Press _ to fire your current weapon. You can use weapons and Plasmids simultaneously.
This will also automatically reload your weapon if it is empty and you have more ammo of the current type.
”
Using Plasmids[]
“
Press _ to use your current Plasmid. You can use Plasmids and weapons simultaneously.
Upgraded Plasmids are available later in the game. Many of these feature a Charged Fire. Press and hold _ to charge up a Plasmid.
”
Quick Melee[]
“
Press _ for a quick melee attack.
All ranged weapons support a quick gun butt attack. Gun butt attacks do minimal damage, but are useful when low on ammo or cornered.
Press _ with the Drill to swing it, rather than spin it. This does substantially more damage than a gun butt and should be used as a fallback melee attack.
”
Switching Weapons[]
“
Tap _ to switch your current weapon.
”
Switching Plasmids[]
“
Tap _ to switch your current Plasmid.
”
Health and Damage[]
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There are many ways to come to harm in the city of Rapture. Splicer attacks, long falls and elemental hazards such as fires will all lead to depleted health.
Your health reserves are represented by the red bar in the upper left hand corner of the screen. As you take damage, the red area will gradually shrink. If it is fully depleted, you will die.
You can prevent this by using First Aid Kits, which can be found scattered around the city or purchased from a Vending Machine. The number next to your Health Bar represents the number of First Aid Kits you are currently carrying. You can carry a maximum of 5 by default. Press _ to use a First Aid Kit at any time.
You can also restore health at a Health Station, though this costs Money.
A First Aid Kit instantly restores health when used, filling your red Health Bar.
The number of First Aid Kits you have remaining is displayed along with the red bar at the top of the screen. You can carry 5 by default. Press _ to use a First Aid Kit at any time.
If you are killed by the hostile denizens of Rapture, you will be revived live and whole at the last Vita-Chamber you passed. Some of your health will be restored, and you will always have at least a small amount of EVE.
Vita-Chambers work automatically -- there is no need to use or activate them.
If you are revived while you have a Little Sister with you, she will be found waiting for you outside the Vita-Chamber. Remember to pick her up before moving on!
”
Damage Types[]
“
Different types of ammunition are effective against different opponents. Using the correct ammo for an enemy will kill them faster, and will leave you with more ammunition at the end of the fight.
For example, Armor-Piercing bullets do more damage to metal opponents like Security Cameras and Turrets.
"I chose the impossible. I chose... Rapture. A city where the artist would not fear the censor. Where the scientist would not be bound by petty morality. Where the great would not be constrained by the small. And with the sweat of your brow, Rapture can become your city as well." -- Andrew Ryan
Christened on November 5th, 1946, Rapture is a spectacular undersea metropolis in the middle of the Atlantic Ocean. The city is the brainchild of Andrew Ryan, a wealthy industrialist who sought refuge from all forms of government regulation and censorship. The city of Rapture was built to attract the best and brightest minds of the surface world, giving them a fertile ground to advance their pursuits without constraints, and for the free market to flourish unhindered.
Rapture is comprised of many buildings rooted to the ocean floor, spreading out for miles to rival the size of any city on the surface. After the trains of the Atlantic Express fell out of favor, Rapture citizens began traveling via bathyspheres, a system of miniature submarines. Fresh oxygen is provided by the tree farms of the Arcadia district, and Hephaestus Core provides power from massive geothermal vents on the sea floor.
”
The Fall of Rapture[]
“
The city of Rapture prospered for some years after its founding, until the substance ADAM began to change its citizens, gene by gene. ADAM became the society's most valuable commodity -- after someone spliced it up, they had to get more and more just to keep themselves from falling apart.
Around this time, a con man named Frank Fontaine began offering social services to the poor and downtrodden in Rapture, working against Ryan's principles of self-sufficiency. Additionally, Fontaine invested in illicit activities, like smuggling goods from the surface. After numerous clashes with Ryan Security, Fontaine was reported killed.
Around this time, a mysterious figure named Atlas appeared and rallied the masses to rise up and overthrow Ryan in an attempt to take the city of Rapture for themselves. Between the struggles over the ADAM supply and the revolutionary violence aimed at Ryan and his followers, Rapture was torn apart from the inside.
These tensions erupted into civil war on New Year's Eve, 1959, when Atlas's followers staged an attack at the Kashmir Restaurant. Soon fighting spread to the streets and swept across Rapture. When the dust finally settled over a year later, Fontaine, Ryan, and Atlas were all dead. The battle-scarred halls of Rapture were populated only by wandering Splicers, desperately scrounging in the rubble for that rare ADAM fix.
The Circus of Values Vending Machine offers a variety of items for sale, often including ammunition, first aid kits and EVE hypos. Each machine will offer a different selection of items.
Most Vending Machines have items at the bottom that will only become available if you successfully hack the machine. A succesful hack will also reduce the prices of all available goods. Hacking is often the only way to get rarer types of ammo and supplies from a Circus of Values machine.
Getting a BLUE BONUS section while hacking a Circus of Values will cause a free item to drop from from the slot below. Be sure to pick it up before you move on.
An Ammo Bandito Vending Machine offers a variety of ammunition for sale.
Most Ammo Vending Machines have a limited selection of rare ammo types. A successful hack will reduce the prices of all available ammunition, and may lead to a few new items being revealed.
Getting a BLUE BONUS section while hacking an Ammo Bandito will cause a free item to drop from the slot below. Be sure to pick it up before you move on.
Health Stations cost a fair amount of money but completely refill your health bar when used.
Your enemies can also employ these Health Stations. If you see a Splicer fleeing when badly wounded, he or she is probably running to heal at a nearby Health Station.
Successfully hacking a Health Station lowers the price of healing, and will cause that particular station to kill any Splicers who try to use it.
Destroying a Health Station will cause a First Aid Kit to spill out, but the station itself will become unusable.
Getting a BLUE BONUS section while hacking will cause a free First Aid Kit to drop from the machine. Be sure to pick it up before you move on.
There are still many useful items hidden around Rapture in searchable Containers like desks, cabinets and shipping crates. Press _ to open a Container. Once open, press _ again to take its contents.
You can find ammo, First Aid Kits, EVE Hypos and other supplies by searching Containers.
If you have already searched and emptied a Container, the name of the Container will be gray and there will be no prompt to open it.
Corpses, whether created by your own hand or some other accident of Rapture, often have useful items on them, such as ammo, First Aid Kits, EVE Hypos and other supplies.
Press _ to search a corpse. Then press _ again to take the contents.
Most enemies carry at least a little ammo and cash, so be sure to search your fallen foes before moving on.
If you have already searched and emptied a corpse, the name of the corpse will be gray and there will be no prompt to search it.
Diaries are messages recorded by the people of Rapture, either as notes for themselves or as messages for other residents.
Press and hold _ to play the last diary you picked up. You can access a full list of diary messages from the _ menu, from which you can play back diaries that you've previously acquired.
These pink teddy bears contain gifts for saving Little Sisters, placed on the girls' behalf. They can always be found beside the nearest Gatherer's Garden machine.
They may have Tonics, ADAM or other useful supplies inside, so be sure to pick them up if someone tells you the Little Sisters have dropped one off.
Safes are securely-locked containers. The only way to open them is to hack them (or buy out the hack), but they always contain valuable items.
Safes typically present the most difficult hacks in the world of Rapture.
Getting a BLUE BONUS section while hacking a Safe will cause gain you a bit of extra Cash when you complete the hack.
”
Door Control Panels[]
“
Some doors can only be opened by hacking a nearby Door Control Panel. Keep an eye out for these throughout Rapture -- they usually hide valuables behind them.
Some doors are locked magnetically. Nearby resistor relays regulate the flow of power to the electromagnets. Dislodging the resistors using Gravity Well will disable the mag-lock, opening the door.
Vacuum Bots were created by the engineers at McClendon Robotics to keep Rapture clean. After the city fell into disrepair, the bots continued to run amok, sucking up items left and right before shorting out. Destroy Vacuum Bots to find valuable loot.
Dispensers were installed in certain areas of Rapture to aid in common tasks. They will produce one kind of tool -- use them to resupply if necessary.
”
Machines[]
“
Machines in BioShock do various things.
”
The Power of ADAM[]
What is ADAM?[]
“
The miracle-working genetic elixir of Rapture, ADAM has the ability to rewrite a person's genetic code from the ground up. When imprinted with a Plasmid, ADAM can do anything from changing a person's physical appearance, to conferring incredible powers like shooting fire from the fingertips or turning the body invisible to the naked eye.
A number of years after the founding of Rapture, the potential of ADAM was discovered by Doctor Tenenbaum. The substance is secreted by a previously unknown type of deep-sea slug, then processed into usable form and injected into the human body. Everyone in Rapture began using ADAM to improve themselves, making it the most valuable commodity in the city.
When someone who has spliced up ADAM can't maintain a constant supply, their bodies and minds begin falling apart. They crave ADAM more and more, eventually turning into so-called "Splicers," who care only for their next fix.
