Fat Ninja Studios

Fat Ninja Studios


 
HomePortalSearchRegisterLog in

Share | 
 

 BioShock

Go down 
Go to page : 1, 2  Next
AuthorMessage
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: BioShock   Tue Aug 28, 2007 4:49 pm

Restoring hacked robot's health
After hacking a robot, it will begin firing at your enemies. If the robot gets hit, it will begin to lose health, catch on fire, and eventually blow up. To stop this from happening, deactivate the robot (press A while pointing at the robot), then reactivate it a few seconds later. This should make the robot have full health again.

Hitting the jackpot at slot machine
Save the game before you start playing the slot machine. Then, keep reloading your saved game until you hit the jackpot.

Save game recommendations
Save the game before fighting a Big Daddy or other difficult enemies. If you do not like the results (used too much health, wasted too much ammunition, etc.), you can simply reload your saved game and try again until you are satisfied.

After becoming a Big Daddy, create a new saved game. At this point, you will be close to the end of the game. If you missed something, you can go to the Bathysphere and explore Rapture again; you are also a Big Daddy now so the Splicers will not harm you, security cameras will not set off alarms, etc.

Weapon Upgrade Station locations
1: In Peach Wilkins' hideout (Neptune's Bounty), bottom floor. As soon as you come downstairs, it is directly in front of you.

2: On the way to Farmer's Market in Arcadia, the station is located to the left after you go up the first stairs coming from Tree Farm.

3: Go to Winery's basement in Farmer's Market. There is a flooded area with one of them attached to the wall. It is in front of you when you come down the stairs; just keep going forward.

4: In Fort Frolic, from the Atrium bottom floor, go towards the bathrooms. Then, move right and follow the path until you see some small stairs to your right leading up to a door. Go inside, then go down into the basement. The basement is filled with cigars and other stuff. The upgrade station is on the wall.

5: Go to Poseidon Plaza in Fort Frolic. Go to the other end of the bottom floor (the opposite end of where you enter). Go into Sinclair Spirits (the room that has a corpse on a sort of "altar"). In the basement of this store is the station.

6: In Hephaestus Core Room, go down to the bottom floor, and run around (literary). Eventually you will see it attached to the wall.

7: In Hephaestus, Kyburz's office. It is attached to the left wall (back turned to the entrance) in the rear of the room.

8: At the bottom floor of the Mercury Suites area, on the back of the center pillar.

9: In Sander Cohen's secret room, in the Olympus Heights' Mercury Suites area.

10: Go to Atlas' Headquarters in Apollo Square (Fontaine's Home For The Poor area). It is located on the fourth floor. Go down the stairs in the room and look to the right. The station will be in front of you.

11: When you enter Point Prometheus and chase Fontaine, eventually you will end up in a little square, and Fontaine will go behind a locked Museum door. At the opposite end of this square (from where you came) is a dead Big Daddy. Next to it is the upgrade.

12: In the Voice changing labs in Point Prometheus, one of the labs has it.

Defeating Atlas Fontaine
Atlas Fontaine, the the final Boss, has three different styles of attacks: Flame Plasmid, Ice Plasmid, and Electric Plasmid Form. An easy way to defeat him in the first part is to use your Ice Plasmid and freeze him. Then, switch to your Telekinesis Plasmid. Grab an explosive tank, and throw it at him. Also, if desired, just use your telekinesis. He is very predictable if you are far away from him. Wait for him to throw a fire ball at you, then move out of the way. He will continue to run past you. Use this chance to fire the machine gun, which does the most damage to him. Once he goes back to his chamber to gain his life back, change to the Flame Plasmid, and get ready for some bots. Once he starts his routine of fire and run, shoot him with the Flame Plasmid as many times as possible. Continue to use the machine gun while he is aflame. He will now go back to his chamber one last time. He will now have electrical powers. Keep your Flame Plasmid ready. Shoot him with the Flame Plasmid, and he will run for the water. Once he jumps in the water and comes back out, hit him with it again. Be aware that there are Splicers all over as well; set them ablaze to get some extra life. There are many different ways to defeat him, but this is an easier way.

Defeating Rosies
When fighting a Rosie, use armor piercing rounds from the machine gun or pistol. For a more effective way of killing, launch frag grenades and run out a door. The Rosie will follow you, fire proximity mines at the door, and when it walks through it will be damaged or destroyed.

Defeating security robots
If you are up against a stationary security robot (RPG, etc.), use Telekenesis to grab a crate or pallet. Hold it in front of you until you can find a place to hide and know what to do next. The item you hold up will block some attacks.

Star Wars reference
Get to the point when you reach the medical pavilion and must unlock the doors. When you pull the first switch and go to the second, pull it and Atlas will say "Now you have stirred the Wookie cage".

Getting Little Sister Savior achievement
Do not harvest a single Little Sister throughout the game. Tenebaum will reward you with gifts (including Adam) every time you rescue three Little Sisters. This proves more effective, as you get the same amount of Adam as you would if you harvested them, but you also get the achievement.

Getting Tonic Collector achievement
When buying Plasmids, Tonics, and Upgrades from the Gatherer's Garden, always buy the Tonics first. Then, make sure you search every area for other Tonics. When you reach Point Prometheus, there will be three Tonics to find. The rest of the Tonics are available in the Gatherer's Garden. This will ensure you get the achievement. Note: To check how many Tonics you have, go to a Gene Bank, and count each "track".

Achievements
Accomplish the indicated achievement to get the corresponding number of Gamerscore points:

Completed Welcome (10 points): Successfully complete the Welcome To Rapture Level.
Maxed One Track (20 points): Purchased every slot in one of the Plasmid or Tonic tracks.
Maxed All Tracks (50 points): Purchased every slot in all four Plasmid and Tonic tracks.
Bought One Slot (5 points): Purchase one slot in any Plasmid or Tonic track.
Upgraded a Weapon (5 points): Acquire at least one weapon upgrade.
One Fully Upgraded Weapon (5 points): Fully upgrade one weapon.
Two Fully Upgraded Weapons (5 points): Fully upgrade two weapons.
Three Fully Upgraded Weapons (10 points): Fully upgrade three weapons.
Four Fully Upgraded Weapons (10 points): Fully upgrade four weapons.
Five Fully Upgraded Weapons (10 points): Fully upgrade five weapons.
Weapon Specialist (20 points): Acquire all upgrades for all weapons.
Fully Researched Thug Splicer (10 points): Fully research the Thuggish Splicer.
Fully Researched Gun Splicer (10 points): Fully research the Leadhead Splicer.
Fully Researched Spider Splicer (10 points): Fully research the Spider Splicer.
Fully Researched Houdini Splicer (10 points): Fully research the Houdini Splicer.
Fully Researched Nitro Splicer (10 points): Fully research the Nitro Splicer.
Fully Researched Rosie (10 points): Fully research the Rosie.
Fully Researched Bouncer (10 points): Fully research the Bouncer.
Fully Researched Little Sister (10 points): Fully research the Little Sister.
Prolific Photographer (5 points): Take at least one photo in every research group.
Research PhD (20 points): Max out all possible research.
Quality Research Photo (5 points): Take a Research Photo of the highest grade.
Researched a Splicer (5 points): Take at least one Research Photo of a Splicer.
One Successful Hack (5 points): Perform at least one successful hack.
Hacked a Security Bot (10 points): Successfully hack a security bot.
Hacked a Security Camera (10 points): Successfully hack a security camera.
Hacked a Turret (10 points): Successfully hack a turret.
Hacked a Vending Machine (10 points): Successfully hack a vending machine.
Hacked a Safe (10 points): Successfully hack a safe.
Skilled Hacker (40 points): Successfully complete 50 hacks.
Basic Inventor (5 points): Successfully invent at least one item.
Avid Inventor (10 points): Successfully invent at least 100 items.
Ammo Inventor (25 points): Successfully invented all possible ammo types.
Little Sister Savior (100 points): Complete the game without harvesting any Little Sisters.
Tonic Collector (50 points): Collect or Invent 53 Tonics in the Physical, Engineering and Combat tracks.
Historian (50 points): Find every audio diary.
Seriously Good At This (40 points): Complete the game on the hardest difficulty setting.
Dealt with every Little Sister (40 points): Either Harvest or Rescue every Little Sister in the game.
Lucky Winner (10 points): Hit the jackpot at a slot machine.
Toaster in the Tub (10 points): Shock an enemy in the water.
Additionally, there are ten secret achievements:

Defeated Dr. Steinman (15 points): Defeat the crazed Dr. Steinman.
Defeated Peach Wilkins (15 points): Defeat Peach Wilkins.
Restored the Forest (15 points): Restore the forests of Arcadia.
Completed Cohen's Masterpiece (30 points): Complete Sander Cohen's great masterpiece.
Defeated Andrew Ryan (30 points): Defeate Andrew Ryan.
Broke Fontaine's Mind Control (30 points): Break Fontaine's mind control.
Defeated Atlas (100 points): Defeat Atlas.
Became a Big Daddy (30 points): Become a Big Daddy.
Irony (10 points): Take a picture of Sander Cohen's corpse.
Found Cohen's Room (10 points): Enter Sander Cohen's personal quarters.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Tue Aug 28, 2007 4:52 pm

http://www.cheatcc.com/xbox360/sg/bioshock.txt

== A. PLANE CRASH [c03s01] ====================================================

The game begins with a quick cutscene on an airplane, which promptly goes
crashing into the ocean. After the title screen, you wake up bobbing amongst
the flaming wreckage of the airplane. Avoid the flames and swim forwards to the
lighthouse-looking structure ahead of you. Climb up the stairs and go through
the door. It'll slam shut behind you, and lights will come on, revealing an
incredibly creepy statue of Andrew Ryan glaring at you from above. Check out
the plaques and artwork, and then head down the stairs at the back of the room.

At the bottom of the stairs is a bathysphere, a primitive submarine-type
device. Climb in and pull the lever, and then settle in for the ride. Make sure
you have a nice view, because your first look at Rapture is really quite
impressive. Sit back and enjoy the ride, there's nothing else to really do
here.

== B. WELCOME TO RAPTURE [c03s02] =============================================

After the splicer massacres Johnny and fails to break into the bathysphere,
you'll get a transmission from Atlas. Pick up the radio to the left of the door
and listen to what he has to say. Go forward from the bathysphere, turn left,
and head up the stairs. Turn left and watch the splicer get cut up by the
security system. Jump over the debris by pressing Y, and pick up the wrench in
front of you (it'll be highlighted in gold) by pressing A. Smash the debris
blocking the door with the wrench, and click LS to crouch under the door.
There's a splicer at the top of the stairs who will throw a flaming couch at
you. Get out of its way and continue up the stairs. The splicer will charge
you - club him to death with the wrench, then turn left and head up the stairs
on the back wall. At the top there's a Gatherer's Garden machine with a free
Electrobolt plasmid on it - pick it up and the game will go into cutscene mode.

Ouch. When you wake up, you'll have your first plasmid power - electrobolt. See
the game concepts section for details on what plasmids are and how to use them.
Search the room for useful stuff, and then use your electrobolt plasmid on the
sparking lever next to the door. This should override the short and get it open
for you. Walk into the tunnel, and watch the plane's tail section come
crashing in. You'll have to go up into the plane and through the emrergency
exit to continue on through the tunnel.

Go to the end of the tunnel and through the Securis door. You should enter a
large, dimly lit room. To the right, near the leaking window, is a corpse with
an EVE hypo. There's another hypo in the left wing. Explore the room until the
splicer enters (I'm not sure exactly what triggers it), and then kill him. Use
Atlas's one-two punch - zap him with electrobolt and then club him with the
wrench. The airlock door should open and another splicer will come through.
Kill him and continue through the airlock.

Head up the stairs and into the lobby, and kill the flaming splicer. Go through
the sliding doors and take the open elevator up. Note that you now have a quest
arrow which will direct you exactly where you need to go. Head right and kill
the splicer blubbering over the stroller. Pick up the revolver in the stroller
and walk through the doors into the Kashmir restaurant.

OPTIONAL: Head down the stairs along the wall to the right. There'll be a
splicer trying to get through a door at the bottom - kill him quickly. The
other splicer he's arguing with will open the door to see what's going on, so
take her out too. Go through the door and search the room for some money and
other goodies. Walk back out and you'll see two splicers scrounging around in
the pool of water by the window. Hit the water with the electrobolt and you'll
electrocute them both. There's an audio-diary (New Year's Eve Alone) on the
table. At the other end of the room you'll see an entrance to the Footlight
Theater - you can't get through this way though. Head back up the stairs.

Turn right at the top of the stairs and go into the bathrooms, killing any
splicers you find. There's a ghost scene in the women's bathroom, and an
audio-diary (Hole in Bathroom Wall) on the rubble at the end of the room. Head
into the men's room and through the hole in the wall of the last stall.

Head over the lighting fixture to the balcony on the other side of the room.
There's a radio transmission from Atlas here about the little sister on the
floor beneath you. Go down the stairs against the wall and watch the scripted
event. Yikes. Clearly you do NOT mess with the little sisters unless you are
VERY well prepared. Grab the pistol off the ex-splicer and smash through the
lock on the gate to your right.

OPTIONAL: Search the theater for loot. Nothing particularly exciting, though.

Turn right at the Vita-chamber and head down the hallway, killing splicers as
you go. When you get to the stairs there'll a pair of splicers standing in a
pool of water - you should know what to do by now. Head down the stairs to the
lobby area.

OPTIONAL: Search the bathroom to find some health supplies.

Get yourself healed and make sure you have some EVE ready, there's about to be
a fairly large battle. When you're ready, approach the door to Neptune's
Bounty. It'll slam shut and a security alarm will go off. Back away from the
door, as a flamethrower turret will appear and start trying to barbecue you.
Splicers will start appearing as well, jumping from the stairs into the pool of
water in the middle of the room. Use your electrobolt plasmid to zap them as
soon as they touch the water. You'll get a panicked radio transmission from
Atlas, who'll open the door to the Medical Plaza (at the opposite end of the
room from the door to Neptune's Bounty) for you. Head through, jump over the
debris, and walk into the room with all the TV screens.

The doors will slam shut, and you'll be subjected to a video rant from Andrew
Ryan. Splicers will start trying to smash through the windows, but Atlas gets
the door at the back of the room open for you before they can break in. Head
through and press A at the airlock door to take you to the medical pavilion.

== C. MEDICAL PAVILION [c03s03] ===============================================

Turn right at the entrance hallway and head down to the foyer. There's a
vending machine against the east wall to your left - time to spend some of your
hard-earned cash. Look behind the receptionist's desk for a whole bunch of
goodies. There's also an audio-diary (Released Today) sitting on the desk.

Turn around and head to the door to the right of the vending machine, which
leads to Emergency Access. You'll need to hack the security bot to get through
(see the section on hacking above if you need more details). Take your new
friend and round the corner, where you'll stumble on a dispute between two
splicers. Kill whichever one survives, and then head back to the desk at the
back of the room, where there's some health, ammo, and an audio-diary (Adam's
Changes).

Head up the stairs to the balcony area, and hit the Emergency Access Control
switch (it'll be highlighted in gold). Access will be denied, and the door
behind you will open. Atlas explains that you need to get the key from Dr.
Steinman before you can continue on.

When you flip the control switch, the door behind you will open,
releasing a splicer. Kill her, go through the door, and turn left down the
hall. There's a little room at the end with a machine gun and an electrical
override switch that returns power to the Medical Pavilion foyer. The door at
the back of the room will open and a bunch of splicers will spill out. Let your
security bot go after them, and head back down the hallway and out to the
foyer.

Take out the splicers on your way back to the foyer, and climb up the stairs at
the back of the room. The door to the main area of the Medical Pavilion should
now be open. Head on through and follow the hallway down to a door, where
there'll be another ghost scene. Use the door control to the right of the door
and head through.

Pick up the audio-diary (Higher Standards) on the wall in front of you. You're
now in the main Medical Pavilion area, which has a number of different
businesses and areas. On the other side of the wall, once you round the corner,
is a turret, so zap it with electrobolt and hack it (you'll be doing a lot of
fighting in this area so it's worth your while to not destroy it). On the right
side of the room is a storage closet with another turret for you to hack.

