last desk.
 * Continue to the other side and pick up the second sample.
 * Hop onto a desk stuck through the railing. Look into room on left.
 * Shoot the splicer, then jump down into the room.
 * A 3rd sample and 2 EVEs are inside.
 * When you exit this room, notice a turret in a room to the right.
 * It will not shoot you when you come out -- too far away.
 * Put a Target Dummy in the turret room left of the turret.
 * Run to the room, turn right, and hack a 2nd turret to the right,
 * Then hack the first turret.
 * A Big Daddy and Little Sister are wandering around.
 * 5 proximity mines (or equivalent) are enough to kill him.
 * Walk to the back of this area to the ...


 * Autopsy Room:
 * A Security Camera is ahead.
 * In the back of the room is a Safecracker 2 tonic.
 * Most cabinets have components or cash.


 * Go back out to the Atrium / Main Hall.
 * You should find a Big Daddy roaming now, if not now, later.
 * Kill him and move on to ...

Optimized Eugenics

 * Enter the right doors and wait to be decontaminated.
 * A Security Camera is inside on the right wall.
 * Stand to the right and watch the light before moving out.
 * Enter Live Subject Testing and head to the back room.
 * Visit the U-Invent and Voicebox Modification Prototype.
 * Pick up Alarm Expert 2.
 * When you exit the back room, several splicers are playing dead.
 * If you inch out the door, you can I-Bolt two of them.
 * If you take too long inside, they may come in after you.
 * If a Big Daddy and Little Sister come around, finish your quota. Just outside this room is a perfect place to kill a Big Daddy and it may even be worth waiting for one. There's a vent to the left as you exit and sooner or later a BD will come and get a LS out of it. There are three gas tanks right there and the corridors are perfect for trap bolts.But it's best to destroy the camera as the bots set of all your traps!
 * Skip the other rooms until later and return to the Main Hall.
 * Turn right and go to ...

Mendel Memorial Research Library

 * A Spider Splicer awaits inside (or may run out to you).
 * A Security Camera is to the right.
 * Run in and jump over a fallen bookcase to get to it.
 * An RPG Turret is around the next corner to the right.
 * A splicer is inside the center where the Damage Research 2 tonic is.
 * There is loot spread all around.
 * Exit back to the Main Hall and enter ...

Allsafe Armored Escorts

 * Enter doors on right. A Spider Splicer is playing dead.
 * Go back to ...


 * Candidate Conversion:
 * Around the wall to the left is a machine gun turret.
 * Further left is an RPG turret.
 * Put a Target Dummy to the right of the stairs ahead so that both can see it.
 * All the way back is assorted loot, safe: 2 steel screws, anti-pers, 3 kerosene.
 * Recording: "Missing Boots"
 * Go out doors on right to ...


 * Suit Assembly:
 * Turn left and go right of the large door (which comes later).
 * Melt the ice on the Storage Room door. FAK, EVE, CoV, "Cheap Son Of A Bitch".
 * Go back and upstairs to first room. Recording: "Protector Smell".
 * Exit to walkway to second room: "Mistakes".
 * Exit to walkway to splicer, then third room: "Protecting Little Ones".
 * Go down stairs to pick a suit.
 * Down the stairs into the liquid: splicer hiding and napalm.
 * To the left is a locked room with tons of good loot.
 * Go back opposite the stairs you came down.
 * To the left is a bulkhead door.
 * Inside is an RPG Turret to the right, prox.mines to the left.
 * Go back out the doors you came in and take the door to the left.


 * Candidate Induction:
 * Hacker's Delight 3 tonic and Helmets.
 * When you leave the platform, several splicers attack.
 * After this, splicers normally leave you alone.
 * An exception is if something normally triggers an attack, they still attack.


 * Go back to ...

Optimized Eugenics

 * Now that splicers, turrets and cameras ignore you, loot rooms skipped before.
 * Enter the left doors and visit each room. Continue to pick up components.
 * Test Subject Storage: recording: "Marketing Gold".
 * Eugenic Analysis: last Power To The People, safe and Gene-Bank.


 * Backup Generator, in back: 3 EVEs, Safe: Very hard. $100, 6 Incendiary Bolts.
 * (If you don't have Electric Flesh 2, go to Security Monitoring to shut down elec.)


 * Plasmid Prototyping: behind a now passive turret is the tape "Extra Munitions".
 * Live Subject Testing: a return visit to the U-Invent all the way in the back.