”
Getting ADAM[]
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The fall of Rapture was caused by the populace's lust for ADAM. The citizens fought each other for it, eventually degenerating into junkie-like "Splicers," who would do anything for it.
Due to ADAM's immense value, it is extremely hard to come by in Rapture. Most of the available ADAM comes directly from the veins of fallen Splicers. Little Sisters can extract it directly from dead Splicers, reprocessing it into usable ADAM that can be turned into Plasmids, Tonics and other genetic wonders at a Gatherer's Garden machine.
Dealing with Little Sisters is the ONLY way to get ADAM now. But, every Little Sister has a formidable protector between you and that ADAM in the form of a Big Daddy. You must defeat him first to get access to the Little Sister.
What you do then is your choice. You can Harvest her on the spot for a large ADAM reward, though she will not survive the process. You can Adopt her and use her to Gather smaller amounts of ADAM. Or, you can take her to a Vent and Save her. This cures her of the dream-like servitude of being a Little Sister, turning her into a normal little girl and netting you a smaller amount of ADAM as a reward.
Plasmids alter your genes to give you new abilities. These abilities include setting Splicers and objects on fire, causing security systems to attack your enemies, shocking your foes with electricity, creating deadly traps ... and more.
To use your Plasmid powers, press _ to use your current Plasmid.
You can cycle your current Plasmid by tapping _.
All Plasmids require EVE to use. As you use Plasmids, your blue EVE bar in the top left corner of the screen will grow shorter.
There are many different Plasmids available, each with different abilities and effects. Upgrades add more power, cheaper EVE costs and new abilities! You can purchase Plasmid Upgrades with ADAM at a Gatherer's Garden.
Gene Tonics alter your genes to improve all sorts of abilities -- stronger attacks, improved damage resistance, reduced EVE usage, even cheaper prices at the Circus of Values! Tonics allow you to customize your traits and tailor your play experience to your own style.
Gene Tonics are PASSIVE, meaning they have their effect automatically when installed. You do not need to manually activate them.
You can increase the number of Gene Tonics available to you at once, by buying Gene Tonic Slots at a Gatherer's Garden using ADAM from LITTLE SISTERS. More Tonics means more power!
If you install multiple versions of a Gene Tonic, their effects will be cumulative.
EVE is the genetic substance that powers Plasmids. All Plasmids require EVE to use and cannot be used if you run out.
Your current supply of EVE is represented by the blue EVE Bar in the top left corner of the screen. It will gradually deplete as you use Plasmids. If you run out completely, your Plasmid hand will not appear on screen.
EVE can be restored by applying blue EVE Hypos, which can be found or purchased all over Rapture. The number of EVE hypos you have remaining is displayed along with the EVE Bar at the top of the screen. You can carry 5 by default.
EVE Hypos are used automatically when your EVE Bar is depleted.
”
Restoring EVE[]
“
An EVE Hypo fully fills your EVE bar (no matter what its current level), so that you can use your Plasmids.
Your current supply of EVE is represented by the blue EVE Bar in the top left corner of the screen. It will gradually deplete as you use Plasmids. If you run out completely, your Plasmid hand will not appear on screen.
ADAM can also be used to improve your most basic traits permanently.
You can purchase various Upgrades with a variety of permanent effects -- more health to survive combat, more EVE for longer Plasmid use, even new Plasmid and Tonic Slots to allow you to equip more of each at any time. There may be more than one of each of these available for purchase at any given time.
All of these cost ADAM, however, and you will need to face off against Big Daddies to gain access to the Little Sisters that possess it.
You can only equip a set number of Plasmids and Tonics at any given time. Vistiting a Gene Bank allows you customize your currently equipped Plasmids and Tonics, swapping out your current set for others. Any PLASMID or GENE TONIC you've collected thus far will always be available at the Gene Bank. You can also use the Gene Bank simply to review your collection of Plasmids and Tonics.
Plasmids and Tonics are equipped in different Slots. To review your Plasmids and Tonics or to swap one in or out, first select the set you're interested in.
Next, select the Plasmid or Tonic that you'd like to swap out. Finally, review your list of collected Plasmids or Tonics for that track, and select the one you'd like to equip. You can always reinstall the one you just removed, if you still like that one best.
You can equip more Plasmids and Tonics at once by purchasing Slot Upgrades at a Gatherer's Garden.
While a few Plasmids and Tonics can be found scattered around the halls of Rapture, you will need to spend your hard-earned ADAM to get most of them. Visit a Gatherer's Garden to spend ADAM on new Plasmids, Gene Tonics and Upgrades.
Each Gatherer's Garden offers upgrades to your maximum Health and EVE, as well as additional Plasmid Slots and Tonic Slots in which you can install Plasmids and Gene Tonics. Supplies of these are limited, but there may be more than one available at a single Gatherer's Garden.
As you move through Rapture, new Plasmids, Tonics and Upgrades will constantly appear in the Gatherer's Garden. If you encounter a new one, be sure to check it to see what's available. There may be a few surprise.
Plasmid Upgrades are ONLY available at a Gatherer's Garden, so you'll need to get ADAM if you want the most powerful Plasmids in Rapture.
The Telekinesis Plasmid allows you to reach out with your mind and move objects!
Press and hold _ to pull objects toward you. Keep _ held to hold on to the object. Release _ to throw the object with great force!
Holding _ then pressing _ will hold the object in front of your reticle, allowing you to use it as a shield. You can also drop a held object by pressing _ at any time.
Telekinesis can be used as a weapon when you are low on ammo. Heavier objects, such as a cash register, can be extremely devastating. Held objects can be picked up or searched, so it is also useful for grabbing hard to reach items.
”
Telekinesis 2[]
“
The Telekinesis 2 Plasmid allows you to throw objects with even greater force for increased damage!
Press and hold _ to pull objects toward you. Keep _ held to hold on to the object. Release _ to throw the object with great force!
Releasing _ halfway will move the object in front of your reticle, allowing you to use it as a shield. You can also drop a held object by pressing _ at any time.
Telekinesis can be used as a weapon when you are low on ammo. Heavier objects, such as a cash register, can be extremely devastating. Held objects can be picked up or searched, so it is also useful for grabbing hard to reach items.
”
Telekinesis 3[]
“
The Telekinesis 3 Plasmid adds the ability to pick up smaller enemies, such as Leadhead and Houdini Splicers! Enemies are at your mercy while held, so use your power responsibly.
Press and hold _ to pull objects or enemies toward you. Hold _ down to hold on to the object. Release _ to throw the object with great force! Thrown enemies take substantial damage on impact.
Releasing _ halfway will move the object in front of your reticle, allowing you to attack Splicers with your weapons while held. You can also drop a held object by pressing _ at any time.
Telekinesis can be used as a weapon when you are low on ammo. Heavier objects, such as cash registers, can be extremely devastating. Held objects can be picked up or searched, so it is also useful for grabbing hard-to-reach items. With the added power to pick up smaller enemies, Telekinesis 3 is one of the most powerful Plasmids in Rapture.
The Electro Bolt Plasmid allows you to shoot a high-voltage arc of electricity from your fingertips.
Press _ to fire Electro Bolt.
Electro Bolt shocks and stuns enemies for a short time. Though this does not do damage by itself, foes are vulnerable while shocked and take increased damage from melee attacks. Hit a shocked enemy with a swift swing of your Drill for maximum effectiveness.
Electro Bolt can also be used on the many pools of standing water that can be found in Rapture. Shocking a pool of water creates a deadly trap -- anyone caught in it will take a large amount of damage, if they aren't killed outright.
Electro Bolt is also highly effective on machines and security elements such as Bots, Turrets and Cameras. A shock of electricty will shut them down for a short while, leaving them open to attacks or hacking.
”
Electro Bolt 2[]
“
The Electro Bolt 2 Plasmid adds the ability to charge up a more powerful burst of Chain Lightning that can shock multiple foes.
Press _ to fire a normal Electro Bolt. Press and hold _ to charge up Chain Lightning and release _ once it is fully charged to fire it off.
Chain Lightning has all the same effects as Electro Bolt -- it will stun man and machine and do devastating damage in water. However, it will also arc between multiple targets automatically, stunning them all. This makes it an ideal tool for defending yourself against multiple foes at once.
”
Ectro Bolt 3[]
“
The Electro Bolt 3 Plasmid upgrades the basic usage of Chain Lightning and allows you to charge up a powerful Electrical Storm.
Press _ to fire off Chain Lightning. As with Electro Bolt 2, Chain Lightning will arc between targets automatically, stunning them all -- now without the need to charge up!
Press and hold _ to charge up a continuous Electrical Storm. While _ is held, you will fire huge arcs of electricity from your hand, shocking and damaging any who stand in your way. Be careful, though, this consumes EVE at an alarming rate.
The Scout Plasmid allows you to leave your body behind and explore the world of Rapture in safety!
Press _ with Scout equipped to enter Scout Mode. Use Scout to look ahead for danger and get the drop on Splicers and Security.