On the south wall of the room (left from the main entrance) is a knocked over
directory sign with the names of doctors and businesses on it. On the wall next
to it is another audio-diary (Limits of Imagination). There is also another
audio-diary (Love for Science) on a crate near the health station in the middle
of the main area, and another one (Parasite Expectations) on the desk behind
the wall at the entrance to the main area (i.e., directly across from the
turret). There is a fourth audio-diary (Vandalism) in the little alcove on the
north side of the main area, sitting on a chair next to a vending machine.

Head to the west end of the room and go through the door marked "Dr. Steinman's
Aesthetic Ideals". Go through the tunnel and enter Dr. Steinman's area.
Rounding the corner you should see him crouching on the ground muttering to
himself, but as soon as he sees you he takes off down the hallway to the right
and explodes it behind him, leaving a huge pile of debris. There's a nitro
splicer standing on the balcony above you tossing grenades - if only you had
some way of grabbing one and using it against the debris... hmm...

This is one of the few times in the game where it's not really clear what you
need to be doing. Basically you need to get the Telekinesis plasmid so you can
grab a grenade from the nitro on the balcony and use it to blow up the debris
blocking your path to Dr. Steinman. There are ads on the wall advertising that
the Dandy Dental clinic is giving away the telekinesis plasmid as a
promotion, but heading back to the main Medical Pavilion area and finding the
Dental Services area (it's down the stairs right by the tunnel to Dr.
Steinman's area) reveals that it's completely frosted shut. There's an
audio-diary (Freezing Pipes) at the lower left corner of the ice pile that
reveals why.

OPTIONAL: At the southwest corner of the Dental Services entrance area is a
supply closet with a door that's shorted out. Hit the switch to the left with
your electrobolt, and head in to collect your loot.

So we need to find some way to melt the entrance to Dental Services. The name
of the crematorium should give you a hint that that's where we should be
looking. The entrance to the crematorium is in the SW corner of the main
Medical Pavilion area, so head up there. There should be a lady pounding on the
door who soon meets a grisly end. Kill the splicer who comes through the door,
and head on in. There's an audio-diary (Surgery's Picasso) hanging under the...
ahem... "creatively" rearranged photo on display to your left.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Tue Aug 28, 2007 4:52 pm

Head into the back of the crematorium. There's a security camera at the south
end of the room, near the furnace - zap it and hack it.

OPTIONAL: Find the furnace control on the side of the furnace, next to the
gurney with the corpse on it. Press it and wait for the body to be cremated.
When it comes out, it should have a gene tonic (Hacker's Delight) sitting in
the ashes.

Head up the stairs in the SE corner of the room. Terminate the splicer, and
then crouch and crawl through the little hole in the wall next to the jammed
doors. Your Incinerate plasmid is on the floor next to the broken Gatherer's
Garden machine. Put it in your empty plasmid slot, and then get ready to use
it, as you're about to be ambushed by splicers. Fortunately for you, they're
stuck outside the storage room, and unfortunately for them, they're standing in
an oil slick. Light the slick on fire (it extends into the storage room through
the crawlspace) and watch them go up in flames.

Head back downstairs and go down to the Dental Services area. Use your
incinerate plasmid to melt the ice blocking the entrance, and head on through.
Kill the splicer in the entrance area, and head through to the right. There's
a shotgun and some ammo sitting in the middle of the room, but as soon as you
pick it up the lights go off and you are ambushed by splicers. Kill them all
and the lights will come back on, revealing that you're in the main lobby for
the dentistry area. The business we need to go to for the Telekinesis plasmid
is Dandy Dental, at the east end of the lobby. There's an audio-diary (Useless
Experiments) by the entrance.

Head on through into the lobby of Dandy Dental. If you want you can hop over
the receptionist's desk for some goodies. Head into the main area and check out
the view from the windows. The plasmid you need is at the broken Gatherer's
Garden machine, at the end of the tennis practice area at the north side of the
clinic. Pick it up and equip it - you'll have to replace one of the plasmids
you already have. Personally I'd suggest keeping electrobolt, since it will be
useful for dealing with security systems once you get back to Steinman's area,
but the choice is up to you. You can always swap your plasmids out later once
you get to a gene bank machine. If you want to practice your telekinesis skills
you can activate the tennis machine and practice catching and throwing the
balls it launches. There's also an audio-diary (Testing Telekinesis) leaning up
against the tennis machine's control panel.

Head back out to the Dental Services lobby. There should be some splicers
entering the clinic just as you're leaving - you might want to try getting
creative with the telekinesis plasmid to kill them.

OPTIONAL: Head southwest past the Painless Dental sign and round the corner.
You'll pass a row of windows which will be shot out by a turret trying to kill
you. Hop through the windows (you'll have to crouch) and either destroy or hack
the turret. You can unlock the door to Painless Dental with the control on the
north wall. Head through to the surgery room. In the SE corner is a desk with
an audio-diary (Plasmids are the Paint) and a gene tonic (Speedy Hacker). On
the east wall is a crawlway with a grate covering it. Crouch and whack the
grate off with your wrench. Follow the crawlway to a storage room with some
nice goodies in it. You can unlock the door with the control on the wall and go
directly back out to the main Dental Services area lobby.

OPTIONAL: Past the windows you went through to get into Painless Dental is
another clinic, Chompers Dental. The door to this clinic is also locked. Use
your telekinesis power to grab the key off the hook on the wall that you can
see through the broken window. Use it to unlock the door and head in. Zap and
hack the camera in the left corner of the room. Go through the door on the far
wall, kill the splicer, and zap and hack the camera. Hack into the safe under
the camera for some nice goodies.

OPTIONAL: Back near the entrance to the Dental Services area is the entrance to
Kure-All. Open the door and head on in, but make sure you have your telekinesis
plasmid selected and ready to go. If you practiced with the tennis machine at
all, this is where it pays off. As you enter the clinic, turn right. You'll see
a turret launch rockets at you. Grab them with your telekinesis power and fling
them back at the turret to blow it up. Go through the door to your left. If
there are any splicers in the clinic clear them out, and hack the camera in the
far NE corner. In the NW corner of the room with the camera is an audio-diary
(Enrage Trial). Along the wall to the left should be a crawlway covered by a
grate. Bash the grate in and follow the crawlway to the storage room. On one of
the cabinets there should be a new gene tonic (Wrench Jockey). Head back out to
the dental services area.
So you've got your telekinesis plasmid, time to head back up to Steinman's
area. You'll probably hear the nitro splicer still banging around up on the
balcony. He should start tossing grenades at you again - if he doesn't, you
might need to shoot a few rounds in his direction to get his attention. Use
your telekinesis plasmid to grab one of the grenades, and then launch it at the
debris covering the door that Steinman fled through. This will clear the path
for you, allowing you to continue on.

As soon as you enter the hall, there's an audio-diary (Symmetry) hanging on the
wall to the right of the corpse in the wheelchair. Continue on down the hall.
The way will initially be blocked by a gate, but Steinman will come running out
of one of the side rooms and send a bot after you. A turret also appears out of
the floor. The gate opens, and Steinman runs again. Either kill or zap and hack
the bot and turret, and continue on. If you check the hole in the wall with
water pouring out of it on the left side, you'll find some ammo and other loot.
There's also a free gene tonic (Static Discharge) sitting by the corpse leaning
against the wall across from the hole.

OPTIONAL: Enter the side room on the right (north) side of the hall. Watch out
for the camera at the far end - zap and hack it when you get a chance. Hack the
safe under the camera for some nice loot. There's also some ammo and other
items on the desk in front of the camera. On your way out, pick up the
audio-diary (Aphrodite Walking) from the cabinet by the surgery table.

All right, time to put an end to Steinman's insanity - for good. Head through
the doors at the end of the hall and watch the scripted event. Dr. Steinman is
basically a Leadhead Splicer with a whole ton of hit points. Other than that
he's not particularly tough or difficult to kill. Anti-personnel ammo is very
effective against him. If you have your incinerate plasmid slotted you can also
make use of the oil slick behind the operating table to light him on fire.

You should get a radio message from Atlas reminding you to get the key and head
back to the Emergency Access area. Search Steinman's body to get the Emergency
Access key, and check the corpse on the operating table for an audio-diary (Not
What She Wanted).

OPTIONAL: Head down the stairs to the flooded area underneath the observation
area. There's a desk with a safe on it which contains some first aid kits.

Follow the arrow back out of the surgery room and towards the main Medical
Pavilion area. There should be some splicers coming out to greet you - if you
hacked the turret in the hallway it should take care of them without much
difficulty. Continue on until you get to the tunnel heading back to the main
Medical Pavilion area.

Heading into the tunnel you'll hear the door leading to the main area
collapsing, blocking you in. Thankfully the other door on the north side of the
tunnel (which was previously blocked) has opened up. Head on in - you should be
just in time to see a Bouncer get blown through the window and land in a
flaming heap on the floor. Head through the door and watch the cutscene - Atlas
wants you to kill the little sisters, while Tenenbaum wants you to rescue them.
Harvesting her will give you 160 ADAM, while rescuing her will give you only
80. However, if you rescue several little sisters, Tenenbaum will send along a
care package with 200 ADAM and some other treats (note, however, that you will
still gain more total ADAM from harvesting than rescuing the girls). The choice
is up to you, and has storyline consequences down the road, about which I'll
get into more detail in future versions of this guide.

Atlas encourages you to visit the next Gatherer's Garden machine you find to
pick up some new Plasmids, and lo and behold, one appears at the north end of
the room. Time for some shopping. This GG sells the Enrage plasmid, armored
shell and EVE link gene tonics, and maximum health and EVE upgrades. There's
also an audio-diary (Gatherer Vulnerability) on the floor next to the GG
machine. Pick out which upgrades you want and head through the door on the east
side of the room.

This takes you back out to the main Medical Pavilion area. There may be some
respawned splicers wandering around, so keep an eye out for them. Head back to
the east end of the room. On the way to the foyer, you will encounter another
little sister and big daddy. The good news is more ADAM - the bad news is that
you actually have to fight the big daddy this time. This one is a bouncer - the
melee type with the gigantic drill on his arm. If you hacked the turrets in
this area earlier, try to fight the big daddy where the turrets can shoot at
him. Use whatever explosive or armor-piercing ammo you have, and try to keep
him at a distance - the drill is fairly painful. Be generous with the use of
first-aid kits as well. If you die, you'll respawn at the Vita-Chamber in the
dental services area in the basement - just head on up and finish the fight.
When you've killed the big daddy rescue or harvest the little sister. If you
want, you can head back to the GG machine in the lounge and pick up some new
upgrades. Otherwise, head back through the doors at the east end of the main
area and down into the foyer.

Head down the stairs and through the door to emergency access at the far end
of the room, killing any splicers you see. Go back up to the emergency access
control switch and flip it using Steinman's key. The door opens up, revealing
a bathysphere. Hop in, pull the lever, and head off to Neptune's Bounty.
Congratulations, you've just completed the Medical Pavilion.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Tue Aug 28, 2007 4:53 pm

== D. NEPTUNE'S BOUNTY [c03s04] ===============================================

The bathysphere will drop you off at a dock with a rather grisly display in
front of you. Climb up the stairs and around the column - you'll find a vending
machine and a gene bank where you can swap out your equipped plasmids and gene
tonics (see the Machines section above for more details).

Hop over the debris and continue through the door ahead of you. You'll see a
spider splicer up ahead of you, but thankfully you don't have to deal with her
just yet. Continue through the door at the end of the hallway, which takes you
out into a large open area with a wharf, multiple splicers, and a big daddy/
little sister. Let the big daddy duke it out with the splicers for now, you've
got some other things to do.

Head down the ramp into the lowered area in the center of the room.
Immediately underneath the ramp is a turret - go ahead and hack it, it'll help
when you fight the big daddy. There's another turret underneath the wharf on
the far side of the room - same deal there, zap it and hack it. Immediately
behind that turret is an audio-diary (Bathysphere Keys).

Now that you've got the security system on your side, you can take out the
big daddy. This one is a rosie - she's armed with a gigantic rivet gun that
seriously hurts. Try to keep her in the center of the room where your two
turrets can shoot at her. Harvest or rescue the little sister, and head up on
to the wharf at the south end of the dock.

Continue through the door and turn right at the end of the hall. This takes you
to a balcony type area with a gene bank and a Gatherer's Garden. Unfortunately,
if you look to the left, there'll be an RPG turret launching rockets at you, as
well as several splicers you'll have to take out. Use your telekinesis plasmid
to toss the rockets back at the turret and destroy it. Clear out the splicers,
and head to the GG to spend your ADAM. Head down the stairs towards the giant
"Fontaine Fisheries" sign.

OPTIONAL: to the east of the GG and gene bank machines are two holes leading to
a lower area. Go through the right one and drop down to the lower area. Zap and
hack the camera, and look in the other alcove - you'll find some loot and a
deactivated security bot for you to hack. To get out of this area and back up
to the balcony, you have to jump out of the hole in the west wall, down into
the water, and climb up the stairs.

OPTIONAL: at the Fontaine Fisheries sign, continue going down the stairs into
the flooded area. Turn right and head around the corner. Continue following the
hall until you get to a gate protected by a combination lock. Hack the lock or
open it with the code 5-3-8-0 and continue through. There's an audio-diary
(Timmy H. Interrogation) and some other loot here. You can use your telekinesis
power to grab the stuff through the gate at the back of the room. Head on back
up to the Fontaine Fisheries sign when you're done.

Stock up at the vending machine, and then climb over the boxes leading to
Fontaine's Fisheries and head in. You'll enter a room with a dead lady and a
bunch of health and ammo. Pick up what you need, and then activate the door at
the far end of the room to ask for entrance. Peach Wilkins will answer the
door, but he won't let you in until you do a favor for him. He wants you to
head up to the wharfmaster's office in the upper wharf and grab a research
camera for him. Unfortunately, before you can go, a spider splicer appears.
These guys are very tough, they can scramble up walls and across ceilings and
move very quickly. Do what you can to stay alive, but don't sweat it, as Peach
will send the security system after the splicer, chasing her away. He sends out
a grenade launcher as a parting gift and sends you on your way.

Follow the quest arrow back out of Fontaine's Fisheries, up to the balcony with
the machines on it, and turn right. The gate to the upper wharf should now be
open. Kill any splicers you find, and head on through.

OPTIONAL: Turn right after passing the gate, and then immediately turn right
again. You should see a section of metal grating on the ground that's broken
inwards. Follow the crawlspace to the end and you'll find an audio-diary
(Fontaine Must Go) and some loot.

Continue on up the stairs to the upper wharf area. You should come to
a sliding door which leads to a little room with some proximity mines and other
ammo. Keep heading forward. You'll enter a larger area with a big daddy/little
sister and some splicers. Take out the splicers, and head to the fish cleaning
table directly across from the door where you entered. On it is an
audio-diary (Finding the Sea Slug). Go through the archway towards the
wharfmaster's office - there'll be an RPG turret there, zap it and hack it as
it will come in handy when you fight the big daddy. Kill the big daddy (use
your proximity mines if you want to) and rescue or harvest the little sister.
On the ground on the west side of the room (near the hole the little sister
crawls out of) is another audio-diary (Masha Come Home). Remember the code
7-5-3-3, you'll be able to use it later. There's another audio-diary (Picked Up
Timmy H.) on the corpse by the hole - it also has a code, 5-3-8-0, but it's for
the interrogation room and we've already been there.

Head through the archway towards the wharfmaster's office. Watch out for the
camera at the top of the stairs - it's too high up for you to hack it, so just
zap it and run. There's an audio-diary (Watch Fontaine) by the vending machine
at the bottom of the stairs. Run up the stairs, you'll see yet another camera
on your right - this one hackable. Continue down the hall and into the alcove
on your right. Whack the lock of the door, and immediately duck for cover into
the right corner, just past this desk. This will give you cover from all of
the turrets which will be trying to kill you - an RPG turret in the right
hallway, a machine gun turret in the hall straight ahead, another RPG turret
in the center of the south wall, and yet another machine gun turret in an
alcove in the SW corner of the room. There's also a camera above the last RPG
turret. Destroy or hack them all (remember to use your telekinesis plasmid on
the RPG turrets), and search the room and corpses to find some nice loot.

OPTIONAL: crouch and head through the crawlway in the SE corner of the room.
There will be a camera directly above you when you enter the room, but it's too
high to hack, so zap it and grab some cover at the other end of the room. There
you'll find a safe, a nice selection of ammo, and an audio-diary (Have My
Badge). Head back out when you've got everything.