 * For the Proving Grounds you will want the max ammo you can carry, which is --
 * Automatic armor-piercing: 180
 * Heat-seeking RPG: 6
 * Crossbow Trap Bolts: 24
 * Pistol Anti-personnel: 24
 * Electric Gel: 200
 * Shotgun Exploding Buck: 24


 * Still needed but not available from the U-Invent are
 * Auto.anti-personnel, electric buck, proximity mines, frags, incendiary bolts.
 * A lot of this can be found or bought at CoV. Get as much as you can.


 * Hopefully you have not blown all your ADAM.
 * You will need 160 ADAM to get the final Health and EVE upgrades before you meet Fontaine.

Main Hall

 * Follow the arrow downstairs.
 * If you want to take the Bathysphere back to prior locations
 * for anything you may have missed, now is your chance.
 * Summon a Little Sister and follow her to the Proving Grounds.

Overview
Originally an underwater natural museum of Rapture, with the discovery of ADAM and creation of Little Sisters and Big Daddies, the entire location was converted into the Big Daddy Proving Grounds, where the Protectors are trained in the defense of the gatherers. The building is topped with a dome and is the highest building in Rapture.

The winding hallways are spotted with fresh corpses from which Little Sisters gather ADAM while Big Daddies protect them. Jack must follow a Little Sister to proceed through specially locked doors to get to Fontaine. To Tenenbaum's chagrin, the little sisters remember their training well, and stop to harvest ADAM several times before leading Jack on. This stopping to gather forms the main focus of the mission in this area: escorting them safely through the Proving Grounds' linear route. The Little Sisters are no longer implanted with a slug, and are therefore still physically vulnerable to attack. As you and the Sister progress through the Proving Grounds, she stops to gather ADAM from multiple corpses placed there for that purpose. The player must defend her from Splicers, turrets, and finally a rogue Bouncer. When the player first enters the lower portion of the Central Atrium, the Bouncer can be seen up on a balcony opposite, staring momentarily (and menacingly) at the player, then doing an about-face and charging through a door. Towards the very end of the Proving Grounds route, this Big Daddy breaks through a wall and angrily charges the player.

The Museum is one of the most powerful visuals demonstrating Rapture's fall. A grand establishment where citizenry could come to be educated and view splendors has now been reduced to a corpse-ridden training gauntlet for the gruesome pairs that roam Rapture. As such, it is even more damaged and in greater disarray than the other parts of the city. It is especially noticeable when the player first enters the Atrium area: gunfire, explosions, and the rumbling roars of Big Daddies can be heard in the distance. If the player looks over the balcony railing, he can witness a Big Daddy fighting with a splicer, and in the process wrecking a large skeleton, part of yet another doomed museum display.

Audio Diaries
There are no Audio Diaries in Proving Grounds

Basics

 * Your job is to protect the Little Sister while she gathers ADAM.
 * Individual splicers will attack as you walk.
 * She will stop to harvest 3 times.
 * Each time, a large wave of splicers will attack.
 * The new gold Health Bar is hers.
 * If LS dies, you get a new LS, but try to keep one alive the whole way.
 * Turrets are friendly to you, but not to her, so hack them in advance.

Here We Go

 * Start with a machine gun with anti-personnel ammo.
 * Go through two doors and around a corner.
 * Step ahead of LS to kill a splicer around the next corner.
 * Within seconds, a spider splicer will come, so watch the ceiling.

First Stop

 * You will soon reach a sign "Test Subject" at a u-turn in the hall.
 * Little Sister will stop to feed in front of the sign.
 * Before she gets there, run ahead to set Cyclone traps blocking the far side.
 * Go back to face the hall you just came down with napalm ready.
 * You will see splicers coming from a distance. Just keep napalming them.
 * When done, switch to frags (Grenade Launcher).

Once More Into The Abyss

 * As you continue down the hall, a splicer-bot pair appears. Frag him.
 * Switch back to napalm.
 * Continue to the next corner.
 * Run ahead to hack a Security Camera on the left.
 * Hack a flame-throwing turret down the hall.

Second Stop

 * LS will stop opposite the camera.
 * Facing the camera, set up Cyclone traps to the left.
 * Stand a few steps to the right with the turret behind you.
 * Exploding buck makes a nice backup here.
 * As splicers come, try to keep the traps set.
 * Watch for when LS is done and starts moving.

On The Road Again

 * Run ahead of her and hack a machine gun turret.
 * Through the next door, you may have to struggle to get past her.
 * Go around a couple of corners to hack an RPG turret on the left.
 * LS has to open another door for you. Get your frag launcher ready.
 * A sunken part of the hall is filled with water with splicers in it. Frag 'em.
 * LS will take off running while you are stuck sloshing through the water.
 * Another splicer-bot pair are ahead. Two frags takes him out, then keep running.