You can even use Plasmids while you are Scouting. You can only use two Plasmid attacks to start, but upgrades to Scout allow you to use more!
Using two Plasmids will force you back to your body a short while later. You can also jump back any time by pressing _.
Your body will be more difficult for Splicers to detect while you are using Scout, but you should hide yourself as best you can before you go Scouting.
”
Scout 2[]
“
The Scout 2 Plasmid allows you to use additional Plasmid attacks while in Scout Mode, and grants the ability to proximity hack machines!
Press _ with Scout equipped to enter Scout Mode. Use Scout to look ahead for danger and get the drop on Splicers and Security.
You can even use Plasmids while you are Scouting. Scout 2 allows you to use three Plasmid attacks before behing forced back to your body. As before, you can also jump back any time by pressing _.
Your body will be more difficult for Splicers to detect while you are using Scout, but you should hide yourself as best you can before you go Scouting.
Scout 2 also adds the ability to hack in complete safety! Simply approach any hostile machine while in Scout Mode and press _ to begin hacking it. This costs a small amount of EVE and failing the hack will force you back to your body automatically.
The Winter Blast Plasmid allows you to shoot a supercooled burst from your fingertips, freezing Splicers solid.
Press _ to fire Winter Blast.
Frozen enemies are effectively immobilized for the time they are frozen. They can also be shattered if you can do enough damage before they thaw. The normal enemy health bar will have a frozen overlay, showing how much damage you must do to shatter them.
Winter Blast can also be used on enemy machines, such as Bots, Cameras and Turrets, to slow down the speed of the Hack Game.
”
Winter Blast 2[]
“
The Winter Blast 2 Plasmid adds the ability to charge up a more powerful blast, which will encase enemies in a solid Ice Block.
Press _ to fire a normal Winter Blast. Press and hold _ to charge up an Ice Block and release _ once it is fully charged to fire it off.
Enemies frozen in an Ice Block are frozen for longer periods of time and leave behind Loot when shattered, in the form of a Lockbox. An Ice Block will also send out freezing shards when shattered, which will freeze any enemy that they hit.
Ice Blocks can also be affected by strong physical forces, such as Telekinesis 2 or Rocket Spears.
”
Winter Blast 3[]
“
The Winter Blast 3 Plasmid upgrades the basic usage to Ice Block and allows you to charge up a powerful Icicle Assault.
Press _ to fire off an Ice Block instantly. As with Winter Blast 2, enemies sealed in an Ice Block are frozen for longer and will leave behind loot -- now without the need to charge up!
Press and hold _ to charge up a continuous Icicle Assault. While _ is held, you will fire a continuous blast of freezing cold shards, which freeze enemies and do continual damage. Be careful, though, this consumes EVE at an alarming rate.
The Incinerate! Plasmid allows you set objects and enemies on fire with the power of your mind.
Press _ to fire Incinerate!
Enemies and objects that are caught on fire will take continual damage for a short time. Some enemies may run to water when caught ablaze, making for an ideal opportunity to hit them with Electro Bolt.
Fire will spread naturally through Rapture. Once a single foe has been caught on fire, it may spread to other objects and enemies. Beware -- fire can hurt you as well!
”
Incinerate! 2[]
“
The Incinerate! 2 Plasmid adds the ability to charge up a more powerful Fire Bomb that explodes over a much larger area.
Press _ to fire Incinerate! normally. Press and hold _ to charge up a Fire Bomb and release _ once it is fully charged to fire it off.
Enemies hit with a Fire Bomb burn hotter and longer, taking more damage while they are on fire. It also explodes over a much larger area, meaning multiple foes may be hit with a single blast.
”
Incinerate! 3[]
“
The Incinerate! 3 Plasmid upgrades the basic usage to a Fire Bomb and allows you to charge up a continuous Eruption of flames.
Press _ to fire off a Fire Bomb. As with Incinerate! 2, Fire Bombs do more damage and burn longer --- now without the need to charge up!
Press and hold _ to charge up a continuous eruption of flames. While _ is held, your hand will essentially function as a powerful flamethrower, setting anything in front of you on fire and doing large amounts of direct damage. Be careful, though, this consumes EVE at an alarming rate.
The Cyclone Trap Plasmid allows you place deadly traps on any ground surface.
Press _ to place a Trap on the ground. The trap will be placed in the location of the green reticle.
Traps are automatically set off when a hostile enemy walks near. The Trap will detonate, throwing them up into the air and hurting them badly when they hit the ground.
Traps are perfect for defensive situations like Gathering ADAM with a Little Sister. Traps will never detonate against neutral Big Daddies, so you can feel free to use them to cover doorways and other bottlenecks.
”
Cyclone Trap 2[]
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The Cyclone Trap 2 Plasmid adds the ability to charge your standard Traps with almost any other Plasmid, leading to a variety of different effects when triggered.
Press _ to place a Trap on the ground. The trap will be placed in the location of the green reticle.
Switch to another Plasmid and fire it at the Trap, using _, or approach the Trap and press _. The Trap will be charged with this secondary effect.
Charged Traps release their power when triggered by a nearby enemy. For example, a Trap charged with Incinerate! will explode in flames, while a Trap charged with Telekinesis will suspend an enemy in the air for a short time. Experiment with all your Plasmids for a variety of effects!
”
Cyclone Trap 3[]
“
The Cyclone Trap 3 Plasmid adds the ability to place (and charge) Traps on walls and ceilings!
Press _ to place a Trap. The trap will be placed in the location of the green reticle.
Switch to another Plasmid and fire it at the Trap, using _, or approach the Trap and press _. The Trap will be charged with this secondary effect.
Charged Traps release their power when triggered by a nearby enemy. For example, a Trap charged with Incinerate! will explode in flames, while a Trap charged with Telekinesis will suspend an enemy in the air for a short time. Experiment with all your Plasmids for a variety of effects!
The Decoy Plasmid creates a temporary duplicate of yourself to attract enemy attention and draw fire.
Press _ to place a Decoy.
Most enemies will be drawn to attack the Decoy rather than you, making it ideal for situations when you are feeling overwhelmed.
You can only place one Decoy at a time and it only lasts for a short while. Placing a second Decoy will automatically destroy the first.
”
Decoy 2[]
“
The Decoy 2 Plasmid upgrades your Decoy to reflect damage from incoming attacks back at your foes.
Press _ to place a Decoy.
A portion of any damage done to the Decoy will be reflected back at the attacker automatically.
”
Decoy 3[]
“
The Decoy 3 Plasmid upgrades your Decoy to reflect damage and give a portion of it back to you as health.
Press _ to place a Decoy.
A portion of any damage done to the Decoy will be reflected back at the attacker automatically. You will automatically absorb part of this damage as Health, which will be added to your health bar in the upper left of the screen.
The Hypnotize Plasmid allows you to confuse your enemies into attacking each other.
Press _ to fire Hypnotize.
Enemies hit with Hypnotize will be clearly marked with a red effect. While this effect lasts, they will attack anyone nearby -- friend or foe. Use Hypnotize against crowds of Splicers to get them to fight amongst themselves!
Be careful of using this against solitary enemies. If there is no one else around to fight, they will still come after you!
”
Hypnotize 2[]
“
The Hypnotize 2 Plasmid adds the ability to Befriend smaller Splicers temporarily.
Press _ to fire a normal Hypnotize ball. As before, this will confuse your foes and get them to attack anyone nearby.
Press and hold _ to charge up Hypnotize until it turns green and then release _ to Befriend a Splicer.
Befriended Splicers will be clearly marked with a green effect and will follow and fight with you for a limited time. Hypnotize 2 only works on Thuggish, Leadhead, Spider and Houdini Splicers. Upgrade to Hypnotize 3 to make friends with Big Daddies and Brutes.
Attacking your new friend may cause him or her to turn on you and the effect will eventually wear off, so watch your back!
”
Hypnotize 3[]
“
The Hypnotize 3 Plasmid adds the ability to Befriend Big Daddies and Brutes, as well as all other types of Splicers.
Press _ to fire a normal Hypnotize ball. As before, this will confuse your foes and get them to attack anyone nearby.
Press and hold _ to charge up Hypnotize until it turns green and then release _ to Befriend your target.
Befriended foes will be clearly marked with a green effect and will follow and fight with you for a limited time. Hypnotize 3 works on all the residents of Rapture, except for the Big Sisters.
Attacking your new friend may cause him or her to turn on you and the effect will eventually wear off, so watch your back!
The Security Command Plasmid allows you to distract enemy security, command your own friendly bots, and tag enemies as targets for all Rapture Security.
Press _ to fire Security Command.
Hitting an enemy with Security Command will cause him to become a target for all Security in Rapture, regardless of whether you have hacked it. This is especially useful for hitting a Splicer wandering past an unhacked Camera, or commanding your own bots to take on a target from afar.
Security Command can also be used to distract enemy security elements. Cameras and Turrets will pay attention to wherever Security Command landed and ignore everything else for a short while.