Break the lock off the door in the SE corner of the room, and head through the
hole in the wall. Pick up whatever ammo you need and swap out your plasmids and
tonics at the gene bank (if you want to). Turn right and head down the hall,
past the Vita-Chamber. At the end of the hallway will be a small office, with
the research camera sitting on a desk. This will update your objectives -
Peach wants you to snap some photos of three different spider splicers and
bring them to him before he'll let you into Fontaine's Fisheries. Take a photo
of the splicer through the window for your first shot. Note that you can check
out the Researching Enemies guide above if you need more info on how to use the
camera.

Head back out of the office and down the hallway. As you turn the corner past
the Vita-Chamber the wall should explode out, and you'll have to kill a couple
of splicers. Hop through the hole in the wall and onto the tarp thing - there's
a plasmid (Security Bullseye) there for you to grab. Kill the splicer beneath
you, zap and hack the security camera, and pick up any ammo you need from the
bandito. There's also an audio-diary (ADAM Discovery) on top of a crate along
the west wall.

You're now in the room that was on the other side of the blocked door from
where you fought the last big daddy/little sister. Basically what we have to do
now is take three pictures of (different) spider splicers and take them back to
Peach Wilkins. You should have one already from the wharfmaster's office, and
we'll get the other two on the way back to Fontaine's Fisheries. Continue
through the south door, and pick up the audio-diary (Eden Leaking) immediately
in front of you. Head through the door into the tunnel, and hack the camera on
the right wall. There's an audio-diary (Fontaine's Smugglers) on the bench
immediately beneath the camera.

OPTIONAL: Head right at the intersection and go into Jet Postal. Kill the
splicers, and look on the table immediately to the left of the entrance for an
audio-diary (Death Penalty in Rapture). Continue into the back room - there'll
be a spider splicer crawling around on the ceiling. Snap a photo or six (that's
2 out of 3) and take her out. Zap the camera in the corner (it's too high to
hack) and grab whatever you need from the shelves. Also, the vending machine in
this room sells film, so now is a good time to stock up, since the initial
supply you get with the camera runs out very fast.

Head into the Fighting McDonagh's - there will be several splicers and a little
sister/big daddy here. Stock up at the vending machine, switch out your
upgrades at the gene bank, and kill the big daddy when you're ready. Head up
the stairs into the main area of the bar - there are two audio-diaries here.
One (Smuggling Ring) is on a table near the 123 Beer sign, and the other
(Working Late Again) is on a table near the window looking out over the city.

OPTIONAL: Head through the door behind the bar by zapping the sparking door
switch - this leads to the wine cellar and storage area. Kill the splicers, and
head through the door directly across from the entrance. In the corner of the
room is a desk with an audio-diary (Rapture Changing). Go through the
crawlspace into the little closet, and zap and hack the turret. Open the safe
for some nice loot. Head back into the main cellar area, then break through the
grate into the crawlspace at the other end of the room. Following the
crawlspace to its end will take you back out to the entrance to the bar, and
you'll also find another audio-diary (Meeting Ryan).

Head to the upstairs section of the bar, and clear out any splicers. Walk
through the door that's directly in front of you at the end of the hall as you
climb up the stairs - this will trigger a spider splicer spawn behind you. Snap
a photo (3 out of 3, booyah) and kill it.

OPTIONAL: Head back into the room at the end of the hall. There's a safe and
some other loot at the back of the room.

OPTIONAL: Head up the second set of stairs, to another hallway with two rooms.
One of them has a combination lock - you already got the code from an earlier
audio-diary, it's 7-5-3-3. Head in and you'll find a rather depressing pair of
corpses, along with an audio-diary (Saw Masha Today). If you walk towards the
money in the corner of the room, the painting will blow outwards, revealing a
new gene tonic (Shorten Alarms).

OPTIONAL: Zap the shorted-out door switch on the other room on the top floor of
the bar. Inside is a splicer, some loot, and another audio-diary (Arresting
Fontaine).

OPTIONAL: Go into the bathroom at the foot of the stairs. You can kill the
splicer inside by zapping the water. You can pay 5 dollars to get into the
bathroom stalls, which each have some ammo and other loot inside.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Tue Aug 28, 2007 4:53 pm

So now we've got our three spider splicer pictures, and we need to head back
to Fontaine's Fisheries to give them to Peach Wilkins. Follow the quest arrow
back out into the tunnel, and kill the splicer and his turret. Head through to
where you jumped down from the wharfmaster's office. The gate will now be open,
letting you back into the upper wharf. Keep following the arrow down the stairs
until you get to the balcony area with the Gatherer's Garden and Gene Bank
machines. The spider splicer that tried to kill you earlier at Fontaine's
Fisheries will be waiting for you, so if you're missing a spider splicer photo
now's your chance. Note that this splicer seems to be a lot tougher than
regular ones. There'll also be a free gene tonic (Wrench Lurker) sitting on
the railing near the machines.

Head down the stairs and back into Fontaine's Fisheries to talk to Peach. He'll
let you in, but makes you give up your weapons by putting them into the Pneumo
past the door (you'll get them back, don't worry). Drop by the Gene Bank and
make sure you have Incinerate and Electrobolt slotted, as you'll need them
shortly. Use incinerate to melt the ice on the floor and pick up the gene tonic
(Focused Hacker).

Head through the door and down into the open area. You'll be ambushed by Peach
and his men - unfortunately you have no weapons but your wrench, but you do
have your plasmids, so make use of them. Try to hack all the security system
elements you can to get them on your side. You can also lure the enemies into
the pool of water on the right side of the room and zap them with electrobolt.
If you die you'll respawn at the Vita-Chamber just outside the entrance to
Fontaine's Fisheries. Once Peach dies the doors at the back will open,
revealing several more splicers and a turret. Kill them.

OPTIONAL: Search the side freezers for some extra loot. You'll have to use your
incinerate plasmid to open the doors and free up some of the goodies.

Head down the stairs at the back of the room and pick up your weapons from the
pneumo. Continue on down to the bottom, and you will find your very first Power
to the People (i.e., weapons upgrade) machine. Choose carefully, since the
machine can only be used once.

OPTIONAL: Search the freezer to your left as you come down the stairs. At the
back of the room is a safe, and on a table next to the safe is an audio-diary
(Putting the Screws On).

Head into the west freezer, where you'll see a brief ghost cutscene. Use your
incinerate power to melt the ice blocking the exit at the back of the room, and
head through. You'll get a radio transmission from Atlas, and then you move on
to the next level.

== E. SMUGGLER'S HIDEOUT [c03s05] =============================================

This is a very quick level. Start out down the tunnel, and grab any loot you
need. Ahead of you is a flooded area with a Vita-Chamber and a Gene Bank
machine if you need to switch your upgrades around. Continue to the end of the
flooded area and up the ramp. There'll be a turret shooting at you from behind
some crates - zap it and hack it. Grab the audio-diary (Meeting with Fontaine),
and continue on down the other ramp. This takes you to a ledge with a view of
the submarine, where'll you get a transmission from Atlas asking you to press
the switch to open up the submarine. Head on in to the control room ahead of
you and do so - you'll have to jump over some debris and bash a lock off of a
door to get there.

This triggers an event - eventually Atlas will tell you head down to the sub.
Follow the quest arrow down, but watch out for splicers.

OPTIONAL: After you head down the second set of stairs there'll be a locked
gate to your right. Bash open the lock. Inside you'll find an audio-diary
(Kraut Scientist) and some ammo and other goodies. If you look underneath the
stairs you'll see some money - it's just out of reach, but you can grab it with
your telekinesis plasmid.

Continue on into the submarine bay. You'll get there just in time to see it
explode, sending Atlas into hysterics. Time to get the hell out of here. Follow
the quest arrow through the door with the flashing red lights. Immediately
inside the door you'll find a broken crate with some loot and an audio-diary
(Offered a Deal). Pick it all up and head down to the end of the hall. There
you'll find a bulkhead door leading to the next level - Arcadia. Told you this
one was quick.

== F. ARCADIA [c03s06] ========================================================

In this level you'll start picking up a lot of random junk for use in U-Invent
machines. There's not much to do with it, just pick up everything you find and
wait to get to a U-Invent, where you can see what you've made with everything
you've collected so far.

Head down the hallway, past the Vita-Chamber, and up the stairs to the door,
jumping over/crawling under debris as needed. Bash the lock off the door, and
head on through. Wow, trees! Been a while since you've seen those. Turn left
and head across the bridge - on the north wall you'll find several doors. Near
the leftmost door is a park bench with an audio-diary (Seeing Ghosts) next to
it. You'll hear someone shouting for help in the background - ignore him for
now, it's just another splicer.

OPTIONAL: THANKS TO EVERYONE WHO E-MAILED ME WITH THIS INFO - directly across
from the entrance is a door with two torches on either side, one lit and one
not. Use your incinerate plasmid on the torch that's not lit to open the door.
Inside you'll find a TON of ammo and other loot.

OPTIONAL: The two leftmost doors are marked Arcadia Glens, head through one of
them. This leads to an antechamber area before the entrance to Arcadia Glens,
which is unfortunately completely blocked off by debris. There is, however, a
ghost cutscene and two audio-diaries - next to the park bench on the left side
of the room (Big Night Out), and next to a chair and knocked over table on the
right side of the room (Mass Producing ADAM). Head back out when you've got
them.

Head through the rightmost door, marked Rapture Metro/Arcadia Glens. This is
where the shouting you heard earlier is coming from, from a Houdini splicer.
This is the first time you will have encountered these guys - they are fairly
nasty, since they can teleport, turn invisible, and shoot fire. Grab some
photos when he's visible, and then just follow the blurry area around and shoot
him when you can.

OPTIONAL: Going straight ahead from the entrance will take you to a small
flooded area with some loot. Head back like you're going towards the entrance,
but turn left instead, following the sign to the Metro. Go past the stairs and
you'll find another room with some more loot (make sure you check out the table
with the mask on it).

The splicer will lead you up the stairs to the right of the entrance, up to a
gardening supplies storage area. Finish him off, and then check out the table
to the right - there's an audio-diary (Arcadia Closed) with a Gene Bank next to
it.

OPTIONAL: Check the crawlspace directly across from the audio-diary for loot.
You should see "Who is Atlas?" posters inside (Storyline hint? Maybe? MAYBE???)

OPTIONAL: Head into the other crawlspace on the south side of the room for
some more loot. Going in here will trigger a splicer spawn in the storage room
behind you, so be careful when you come out.

Head through the door marked "Rapture Metro". This will take you to a balcony
above the Arcadia Glens antechamber area where you found the audio-diaries
earlier. There'll be a splicer on a balcony across the open space shooting at
you, and another one on the balcony you're on. Kill them both. You can use your
telekinesis plasmid to grab some spare ammo from the balcony across the open
space, or to loot the corpses over there.

Continue through the door at the end of the balcony. You'll enter a room with
several splicers and a turret. Move forward into the room so you're out of the
line of sight of the turret, kill the splicers, and then zap and hack the
turret. Stock up at the vending machine if you need anything.

OPTIONAL: To the left of the door where you entered is a shorted-out door. Hit
the switch with electrobolt and head in to grab some loot. Head back out.

OPTIONAL: Go through the door marked "Employees Only", in the SW corner of the
room down a little hall by the stairs. You'll see a splicer walk around the
corner and get pwned by one of the electric crossbow trapwires (you'll get to
use these yourself later on). Take note of what happens to him - make sure it
doesn't happen to you. Jump over or crawl under the wires to grab the loot in
this room. You can also use your telekinesis power to throw objects through the
wire, which will set them off. Way in the back is another crawlspace protected
by a trapwire - head in to find a bunch of ammo and a safe. Another crawlspace
door in the back takes you out to the main room.

Head down the stairs down the hallway in the SW corner of the room, kill the
splicer, and keep moving forwards, following the signs towards the Rapture
Metro. Turning the corner, you'll find you are at the entrance to Arcadia
Glens, only on the right side of the barricade this time. Head through the door
and enter the Glens.

OPTIONAL: Turn right as you enter. Ahead of you will be your first U-Invent
machine. Walk up and use your junk to make some nice loot for yourself.

OPTIONAL: Head down the stairs by the U-Invent machine, into the flooded lower
concourse. Turning left you'll find a corpse and a small alcove protected by a
trapwire that both have some crafting junk on them. Head back up. You can
continue on down the concourse now if you want, but we'll be heading back later
anyway.

Head left from the entrance to Arcadia Glens. You'll come to a small area with
a Gatherer's Garden machine and, conveniently, a big daddy/little sister. Take
out the big daddy (you're literally right next to a Vita-Chamber, so it
shouldn't be too difficult) and harvest/rescue the little sister.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Tue Aug 28, 2007 4:54 pm

OPTIONAL: Search the freezer to your left as you come down the stairs. At the
back of the room is a safe, and on a table next to the safe is an audio-diary
(Putting the Screws On).

Head into the west freezer, where you'll see a brief ghost cutscene. Use your
incinerate power to melt the ice blocking the exit at the back of the room, and
head through. You'll get a radio transmission from Atlas, and then you move on
to the next level.

== E. SMUGGLER'S HIDEOUT [c03s05] =============================================

This is a very quick level. Start out down the tunnel, and grab any loot you
need. Ahead of you is a flooded area with a Vita-Chamber and a Gene Bank
machine if you need to switch your upgrades around. Continue to the end of the
flooded area and up the ramp. There'll be a turret shooting at you from behind
some crates - zap it and hack it. Grab the audio-diary (Meeting with Fontaine),
and continue on down the other ramp. This takes you to a ledge with a view of
the submarine, where'll you get a transmission from Atlas asking you to press
the switch to open up the submarine. Head on in to the control room ahead of
you and do so - you'll have to jump over some debris and bash a lock off of a
door to get there.

This triggers an event - eventually Atlas will tell you head down to the sub.
Follow the quest arrow down, but watch out for splicers.

OPTIONAL: After you head down the second set of stairs there'll be a locked
gate to your right. Bash open the lock. Inside you'll find an audio-diary
(Kraut Scientist) and some ammo and other goodies. If you look underneath the
stairs you'll see some money - it's just out of reach, but you can grab it with
your telekinesis plasmid.

Continue on into the submarine bay. You'll get there just in time to see it
explode, sending Atlas into hysterics. Time to get the hell out of here. Follow
the quest arrow through the door with the flashing red lights. Immediately
inside the door you'll find a broken crate with some loot and an audio-diary
(Offered a Deal). Pick it all up and head down to the end of the hall. There
you'll find a bulkhead door leading to the next level - Arcadia. Told you this
one was quick.

== F. ARCADIA [c03s06] ========================================================

In this level you'll start picking up a lot of random junk for use in U-Invent
machines. There's not much to do with it, just pick up everything you find and
wait to get to a U-Invent, where you can see what you've made with everything
you've collected so far.

Head down the hallway, past the Vita-Chamber, and up the stairs to the door,
jumping over/crawling under debris as needed. Bash the lock off the door, and
head on through. Wow, trees! Been a while since you've seen those. Turn left
and head across the bridge - on the north wall you'll find several doors. Near
the leftmost door is a park bench with an audio-diary (Seeing Ghosts) next to
it. You'll hear someone shouting for help in the background - ignore him for
now, it's just another splicer.

OPTIONAL: THANKS TO EVERYONE WHO E-MAILED ME WITH THIS INFO - directly across
from the entrance is a door with two torches on either side, one lit and one
not. Use your incinerate plasmid on the torch that's not lit to open the door.
Inside you'll find a TON of ammo and other loot.

OPTIONAL: The two leftmost doors are marked Arcadia Glens, head through one of
them. This leads to an antechamber area before the entrance to Arcadia Glens,
which is unfortunately completely blocked off by debris. There is, however, a
ghost cutscene and two audio-diaries - next to the park bench on the left side
of the room (Big Night Out), and next to a chair and knocked over table on the
right side of the room (Mass Producing ADAM). Head back out when you've got
them.

Head through the rightmost door, marked Rapture Metro/Arcadia Glens. This is
where the shouting you heard earlier is coming from, from a Houdini splicer.
This is the first time you will have encountered these guys - they are fairly
nasty, since they can teleport, turn invisible, and shoot fire. Grab some
photos when he's visible, and then just follow the blurry area around and shoot
him when you can.

OPTIONAL: Going straight ahead from the entrance will take you to a small
flooded area with some loot. Head back like you're going towards the entrance,
but turn left instead, following the sign to the Metro. Go past the stairs and
you'll find another room with some more loot (make sure you check out the table
with the mask on it).