Third Stop

 * A machine gun turret is ahead on the left, just opposite her next stop.
 * Run past her to hack it, then jump on the platform to its right.
 * Run back and hack the Security Camera.
 * Switch to napalm or auto anti-personnel rounds as you run back.
 * A splicer or two may already be on LS, but hacking the camera pays in the long run.
 * Kill any splicers and set several Cyclone Traps around LS.
 * If you are lucky, most of the splicers will come from behind the turret.
 * On Hard and/or if you are unlucky, they may come from different directions.
 * Just keep resetting the traps and using your weapons.
 * Help out the turret because if they destroy it, your job gets a lot harder.
 * (This is more of a problem on Hard than on Medium skill.)

Last Move

 * When LS moves again, jump ahead and kill an evasive splicer.
 * As soon as she is dead, switch from napalm to Electric Gel.
 * A rogue Big Daddy will break through the wall. Gel him.

This completes the Proving Ground. If you were able to follow this guide, you should not have lost a Little Sister.

You would like at least 75 units of Electric Gel for Fontaine. If Gelling the Big Daddy leaves you short, you are better off using something else to kill him. A U-Invent machine in this area may let you make some more Electric Gel.

Little Sister will leave you after giving you a hypo to use on Fontaine.

The room you are left in has a lot of EVE, First Aid Kits, and all kinds of ammo. Max out as much as you can.

A Gatherer's Garden has one last Health Upgrade and EVE Upgrade.

Finally, outfit yourself at the Gene-Bank for the "big battle". (This is really the easiest final big boss battle in history.)

All you need is less than 100 units of Electric Gel, plus Security Bullseye and the following Combat Tonics:


 * Human Inferno 2 (Resists damage from fire attacks.)
 * Frozen Field 2 (Resists damage from cold attacks.)
 * Electric Flesh 1 & 2 (Makes Electric Gel more effective.)
 * Static Discharge 2
 * Armored Shell

You can also make things easier using Physical Tonics like Medical Expert 1,2 + 3 and EVE Link 1+2 so you get full benefit from your FAKs. SportBoost is also good to make you move faster. If you don't have 100 units of Electric Gel, 200 units of napalm will finish the first round and 40 or less of Gel, each of the next two. Almost as easy is using rapid-fire Exploding Buck. Fontaine tends to move around if you hit him early with frags, but they are still an option.

The keys seem to be to stay in one place and use the Security Bullseye at the start of the 2nd and 3rd rounds.

Make Security Bullseye your default plasmid and bring up the napalm.

Battle With Fontaine
Take the elevator up.

Fontaine will be on a platform up steps ahead of you.

The Quick-And-Easy Strategy
Here is the simplest strategy which uses maybe 3 First Aid Kits:

Round 1:
 * Run up the steps.
 * Press A to stick him with the hypo to drain his ADAM.
 * He will knock you back across the room.
 * (This is how each round starts.)


 * Fontaine will hit you with fire (which you cannot catch).
 * He will charge and knock you around a little.
 * He stops, moves over to the left, and just stands there.
 * Empty 100 napalm on him.
 * He waits there patiently while you reload.
 * Empty 100 more. If a dab is left, switch to Electric Gel.
 * Finish him off. (Use very little Gel.)

Round 2:
 * If you have not already changed to Electric Gel, do so ASAP.
 * Start forward while the change is made and also hit B to up your Health.
 * Be sure the Electric Gel change is completed, then ...
 * Change to Security Bullseye.
 * You do not have a lot of time to get to him, so hustle over.
 * Run up the stairs, hypo, get knocked back.


 * This round, he calls bots.
 * Get up and hit him with Security Bullseye to get the bots off you.
 * When he charges and knocks you around, keep hitting him with it.
 * Bring up the Electric Gel.
 * Again, he will stay pretty much in one place while you Gel him.
 * Keep an eye on his Health because it goes quickly; don't waste Gel.

Round 3:
 * Change to Security Bullseye. Hit B to up your Health.
 * Repeat round 2 except that the bots from round 2 are already on him.
 * He probably won't charge you because of the bots, so start Gelling/RPG-ing him.

Round 4:
 * Run up and stick the hypo in him.
 * Little Sisters finish him off.

The end.

How easy was this? You never even had to move except to run up the stairs.