Lastly, Security Command can be used to command your own hacked bots to do exactly what you want. They will prioritize any target hit with Security Command and fly to distant locations that you tag with the Plasmid. Use Security Command to get your bots to scout ahead and clear a path for you!
”
Security Command 2[]
“
The Security Command 2 Plasmid adds the ability to summon a friendly bot at any time -- without the need to set of an alarm or hack it.
Press_ to fire Security Command as before, and command the attention of all security in Rapture.
Press and hold _ for a short time to automatically summon a friendly bot. Remember that you can only control two bots at a time, so your oldest companion will automatically fly off if you summon a third.
Summoned bots will fight by your side until their death. They also recieve specific names when they are summoned. If you want to keep your friends alive longer, invest in the Handyman Tonic to gain the ability to repair friendly bots.
”
Security Command 3[]
“
The Security Command 3 Plasmid adds the ability to summon the strongest security bots in Rapture -- the Elite Security Bot.
Press _ to fire Security Command as before, and command the attention of all security in Rapture.
Press and hold _ for a short time to automatically summon a friendly bot. Remember that you can only control two bots at a time, so your oldest companion will automatically fly off if you summon a third.
Summoned bots will fight by your side until their death and bots summoned with Security Command 3 are substantially stonger and more durable than any standard security bot. They also recieve specific names when they are summoned. If you want to keep your friends alive longer, invest in the Handyman Tonic to gain the ability to repair friendly bots.
The Insect Swarm Plasmid allows you to summon a swarm of deadly bees to seek out and attack nearby foes.
Press _ to summon an Insect Swarm.
An Insect Swarm will automatically seek out nearby enemies and swarm around them, causing damage over time and often confusing their actions.
Insects Swarms last for a limited amount of time. If a Swarm's target is killed, it will continue to seek out new enemies until it disperses.
”
Insect Swarm 2[]
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The Insect Swarm 2 Plasmid will summon a more aggressive Insect Swarm that splits up between multiple targets and does additional damage.
Press _ to summon an Insect Swarm.
Swarms summoned from Insect Swarm 2 will spread between targets, splitting in two to attack multiple foes at once.
”
Insect Swarm 3[]
“
The Insect Swarm 3 Plasmid adds a new ability to your swarms -- any enemy killed by it becomes a deadly Swarm Bomb.
Press _ to summon an Insect Swarm.
As in Insect Swarm 2, Swarms summoned from Insect Swarm 3 will spread between targets, splitting in two to attack multiple foes at once. However, any enemy killed by Insect Swarm 3 becomes a deadly Swarm Bomb. Enemies who tread close to this corpse will trigger yet another Swarm to come attack.
The Summon Eleanor Plasmid allows you to call on your now-grown Little Sister for help during combat.
Press _ to summon Eleanor.
Eleanor will start by targeting any enemy you hit with the Plasmid. However, she will stand by your side, continuing to fight any who get in your way, for the duration of the Plasmid's effect. While she is summoned, she can be re-targeted by hitting another foe with the Plasmid.
Eleanor's Big Sister suit and years of ADAM ingestion make her a powerful ally who can even the odds in even the most overwhelming combat situation.
From the time of its founding, the maintenance of Rapture required trained divers in reinforced suits to walk the sea floor, shoring up leaks and reinforcing the city's superstructure. When ADAM became the driving force in Rapture and Little Sisters were developed to reclaim the priceless resource from dead bodies, the inhabitants of those metal diving suits were genetically altered to become the Little Sisters' mindless, lumbering protectors. In their new role, these imposing figures were nicknamed "Big Daddies."
Once genetically conditioned in the research labs of Point Prometheus, a Big Daddy's only purpose is to wander Rapture, searching for a Little Sister to protect. Once paired with a Little Sister, the Big Daddy follows her like a faithful dog and fiercely fights off anyone who approaches her. A standard Big Daddy has extremely limited mental abilities and no free will. They exist as docile "sleepwalkers," who will fight to the death only if their Little Sister is threatened.
”
Roving Big Daddies[]
“
Big Daddies are the powerful bodyguards of the Little Sisters. They wander the streets of Rapture, watching over their Little Sisters and helping them search for "angels" -- decaying corpses which contain valuable ADAM. Loyal and nearly mindless, a Big Daddy's only concern is the safety of his Little Sister. When the Little Sister is threatened, the Big Daddy will defend her with all his formidable strength.
Big Daddies don't always have their Little Sisters with them -- if a Big Daddy is alone, he'll head to a nearby vent and summon a Little Sister to his side. There isn't much reward in attacking a Big Daddy who is not presently escorting a Little Sister.
Though you are a prototype Big Daddy yourself, the refinements to the production model Big Daddies present a formidable foe. Be ready for a fight to the death if you engage one, and prepare with every advantage you may have -- Plasmids, traps, environmental hazards and security -- before you attack.
You are Subject Delta, a prototype 'Big Daddy' created in Ryan Industries' Protector / Gatherer program. The original Big Daddy prototypes (called the Alpha Series) were leaner and more agile than the mass-produced models that came later, and each was bonded to a single Little Sister.
You were apprehended after discovering Rapture during a diving expedition. Knowing they couldn't release you back to the surface to reveal the secrets of Rapture, you were "volunteered" as a subject for the experimental program. You were the first Big Daddy successfully pair-bonded to a 'Little Sister,' designed to protect her - and only her - with your life.
ADAM became the most valuable commodity in Rapture both because of its immense power, and because of its scarcity: once ADAM is injected into someone, it remains in their body indefinitely. If the Splicer dies, their ADAM dies with them.
The Little Sisters are the solution to this problem. Little Sisters are young girls who have had the ADAM-producing sea slug implanted into their bodies. With the slug implanted, the Little Sisters are able to draw ADAM out of a dead body's bloodstream, ingest it, and process it back into usable ADAM.
Along with this processing ability, the ADAM slug constantly produces a stem cell-like substance which instantly regenerates any damage done to the Little Sisters, such as from bullets, flames, or other attacks. But like a run-of-the-mill Splicer, exposure to ADAM also drives the Little Sisters completely mad.
Little Sisters have only one purpose: to search out corpses containing ADAM, extract their blood, and process it back into a usable ADAM payload. Feeling remorse for her role in their creation, Doctor Tenenbaum developed a Plasmid which allows the user to purify Little Sisters, reversing the effects of ADAM exposure on their bodies and minds, but destroying the valuable ADAM slug in the process.
”
Roving Little Sisters[]
“
The Little Sisters move through Rapture and collect ADAM from corpses. After collecting ADAM, they return to their vents.
The ADAM from Little Sisters is necessary for improving your character. Unfortunately, they are always protected by a powerful Big Daddy that will keep them safe at all costs. You must dispose of her bodyguard if you hope to get close to the Little Sister yourself.
Once you have done this, you can Adopt the Little Sister as your own and use her to Gather ADAM from ADAM Corpses...
Or you can Harvest her immediately for a large ADAM reward.
”
Adopting Little Sisters[]
“
Once you have defeated her protector, a Little Sister will be defenseless. However, Little Sisters have been conditioned to trust Big Daddies and, as one yourself, you can use this trust to your advantage.
Press _ to Adopt the Little Sister, bonding her to you and placing her directly on your back. Once Adopted, the Little Sister and you act as a team. She'll lead you to the ADAM and it is your job to keep her safe from the Splicers of Rapture. Press and hold _ to ask her to lead you of one of Rapture's many "angels," dead bodies that hold valuable ADAM hidden inside.
Once you have Adopted a Little Sister, you must resolve her before you can Adopt another one. This can be done by finding any of the "hidey holes" scattered around Rapture -- special Vents that the Little Sisters use to traverse Rapture in safety. When standing in front of a Vent, you will be given the final choice to Rescue her, purging her of her ADAM-induced madness, or Harvest her, taking all of her valuable ADAM for yourself. Little Sisters cannot survive the Harvesting process.
Vents are the ONLY place you can Rescue a Little Sister, but you can Harvest her any time she is on the ground.
”
Gathering ADAM[]
“
Once you have Adopted a Little Sister, you can Gather ADAM from Rapture's many "angels," dead bodies that hold valuable ADAM hidden inside. Little Sisters are the only ones that can Gather and process this ADAM and, as a reward, she will give you some each time she completes her task.
Press and hold _ to ask her to lead you to an ADAM-filled corpse and follow the glowing trail that appears in the world. This will lead you to the body itself, which you can recognize by its distict white glow. These bodies are also visible on your Map.
Press _ while looking at the corpse to set her down and start her Gathering. Be careful! Gathering from a corpse attracts Splicers, hungry for the ADAM the Little Sister possesses. It is your job to keep her safe. Prepare yourself before putting her down by setting traps, hacking security elements and checking the environment for any other advantage, such as oil slicks or explosive objects.
Gathering takes time. A red Gather Meter will appear on the left side of the screen and gradually fill up as she goes about her task. If a Splicer makes it through your defenses, she'll get distracted and the meter will stop. Keep them off of her, or the Gather will take longer. More time means more Splicers to fight!