The splicer will lead you up the stairs to the right of the entrance, up to a
gardening supplies storage area. Finish him off, and then check out the table
to the right - there's an audio-diary (Arcadia Closed) with a Gene Bank next to
it.

OPTIONAL: Check the crawlspace directly across from the audio-diary for loot.
You should see "Who is Atlas?" posters inside (Storyline hint? Maybe? MAYBE???)

OPTIONAL: Head into the other crawlspace on the south side of the room for
some more loot. Going in here will trigger a splicer spawn in the storage room
behind you, so be careful when you come out.

Head through the door marked "Rapture Metro". This will take you to a balcony
above the Arcadia Glens antechamber area where you found the audio-diaries
earlier. There'll be a splicer on a balcony across the open space shooting at
you, and another one on the balcony you're on. Kill them both. You can use your
telekinesis plasmid to grab some spare ammo from the balcony across the open
space, or to loot the corpses over there.

Continue through the door at the end of the balcony. You'll enter a room with
several splicers and a turret. Move forward into the room so you're out of the
line of sight of the turret, kill the splicers, and then zap and hack the
turret. Stock up at the vending machine if you need anything.

OPTIONAL: To the left of the door where you entered is a shorted-out door. Hit
the switch with electrobolt and head in to grab some loot. Head back out.

OPTIONAL: Go through the door marked "Employees Only", in the SW corner of the
room down a little hall by the stairs. You'll see a splicer walk around the
corner and get pwned by one of the electric crossbow trapwires (you'll get to
use these yourself later on). Take note of what happens to him - make sure it
doesn't happen to you. Jump over or crawl under the wires to grab the loot in
this room. You can also use your telekinesis power to throw objects through the
wire, which will set them off. Way in the back is another crawlspace protected
by a trapwire - head in to find a bunch of ammo and a safe. Another crawlspace
door in the back takes you out to the main room.

Head down the stairs down the hallway in the SW corner of the room, kill the
splicer, and keep moving forwards, following the signs towards the Rapture
Metro. Turning the corner, you'll find you are at the entrance to Arcadia
Glens, only on the right side of the barricade this time. Head through the door
and enter the Glens.

OPTIONAL: Turn right as you enter. Ahead of you will be your first U-Invent
machine. Walk up and use your junk to make some nice loot for yourself.

OPTIONAL: Head down the stairs by the U-Invent machine, into the flooded lower
concourse. Turning left you'll find a corpse and a small alcove protected by a
trapwire that both have some crafting junk on them. Head back up. You can
continue on down the concourse now if you want, but we'll be heading back later
anyway.

Head left from the entrance to Arcadia Glens. You'll come to a small area with
a Gatherer's Garden machine and, conveniently, a big daddy/little sister. Take
out the big daddy (you're literally right next to a Vita-Chamber, so it
shouldn't be too difficult) and harvest/rescue the little sister.

OPTIONAL: Head in to the Waterfall Grotto through the doors by the
Vita-Chamber. We'll be coming back here later, but no harm in clearing it out
now. In the left corner is a U-Invent machine and a corpse with some nice loot.
In the other corner, by the sign, is a staircase down. There's a park bench by
the stairs with an audio-diary (The Market is Patient) sitting on it. Head down
the stairs. This room unfortunately has a rather difficult security system
arrangement, so we're going to take it out now to make things easier when we
come back. You should see a splicer in the flooded area at the bottom of the
room. Kill her, and then jump down and run across to the stairs at the other
side of the room (you'll have two turrets shooting at you). Turn left at the
top of the stairs - you'll see a security camera. Zap and hack it, then turn
left and zap and hack the first turret. It will start shooting at the second
turret down in the flooded area, which should buy you some time to get down
there and zap and hack it. There's an audio-diary (Offer a Better Product) on
a brick near the second turret - pick it up. In the SE corner of the flooded
area is a passageway to another room. Head in, and zap and hack the
flamethrower turret you'll find there. There's also a Gene Bank machine and
some loot. Head back out, and pick up an audio-diary (Early Tests Promising) on
a crate next to the water wheel. Finally, head back up the stairs near where
the security camera was. Zap the sparking door switch to reveal another room
with some loot and another audio-diary (Heroes and Criminals). Follow the quest
arrow back out to the hallway.

OPTIONAL: Head down the stairs in the SW corner by the Vita-Chamber. This takes
you back down to the lower concourse, where we were earlier. There's a Houdini
splicer down here you need to kill. At the corner up ahead is another staircase
where you can get back up to the main hallway, close to the Tree Farm/Rolling
Hills entrances. Watch out for the camera. For now continue on down the lower
concourse. You'll come to an open area with a vending machine - stock up on
film and whatever else you need. In the SW corner is a flooded storage room
with a Houdini splicer, some loot, and U-Invent and Gene Bank machines. In the
NE corner is a crawlspace door which leads to a small room with some loot and a
safe. Next to the crawlspace door is a door which leads back to the main
hallway, near the Tree Farm/Rolling Hills entrances. Again, watch out for the
camera.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Tue Aug 28, 2007 4:54 pm

Head through the door into the Rolling Hills. There'll be a splicer and an RPG
turret waiting for you - zap and hack the turret and let it kill the splicer.
You can hop up the waterfall to a ledge with some extra loot. If you look at
the map, you'll see that there should be a passageway to another area - it's
blocked now, but don't worry, it will open up soon. There should also be a big
daddy/little sister patrolling through this area - drag it back to where you
hacked the turret and take it out. Near the stairs heading out of the area
there's a park bench with an audio-diary (Shouldn't Have Come) next to it.

Head down the stairs and keep following the quest arrow towards the Rapture
Metro. Whoops, this triggers an event - Ryan's trying to kill the forest. Atlas
asks you to find Julie Langford, the lady who grew the forest, and ask for her
help to repair it. Thankfully you're right next to her office. Head through the
Research Laboratories archway and zap/hack the camera (it'll come in handy
later on). If you turn left and go down the hall there's an Ammo Bandito if you
need to stock. Head through into the offices - you'll get a video transmission
from Langford at the entrance. She wants you to head back to Waterfall Grotto
to grab a sample of Rosa Gallica. Follow the quest arrow back out to the hills,
but watch out for the splicer who will charge you. Try to drag them back to
where you hacked the security camera to trigger an alarm. Keep following the
quest arrow back to Waterfall Grotto.

OPTIONAL: When you get to the stairs heading up in the lower hills you'll see a
Houdini splicer standing by the entrance to a cave which was previously
blocked. Follow him in and take him out. Right by the entrance is an
audio-diary (The Saturnine). Search the room for other loot.

OPTIONAL: Once you go up the stairs, the other area that was blocked off
earlier has opened up as well. It's another Saturnine cave with a Houdini
inside. Kill it and search the room to find some crafting junk.

Once you get to the Waterfall Grotto for the second time you'll see a bunch of
splicers standing over the corpse of a Houdini. Kill them all - there's a free
gene tonic (Security Evasion) by the body. Head down to the lower part of the
grotto, by the water wheel - the roses are growing on a bush right by the
wheel. Picking one up will trigger a spawn of splicers coming down the stairs
behind you. If you hacked this room's security system earlier they'll take care
of them no sweat.

Follow your quest arrow back all the way back down to Julie Langford's office.
She'll ask you to send the rose through the pneumo, and then opens up the door
for you, letting you into her office. Immediately inside you'll find a free
gene tonic (Hacking Expert) on the desk and an audio-diary (What Won't They
Steal) on the floor. Turn right and head on up to Langford's office. She'll
turn off her security system so it doesn't attack you. Grab an audio-diary
(Teaching an Old Hound) off a desk in the next room. There's a vending machine,
a U-Invent, and a Gene Bank in the room after that. Follow the quest arrow to
the tunnel, which takes you up to Langford's office. She unfortunately meets a
gruesome end as soon as you get there - note the code she paints for you on the
window as she dies (9-4-5-7). Wait for the gas to clear and then head into the
room through the side door. Grab the chemical launcher (new weapon) off her
desk, and search her body for an audio-diary (The Lazarus Vector).

Use the code on the safe in the back wall, behind the painting - it contains
another audio-diary (Lazarus Vector Formula) and the key to get into the
Farmer's Market area, which is where we're headed next. The diary gives you a
shopping list of stuff you need to get to create the Lazarus vector, which will
bring all the trees back to life. Once you've collected it all, you need to go
to a U-Invent machine to craft the vector, and then bring it back to Langford's
office to release it into Arcadia. That's still a long way down the road,
however.

First for the chlorophyll - usually whenever I played through this part I had
already collected the chlorophyll I needed by the time I got the formula. One
of the audio-diaries in Langford's office suggests that the Saturnine have been
stealing it, however, so if you still need more try killing splicers
(especially the Houdinis with the weird masks) and searching their caves in the
Rolling Hills.

The other two items (distilled water and bee enzymes) will take a little more
effort to get - we need to go to the market area of town to get them. Head back
out of Langford's office, but watch out, since there will be splicers and the
security system is also now active. Try to hack all of the security elements
you can instead of destroying them - you'll need them later on. Once you get
back to the Rolling Hills you'll get a transmission from Atlas telling you to
head to the market to look for the other ingredients. Exit the Rolling Hills
where you entered and then immediately turn left to enter the Tree Farm (watch
out for the security camera). There's an audio-diary (Arcadia and Oxygen)
leaning against a crate just inside the entrance.

Head south down the wide hall and turn left at the end - there'll be
a weapon upgrade machine on the wall to your left as you turn the corner. Keep
following the quest arrow east. At the entrance to the Farmer's Market area
you'll find another Saturnine (Houdini) splicer with chlorophyll. Head through
the archways and pick up the audio-diary (Maternal Instinct) on the stairs.
Head on through past the sign, and you'll reach the bulkhead door leading to
the Farmer's Market. We're leaving the Arcadia level for now, but we'll be back
soon.

== G. FARMER'S MARKET [c03s07] ================================================

So we've come to the Farmer's Market to collect the items we need to finish
creating the Lazarus Vector to resurrect Arcadia's forest. You should have all
the chlorophyll you need - if not, you'll have to grab some off the Houdini
splicers in Arcadia once you head back there. That leaves us needing 7
distilled water and 7 bee enzymes. Both of the items can be found throughout
the Farmer's Market level, but both are concentrated in different areas. Search
all of the containers and corpses you find, and keep an eye out for the items
sitting on the ground - they should be highlighted in gold.

Walk up to the pneumo by the Farmer's Market sign - there's a corpse with some
enzyme on the ground and an audio-diary (Bee Enzyme). This should give you a
hint where you need to go to find the bee enzymes. Continue through the
door and follow the tunnel to its end. Walking out into the main market area
you'll be just in time to see a Houdini go flashing past. Kill him, but watch
out for the RPG turret through the door to your right. Also try not to get to
far down the hall to the left, as there's a camera down there, and having a
Houdini splicer, an RPG turret, and four security bots attacking you at once
can make things very hectic. When the splicer is dead, zap and hack the turret
and go down the stairs.

OPTIONAL: Go left down the hallway. There'll be a security camera in a corner
above a the door past the first little shop on your right, zap it and hack it.
On the counter across from the camera is an audio-diary (Pulling Together).
Go behind the counter, and zap and hack the turret. Check the safe for loot.
Don't go through any of the doors yet, we'll be coming back this way later.

At the bottom of the stairs you'll see a free gene tonic (EVE Link 2). Head
left - in the alcove is a Gene Bank and some loot. Continue on into the
courtyard area, but watch out for splicers. You might also see a big daddy and
little sister, so kill them if you do.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Tue Aug 28, 2007 4:54 pm

OPTIONAL: Go through the door with the combination lock - the code is 0-5-1-2,
although you don't find this out until MUCH later in the game. There's a ton of
ammo and other loot behind the door.

OPTIONAL: Go through the door behind the counter with the ripped banner above
it - there'll be a thug splicer crouching around the corner in front of a
U-Invent machine, along with some loot and a distilled water (quest item).
Watch out for trapwires.

OPTIONAL: Go through the other door behind the counter. There's a big daddy
corpse with an audio-diary (First Encounter) on the floor beside it. Go down
into the flooded area. At the back of the room there's a desk with yet another
audio-diary (Hatred) on it.

Head up the stairs from the courtyard to the balcony. Turning right and
following the balcony takes you back to the entrance area, so don't bother
going that way. Go through the door that's not marked "Employees Only". You'll
see a security camera in the shop across the hall - zap it and hack it,
quickly.

OPTIONAL: Go back out and in through the "Employees Only" door to find some
loot. There's a crawlspace door at the back of the room, crawl through to find
an audio-diary (Desperate Times). Hop up on the crates and bash in the grate.
Crawling through the vent will take you to a room with two corpses hanging on
meat hooks (lovely) and another crawlspace opening to the store where you
hacked the camera.

Head down the hall towards the Worley Winery sign. You'll find an audio-diary
(Water in Wine) on the floor immediately in front of the door. Sounds like
someone's been putting distilled water in their wine... hmm... HMM.... let it
never be said that this game is subtle in giving you hints. To drive the point
home, there's a distilled water on the ground nearby.

Head through the door and into the tunnel. You'll come to an intersection -
ahead is the Worley Wineries, where you can find the distilled water, and to
the left is the Silverwing Apiary, where you'll find your bee enzymes. You can
do either one first, but for the purposes of this guide we'll go to the Apiary.
Turn left and head on in.

As you enter the door you'll see a splicer getting attacked by bees from the
hive on the ground. Kill him. If the bees come after you, run back out into the
hallway (you can light the oil slick on fire and run through it to get the bees
to stop following you). On the counter directly in front of the entrance is an
audio-diary (ADAM Explained). To your left is a Gatherer's Garden, and to your
right is a Gene Bank. If you have the Scrounger gene tonic now's a good time to
swap it in, cause we're about to be doing a lot of container searching.

Head through the door at the back. This takes you to the bee hives themselves.
Basically the game plan is to use the switches in front of you to release smoke
into the room, which forces the bees back into their hives for a short amount
of time. Hit the switch and immediately head down onto the floor and start
searching as many hives as you can (don't forget to use your scrounger tonic to
look again if the hive is empty). Splicers will spawn and enter the room, but
ignore them for now, just focus on finding enzymes. When the bees start to come
out again, run up onto the balcony and deal with any splicers that follow you -
the bees should take care of the rest. If you still need more enzymes, hit the
other switch and repeat this process.

Once you have all the enzymes you need, head back out into the tunnel and turn
left, into the Winery. On the other side of the wall, on the little raised
area, is a security camera and turret. Zap/hack them both. Between them is a
safe with a bunch of cash and some distilled water. Search the rest of the room
for distilled water. There's also an audio-diary (Functional Children) on a
table on the east side of the room, and a vending machine in one of the
alcoves.

You probably still don't have enough distilled water, so you'll need to head
down into the cellar, taking the stairs at the back of the room. There's a ton
of splicers down here, along with a rosie and possibly a little sister, so keep
your eyes open. There'll be a distilled water on a crossbeam as you walk down
the stairs, and another one on the floor near the U-Invent at the end of the
hall.

Keep searching the basement as you continue on here, there's plenty of
distilled water everywhere and you should have no trouble finding the ones you
need.

OPTIONAL: Continue down the stairs to the flooded area at the very bottom of
the cellar. Go straight ahead into the alcove directly in front of where the
stairs let out and you'll find a Power to the People machine for another weapon
upgrade. Circle around the basement area - there's a lot of splicers, distilled
water, and loot lying around. If you head into the NW "quadrant" of the
basement, you'll find a little bedroom area. Inside is a bunch of chemical
launcher ammo, some other goodies, and a gene tonic (Photographer's Eye).

Head back up the stairs when you're done exploring the basement, stopping at
the U-Invent machine to craft your Lazarus Vector. This should trigger a
transmission from Atlas and bring back your quest arrow to guide you back to
Arcadia. You've already explored the entire Farmer's Market level, so no sense
wasting time, just follow it back to Arcadia.

== H. ARCADIA PT. 2 [c03s08] ==================================================

As soon as you enter Arcadia Ryan will send you a radio message and then
trigger an alarm, sending security bots after you. Try to zap and hack one of
them, this will take some of the heat off of you so you can run (or you could
just destroy them all, your choice). Follow the quest arrow back to Julie
Langford's offices in the Rolling Hills. The way should be mostly clear, but
watch out for stray splicers.

