Point Prometheus

BioShock
The main goal the 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, which 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, named the Mendel Memorial Research Library, which features many books related to genetics; and multiple industrial suites. These are mostly geared at high-tech industry, such as Optimized Eugenics, where much of Rapture's plasmid technology was likely developed. Before they were converted to Big Daddy and Little Sister creation facilities under Andrew Ryan, these industrial areas were part of Fontaine Futuristics Genetic Research Department. This is apparent by the old swinging doors, signs, and Little Sisters Orphanage posters stashed in a closet with its door frozen shut.

Under Dr. Suchong, at the behest of Andrew Ryan, the facilities were converted to create Big Daddies and Little Sisters. 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 and trained to gather ADAM in the Little Wonders Educational Facility while Big Daddies were permanently altered into behemoths and armed to the teeth with lethal weaponry in order to protect their charges. While the labs are now in ruins, there are still plenty of components for one more Big Daddy.

Failsafe Armored Escorts
Failsafe Armored Escorts is the Big Daddy manufacturing facility. One enters this facility through two adjacent Decontamination Chambers. Inside are many areas vital in the Big Daddy creation precess, including Candidate Induction, Suit Assembly, and Candidate Conversion.

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.

Mendel Family Library
Presumably this Library was used by the scientists who needed information on genetics during their research and development of Plasmids. Books found in this library include "Dawkins Law," "Evolutionary Biology," "Applied Genetics," and "Mendelian Practice." A shipment of Big Daddy boots was accidentally directed here, and can be found near the librarian's table.

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

Map
Point Prometheus/Map|Normal Map||true Point Prometheus/ADMap|Audio Diaries Point Prometheus/PaTMap|Plasmids and Tonics

Single Use Events

 * There are 2 Power to the People vending machines

New Plasmids and Tonics (Found)

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

New Enemies

 * Frank Fontaine (seen only)

Audio Diaries

 * Brigid Tenenbaum
 * Why Just Girls?
 * Andrew Ryan
 * Marketing Gold
 * Mistakes
 * Dr. Suchong
 * Extra Munitions
 * Protecting Little Ones
 * Protector Smell
 * Missing Boots
 * Changing Employers
 * Cheap Son of a Bitch

Walkthrough
{{Sp|width=100%|Extended Walkthrough| Conserve Electric Gel and look for components to make more. The player will not need it at this stop because the Big Daddies are easy enough to kill with other weapons/ammo, but they will need it badly at the Proving Grounds and in the battle with Fontaine. Try to be maxed out by the time one leaves, 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 the player have a surplus of these components, be careful of making other items, such as Heat-Seeking RPGs, which use the same components.

Entry

 * Fontaine will taunt Jack, but the player cannot shoot him because of the glass doors blocking fire.
 * At the last glass doors, he will send bots after the player.
 * For whatever reason, Natural Camouflage doesn't work so don't try just standing still.

Atrium / Main Hall

 * When entering the atrium, go straight across to a Power to the People station.
 * 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 it.
 * 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 a recording: Changing Employers, 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 Security 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 off.
 * 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 the room on the left.
 * Shoot the Splicer, then jump down into the room.
 * A third sample and 2 EVE Hypos are inside.
 * When exiting this room, notice a Turret in a room to the right.
 * It will not shoot Jack when the player comes out -- too far away.
 * Put a Target Dummy in the Turret room left of it.
 * Run to the room, turn right, and hack a second 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 Safecracker 2.
 * Most cabinets have components or cash.


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

Optimized Eugenics

 * Enter the doors on the right 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 exiting the back room, several Splicers are playing dead.
 * If one inches out the door, one can I-Bolt two of them.
 * If the player takes too long inside, they may come in after Jack.
 * If a Big Daddy and Little Sister come around, finish the quota.
 * 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 Jack).
 * 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 Damage Research 2 can be found.
 * There is loot spread all around.
 * Exit back to the Main Hall and enter ...

Failsafe 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, Antipersonnel ammo, 3 Kerosene.
 * Recording: Missing Boots.
 * Go out through the doors on the 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, recording: Cheap Son Of A Bitch.
 * Go back and upstairs to the first room. Recording: Protector Smell.
 * Exit to the walkway to the second room. Recording: Mistakes.
 * Exit to the walkway and kill a Splicer, then enter a third room. Recording: Protecting Little Ones.
 * Go down stairs to pick a suit.
 * Down the stairs into the water: Splicer hiding and Napalm.
 * To the left is a locked room with tons of good loot.
 * Go back opposite the stairs one came down.
 * To the left is a bulkhead door.
 * Inside is an RPG Turret to the right, Proximity Mines to the left.
 * Go back out the doors one came in and take the door to the left.


 * Candidate Induction:
 * Hacker's Delight 3 and helmets.
 * When leaving the platform, several Splicers attack.
 * After this, Splicers normally leave Jack alone.
 * An exception is if something normally triggers an attack, they still attack.


 * Go back to ...

Optimized Eugenics

 * Now that Splicers, Turrets and Security Cameras ignore Jack, 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 station, safe and Gene-Bank.


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


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


 * For the Proving Grounds one will want the max ammo one can carry, which is --
 * Armor-Piercing Auto Rounds: 180
 * Heat-Seeking RPGs: 6
 * Trap Bolts: 24
 * Antipersonnel Pistol Rounds: 24
 * Electric Gel: 200
 * Exploding Buck: 24


 * Still needed but not available from the U-Invent are
 * Antipersonnel Auto Rounds, Electric Buck, Proxy Mines, Frag Grenades, Incendiary Bolts.
 * A lot of this can be found or bought at CoV. Get as much as possible.


 * Hopefully the player has not blown all of their ADAM.
 * One will need 160 ADAM to get the final Health and EVE Upgrades before meeting Fontaine.
 * However, of one has any more ADAM to spare, the prices for plasmids and Gene tonic are cheaper in Point Prometheus than anywhere else, so spend away.

Main Hall
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 * Follow the arrow downstairs.
 * If the player wants to take the Bathysphere back to prior locations for anything they may have missed, now is their chance.
 * Summon a Little Sister and follow her to the Proving Grounds.

BioShock 2
Point Prometheus has been retooled for a multiplayer environment and is one of the maps that appears in BioShock 2.

Trivia

 * The name "Point Prometheus" was inspired by the Greek god, Prometheus, who gave fire to mortals and was punished eternally for it. He was also a Titan, as Point Prometheus is the highest building in Rapture.
 * The "Mendel Library" is a reference to Gregor Mendel, an Austrian monk and scientist whose pioneering research on genetic inheritance and its laws was critical to the foundation of modern genetics.