Once she is done, press _ to pick her back up and claim your ADAM. If you fall in battle, the Gather will be canceled and the Little Sister will run to your Vita-Chamber to reunite with you. Be sure to pick her up before moving on.
Each Little Sister can only Gather twice before she needs to return to a Vent. Take her to the nearest one to resolve her. You will not be able to Adopt another until you do.
”
Resolving Little Sisters[]
“
Once you have Adopted a Little Sister, she is bonded to you. You will not be able to Adopt another until you resolve her.
This can be done in two ways. Any time the Little Sister is on the ground, you can Harvest her. This removes the valuable ADAM slug from her body and nets you a large amount of ADAM, but she will not survive the process. If you want to Rescue her, however, you must find any of the Vents that are scattered around the city.
A Little Sister who has done two Gathers can lead you to the nearest Vent. Press and hold _ to ask her to lead the way.
When standing in front of a Vent, you will be given the final choice to Rescue her, purging her of her ADAM-induced madness, or Harvest her, taking her valuable ADAM for yourself. Little Sisters cannot survive the Harvesting process. Rescuing gets you a much smaller amount of ADAM, but the Little Sisters may make it worth your while.
”
Big Sister is Watching[]
“
Someone is watching over the Little Sisters of Rapture. Someone more powerful than the Big Daddies.
The Big Sisters keep watch on all of Rapture's special children and they do not take kindly to interference. Whenever you Harvest or Save a Little Sister, there is a chance a Big Sister will take notice and come for you.
Once one does, be ready to fight for your life. Big Sisters are strong, fast and have the destructive power of multiple Plasmids at their disposal. Worse yet, once a Big Sister has come for you, she will hunt you relentlessly and find you wherever you run. You must defeat her to proceed.
When you hear her distinctive scream, prepare yourself. Get to a good area to fight her and set up the situation to your advantage in the short time you have before she arrives.
When you do manage to defeat her, make sure to search her body. As former Little Sisters, you can still recover some valuable ADAM from them.
ADAM Corpses are the "angels" where Little Sisters gather their ADAM. Bring a Little Sister to an ADAM Corpse to have her gather ADAM for you - but be careful, as this will draw attention from Splicers.
ADAM Corpses are visible on your MAP. While you have a Little Sister with you, these bodies will also glow. To have a Little Sister guide you to an ADAM Corpse, press and hold _. Just follow the glowing trail!
If you have a Little Sister with you, you can set her down on an ADAM Corpse to Gather ADAM by pressing _. This will attract Splicers, so be ready for a fight!
Vents are how Little Sisters safely travel around Rapture without their Big Daddies.
When you bring an Adopted Little Sister to a Vent, you will be given the final choice to Rescue her, purging her of her ADAM-induced madness, or Harvest her, taking her valuable ADAM for yourself. Little Sisters cannot survive the Harvesting process. Rescuing gets you a much smaller amount of ADAM, but the Little Sisters may make it worth your while.
A Little Sister who has done two Gathers can lead you to the nearest Vent. Press and hold _ to ask her to lead the way.
This miracle device lets you subvert the many machines of Rapture for help, protection and other benefits.
Press _ to fire at any hackable machine. The reticle will only turn red over valid targets.
Press _ for a quick melee attack.
Base ammo: Hack Dart -- Hacks machines at a distance. Once the Dart makes contact with a machine, the Hack Game will begin.
Alternate ammo: Auto-Hack Dart -- Bypasses a machine's defenses to automatically hack a machine with no additional work required!
Alternate ammo: Mini-Turrets -- Drops a turret that will automatically fire at your enemies. These only last a set amount of time before auto-detonating.
”
Completing a Hack[]
“
Rapture's many machines can be rewired and subverted for a variety of helpful effects -- but you will need to hack them first.
Fire a Hack Dart to begin hacking a machine at a distance, or just walk up to it and press _. Either of these will begin the Hack Game.
To sucessfully hack a machine, you simply need to stop the needle on the green or blue zone. Green will proceed to the next board of the game, or finish the hack on the last board. Blue does the same, with the addition of a machine-specific bonus.
Landing in a red zone will end the hack and set off an alarm. Landing in a white zone will end the hack and give you a nasty shock.
You only have a limited number of passes with the hack needle, so pay attention to the number displayed at the bottom of the board.
The Hack Game proceeds in real time. Enemies and security may still attack, but you can also move as well. Use this to your advantage and stay out of the line of fire while attempting a hack.
”
Hackable Machines[]
“
Rapture has a large variety of machines that can be hacked for your benefit.
Hacked Security Cameras will set off friendly alarms, sending bots after your enemies.
Hacked Turrets will attack any enemy that wanders near.
Hacked Vending Machines offer cheaper prices and reveal rare items for purchase.
Hacked Safes allow you access to their valuable contents.
Hacked Security Bots will follow you and fight for you.
Hacked Health Stations offer cheaper healing.
”
Blue Bonus Hacking[]
“
Many machines have Blue Zones in their Hack Game. Landing on these zones counts as a success, as well as giving you a machine-specific bonus. Below is a list of the bonuses for each.
Security Cameras = Longer friendly alarm.
Turrets = Additional damage.
Vending Machines = Free items.
Safes = Additional money.
Security Bots = Additional damage.
Health Stations = Free First Aid Kit.
Some machines have more than one Blue Zone while hacking, leading to stacked bonus rewards.
”
Hacking Difficulty[]
“
As you progress through Rapture, hacking may become more difficult. If you find that it has become too hard, you can improve your chances by installing a variety of Gene Tonics that can make hacking less difficult. Many of these can be found for purchase at a Gatherer's Garden, but all will cost ADAM.
”
Security System[]
Security System Overview[]
“
When a Security Camera emits a bright cone of white light, it has caught a glimpse of you and is trying to focus on you. If you stay in its field of view for a few seconds it will see you clearly and sound an alarm. If you duck out of sight before the light turns red, the camera will soon return to its unalerted state.
While the alarm is on, Security Bots will seek you out and try to kill you. Alarms typically last for a while, but can be manually turned off at a Security Shutdown Panel. If you shut off the system at a Shutdown Panel the bots go dormant and can then be hacked. When the alarm ends, any active Security Bots fly away.
You can also end an Alarm by successfully hacking the device that triggered it. In this case, however, the active bots will fly home, instead of going dormant.
Cameras can be destroyed with your weapons. Armor-Piercing or Electrical attacks are most effective. The Security Command Plasmid can also be used to distract or retarget enemy Security.
You can also Hack Security Bots, Cameras and Turrets, so think twice about destroying them!
Security Cameras are the eyes of the security system. If you are spotted by a Security Camera and stay in its field of vision for a few seconds, it will sound an alarm and summon Security Bots to attack.
If you successfully hack a Security Camera, it will ignore you and start looking for enemies. If an enemy stays in its field of vision for long enough, the alarm will sound and Security Bots will come to attack it!
You can Hack Security Cameras and get them to work for you, so think twice about destroying them!
Getting a BLUE BONUS section while hacking a Camera will increase the duration of the Alarm when it sees an enemy Splicer!
Bot Shutdown Panels are used to cancel active Security Alarms and shut down any Security Bots that have been Summoned by the alarm. Using a Bot Shutdown Panel is free.
Alarms can also be canceled by successfully hacking the device that originally triggered it, whether it was a Security Camera or a failed hack on another machine.
Security Bots are the muscle of the security system. When an alarm sounds they will go to the location where the camera last saw you. You can hide from them, but cameras will tell them where you are if you are seen again during an active alarm.
If you cancel an alarm early with a Security Shutdown Panel, the bot is instantly shut down and goes into a dormant state.
When dormant, bots can be proximity hacked by pressing _ . You can also hack them at any time from a distance by using the Hack Tool.
If you successfully hack a dormant Security Bot, it will reactivate and follow you around, helping fight your enemies. Hacked Security Bots will not attack your enemies unprovoked, but will join in attacking any target you yourself have attacked.
Getting a BLUE BONUS section while hacking a Security Bot will cause it to do more damage to your enemies!
Security turrets are gun emplacements that protect areas of Rapture. They will attack you on sight regardless of whether a security alarm is sounding.
Turrets can be proximity hacked when they are unaware of you, or when Shocked or Frozen, by pressing _ . You can also Hack them at any time from a distance by using the Hack Tool.
When you successfully hack a turret, it will thereafter ignore you and attack your enemies instead.
Getting a BLUE BONUS section while hacking a Turret will cause it to do more damage to your enemies!
”
Research System[]
Researching Enemies[]
“
You can Research enemies and gain a variety of bonuses by using the Research Camera.
The Research Camera is equipped like a weapon, but requires no ammunition.
Researching an enemy initiates a timer. While the timer is active, engaging the enemy in combat will earn you Research Points. Creative and unique fighting techniques will result in more research points being awarded; repeating the same actions will become less and less effective.