Once you're there, head up to her office on the top floor, and put the vector
into the contraption by the window. This is going to take a while, and Ryan is
sending his goons after you, so time to batten down the hatches and get ready
to fight. Follow the quest arrow back down to the front entrance and hit the
switch to seal the door (you might have to deal with a few splicers breaking in
from side doors on the way down). Now you've got a few seconds to set up some
defenses - use proximity mines, the cyclone trap plasmid, the security system
elements you hacked, etc. - if you have it, you can even use the hypnotize big
daddy plasmid to get the one patrolling around the offices to protect you. Once
the splicers break in, just try to stay alive, but don't sweat it since if you
die you'll just respawn at the Vita-Chamber by the tunnel up to Langford's
private office. You'll have to keep killing splicers to get the event to
progress. About half way through Atlas will send you a care package of stuff
through the pneumo tube by the entrance. When the vector finishes cooking,
you'll get a transmission from Atlas - run back upstairs and hit the switch on
the right side of the machine to release the vector back into the forest.

Follow the quest arrow back out to the Rapture Metro entrance, near the door
to Langford's offices. On a bench to your right as you enter is an
audio-diary (The Great Chain). Pick it up, head down to the bathysphere, and
pull the lever to head to Fort Frolic.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Tue Aug 28, 2007 4:55 pm

== I. FORT FROLIC [c03s09] ====================================================

Welcome to Fort Frolic, the "arty" section of town. Head on in once the level
finishes loading up, and you'll get a transmission from Atlas instructing you
to head to the Metro station directly in front of you down the hallway. There's
a U-Invent and Gene Bank in the alcoves to your left, as well as some gambling
and fortune telling machines scattered around. Near the Metro entrance, to the
left, are some display cases with health and EVE inside - you can smash the
windows with your wrench if you need the loot, but this will trigger an alarm.

When you're ready, head into the Metro station and walk up to the bathysphere.
This triggers an event - meet Sander Cohen, your antagonist for this level. At
least you get a respite from Atlas and Ryan's bickering for a while. Head back
out into the main hall.

Once you get out you'll notice the way back is blocked a LOT of trapwires.
Cohen will spawn a bunch of spider splicers, which will come crawling at you
across the ceiling - if you've still got some spider splicer research to do,
now's the time. Kill them all, and Cohen will open the doors to the rest of
Fort Frolic for you. Head on in - stop to stock up at the vending machine if
you need anything, and then walk into the main atrium.

Listen to Cohen's spiel. He's waiting for you upstairs in the Fleet Hall, but
there's some optional content to explore here first. You may also find a big
daddy/little sister in this area.

OPTIONAL: First, head to the south end of the atrium, by the vending machine.
Zap and hack the security camera, and then continue on into the southern mall.
As you walk in, you'll see some splicers duking it out. Kill them all, and pick
up the audio-diary (Come to the Record Store) sitting on the stool by the
flaming sign. Check the women's bathroom for loot (watch out for the turret),
and the men's bathroom for a rather creepy statue. Head back out and follow the
hall to the west. There's a Gene Bank ahead of you if you need to make any
upgrade switches. Head into the Sofia Salon (the door on the right side of the
hall). There's some loot, and if you head to the room way in the back there's
an audio-diary (The Wild Bunny) by a frozen guy sitting at an armoire (be sure
to check out Cohen's brilliant poetry in the diary). Head back out and continue
down the hall past the Gene Bank. In the corner of the bar up ahead is a
security camera - zap it and hack it. Sitting on the bar counter is another
audio-diary (Artists' Feud). Continue heading down the hall - there's an ammo
bandito up ahead. Across from it is the entrance to the Marquis D'Epoque cigar
store. Head in, and zap and hack the turret. Head down the stairs - you'll find
a U-Invent machine, and in the other room is a Power to the People machine and
another audio-diary (Fancy Cigarettes). Note the code on the ground next to the
corpse (7-7-7-4), you'll need it later on. Follow your quest arrow back out of
the south mall to the main atrium.

Head on up the stairs to the upper part of the main atrium. There's an
audio-diary (Stood Up Again) by the trashcan at the top of the stairs, near the
entrance to the Fleet Hall. There's also a Gatherer's Garden machine up here if
you have any spare ADAM.

OPTIONAL: Head into the Cohen's Collection art gallery, on the south side of
the upper atrium. Turn the corner and there'll be an audio-diary (The Doubters)
on a table with some bottles. Head up the stairs and zap and hack the turret.
Open up the safes for some loot - this will spawn a houdini splicer behind you.
Let the turret take care of him, and head back out to the atrium.

Go through the door into the Fleet Hall. You'll first head into a concession
area with a security camera. Zap it and hack it.

OPTIONAL: Head up the stairs to your right as you enter the room. There's a
Gene Bank machine halfway up, and at the top of the stairs is a room with a
bunch of film, some loot, and an audio-diary (Musical Insult). Sander Cohen is
in the room just across the hall, but he won't talk to you yet or let you in.
Head back down the stairs.

Go to the elevator on the south side of the concession area. Pressing the call
button will trigger a spawn of a bunch of splicers behind you - let the
security system take them out. Go up the elevator, and turn left to enter the
main theater area. Watch the scripted event - Cohen wants you to take a picture
of the corpse. Snap a photo of the unfortunate pianist, and Cohen will tell you
to head back down to the atrium.

OPTIONAL: At the top of the stairs, near where you entered the theater, is a
hall which takes you to the boxes along the sides of the room. Search them for
some loot. If you head to the south wing, you'll find that one of the boxes is
locked - the one next to it, however, is not. Head into that one, and then hop
over to the balcony of the locked box. You'll get a sarcastic message from
Cohen congratulating you on your athletic prowess, and a free gene tonic (Alarm
Expert).

OPTIONAL: Hop down from the balcony with the gene tonic, and head through the
door directly behind you. Following the hallway you'll get to an area guarded
by two turrets. Zap the turrets and quickly run and hack them - in the alcove
behind them is a safe. Check out the vending machine - all it sells is film and
food, however. You can go through the sliding door across from the machine to
get back out to the concession area.

Follow the quest arrow back out to the atrium - Cohen has unveiled his, ahem,
"masterpiece", a statue with four picture frames. Use the statue - this will
install the picture you took of Fitzpatrick in one of the frames. It turns out
that Cohen wants you to assassinate three more of his enemies, take pictures of
their corpses, and install them in the quadtych. If you do this, he'll
reactivate the Metro so you can go face down Andrew Ryan. Your status menu has
the details on where to find these guys.

First up: Martin Finnegan. Head up the stairs to the upper atrium, and Cohen
will unlock the hall to Poseidon Plaza for you. Head on in. On the left wall a
little down the hall is an audio-diary (The Iceman Cometh). Go through the door
and turn left down the hall - Finnegan is ahead of you. He's a Houdini splicer
and disappears quickly. You get frozen solid briefly after you enter the hall,
but quickly break out. When you do, you'll see a row of frozen statues -
Finnegan is the one on the far left, near the door. Walk up to him and kick his
ass when he thaws. He's basically just a Houdini splicer, nothing special
(don't try using cold damage on him, though). He drops a new gene tonic (Frozen
Field). Snap a photo, and then head back out and add it to Cohen's work of art.

OPTIONAL: Use your incinerate plasmid on the ice piles in the freezer to find
some loot, including a new weapon (the crossbow).

Next on deck is Rodriguez. Head back to the tunnel to Poseidon Plaza, and use
your incinerate plasmid to melt the ice blocking the door. Head through into
the plaza. You'll be attacked by a bunch of spider splicers - watch the
ceiling to see where they'll drop down. You may also encounter a big daddy and
little sister in this area. Stock up at the vending machines if you need
anything.

OPTIONAL: Head to the south end of the main hallway area, into Sinclair
Spirits. Zap and hack the security camera in the corner above the entrance
hall, and then look behind the counter - you should see a button. Press it to
open a door which will let you down into the flooded basement of the store. In
the basement you'll find a safe and a Power to the People machine. The "statue"
in the basement here is actually a spider splicer, so kill it. Head back up to
the main hall - you'll notice that the "More Items Downstairs" sign has now
lit up, and you can head down the stairs to a flooded area. NOTE THAT YOU HAVE
TO KILL THE SPLICER IN THE FIRST ROOM IN ORDER TO OPEN THE STAIRCASE OUT IN THE
HALL. It's not the button that triggers the grate (like some people have told
me) but killing the splicer. Head down the second staircase, you'll come to a
large open room. Way back in the corner is a free gene tonic (Extra Nutrition
2) and some other loot. Turn around - whoa, were those statues there before?
Nope. Kill 'em all and head back up.

OPTIONAL: Turn left past Sinclair Spirits and down the side hall. On the left
side of the wall you'll see the entrance to Robertson's Tobaccoria. Inside
you'll find an audio-diary (Guns Blazing), and an area secured by a
combination lock. The code is 7-7-7-4 (remember it from the last tobacco shop?)
Zap and hack the camera inside and to your left. Collect your loot and head
back out.

Continue down the hallway to the east, and enter the Eve's Garden strip club.
You'll see a ghost cutscene as soon as you enter.

Head down the hallway behind the stage. You'll see another ghost scene, and
when you get to the door there will be an audio clip played. When it
finishes, the door will open to let you in. Search the room - there's a safe,
some money, and an audio-diary (Pregnancy). Head back out, and you'll hear
Hector Rodriguez shouting drunkenly out in the bar. Rodriguez is a nitro
splicer, but he behaves weirdly - he'll take off, running away from you back
towards the main Poseidon Plaza hall while tossing explosives at you. Just
follow him and shoot him in the back until he dies. Snap a photo and head back
to the main atrium to add it to Cohen's work of art.

Cohen, perfectly fitting his role as the temperamental artist, flies into a
rage, and sends a few waves of spider splicers after you. Kill them all (if you
have any anti-personnel auto ammo, now's a GREAT time). Eventually Cohen will
calm down and apologize. Head back to Eve's Garden in Poseidon Plaza.

On the bar where Hector Rodriguez was sitting is an audio-diary (It's All
Grift). Head through the door next to the bar and go up the stairs. Go through
the double sliding doors - there's two turrets right there, zap 'em and hack
'em. Go straight down the hall to the balcony area - you're now above the main
Poseidon Plaza hall.

OPTIONAL - Head into the Pharoah's Fortune casino, directly in front of you.
Watch out for the security camera on the second floor - it can see you on the
first. Head up the stairs and zap and hack the camera. There's a bunch of loot
lying around, and an audio-diary (Bump Culpepper?) on one of the pool tables.
Head back down and out when you've got everything. You can also try your luck
at the slot machines if you're feeling lucky.

OPTIONAL - Go into the Sir-Prize Casino at the NE end of the hall. You'll find
a crossbow and some ammo in the corner of the room. Heading downstairs you'll
find an audio-diary (Fontaine's Army) in a box on the lower floor, and a safe
behind the counter. Loot the room and head back up to the upper floor and out
into the hallway.

Head into Rapture Records in the NW corner of the hall. Underneath the counter
to the left of the entrance is an audio-diary (Ryan's Stableboy). Hop down to
the lower area, by the body in the chair. When you hear the clicking noise
start, move away from the body - it's about to explode. Cobb will start yelling
at you from the upper part of the room. He sends some spider splicers dropping
from the ceiling to attack you - kill them, and then go into the crawlspace at
the SW corner of the room. This takes you back up to the entrance to the store.
Walk out the door - Cobb will be standing right there. He's a nitro splicer,
like the other two you've killed so far, and not very tough - just watch out
for additional splicers wandering into the fight. Snap a photo of the body and
head back to the main atrium. If you've done all the optional stuff so far you
should have already completely explored Poseidon Plaza, so don't worry about
poking around any more.

Head back to the main atrium and add your last photo to the quadtych. Cohen
will (finally) make his grand entrance down the stairs to admire his work - DO
NOT ATTACK SANDER COHEN. Not yet. Sander will thank you for your help and give
you a gene tonic (Medical Expert 2) as "a token of our time together." Atlas
will send you a radio message - you can use the Metro again, and he wants you
to get moving towards Ryan.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Tue Aug 28, 2007 4:55 pm

Now, there are several achievements relating to Sander Cohen, but one of them
requires you to leave him alive for now. You also need to leave him alive in
order to get the achievement for fully upgrading all of your weapons, because
one of the Power to the People machines is in his apartment (he needs to be
alive in order to let you in). So don't attack him now, just let him live,
we'll deal with him later. (Thanks NeoJedi Knight for clearing this up).

OPTIONAL: Head back up into the Fleet Hall, and climb the stairs to the room
where Cohen was hiding earlier. The door will be open now, letting you inside.
There's a bunch of film, an audio-diary (Requiem for Andrew Ryan) and a free
gene tonic (Electric Flesh). Head back down.

Once you've dealt with Cohen, head out of the atrium and back down to the
Metro (make sure you go to the right station). Hop in the bathysphere and pull
the lever, and off you go to Hephaestus.

== J. HEPHAESTUS [c03s10] =====================================================

Hephaestus is the Greek god of the forge and blacksmiths - should give you a
hint what type of level this will be. Note that by this point in the game the
splicers are becoming significantly more difficult to kill - they do more
damage and have a LOT more hitpoint, especially the leadhead guys. Be careful.

Head up the stairs from the bathysphere - stop at the vending machine if you
need anything. Go through the door and head down the tunnel. It doesn't matter
which way you go, they both lead to the same place. When the two tunnels rejoin
each other you'll see a couple of splicers doing... something to a corpse. Kill
them and loot them.

Head through the door and down the stairs. You'll come to a larger room with
some broken pipes. Directly ahead is a corpse with a chemical launcher, and
some splicers. Head up the stairs - there's a turret immediately behind the
wall you're facing as you enter the room. Zap it and hack it, and go over to
the vending machine by the broken pipe. The crate by the vending machine has an
audio-diary (Ryan Takes F Futuristics) and some other loot. Hit up the gene
bank in the SE corner of the room if you need to, and then head through the
door leading to the "Office of Andrew Ryan".

As you enter the next room, turn left immediately - you'll see a vending
machine and a Vita-Chamber. On the ground between them is an audio-diary
(Scoping the Gate). Pick it up, and then grab the grenade launcher on the table
in the middle of the room. Continue southward, around the corner, and zap and
hack the security camera. There's a U-Invent machine here if you've got any
spare junk.

Head through the door underneath the security camera and down the hall. You'll
enter the antechamber to Ryan's office, where he keeps the corpses of people
who have crossed him in the past. Charming. Check out the door to Ryan's
office - it's sealed shut by some kind of electrical contraption. Search the
corpses hanging on the walls. There are audio-diaries on the first corpse
hanging on the right (Stopping Ryan) and the third corpse hanging on the right
(Going to Heat Loss). The second diary contains a hint on how to get into the
office. It triggers an audio transmission from Ryan and updates your goals.
Ryan then sends in a bunch of splicers to attack you. Kill the splicers.

OPTIONAL: Head into the small side room on the south side of the trophy room.
On the desks ahead of you you'll see an audio-diary (A Man or a Parasite) and
a new gene tonic (Frozen Field 2). There's also a safe underneath the desk, and
some loot scattered around the room.

So now we need to go to Heat Loss Monitoring to try to find a way to break into
Ryan's office. Head through the other door on the south wall of the trophy room
(the one you didn't enter through) and continue down the hall. You'll come to
a flooded room with some splicers standing around a corpse of a big daddy. Use
your electrobolt plasmid on the water to electrocute them all. Loot the bodies
and head through the door to the Hephaestus Core at the end of the room. Go
down the tunnel and through the door taking you to the core.

You'll walk onto a balcony with a nice view of the entire core. Basically this
area has a bunch of walkways circling around the core, with a TON of splicers
wandering around. Be careful. You may also find a big daddy/little sister
patrolling around in this area.

Head through the doorway to your left, and kill the splicers. At the end of
this hall, near the Vita-Chamber, is an audio-diary (Fontaine's Legacy) and
some loot. (Is it just me, or does McDonagh sound EXACTLY like the GEICO
gecko?) Anyways, turn around and head down the stairs behind you. Turn around
at the bottom of the stairs, kill the splicers. In the alcove ahead of you is
a security camera and desk with an audio-diary (Running Short on R-34s) on it.
Zap and hack the camera and grab the diary. Continue on down the walkway,
you'll come to an area with a safe and some other loot. Turn back and head down
the stairs nearby. You'll come to the entrance to Heat Loss Monitoring.