Trying For Perfection
Perfection would be not taking a single hit to your Health. This is possible by making Target Dummy your active plasmid. This requires perfect aim, timing and about 150 units of Electric Gel. No other ammo will hold him in place while you run down his Health.

Your timing on placing the Dummy must be perfect. Pull the trigger too soon and the Dummy will not appear, too late and Fontaine will launch his attack and you are worse off than the Quick-And-Easy plan.

Put the Dummy just in front of him so that you can keep aiming forward. If you put it to either side, he will move around and be hard to hit. If it is not too close to you, his attacks on the Dummy won't reach you.

Round 1:
 * Run up, hypo, get knocked back.
 * The instant you get control after Fontaine comes down, place a Target Dummy in front of him.
 * While he is attacking the Dummy, hit him with the Gel.

Rounds 2 & 3:
 * Hit reload and start for the stairs.
 * When the reload is done (as you are moving), switch to the plasmid.
 * Repeat round 1. Bots and splicers should also go after the Dummy.
 * When he is down, you may want to place another Dummy for the bots/splicers.

An alternative for round 1:

If you do not have enough Electric Gel for this strategy, you can accomplish the same thing by using proximity mines for the first round. Go up to where the shadow ends and there is a small ramp-up and place 6 proximity mines in a bunch there. Switch to heat-seekers and do the hypo.

After he knocks you back, get up and fire the heat-seeker at him. That should do it for round 1. In fact, just the mines may be enough, but why risk it? For rounds 2 and 3, switch back to Gel.

End Game
The Endgame, as the name would suggest, is the last level in BioShock. Jack has chased down Frank Fontaine, and should now prepare to fight the behemoth. One tip to remember, though; save the game before you enter the elevator to confront Fontaine.

This is the point in the game where you fight Fontaine. The game autosaves before you step out of the elevator. After you beat Fontaine, the ending differs depending on whether you rescued or harvested the Little Sisters.

Trap Bolts are very effective against Fontaine, as is Electric Gel. Using the grenade launcher will help a lot as well. To the left of your entrance there is a healing station. There is also a bot shutdown panel next to Fontaine's chair. To kill him, you must inflict damage upon him until he runs to recharge his ADAM and then while he is open for attack, you must run up to him and suck out his ADAM with the Little Sister syringe, and you must do this four times before you can defeat him.

After he is dead, Jack returns to the surface after an undetermined amount of time. After this, there are three possible endings based upon your actions prior to it:

If you harvested, i.e. killed more than one, but not all, of the Little Sisters somewhere in your journey, Jack will turn upon the Little Sisters who killed Fontaine, and we are to believe he harvested them for their ADAM. After this, the cinematic shows a submarine coming upon the wreckage of the crashed plane that you were in, but it is soon surrounded by Splicers who kill everyone in it and take control of the submarine, which holds nuclear weapons. All of this is narrated by Tenenbaum's voice as she condemns Jack for his actions.

If you harvested (killed) every single Little Sister you came upon, then you see the same cinematic as above, but with an angrier narration by Tenenbaum.

If you rescued every Little Sister or if you only harvested one Little Sister throughout the game, then you see an alternative ending. The cinematic shows a bathysphere surfacing by the very lighthouse you entered Rapture in; this time, it is in complete daylight. The door opens, and you see that it is filled with rescued Little Sisters. Jack helps them out, and the cinematic proceeds to show them living happy, fulfilling events in their futures, such as graduation, marriage, and parenthood. The cinematic ends showing Jack on his deathbed surrounded by some of the grownup rescued Little Sisters. This is a heartwarming cinematic, and is narrated as such by Tenenbaum's voice.

Nitpicking
Regarding the ending you get if you harvest any Little Sisters: it is very odd that Jack would decide to harvest the Little Sisters at the end, even if he had been doing it the entire game; from their normally-colored eyes and their healthy skin tone, it is very easy to tell that the Little Sisters who kill Fontaine were the sort who no longer have the ADAM-producing sea slugs in them. This would mean that they would have very little ADAM left inside them, if any. Perhaps Jack, like the Splicers, had used so much ADAM that he was now not only addicted to the substance, but mentally unstable as well, and he was willing to kill the Little Sisters on even the smallest chance they might contain some ADAM.

It is therefore unlikely that that ending is inferring that the ex-Little Sisters were somehow harvested, merely that Jack is grabbing the girl's wrist more forcefully because he care more for the genetic key than for the little ones. This is shown in its opposite in the positive ending, when Jack reaches for the ex-Little Sister's wrist in a caring, protective manner, showing that he cares more for them all than for the key.