Each enemy can only be researched once, so score as many points as you can while the camera is rolling. If you miss your opportunity, you can also take a picture of a defeated enemy, though you will get minimal points.
Researching each type of enemy will net you different bonuses -- Gene Tonics, Upgrades and more! Once you have researched an enemy once, check the Research screen in the _ Menu for a full rundown of the rewards that lie ahead.
Press _ while the Research Camera is equipped to begin a Research session.
Researching an enemy initiates a timer. While the timer is active, engaging the enemy in combat will earn you Research Points. Creative and unique fighting techniques will result in more research points being awarded; repeating the same actions will become less and less effective.
Each enemy can only be researched once, so score as many points as you can while the camera is rolling. If you miss your opportunity, you can also take a picture of a defeated enemy, though you will get minimal points.
Researching each type of enemy will net you different bonuses -- Gene Tonics, Upgrades and more! Once you have researched an enemy once, check the Research screen in the _ Menu for a full rundown of the rewards that lie ahead.
Researching each type of enemy will net you different bonuses -- Gene Tonics, Upgrades and more! Once you have researched an enemy once, check the Research screen in the _ Menu for a full rundown of the rewards that lie ahead.
All of these rewards can ONLY be attained through the Research System, so get out there and start researching!
”
Research Progress[]
“
Tagging an enemy with the Research Camera is just the start of research. To make progress quickly, you will need to use a variety of tools, techniques and combinations in battle.
If you find your research progress seems too slow, try using your abilities in combination. For example, stunning an enemy with Electro Bolt and then hitting him with your Drill gets you more progress than either of these things individually.
Watch the Research Meter on the left side of the screen during a Research Session. Whenever it flashes, you have done something that gives you a large amount of progress. Discover these techniques and use them to make faster progress toward your research rewards!
"Splicer" is a term for the roving lunatics of Rapture, whose minds and bodies have been distorted by unchecked genetic manipulation through the use of substance ADAM. Once addicted to ADAM, a Splicer's only concern is procuring more. They see anyone unfamiliar as a potential source for a score -- your metal-suited self included.
Splicers arm themselves with any weapon they might come across, from simple bludgeons to pistols and machine guns. Some Splicers have molded their bodies into new forms, giving them enormous muscle mass, the ability to crawl on walls and ceilings, and even the power of teleportation.
A system of mind-controlling pheromones allow those with control of Rapture to guide Splicers on the attack. Splicers may work together, but make no mistake -- after the effects of ADAM take hold, a Splicer cannot be reasoned with.
Now you see it, now you don't! The Houdini Splicer can disappear in the blink of an eye, teleport to a better vantage point, then hurl a volley of fireballs at his disoriented target. When confronted by a Houdini Splicer, your best bet is to immobilize the bugger with a quick shock from Electro Bolt, or a freezing Winter Blast.
The act of teleportation is accomplished when the Houdini Splicer disintegrates into a mist of molecules invisible to the naked eye. This atomized matter is whisked to a new location, then reconstituted bodily in the Houdini's original form. Watch for the telltale cloud of coalescing viscera to signal where the Houdini will reappear.
"Splicer" is a term for the inhabitants of Rapture who lost their humanity from using too many Plasmids.
Despite the ravages of ADAM withdrawal, Leadhead Splicers have retained enough fine motor control to aim and fire pistols, shotguns and machine guns. A Leadhead Splicer puts survival first, and will run for cover during a firefight. Their deadly accuracy makes even a single Leadhead Splicer a formidable threat.
"Splicer" is a term for the inhabitants of Rapture who lost their humanity from using too many Plasmids.
Spider Splicers have injected a Gene Tonic cocktail that distends their limbs and loosens their joints, allowing them to wriggle through the vents and crawlspaces of Rapture. After sneaking up on their prey, they descend from above and drop in for the kill. When a Spider Splicer attacks, keep an eye on the walls and ceilings, and watch out for the flying hooks they wing at their targets from afar!
"Splicer" is a term for the inhabitants of Rapture who lost their humanity from using too many Plasmids.
Thuggish Splicers rely on brute force, bashing their enemies with any implement that comes to hand (a wrench or lead pipe being popular choices). Thuggish Splicers are perhaps the most far-gone, having lost the ability to manipulate a gun's trigger. Thuggish Splicers throw themselves at their target without regard for their own safety, making them a deadly and relentless foe.
"Splicer" is a term for the inhabitants of Rapture who lost their humanity from using too many Plasmids.
The top of the Splicer food chain, the Brute Splicer has grown his body to an enormous size. Valuing raw muscle mass over all else, the Brute Splicer bears down on his victims with a sudden shoulder charge, then finishes them off with a hail of vicious hammer blows.
You may think you're safe at a distance, but watch out for his temper: he likes to throw things, too.
It took some time to get the Big Daddy formula right. The Alpha Series is evidence of years of false starts. Former test subjects for experimental Plasmids, these poor "volunteers" were then brainwashed and sealed into metal armor. Attempts to pair bond them with Little Sisters failed, leaving them as feral, barely-human wrecks.
Fiercely territorial, the Alpha Series now wander the halls of Fontaine Futuristics and Persephone Penal Colony, attacking anything that might intrude from the outside -- namely, you. They are prone to uncontrolled Plasmid outbursts, and tend to favor heavy munitions in fending off their foes.
A Big Sister combines the strength of a Big Daddy with the ADAM-draining abilities of a Little Sister. They are armored, deadly, and can survive out in the ocean, but are also able to drain ADAM from corpses to power Plasmid abilities. When a Little Sister is abducted by a Splicer, the Big Sisters are the last line of defense, emerging from the shadows to hunt down the attacker. The Little Sister is then returned to the system to start her work anew, or the ADAM itself is recovered from the offending Splicer.
Along with dashing and slashing attacks, Big Sisters may wield genetic abilities like Incinerate and Telekinesis. Big Sisters are incredibly agile and can jump up to perch on walls like a Spider Splicer, catching their target unawares.
The "Power to the People" machines allow you to upgrade your weapons. Each such machine can only be used ONE time, to acquire ONE of the listed Upgrades. There are fewer stations than possible Upgrades, so choose wisely!
There are three Upgrades for each weapon, but you must install the first two before the third is available.
Upgrades vary from weapon to weapon. Some add larger clip sizes or increased damage, while others remove limitations of the weapon itself. The third Upgrade is usually extremely powerful and will add new abilities to your weapons! For example, the third Drill Upgrade allows you to reflect bullets and projectiles, while the third Machine Gun Upgrade causes bullets to bounce off of surfaces and around corners.
Fires highly accurate spears. Its accuracy and higher head-shot bonus makes it an excellent sniper weapon. Spears can be recovered from fallen foes.
Base ammo: Standard Spear -- Large amount of piercing damage.
Alternate ammo: Rocket Spear -- A spear equipped with a timed explosive device that will detonate after a short time. The rocket trail will also set nearby objects on fire.
Alternate ammo: Trap Spear -- Creates an electric wire which, when triggered, does a large amount of electric damage.
Fires a constant beam of laser light, good for cutting down individual targets.
Base ammo: Laser Cell -- Medium damage output.
Alternate ammo: Heat Cell -- Train on enemies or flammable objects to set them on fire.
Alternate ammo: Burst Cell -- Hold _ to fully charge, then release to unleash an extreme burst of damage. Shots released before being fully charged are ineffective.
Rivets are the base ammunition type for the Rivet Gun.
These Rivets do a moderate amount of piercing damage.
”
Heavy Rivet[]
“
Heavy Rivets are an alternate ammunition type for the Rivet Gun.
Heavy Rivets do a moderate amount of armor-piercing damage. They are especially deadly with Headshots.
”
Trap Rivet[]
“
Trap Rivets are an alternate ammunition type for the Rivet Gun.
When fired, Trap Rivets will embed in objects and shoot a secondary rivet when an enemy nears. Use these to set traps for your foes. Unused Trap Rivets can be picked up and reused.
00 Buck is the base ammunition type for the Shotgun.
This basic buckshot for the Shotgun provides a devastating blast at short range.
”
Solid Slug[]
“
Solid Slug is an alternate ammunition type for the Shotgun.
A single, solid shell, this ammunition is particularly effective against targets vulnerable to anti-personnel damage and can penetrate multiple targets.
”
Phosphorus Buck[]
“
Phosphorus Buck is an alternate ammunition type for the Shotgun.
This powerful buckshot sticks to enemies, causing them to panic, and will explode after a short time.
"You do business as long as I have, and you learn to pick a brand name from the writin' on the wall."
An entrepreneur who puts profit above all else - ethics, honesty, and even the lives of others. Sinclair likes to keep a low profile and will happily exploit anyone and everyone in order to make a buck. In Rapture's heyday, Sinclair founded a number of money-making institutions through a firm called Sinclair Solutions, including the low-rent housing in Pauper's Drop and home testing of experimental Plasmids on desperate addicts.