OPTIONAL: Turn around at the bottom of the stairs and follow the other
staircase (behind the big column thing) down. You'll come to an area with a
spider splicer, a vending machine, and an audio-diary (Impossible Anywhere
Else). Kill the splicer, grab the diary, stock up, and head back up to the
Head Loss Monitoring entrance.

In the alcove across from the entrance is a houdini splicer and a broken
vending machine. You can still use the machine, but it will just spit out a
live grenade, so make sure you jump back.

OPTIONAL: Head up the stairs directly ahead, past the alcove. There you'll find
a Power to the People machine, a Gatherer's Garden, and an audio-diary
(Assassin). If you continue down the next set of stairs it takes you to the
Geothermal Control area. Head back to Heat Loss Monitoring when you're ready.

Head through the Heat Loss Monitoring door, down the tunnel, and into the
entrance. Walk forward. The lights will go out and whoops, the corpses weren't
corpses (seems to be a recurring theme in this game). Keep moving towards the
door at the end of the hall - three of the bodies will jump up and attack you.
Kill them, and you'll get a taunting message from Ryan. Head on into Heat Loss
Monitoring.

Down the hall to your left is a vending machine. Down the hall to the right is
an audio-diary (Kyburz Door Code) and some loot. The diary tells you that the
code to get into Kyburz's office is Australia Day (which, in case you're
wondering, is January 26 - so the code is 0-1-2-6). Both halls meet up again
at a staircase heading down to lower Heat Loss Monitoring. There's also a big
daddy/little sister patrol route in this area.

Head down the stairs to the lower area - watch out for the corpse ahead of you,
he'll jump up and attack. Once you get down, head to the balcony over the
flooded area and watch the ghost cutscene. Head to the lower area on the west
side of the room. On the desk is an audio-diary (Getting a Break) and a free
gene tonic (Security Evasion 2). Grab the diary and your objectives will
update.

OPTIONAL: Head up to the Gene Bank in the raised area and slot in your Electric
Flesh tonic (if you have it). This will increase your electricity resistance
enough to let you hop across the electrified flooded area to the desk in the
far left corner. There's some ammo and an audio-diary (Genetic Arms Race) on
the desk.

Follow your quest arrow back up to the main core area, and then up the stairs
to the Workshops area. Go through the Workshops door, down the tunnel, and into
the main Workshops area. Kill any splicers you find. There may also be a big
daddy/little sister in this area.

OPTIONAL: Go down the hall to your right as you enter the Workshops. There'll
be a splicer and a turret. Kill the splicer, zap and hack the turret, and loot
the room. There's a bunch of stuff in here, including a U-Invent machine, some
ammo, and a safe. There's also a gigantic banner advertising Australia Day and
giving the date (another hint as to the code for Kyburz's office). Head back
out.

Hit up the bandito and the vending machine in the corner if you need anything,
and then head down the stairs next to them. When you turn the corner you'll be
at the entrance area to Kyburz's office - there'll be two turrets shooting at
you. Zap and hack them both. We'll skip Kyburz's office for now since we need
to head back there later anyway.

OPTIONAL: Head into the little room by the foot of the stairs. There's a Gene
Bank machine, some loot, and an audio-diary (Device Almost Enabled). There's
also a crawlspace behind the desk with some loot in it.

OPTIONAL: If you look on the wall beneath the left turret you'll find a darkly
lit crawlspace door. Opening it will take you underneath the stairs, where
you can find some loot and an audio-diary (Market Maintenance Code). This gives
you the code for the area locked with a combination lock WAY back in the
Farmer's Market (it's 0-5-1-2).

Follow the quest arrow down the hall. You'll encounter a relatively undamaged
corpse - on it is an audio-dairy (The Dream). Way in the back of the room
you'll find a bloodstained crawlspace door - open it and head on in. Inside
you'll find some loot, a gene tonic (Damage Research), and an audio-diary
(Assembling the Bomb). Great, another collection mission. The audio-diary gives
you a list of stuff we need to get to put together the EMP bomb. These items
are scattered around the Hephaestus core area.

Nitroglycerine charge: Found in Kyburz's office (see below).
2 cans of ionic gel: scattered throughout the level. They look like tanks of
chemicals for the chemical launcher, but will be glowing gold.
4 R-34 wire clusters: these are found on the corpses of big daddies. You can
check the bodies of big daddies you've already killed to find them - they
should be glowing gold.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Tue Aug 28, 2007 4:55 pm

Let's get the nitroglycerine charge first. Head back out down the hall, back to
Kyburz's office. You can get your first R-34 from the dead big daddy right
outside the entrance to the crawlspace. Once you get to the office, input the
code into the combination lock (0-1-2-6) and the door will open. Unfortunately,
the room is heavily booby-trapped with electric trapwires. I don't have much
advice to give here - just do your best to go over/under/around them. You're
probably going to die at least once, unless you use a LOT of first aid kits.
Head down to the desk in the lower area, and press the button on its side. The
door covering the nitroglycerine charge (on the south side of the room) will
open up. Unfortunately this also activates a turret back near the entrance. Zap
it and hack it, and then grab the nitroglycerine. There's also a weapon upgrade
machine right across from the nitroglycerine charge and an audio-diary (Great
Chain Moves Slowly) on the desk.

Head back out of the workshops - time to get your ionic gel. There's a lot of
the stuff scattered all over the Hephaestus core, but you can get the two you
need conveniently located right outside the Workshops. Head back through the
tunnel taking you back to the main Hephaestus core area. Turn left and head
down the stairs - there's an ionic gel behind the crates right at the foot of
the stairs. Head past Heat Loss Monitoring, up the stairs, past the Gatherer's
Garden, past the door to Geothermal Control and up the stairs, and you'll see
your second ionic gel sitting on a console on the left wall.

The last item you need is the R-34 wirings, which can only be found on the
corpses of big daddies. You're own your own here - retrace your steps and find
the corpses of the daddies you've already killed. They should be glowing gold
and each have an R-34 wiring on them. If you don't have enough, hunt big
daddies until you do - they patrol through the main core area, the Heat Loss
Monitoring area, and the Workshops area.

Once you've got everything you need, follow your quest arrow back into the
workshops and down into the secret EMP bomb room. Use the EMP bomb three times
to install everything into it, and it will start humming and whirring. Pick it
up - you'll get a transmission from Atlas telling you that you need to attach
it to the core to destroy the power supply to the locks barring you from Ryan's
offices. Follow your quest arrow back out to the main Hephaestus core (watch
out for respawned splicers). Turn right once you get to the core, head down the
stairs, and keep going straight (following the walkway) until you get to the
entrance to Geothermal Control.

The room's entrance splits into two paths, both of which lead to doors to the
next room. Pick one, it doesn't matter (though there's a Gene Bank on the left
walkway if you need to use one), and head through. There are two turrets in
this room, one diretly down the hallway from each entrance. DON'T DESTROY THEM
- zap them and hack them. You're going to have to withstand an attack in this
room, and they will help you out a ton. Atlas explains what you have to do -
set up a defensive perimeter to beat off Ryan's goons, and then turn the valve
on the center ramp area to reroute the flow of magma. Here's your chance to
make use of some of the more specialized ammo and plasmids you've picked up
through the game. Use trapwires, proximity mines, and your cyclone trap plasmid
to block off the entrances. Note that you can find some extra mines in the
container right behind the valve, near the elevators. The turrets you hacked
will also help you out a ton.

When you're ready, start the event by turning the valve highlighted in gold.
Note that you have to hold down the A button to keep the valve turning, so
your security perimeter will be doing most of the fighting for you. Splicers
will start coming in through the entrances - let your security system kill
them, keep turning that valve. Eventually you'll turn it all the way and magma
will start pouring down. Atlas will tell you to head down the elevator to
attach the bomb to the core - kill any splicers that got through your
perimeter, get into the elevator, and press the button. When it gets to the
bottom, head forward down the walkway and through the door. On the floor in
front of you will be a corpse with an automatic hack tool and a gene tonic
(Shorten Alarms 2). Grab them and head through.

This will take you up to the core. Use the core lift control on the right side
of the walkway, and when you ge to the top use the table thing to place the EMP
bomb on the core. It'll activate, shutting down the core, and you'll get a
message from Atlas telling you to head back up to Ryan's office to shut down
his security. Unfortunately it will also trigger an alarm, so watch out for
bots on your way up. Follow the quest arrow out of the core area and back to
the entrance to Ryan's office. Watch out for stray splicers. When you get back
to the trophy room there'll be some splicers and security bots buzzing around.
Try to hack some of the bots for assistance, and kill the splicers. When the
room is clear, hit the switch by the security system blocking Ryan's door. The
door will open for you - head on in, and go through the bulkhead to Rapture
Control.

== K. RAPTURE CONTROL [c3s11] =================================================

Time to meet Andrew Ryan. This is a short level, but very important to the
plot (if you haven't reached this part of the game yet, don't read this section
if you don't want some MAJOR spoilers to be revealed).

Head forward down the hall. As you enter the large room, Ryan will turn out the
lights and send you a radio message. While he's ranting, turn left. On the
table next to the Vita-Chamber is an audio-diary (The Vita Chamber). Once the
lights come back on, there's also a Gene Bank, a U-Invent, and a vending
machine if you need to stock up.

So Ryan is trying to destroy the city - he thinks that Atlas is trying to take
control of it from him. Head over to the east side of the room, and climb the
stairs up the scaffolding thing. You'll see a crawlspace on the east wall -
head through and drop down into the next room (you'll have to bash out the
grate with your wrench). Grab the two audio-diaries (Mind Control Test and Baby
Status) on the on the counter in front of you. Loot the room, and head through
the south door. Follow the hallway to the large room at the end - meet Andrew
Ryan. When he opens the door for you, walk up to him, and then watch the
cutscene. "A man chooses - a slave obeys." Ryan chooses death - maybe the fact
that he chooses it makes it easier for him to accept.

Anyways, enough philosophizing. Search Ryan's death for a bunch of cash, and
then head into the little room with the organ-looking thing and the Ryan
Industries logo on the video screen. Use the self-destruct override, and watch
the cutscene. Whoops - seems Atlas has been lying to you all this time. Meet
Frank Fontaine. Seems that he was using you all this time as a plot to take
over Rapture. The door at the back of the room will open for you, and Fontaine
triggers an alarm to try and kill you (shouldn't he know by now that you don't
exactly have a ton of trouble with security bots?) Anyways. You'll see a little
sister calling to you - follow her, she'll lead you to a crawlspace back in the
hall to the Would You Kindly room. You'll black out once you're in the
crawlspace, ending the level.

== L. OLYMPUS HEIGHTS [c03s12] ================================================

The walkthrough will be continued in future versions of this guide, coming soon
(hopefully within the next week).

===============================================================================
4. TIPS AND NOTES [c04]
===============================================================================

- If you sit idle at the main menu screen for a few minutes, you'll see a very
cool introductory video.
- If you ever get stuck or not sure what to do next, hold down right on the
D-pad. This will bring up a tip from the status menu explaining exactly what
you need to do and where you need to go.
- In combat, hold down the RB and LB buttons to bring up radial selection menus
for your weapons and plasmids. This will pause the game, and allows you to
very quickly select what you need, much faster than by cycling through by
clicking RB and LB.
- Some locks can be bashed off of doors with the wrench.
- Hitting different areas on splicers will cause different amounts of damage.
Go for the headshot if you can - early in the game this will result in a
one-shot kill, and later on it will still do massive amounts of damage.
- You can use your electrobolt power to activate shorted-out doors - simply use
the plasmid on the sparking handle near the door.
- Electrobolt can also be used to electrocute enemies standing in water - just
zap the water and watch them fry.
- You can use the incinerate plasmid to light oil slicks on fire, creating a
wall of flame which ignites anything that walks through it.
- Incinerate can also be used to melt ice piles, which may sometimes reveal
loot or new paths.
- Your telekinesis plasmid can grab grenades and rockets and launch them back
at whatever shot them. This is very useful for dealing with RPG turrets.
- Telekinesis can also be used to grab loot items which are out of reach. Draw
them in with LT, and then press A before releasing the LT to pick them up.
- Telekinesis can be used to launch items through trapwires, disarming them.
- You can use the winter blast plasmid on a device you want to hack to slow
down the flow of energy and give you more time to complete the puzzle.
- The electrobolt plasmid makes researching security system elements very
easy - just zap them and snap a bunch of photos while they're down.
- The Natural Camouflage gene tonic can be used to evade security alarms. As
soon as you hear the alarm, just stop moving, and you'll quickly turn
invisible. The security bots will be unable to find you and will soon give
up and fly away.
- When taking photographs, try to make sure that the enemy is completely in
view of the camera and centered. If the enemy is doing something active, or
if there are multiple enemies in the picture, you will gain a research
bonus.
- To research security system elements, shock them with electrobolt and then
snap a bunch of photos while they're shorted out.
- Hacking pauses the game, so you don't need to worry about enemies beating on
you while you're trying to hack something.
- Turrets and cameras drop ammo and film, respectively, when they are
destroyed. When you're leaving an area for good you can kill your hacked
turrets to grab the loot off of them (they won't fight back).
- Using frost attacks on Houdini splicers while they're visible will freeze
them in place, preventing them from teleporting and making them much easier
to kill. (THANKS TO DAN P. FOR THIS TIP)
- If you are short on research (especially for Bouncers and Rosies) you can go
back to previously cleared levels to photograph the respawns for some extra
research points.

More tips coming soon in future versions of this guide.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Tue Aug 28, 2007 4:56 pm

== A. LIST OF AUDIO-DIARIES [c05s01] ==========================================

Collecting all of these audio-diaries earns you the Historian achievement,
which is worth 50 GP. See the walkthrough if you need further help finding
these, it usually has a more complete description of where to find them.

WELCOME TO RAPTURE
- New Year's Eve Alone (Diane McClintock) - on the table in the pool of water
in the basement of the Kashmir restaurant.
- Hole in Bathroom Wall (Steve Barker) - on the rubble at the back of the
women's bathroom in the Kashmir restaurant.

MEDICAL PAVILION
- Released Today (Diane McClintock) - on the receptionist's table in the foyer
of the Medical Plaza.
- Adam's Changes (Dr. Steinman) - on the desk past the first corner in
Emergency Access.
- Higher Standards (Dr. Steinman) - on the wall at the entrance to the Medical
Pavilion, past the door with the ghost scene.
- Limits of Imagination (Dr. Steinman) - on the south wall of the main area of
the Medical Pavilion.
- Love for Science (Tenenbaum) - on a storage crate next to the medical station
in the main area of the Medical Pavilion.
- Parasite Expectation (Andrew Ryan) - on the desk behind the wall immediately
in front of you as you enter the main Medical Pavilion area.
- Vandalism (Andrew Ryan) - in the alcove on the north side of the main Medical
Pavilion area, sitting on a chair next to a vending machine.
- Freezing Pipes (McDonagh) - in the ice pile at the entrance to Dental
Services.
- Surgery's Picasso (Dr. Steinman) - hanging underneath the photograph to your
left as you enter the Eternal Flame crematorium.
- Useless Experiments (Tenenbaum) - on the floor in front of the door to Dandy
Dental in the Dental Services area.
- Testing Telekinesis (Dr. Suchong) - at the control panel for the tennis
machine in the Dandy Dental clinic.
- Plasmids are the Paint (Dr. Suchong) - on the desk in the SE corner of the
Painless Dental operating room in the Dental Services area.
- Enrage Trial (Dr. Suchong) - in the back room of the Kure-All clinic in the
Dental Services area.
- Symmetry (Dr. Steinman) - on the wall next to the corpse in the wheelchair
immediately past the debris blocking the area into Dr. Steinman's area.
- Aphrodite Walking (Dr. Steinman) - on the cabinet next to the operating table
in the side room down the hall to the Dr. Steinman encounter.
- Not What She Wanted (Dr. Steinman) - on the corpse on the operating table in
the room where you fight Dr. Steinman.
- Gatherer Vulnerability (Dr. Steinman) - leaning against a briefcase by the
Gatherer's Garden machine after your first little sister encounter.