As Rapture started to fall down around him, he saw a business opportunity: to gather up all the amazing scientific advancements discovered by the great minds of the city, bring them back to the surface, and sell them off to the highest bidder.
He needs you to secure his escape from Rapture, so that he can return to the surface and complete his plan. Unlike Andrew Ryan, he doesn't believe that altruism is evil, but simply unprofitable. He's helping you to help himself.
"What makes a thing like me? I look at genes all day long, and never do I see the blueprint of sin."
The brilliant geneticist who discovered the miraculous substance known as "ADAM" inside a sea-slug, and developed the process of implanting it into young girls to produce the Little Sisters.
Brigid Tenenbaum is a survivor: once icy and emotionless, she escaped the Holocaust by assisting her captors in their inhuman experiments on her own fellow prison camp inmates. She prospered in Rapture by corrupting a generation of innocent girls, sentencing them to be Little Sisters - and by extension, creating the ADAM addiction that destroyed the city.
But as Rapture fell, Tenenbaum had a change of heart, and experienced remorse for the first time. Since then, she has sought redemption. Long ago she developed a Plasmid to cure the Little Sisters, and worked to return them to humanity and to rescue them all from Rapture.
Now, she is trying to stop whomever is responsible for the creation of the new ones wandering Rapture.
"What is the most vicious obscenity ever perpetrated on mankind? Slavery ... the Holocaust ... dictatorship ... No. It's the tool with which all that wickedness is built. Altruism."
The wealthy industrialist who founded the City of Rapture, Ryan envisioned the underwater city as a place where the finest minds of the surface world would gather to pursue their callings without government interference. As every citizen worked in his or her own self-interest, unhindered on moral, social, or legal grounds, Rapture society as a whole would become the greatest society on Earth.
But as the realities of a society without moral boundaries bore down on Rapture and the city spiraled into chaos, Ryan flailed desperately to bring it back under his control. Dissidents like Sofia Lamb simply 'disappeared'. Eventually, Ryan became the very thing that he built Rapture to escape - a dictator, ruling Rapture with an iron fist.
When Frank Fontaine began threatening Ryan's position of power, Ryan seized his businesses, instituted strict city-wide curfews, and even began executing dissidents in Apollo Square. In 1960, a daring assassination plot ended in the death of Andrew Ryan. It had seemed that the utopian dream of Rapture died with him... until now.
"Utopia is not a place... but a people. It will exist the moment we are fit to occupy it."
Sofia Lamb is both an Oxford-educated psychiatrist and philosophical idealist. She was brought to Rapture to counsel the populace. Her worldviews were shaped by her experiences aiding the survivors of the nuclear blast at Hiroshima. She herself was very near the blast, but miraculously survived - only to find that everyone she had met for the past several years was dead.
The US justification for the bombing - the 'greater good' - was a perversion of her own beliefs. She believes that genetic biases toward the self have doomed the surface world, and so she sought refuge in the underwater city of Rapture.
Her intent in joining Ryan's great experiment was to transform the closed society into an enlightened one through psychiatry - ultimately to abolish human suffering amongst the Utopians. Her daughter, Eleanor, was raised in isolation from other children, intended as a genius-level intellect trained to promote Lamb's philosophy. An underground religion began to form around her, born out of the city's disenfranchised, and Lamb took full advantage of it.
But Lamb's collectivist ideals conflicted directly with those of Andrew Ryan, and she mysteriously vanished during the Fall of Rapture. Later, she crossed paths with Subject Delta, murdering Eleanor's beloved bodyguard in order to retrieve her from his care.
Now that Ryan and Fontaine are gone, Lamb has returned - and it seems she has a new plan for Rapture...
"Blood divides us. It's blood that makes us strangers. But thanks to Doctor Lamb, we're all Family now."
An alluring torchlight singer at the Limbo Room jazz club in her more youthful days, Grace joined Sofia Lamb's cult-like organization during the fall of Rapture. All her life she longed to be a mother, and was overjoyed when she was able to adopt Eleanor Lamb when Lamb was detained by Ryan's agents.
But one night, Grace took Eleanor to a clandestine gathering of Lamb's followers in her absence, and Eleanor disappeared. Grace still pines after the missing girl, who was subsequently turned into a Little Sister after being abducted.
She harbors a deep resentment for anyone involved... including Subject Delta.
"So I met with Sinclair today, of 'Sinclair Solutions'. And he's got work for me, right? He flashes me these thousand-dollar Steinman teeth, sayin' this job will 'change history'..."
A self-described "ace newsman" who once worked for the Rapture Tribune, Stanley was employed by Andrew Ryan to infiltrate the Rapture Family - Lamb's organization. His charge was to find proof of Lamb's collectivist ideas beneath the veneer of private religion, and to sabotage her in any way he could along the way. Over time, he became involved in far more aggressive tactics against dissidents in Rapture.
But when Ryan was killed, Stanley found himself imprisoned within that lie, and has worked for Lamb ever since. Now, he seeks to hide the evidence of his crimes against her, and has enlisted Subject Delta to help him ensure that his past stays buried.
"The end may be nigh... but for me, it's just more paperwork."
An ambitious young researcher in the early days of Fontaine Futuristics, specializing in mechanical and robotic engineering. At the height of his career, he designed much of Rapture's automated security system, including the ubiquitous security bots. He constructed the mechanism which implanted ADAM slugs into Little Sisters, and ultimately, even assisted with the creation of the bond which links Subject Delta to Eleanor Lamb.
After the deaths of Fontaine, Ryan, and several of the city's key players, Alexander relished the opportunity to grab the title of the corporation's head scientist, taking over from Dr. Yi Suchong. But since the fall of Rapture, he came to see his own role in a new light and wished to make amends. Before long, he fell in with Sofia Lamb, who used his guilt to manipulate him into volunteering for an experiment of her own.
"Love is just a chemical. We give it meaning by choice."
Born in Rapture to Sofia Lamb, Eleanor's early childhood lacked a father or any other adult influence. Her genius was carefully cultivated in order to build the perfect vessel for Lamb's own altruistic philosophy. Eleanor was isolated from other children for years, but was headstrong and rebellious, teaching herself to disable Lamb's sophisticated security measures and explore the city on her own. Her true aim was to see the surface world her mother abandoned - a place about which she has only read.
When the elder Lamb was incarcerated by Andrew Ryan, a series of events led to Eleanor becoming a Little Sister - a ghoulish, ADAM-carrying hybrid. Ultimately she was bonded to Subject Delta as his personal ward, and was psychologically conditioned to love him as her father.
After her mother murdered Subject Delta to reclaim Eleanor, she spent many years in Lamb's 'care'. But taking control of Rapture had changed Lamb. She managed to rehabilitate Eleanor psychologically - but regards the girl's physical condition as a blessing in disguise, subjecting Eleanor to many experiments involving ADAM.
Eleanor has been trying to escape ever since, and considers Subject Delta both father and ally in this plan.
"It's loss that brought me to Rapture. The loss of my wife, Pearl... The Thinker is all I've got, now..."
With an advanced degree in Mathematics from one of the first U.S. universities to grant degrees to black students, Porter was chosen by Alan Turing for his WWII codebreaking team at Bletchley Park. During his time there, however, he suffered a terrible loss, and when the war ended he allowed himself to be recruited by Andrew Ryan. Porter came to Rapture to build and operate the most advanced mainframe computer the world had ever seen, used to run all the computerized and automated technology in the city.
Porter had been absent from his former post for some time, but now he has decided to flee Rapture with a copy of The Thinker, his masterpiece.
"The Thinker's perfect equation has predicted your every move, Sigma. It knew you would be here, it knows where you'll be next... and it knows that you... will... fail."
The practical engineer to Porter's idealistic mathematician, Reed Wahl was the co-founder of Rapture Central Computing. Once the shine wore off the business, he found less ethical ways to profit from The Thinker's abilities.
Wahl has taken charge of Minerva's Den in the absence of Porter. Like so much of Rapture's populace, splicing has driven him insane, but his mania has a focus: The Thinker. Wahl is obsessed with realizing the mainframe's untapped potential via a "Predictive Equation" that can foresee all future events, perfectly.
"What's the secret of Rapture Central Computing's success? The most advanced computing device in the world - The Thinker!" - excerpt, Rapture Central Computing advertisement
The Thinker is the nickname of the Rapture Operational Data Interpreter Network, the mainframe computer invented by Charles Milton Porter to process all of the automation in Rapture.
ADAM allows The Thinker to process data at the speed of thought. Its calculating power is unrivalled.
Plasmids offered each citizen of Rapture a chance at physical perfection. But when one of Rapture's elite wanted to feel pampered, they would book a suite at the Adonis Luxury Resort. The ageless marble of classical Greek baths meets the art deco resplendence of Rapture's modern tastes. Spa treatments enhanced by the controlled use of Plasmid abilities kept patrons of The Adonis feeling their very best.
Radiating out from the grand swimming pool, guests would find intensive Plasmid therapy rooms, a sauna, and the cutting-edge restorative technology of the Vita-Chamber. A private bathysphere docking ring provides easy access to The Adonis's main lobby, and to the sumptuous fare of Demeter's Banquet Hall beyond.