NEPTUNE'S BOUNTY
- Bathysphere Keys (Sullivan) - behind a turret underneath the wharf at the
south end of the lower wharf area.
- Timmy H. Interrogation (Sullivan) - in the interrogation room underneath the
Fontaine Fisheries sign - see the walkthrough for more details.
- Fontaine Must Go (Andrew Ryan) - in a crawlspace underneath the hallway
leading up to the upper wharf.
- Finding the Sea Slug (Tenenbaum) - on a fish cleaning table across from the
door to the upper wharf, near where you find the third little sister.
- Masha Come Home (Mariska Lutz) - on the floor on the west side of the first
upper wharf room, beneath the hole where the little sister crawls out of.
- Picked Up Timmy H. (Sullivan) -
- Watch Fontaine (Andrew Ryan) - near the vending machine at the foot of the
stairs on the way to the wharfmaster's office.
- Have My Badge (Sullivan) - in the room through a crawlway in the jail in
the wharfmaster's office.
- ADAM Discovery (Tenenbaum) - on a crate on the west wall of the room you jump
down to from the wharfmaster's office.
- Eden Leaking (McDonagh) - right through the door past the sign to Fighting
McDonagh's/Jet Postal, near the last diary.
- Fontaine's Smugglers (Tenenbaum) - on the bench underneath the security
camera in the tunnel to Fighting McDonagh's/Jet Postal.
- Death Penalty in Rapture (Andrew Ryan) - on a desk immediately to the left of
the entrance to Jet Postal.
- Smuggling Ring (Sullivan) - on a table underneath the 123 Beer sign in the
Fighting McDonagh's.
- Working Late Again (Andrew Ryan) - on a table near the window in the Fighting
McDonagh's.
- Rapture Changing (McDonagh) - in the basement of the Fighting McDonagh's bar.
- Meeting Ryan (McDonagh) - in the crawlspace behind the bar in the Fighting
McDonagh's.
- Saw Masha Today (Mariska Lutz) - in a room on the top floor of the Fighting
McDonagh's.
- Arresting Fontaine (McDonagh) - in a room on the top floor of the Fighting
McDonagh's.
- Putting the Screws On (Peach Wilkins) - in the east room of the basement of
the freezer after the Peach Wilkins fight, next to a safe.

SMUGGLER'S HIDEOUT
- Meeting with Fontaine (Peach Wilkins) - in the storage cave, leaning against
some crates by the turret.
- Kraut Scientist (Frank Fontaine) - in a side room in the staircase leading
from the control room to the main submarine bay.
- Offered a Deal (Peach Wilkins) - in the hallway leading to Arcadia.

ARCADIA
- Seeing Ghosts (McDonagh) - next to a park bench in the entrance area.
- Big Night Out (Dieter Sonnekalb) - next to a park bench in the Arcadia Glens
antechamber area.
- Mass Producing ADAM (Tenenbaum) - next to the chair and knocked over table in
the Arcadia Glens antechamber area.
- Arcadia Closed (Julie Langford) - in the gardener's supplies storage area
where you fight the first Houdini splicer, on a table by the Gene Bank.
- The Market is Patient (Andrew Ryan) - on a park bench near the entrance to
Waterfall Grotto.
- Offer a Better Product (Andrew Ryan) - on a brick in the flooded area at the
bottom of Waterfall Grotto.
- Early Tests Promising (Julie Langford) - on a crate next to the water wheel
in the flooded area of Waterfall Grotto.
- Heroes and Criminals (Diane McClintock) - in the back room behind the shorted
out door in Waterfall Grotto.
- Shouldn't Have Come (Mariska Lutz) - next to a park bench in the entrance to
Rolling Hills.
- The Saturnine (Julie Langford) - in the cave by the stairs in the lower
Rolling Hills.
- What Won't They Steal (Julie Langford) - on the floor inside the entrance to
Julie Langford's offices.
- Teaching an Old Hound (Julie Langford) - on a desk in the second room of
Langford's offices.
- The Lazarus Vector (Julie Langford) - on Langford's corpse in her office.
- Lazarus Vector Formula (Julie Langford) - in the safe in Langford's office.
- Arcadia and Oxygen (Julie Langford) - leaning against a crate near the
entrance to the Tree Farm.
- Maternal Instinct (Tenenbaum) - on the stairs leading to the Farmer's Market
in the Tree Farm.

FARMER'S MARKET
- Bee Enzyme (Tasha Denu) - on the ground by the pneumo tube right at the start
of the level.
- Pulling Together (Andrew Ryan) - on a counter down the hall to the left at
the start of the level.
- First Encounter (Andrew Ryan) - in a storage room behind the counter in the
lower courtyard.
- Hatred (Tenenbaum) - in the same storage room, on a desk in the back of the
flooded area.
- Desperate Times (Andrew Ryan) - in a crawlspace behind the Employees Only
area at the top of the stairs from the lower courtyard.
- Water in Wine (Pierre Gobbi) - in front of the entrance to the tunnel leading
to the Apiary and Winery.
- ADAM Explained (Tenenbaum) - on the counter at the entrance of the Silverwing
Apiary.
- Functional Children (Tenenbaum) - on a table in the main room of the Worley
Winery.

ARCADIA PT. 2
- The Great Chain (Andrew Ryan) - on the bench immediately to the right of the
entrance to the Rapture Metro.

FORT FROLIC
- Come to the Record Store (Cobb) - on a stool by the flaming sign at the
entrance to the South Mall.
- The Wild Bunny (Sander Cohen) - in the back room of the Sofia Salon in the
south mall.
- Artists' Feud (Sullivan) - on the bar counter in the cocktail lounge in the
south mall.
- Fancy Cigarettes (Albert Milonakis) - in the basement of the Marquis D'Epoque
cigar store in the south mall.
- The Doubters (Sander Cohen) - on a table in Cohen's Collection in the upper
atrium.
- Stood Up Again (Diane McClintock) - at the top of the stairs in the upper
atrium, sitting by a trash can near the entrance to the Fleet Hall.
- Musical Insult (Sander Cohen) - in the storage room at the top of the stairs
from the concession area in the Fleet Hall.
- The Iceman Cometh (Martin Finnegan) - frozen to the wall in the tunnel to
Poseidon Plaza.
- Guns Blazing (McDonagh) - on the coffee table in Robertson's Tobaccoria in
Poseidon Plaza.
- Pregnancy (Jasmine Jolene) - in the bedroom down the hallway behind the stage
in Eve's Garden.
- It's All Grift (Hector Rodriguez) - on the bar counter in Eve's Garden.
- Bump Culpepper? (Sullivan) - on a pool table on the second floor of the
Pharoah's Fortune casino in Poseidon Plaza.
- Fontaine's Army (McDonagh) - in a box on the lower floor of the Sir-Prize
casino in Poseidon Plaza.
- Ryan's Stableboy (Anna Culpepper) - underneath the counter to the left of the
entrance, inside Rapture Records in Poseidon Plaza.
- Requiem for Andrew Ryan (Sander Cohen) - in the projector room of the Fleet
Hall. You can only access this room after you complete Cohen's work of art.

HEPHAESTUS
- Ryan Takes F Futuristics (McDonagh) - in the NE corner of the second room in
the level, in a crate by the vending machine next to the broken pipe. Note
that it's NOT located in the bathysphere station, like some people have
said.
- Scoping the Gate (Kyburz) - on the floor between the vending machine and the
Vita-Chamber in the third room.
- Stopping Ryan (McDonagh) - in the first corpse hanging on the right in Ryan's
"trophy room".
- Going to Heat Loss (Anya Andersdotter) - in the third corpse hanging on the
right in Ryan's "trophy room".
- A Man or a Parasite (Andrew Ryan) - on the desks in the side room to the
south of Ryan's "trophy room".
- Fontaine's Legacy (McDonagh) - at the end of the first walkway in the
Hephaestus core, near the Vita-Chamber.
- Running Short on R-34s (Pablo Navarro) - on a desk in an alcove below a
security camera by the entrance to the workshops in the Hephaestus core.
- Impossible Anywhere Else (Andrew Ryan) - on a desk in the area down the
stairs from the entrance to Heat Loss Monitoring in the Hephaestus core.
- Assassin (Anya Andersdotter) - next to the Gatherer's Garden machine in the
Hephaestus core.
- Kyburz Door Code (Pablo Navarro) - in the SW corner of upper Heat Loss
Monitoring in the Hephaestus core.
- Getting a Break (Pablo Navarro) - on a desk in the lower Heat Loss Monitoring
area in the Hephaestus core.
- Genetic Arms Race (McDonagh) - on a desk in the far left corner of the
flooded area in the lower Heat Loss Monitoring area.
- Device Almost Enabled (Kyburz) - on a desk in the little room at the bottom
of the stairs near the entrance to Kyburz's office.
- Market Maintenance Code (Pablo Navarro) - underneath the stairs leading down
from the workshops to Kyburz's office. See the walkthrough for more details.
- The Dream (Kyburz) - on a corpse in the hall between Kyburz's office and the
EMP bomb room.
- Assembling the Bomb (Kyburz) - on a desk in the secret room with the EMP bomb
in the Workshops.
- Great Chain Moves Slowly (Andrew Ryan) - on the desk in Kyburz's office in
the basement of the Workshops.

RAPTURE CONTROL
- The Vita Chamber (Suchong) - on a table to the left of the entrance to the
Rapture Control level, next to the Vita-Chamber.
- Mind Control Test (Suchong) - in the "Would You Kindly" room through the
crawlspace.
- Baby Status (Suchong) - in the "Would You Kindly" room through the
crawlspace.

More coming soon!

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Tue Aug 28, 2007 4:56 pm

== B. LIST OF PLASMIDS [c05s02] ===============================================

Plasmids in this list are organized by how they are obtainable. Plasmids
purchasable from Gatherer's Garden machines are listed in the first level they
become available in, but if you choose not to purchase them there they will
still be available in all subsequent Gatherer's Garden machines.

PLASMIDS FOUND AS LOOT
- Electrobolt - shoots lightning from fingertips. Can be used to break through
shorted-out doors, stun splicers and electrical equipment, and electrocute
enemies standing in water. Found at the Gatherer's Garden machine in the
Rapture Transit station immediately after entering the city in the Welcome
to Rapture level.
- Incinerate - shoots flame from fingertips. Can be used to light oil slicks,
foliage, and people on fire. Found upstairs in the Eternal Flame crematorium
next to the broken Gatherer's Garden machine in the Medical Pavilion level.
- Telekinesis - moves items from a distance. Press and hold left trigger to
grab an item, and release it to toss it. Found in the Dandy Dental clinic,
near the tennis machine, in the Medical Pavilion level.
- Hypnotize Big Daddy - you obtain this plasmid from rescuing little sisters -
it appears in the first care package sent to you by Tenenbaum. Saving little
sisters is the ONLY way to obtain this plasmid.

PURCHASABLE PLASMIDS
- Enrage - enrages an enemy, causing it to attack someone other than you. Can
be purchased from the Medical Pavilion level on.
- Target Dummy - creates a decoy which draws attacks away from you. Can be
purchased from the Neptune's Bounty level on.
- Winter Blast - freezes enemies in place and does frost damage. Can be
purchased from the Neptune's Bounty level on.
- Security Bullseye - enemies targeted with this plasmid will be attacked by
the security system. Can be purchased from the Neptune's Bounty level on.
- Electrobolt 2 - stuns for longer than regular electrobolt. Can be purchased
from the Arcadia level on.
- Cyclone Trap - hurls enemies in the air and wounds them when they hit the
ground. Can be purchased from the Arcadia level on.
- Insect Swarm - releases a swarm of insects to attack your enemies. Can be
purchased from the Farmer's Market level on.
- Insect Swarm 2 - releases a more dangerous swarm of insects. Can be purchased
from the Fort Frolic level on.
- Winter Blast 2 - freezes enemies for longer than Winter Blast. Can be
purchased from the Fort Frolic level on.
- Incinerate 2 - does more damage than incinerate. Can be purchased from the
Fort Frolic level on.
- Cyclone Trap 2 - launches splicers higher and does more damage. Can be
purchased from the Hephaestus level on.
- Electro Bolt 3 - damage and stun length increase. Can be purchased from the
Hephaestus level on.

More coming soon!

== C. LIST OF GENE TONICS [c05s03] ============================================

Gene tonics in this list are organized by how they can be obtained. Purchasable
gene tonics are listed in the first level they become available at - you can
still purchase them in all subsequent levels if you choose not to in the first
level they become available. Same goes for the inventable tonics.

TONICS FOUND AS LOOT
- Hacker's Delight (physical) - successfully hacking an object results in a
gain of health. Found at the Eternal Flame crematorium in the Medical
Pavilion by pressing the furnace control button.
- Speedy Hacker (engineering) - slows the rate that energy flows in the hacking
minigame. Found on the desk in the SE corner of the Painless Dental office's
surgery room in the Dental Services area of the Medical Pavilion.
- Wrench Jockey (combat) - increase damage done with melee weapons. Found in
the storage room of the Kure-All clinic in the Dental Services area of the
Medical Pavilion.
- Static Discharge (combat) - does electrical damage to any enemy who touches
you. Found by a corpse in the hallway leading to the Dr. Steinman encounter
in the Medical Pavilion level.
- Medical Expert (physical) - first aid kits heal more damage. Found in the mud
in the middle of the lower wharf area of Neptune's Bounty.
- Shorten Alarms (engineering) - reduces the length of security camera alarms.
Found in Mariska Lutz's room in the top floor of the Fighting McDonagh's in
Neptune's Bounty.
- Wrench Lurker (combat) - increases damage done with the wrench when your
opponent is unaware of you. Found near the Gatherer's Garden/Gene Bank
machines in the lower wharf balcony after you get the spider splicer photos
in Neptune's Bounty.
- Focused Hacker (engineering) - You have two fewer overload tiles show up in
hacking puzzles. Found in an ice pile in the entrance room to Fontaine's
Fisheries in Neptune's Bounty.
- Security Evasion (physical) - makes cameras and turrets take longer to
respond to your presence. Can be found by a corpse when you return to
Waterfall Grotto after visiting Julie Langford's office in Arcadia.
- Hacking Expert (engineering) - 1 fewer alarm tile and 1 fewer overload tile
in all hacking puzzles. Found on the desk just inside the entrance to Julie
Langford's office in Arcadia.
- EVE Link 2 (physical) - increases the amount of EVE you gain from first aid
kits beyond that given by regular EVE Link. Found at the bottom of the
stairs to the right of the entrance to the Farmer's Market level, near the
vending machines.
- Photographer's Eye (combat) - increases research score for all photos taken.
Found in the little bedroom area in the basement of the Worley Winery in the
Farmer's Market.
- Alarm Expert (engineering) - 2 fewer alarm tiles in hacking puzzles. Found in
the locked theater box in the Fleet Hall in Fort Frolic.
- Frozen Field (combat) - increases your frost damage and resistance to frost
damage. Found on Martin Finnegan's corpse in the tunnel to Poseidon Plaza in
Fort Frolic.
- Extra Nutrition 2 (physical) - found down the staircase across from Sinclair
Spirits in Poseidon Plaza of Fort Frolic. See the walkthrough for more
details.
- Medical Expert 2 (physical) - first aid kits heal more damage. Given to you
by Sander Cohen after you finish his work of art for him.
- Electric Flesh (combat) - increases electrical damage you deal and decreases
electrical damage you take. Found in the projector room of the Fleet Hall in
Fort Frolic after you complete Cohen's work of art.
- Frozen Field 2 (combat) - increases frost damage you deal and decreases frost
damage you take. Found on the desk in the side room to the south of Ryan's
"trophy room" in Hephaestus.
- Security Evasion 2 (physical) - security cameras and turrets take longer to
see you. Found on the desk in the lower Heat Loss Monitoring area in the
Hephaestus core.
- Damage Research (combat) - increases damage bonuses you gain from research.
Found in the secret room with the EMP bomb in the Workshops off the
Hephaestus core.
- Shorten Alarms 2 (engineering) - reduce the length of alarms. Found on the
walkway to attach the EMP bomb to the core in the Hephaestus level.

TONICS PURCHASABLE AT GATHERER'S GARDEN
- Armored Shell (combat) - decreases physical damage done to you. Purchasable
from the Medical Pavilion level on.
- EVE Link (physical) - first aid kits also give you more EVE. Purchasable from
the Medical Pavilion level on.
- Security Expert (engineering) - reduces difficulty when hacking security
system elements. Purchasable from the Neptune's Bounty level on.
- Extra Nutrition (physical) - you gain extra health and EVE from food.
Purchasable from the Neptune's Bounty level on.
- Human Inferno (combat) - reduces fire damage you take and increases fire
damage you deal. Purchasable from the Arcadia level on.
- Hacking Expert 2 (engineering) - 2 fewer alarm tiles and 2 fewer overload
tiles when hacking. Purchasable from the Fort Frolic level on.
- Wrench Lurker 2 (combat) - quiets your footsteps and increases melee damage
done with the wrench against enemies who don't sense your presence.
Purchasable from the Hephaestus level on.