The outmoded railway system that runs through the oldest districts of Rapture. Built by Prentice Mill in the city's early days, the Atlantic Express was once the Rapture populace's primary mode of transport. After the introduction of the Rapture Metro system of personal bathyspheres the Atlantic Express fell out of favor and went bankrupt. The tracks remain largely intact, if disused.
The Atlantic Express Maintenance Depot was home to the drafting offices of the train company's brilliant mechanical engineers, as well as an enormous switching roundhouse, and a central station for passengers headed to all points on the Express's train lines.
A theme park dedicated to educating the children of Rapture about the dangers of the surface world. Andrew Ryan was convinced that children born in Rapture would want to leave the city as they grew older, which for reasons of secrecy he couldn't permit. He commissioned Carlson Fiddle, a prominent mechanical engineer, to architect an amusement park filled with enthralling - but terrifying - animated scenes depicting the horrors of the world that Rapture left behind.
Ryan Amusements revolves around the elaborate "Journey to the Surface" theme ride. The Hall of the Future once enticed Rapture citizens with the newest technological and genetical advances. A park gift shop and the El Dorado Lounge restaurant round out the park's attractions.
The Drop was originally built as a temporary worker's camp during the construction of the Atlantic Express. Once the rail line was completed, however, the workers found that they couldn't afford to live anywhere else in Rapture, and the settlement under the tracks became permanent.
Most residents of the Drop lived in the sprawling Sinclair Deluxe tenement building. The Fishbowl Diner was a popular lunch counter for working stiffs. A pawn shop, King Pawn, and free clinics can be found in the Drop's downtown. Skid Row is home to a once-bustling marketplace for scavenged and otherwise illicit goods. The marketplace is anchored by the Reliable Pharmacy at one end, and the Limbo Room jazz club at the other.
A hotbed of vice built on the ruins of Rapture's original masonry district. The great draftsmen, designers, and builders of Rapture once called this place home, expressing their creativity and skill in the construction of the buildings here. As Rapture society declined and the city stopped expanding, demand for new architecture dried up. The once-beautiful buildings, now abandoned, became occupied by brothels, speakeasies, and bootleg Plasmid distilleries.
The Pink Pearl brothel towers over Siren Alley. Pumping Station 5, responsible for regulating the water pressure throughout Rapture, can be found at the heart of the district. Following the death of Andrew Ryan, the Reverend Simon Wales constructed a makeshift cathedral there.
Sofia Lamb's arts and leisure district frequented by young lovebirds and avant garde artists. Acting as the boardwalk in contrast to Arcadia's woodlands, and exploited by Lamb for cultural cachet, Dionysus Park featured special, thematically guided events celebrating arts and entertainment.
A number of years ago the entire district flooded, drowning the resident followers of Lamb. Now that Dionysus Park has been drained Splicers are trickling back in to reclaim the place, looking for any soggy valuables that might remain.
Courting couples were once drawn to Dionysus Park's opulent carousel, to the Triton Movie Theater, and to the district's romantic fountain and garden promenades. A number of high-class art galleries surround the main thoroughfare.
The corporate headquarters and research labs that produced Plasmids, Big Daddies, and other high technology for Rapture. As tensions rose prior to the fall of 1959, Andrew Ryan took control of Fontaine Futuristics in an attempt to put an end to the two men's power struggle. After being seized by the Rapture central council, work continued here under the auspices of Ryan Industries until the death of Ryan himself. Gil Alexander, an ambitious scientist and inventor, took this opportunity to grab control of the entire facility, twisting the security systems to his own ends, and has resided here ever since.
A grand atrium anchors the corporate offices and Plasmid demonstration halls. An adjacent site contains the labs where many of Rapture's advances in genetic and robotic technology were discovered.
A secret penal colony hidden away underneath Rapture, constructed to hold any political dissidents that opposed Ryan. Rapture's original plan included no prison, but the need for one became apparent almost immediately, despite Ryan's own distaste for the idea. Augustus Sinclair anticipated this need and built Persephone soon after Rapture's founding. In short order, Ryan populated the place with a bustling prisoner population. Dissidents were effectively "disappeared" from Rapture society, giving Sinclair free rein to use them as experimental test subjects or simple slave labor.
One such prisoner was Sofia Lamb, sent to Persephone for speaking out against Ryan's principles of self-interest. Lamb began offering her psychological therapy services to the other inmates, and eventually built up a strong enough following to stage a revolt, throwing Sinclair and his supporters out of Persephone entirely. The last Sinclair saw of Persephone, Lamb had taken control of the place and all its inhabitants, to unknown ends...
An imposing security tower overlooks the Holding Wing. The Infirmary and Therapy Wings provide treatment for Persephone's inmates. Sinclair's clandestine escape vessel is stored at the facility's docking platform in the center.
The source of computerization in Rapture. The Rapture Central Computing Corporation was founded in Minerva's Den by Charles Milton Porter and Reed Wahl, during the early days of Rapture's development. The Rapture Operational Data Interpreter Network, the mainframe computer that runs all of Rapture's automated processes, is hidden deep within the bowels of the Den.
The main reception lobby of Minerva's Den boasts a cast of Rodin's sculpture "The Thinker," struck from the original mold. The Rapture Central Computing Executive Wing and Operations are accessible from the lobby. The Thinker's Computer Core lies deep within Operations.
The Den also houses the public showroom and experimental workshops of McClendon Robotics, as well as the Air-Tite Archives, where Rapture citizens would store their valuables in a secured pneumatic warehouse.
Gauze bandages in Rapture are treated with a variety of gene-altering substances which instantly repair your body at the cellular level. Applying a roll of bandages to your wounds will provide a modest boost in Health. They are used immediately when picked up.
"The occasion is right... for Chechnya." -- Chechnya Vodka advertising copy
A bottle of vodka will restore a small amount of Health, but drain a small amount of EVE. Like all food and drink, it is consumed immediately when picked up.
"It packs a wallop!" -- Old Tom Whiskey advertising copy
A bottle of whiskey will restore a small amount of Health, but drain a small amount of EVE. Like all food and drink, it is consumed immediately when picked up.
"You want the best? You drink Tate. Could it be any simpler?" -- Dan Tate, proprietor, Tate Wineries
A bottle of Merlot will restore a small amount of Health, but drain a small amount of EVE. Like all food and drink, it is consumed immediately when picked up.
"Cold and clear, the unmistakable bite of McHale Gin." -- McHale Gin advertising copy
A bottle of gin will restore a small amount of Health, but drain a small amount of EVE. Like all food and drink, it is consumed immediately when picked up.
"Bartender! Another round! And of course, make it Old Harbinger." -- Excerpt, Old Harbinger Beer radio advertisement
A bottle of beer will restore a small amount of Health, but drain a small amount of EVE. Like all food and drink, it is consumed immediately when picked up.
"You could hardly call me an artist, without the twinkle of Moonbeam." -- Sander Cohen, Moonbeam Absinthe advertisement
A bottle of absinthe will restore a small amount of Health, but drain a small amount of EVE. Like all food and drink, it is consumed immediately when picked up.
"Your day isn't complete without a taste of Red Ribbon" -- Red Ribbon Brandy advertising copy
A bottle of brandy will restore a small amount of Health, but drain a small amount of EVE. Like all food and drink, it is consumed immediately when picked up.
"Make it your signature." -- Lacan Scotch advertising copy
A bottle of scotch will restore a small amount of Health, but drain a small amount of EVE. Like all food and drink, it is consumed immediately when picked up.
"Rapture science delivers us new wonders each and every day. The patented, pneumatic-driven unbreakable pressure seal of a Glaustein Thermos keeps your beverages warm and fresh for YEARS to come!" -- Article, Science And You Magazine, May 1955
The burst of caffeine from a thermos of coffee will restore a small amount of EVE. Like all food and drink, it is consumed immediately when picked up.
"After exhaustive clinical trials, we have found what we can safely call the perfect food: it is a Gaynor Peach. Its nutritional balance is beyond compare, naturally, and its flavor can't be beat. Take it from Rapture's foremost botanist." -- Doctor Julie Langford, excerpt from scientific study commissioned by Gaynor Produce Corporation
This can of delectable fruit will give you a small amount of Health. Like all food and drink, it is consumed immediately when picked up.
"Do you suffer, my friends, from the Plasmid Blues? Dizzy, nauseous, seeing things that aren't even there? Step right up and try Doc Hollcroft's Cure-All Elixir!" -- excerpt, handbill
Take a swig of Dr. Hollcroft's wonderous Cure-All to refill some Health and EVE. Like all food and drink, it is consumed immediately when picked up.
"Oh god, I'm seein' things!" -- unknown, overheard at The Mermaid Bar, Siren's Alley
A bottle of moonshine will restore a small amount of Health, but drain a small amount of EVE. Like all food and drink, it is consumed immediately when picked up.