RESEARCH REWARD TONICS
- Sportboost (physical) - increases movement speed and wrench swing speed.
Level 2 research reward for Thuggish splicers.
- Sportboost 2 (physical) - like Sportboost, only more so. Level 4 research
reward for Thuggish splicers.
- Scrounger (physical) - lets you search containers a second time for different
loot. Level 2 research reward for Leadhead splicers.
- Static Discharge 2 (combat) - does electrical damage to enemies that touch
you. Level 4 research reward for Leadhead splicers.
- Natural Camouflage (physical) - you turn invisible if you remain motionless
for several seconds. Level 2 research reward for Houdini splicers.
- Photographer's Eye 2 (combat) - increases research score from all photos.
Level 2 research reward for Rosies.
- Wrench Jockey 2 (combat) - greatly increases wrench damage. Level 2 research
reward for Bouncers.
- Extra Nutrition 3 (physical) - increases the health bonus you gain from
eating food. Level 4 research reward for spider splicers.
- Security Expert 2 (engineering) - reduces difficulty when hacking security
system elements. Level 2 research reward for security bots.

INVENTABLE TONICS
- Hacker's Delight 2 (engineering) - you gain health and EVE with each
successful hack. Inventable from Fort Frolic level on.
- Booze Hound (physical) - you gain a small amount of EVE (instead of losing
it) when drinking alcohol. Inventable from Fort Frolic on.
- Bloodlust (combat) - you gain small amounts of health and EVE when inflicting
damage with the wrench. Inventable from Fort Frolic on.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Tue Aug 28, 2007 4:57 pm

== D. LITTLE SISTER LOCATIONS [c05s04] ========================================

The big daddies/little sisters have a somewhat complicated spawn system which
is worth explaining to prevent confusion. Apparently there are a set number of
little sisters for each level (you can check how many by pressing the Start
button and looking at the bottom of the screen). These little sisters will
spawn in one of several areas throughout the map by crawling out of a wall,
perform a slow patrol route, and then despawn by crawling back into the wall.
Each patrol area will almost always have a big daddy guarding it, regardless of
whether or not there is a little sister there or whether or not you have
already rescued/harvested them. They also respawn fairly quickly after you kill
them. It is important to note that YOU MAY NOT FIND LITTLE SISTERS IN THE SAME
LOCATIONS SHOWN IN THE WALKTHROUGH. The spawn points/patrol routes do not move,
but there may or may not be a little sister there when you get there. If there
isn't, you might have to double back to a previous spawn location or move
forward to the next one. Just keep looking and you will eventually find all of
the little sisters. You can also just hang out at one patrol area and wait for
the little sister/big daddy to respawn. Remember that both the little sisters
and the big daddies make fairly distinctive sounds, so keep your ears open and
it shouldn't be too tough to find them.

The locations listed here are the patrol routes/possible spawn locations for
the little sisters. If you find a little sister in a location not noted here,
please let me know and I will add is as soon as possible. I'm also working on
a much more detailed and complete guide to the big daddy/little sister
locations and patrol routes for a future version of this guide.

WELCOME TO RAPTURE (0 little sisters)
- None

MEDICAL PAVILION (2 little sisters)
- In the lounge on your way back to the main Medical Pavilion area after
killing Dr. Steinman. You do not have to kill the big daddy for this little
sister.
- In the main Medical Pavilion area, near the door heading back to the foyer.
Big daddy is a bouncer.

NEPTUNE'S BOUNTY (3 little sisters)
- In the lower wharf area at the beginning of the level. Big daddy is a rosie.
- Near the entrance to the wharfmaster's office in the upper wharf. Big daddy
is a rosie.
- In the Fighting McDonagh's bar. Big daddy is a rosie.

SMUGGLER'S HIDEOUT (0 little sisters)
- None

ARCADIA (2 little sisters)
- Down the hall to the left after you enter Arcadia Glens, next to the
Gatherer's Garden machine. Big daddy is a rosie.
- Patrolling through the Rolling Hills area. Big daddy is a rosie.
- Julie Langford's offices (possibly the same route as above?)

FARMER'S MARKET (1 little sister)
- In the lower courtyard down the stairs from the entrance. Rosie.
- In the Worley Winery. Also a rosie.

FORT FROLIC (3 little sisters)
- In the main atrium area and the entrance to the south mall. Big daddy is a
bouncer.
- In the entrance area of Poseidon Plaza. Big daddy is a bouncer.
- ??

HEPHAESTUS (3 little sisters)
- In the walkways surrounding the Hephaestus core (bouncer).
- In Heat Loss Monitoring (bouncer).
- In the Workshops area (bouncer).

RAPTURE CONTROL (0 little sisters)
- None

More coming soon!

== E. WEAPON UPGRADE LOCATIONS [c05s05] =======================================

Power to the People machines are not shown on the map, and are therefore
usually quite hard to find. There are exactly enough Power to the People
machines in Rapture to complete all of the available weapons upgrades in one
playthrough. Note that this means that you CANNOT kill Sander Cohen if you want
to get the achievement. More details later.

WELCOME TO RAPTURE
- None

MEDICAL PAVILION
- None

NEPTUNE'S BOUNTY
- In the basement of the freezer, right after you kill Peach Wilkins.

SMUGGLER'S HIDEOUT
- None

ARCADIA
- In the Tree Farm on the left wall near the SW corner of the room.

FARMER'S MARKET
- In the basement of the Worley Winery in an alcove.

FORT FROLIC
- In the basement of the Marquis D'Epoque cigar store in the south mall.
- In the basement of Sinclair Spirits in Poseidon Plaza. Press the button
behind the counter to open the door to the basement.

HEPHAESTUS
- In the Hephaestus core, across from the Gatherer's Garden machine.
- In Kyburz's office in the basement of the Workshop areas.

More coming soon!

== F. RESEARCH REWARDS [c05s06] ===============================================

This section lists all of the research rewards obtainable by photographing the
game's enemies. See the section on research above if you need more details on
how this works. There are 11 categories of enemies to photograph. There are
several achievements you can earn based on photography...

Researched a Splicer (5 GP) - take a photograph of any splicer.
Quality Research Photo (20 GP) - take a photograph which earns an "A" grade.
Prolific Photographer (5 GP) - take at least one photograph in each of the 11
research categories.
Research PhD (20 GP) - fully max out all 11 research categories.

In addition, there are 10 GP achievements you earn for maxing the Thuggish,
Leadhead, Nitro, Spider, and Houdini splicer tracks, as well as for the little
sister, bouncer, and rosie tracks.

THUGGISH SPLICERS
Level 1 - Increased damage +
Thug splicers are vulnerable to anti-personnel ammo.
Level 2 - New physical gene tonic: Sportboost
Level 3 - Increased damage ++
Level 4 - New physical gene tonic: Sportboost 2
Level 5 - Increased damage +++

LEADHEAD SPLICERS
Level 1 - Increased damage +
Leadhead splicers are vulnerable to anti-personnel ammo.
Level 2 - New physical gene tonic: Scrounger
Level 3 - Increased damage ++
Level 4 - New combat gene tonic: Static Discharge 2
Level 5 - Increased damage +++

NITRO SPLICERS
Level 1 - Increased damage +
Nitro splicers are vulnerable to anti-personnel ammo.
Level 2 - Permanent 15% chance that any enemy grenade will be a dud.
Level 3 - Increased damage ++
Level 4 - Permanent 35% chance that any enemy grenade will be a dud.
Level 5 - Increased damage +++

SPIDER SPLICERS
Level 1 - Increased damage +
Spider splicers are vulnerable to anti-personnel ammo.
Level 2 - Spider splicer organs can be used like first aid kits.
Level 3 - Increased damage ++
Level 4 - New physical tonic: Extra Nutrition 3
Level 5 - Increased damage +++

HOUDINI SPLICERS
Level 1 - Increased damage +
Houdini splicers are vulnerable to anti-personnel ammo.
Level 2 - New physical gene tonic: Natural Camouflage
Level 3 - Increased damage ++
Level 4 - Easier to predict Houdini splicers' teleportation destinations.
Level 5 - Increased damage +++

ROSIES
Level 1 - Increased damage +
Rosies are vulnerable to armor piercing ammo.
Level 2 - New combat gene tonic: Photographer's Eye 2
Level 3 - Increased damage ++
Level 4 - Rosie loot almost always contains rare invention materials.
Level 5 - Increased damage +++

BOUNCERS
Level 1 - Increased damage +
Bouncers are vulnerable to armor piercing ammo.
Level 2 - New combat gene tonic: Wrench Jockey 2
Level 3 - Increased damage ++
Level 4 - Permanent 50% increase to all wrench damage.
Level 5 - Increased damage +++

LITTLE SISTERS
Level 1 - Small increases to max health and EVE
Level 2 - Small increases to max health and EVE
Level 3 - Small increases to max health and EVE
Level 4 - Small increases to max health and EVE
Level 5 - Small increases to max health and EVE

TURRETS
Level 1 - Increased damage +
Turrets are vulnerable to armor piercing ammo and electricity.
Level 2 - You find twice the ammunition on destroyed turrets.
Level 3 - Increased damage ++
Level 4 - Hacking a turret automatically succeeds.
Level 5 - Increased damage +++

SECURITY CAMERAS
Level 1 - Increased damage +
Security cameras are vulnerable to armor piercing ammo and
electricity.
Level 2 - You find twice the film on destroyed cameras.
Level 3 - Increased damage ++
Level 4 - Flow speed reduced when hacking any security camera.
Level 5 - Increased damage +++

SECURITY BOTS
Level 1 - Increased damage +
Security bots are vulnerable to armor piercing ammo and electricity.
Level 2 - New engineering gene tonic: Security Expert 2
Level 3 - Increased damage ++
Level 4 - Hacking a security bot automatically succeeds.
Level 5 - Increased damage +++

== G. INVENTABLE ITEMS [c03s07] ===============================================

This section lists all of the items which can be invented at a U-Invent
machine, along with all of the items required to make them. They are organized
according to the level at which they first become available in U-Invent
machines (they will be available in all subsequent U-Invent machines after they
first become available).

INVENTABLE FROM ARCADIA LEVEL ON:
- Automatic Hack Tool - 4 rubber hose, 4 batteries, 1 brass tube
- Armor-piercing Auto Rounds x20 - 2 kerosene, 3 shell casing, 1 brass tube
- Exploding Buck - 3 kerosene, 2 shell casing, 1 steel screw
- Anti-personnel Pistol Rounds x5 - 2 rubber hose, 3 shell casing, 1 steel
screw
- Lazarus Vector (quest item) - 7 distilled water, 7 bee enzyme, 7 chlorophyll
solution

INVENTABLE FROM FORT FROLIC LEVEL ON:
- Hacker's Delight 2 (gene tonic) - 5 alcohol, 4 bee enzyme, 3 empty hypo
- Booze Hound (gene tonic) - 5 glue, 4 bee enzyme, 3 empty hypo
- Bloodlust (gene tonic) - 5 glue, 4 bee enzyme, 3 empty hypo
- Heat-seeking RPG x2 - 3 distilled water, 2 kerosene, 1 brass tube
- Trap bolt x5 - 2 battery, 3 glue, 1 alcohol
- Electric gel x25 - 3 distilled water, 2 battery, 1 alcohol

More coming soon!

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Tue Aug 28, 2007 4:57 pm

Xbox gamertag TheCrimsonOmen

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Sun Oct 07, 2007 5:34 am

# Alternate endings

There are two different endings in the game, depending on how the Little Sisters were treated. If more than one Little Sister was harvested, the "bad" ending will play. If no more than one Little Sister was harvested, but the rest were rescued, the "good" ending will play.
# Restoring hacked robot's health

After hacking a robot, it will begin firing at your enemies. If the robot gets hit, it will begin to lose health, catch on fire, and eventually blow up. To stop this from happening, deactivate the robot (press A while pointing at the robot), then reactivate it a few seconds later. This should make the robot have full health again.
# Hitting the jackpot at slot machine

Save the game before you start playing the slot machine. Then, keep reloading your saved game until you hit the jackpot.
# Easy money

Use the Incinerate Plasmid on any slot machine to corrupt the machine. You will usually always win money when you use the burnt out machine.
# Save game recommendations

Save the game before fighting a Big Daddy or other difficult enemies. If you do not like the results (used too much health, wasted too much ammunition, etc.), you can simply reload your saved game and try again until you are satisfied.

After becoming a Big Daddy, create a new saved game. At this point, you will be close to the end of the game. If you missed something, you can go to the Bathysphere and explore Rapture again; you are also a Big Daddy now so the Splicers will not harm you, security cameras will not set off alarms, etc.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Sun Oct 07, 2007 5:34 am

# Tonic locations

Medical Pavilion

1. Security Expert: On a shelf in the Twilight Fields mortuary.

2. Speedy Hacker: In the corner of Painless Dental.

3. Wrench Jockey: In Kure All, through the crawl shaft on the floor.

4. Hacker's Delight: Activate the furnace in the Eternal Flame Crematory.

5. Static Discharge: In the Surgery Foyer next to Steinman's lab.

6. Eve Link: Purchased at Gatherer's Garden

7. Armored Shell: Purchased at Gatherer's Garden

Neptune's Bounty

8. Wrench Lurker: Lower Wharf, near the edge of the walkway (after you get the camera.).

9. Focused Hacker: Inside Fontaine Fisheries, next to first pneumo tube.

10. Medical Expert: On the lower Wharf as you enter the level.

11. Extra Nutrition: Purchased at Gatherer's Garden

Arcadia

12. Security Evasion: On the lower left area of Arcadia. It will be next to a dead Houdini Splicer that is surrounded by four Thuggish Splicers.

13. Hacking Expert: On the desk as you enter the Research Laboratories.

14. Shorten Alarms: Purchased at Gatherer's Garden

15. Human Inferno: Purchased at Gatherer's Garden

Farmer's Market

16. Eve Link 2: To the left of the entrance, near the Circus Of Value and U-Invent machine

17. Photographers Eye: In the bunk of the bottom floor of the winery.

Fort Frolic

18. Alarm Expert: On the balcony of the fleet Hall. Jump to it from the balcony next to it.

19. Frozen Field: Search Matin Finnegan's corpse.

20. Extra Nutrition 2: Down the stairs behind the main stairway of the main atrium near Eve's Garden.

21. Electric Flesh: In Cohen's dressing room. Must complete his masterpiece, then go to the room next to the upstairs projection booth.

22. Medical Expert 2: Unlocked by Sander after you complete his masterpiece.

23. Hacking Expert 2: Purchased at Gatherer's Garden

24. Bloodlust: Must be invented in the U-Invent machine

25. Booze Hound: Must be invented in the U-Invent machine

26. Hacker's Delight 2: Must be invented in the U-Invent machine

Hephaestus

27. Frozen Field 2: On a desk in the bottom corner of the central core.

28. Security Evasion 2: In Lower Heat Loss Monitoring on a desk.

29. Damage Research: Secret crawlspace in the back of the lower workshops.

30. Shorten Alarms 2: Geothermal core (after you deploy the bomb).

Olympus Heights

31. Clever Inventor: On a desk in Suchong's Apartment.

32. Electric Flesh 2: On a desk in Fontaine's Apartment.

33. Speedy Hacker 2: Purchased at Gatherer's Garden

34. Wrench Lurker 2: Purchased at Gatherer's Garden

Apollo Square

35. Medical Expert 3: Second floor of Suchong's clinic.

36. Focused Hacker 2: Fourth floor of the Hestia building.

Point Prometheus

37. Safe Cracker 2: Autopsy room of the first floor of Little Wonders.

38. Alarm Expert 2: On a filing cabinet in Point Prometheus.

39. Damage Research 2: On a desk in the second floor library.

40. Hacker's Delight 3: Next to Rosie helmets in Failsafe Armory.

41. Human Inferno 2: Purchased at Gatherer's Garden

Tenenbaum Gifts

42. Safecracker: Rescue 6 Little sisters.

43. Armored Shell 2: Rescue 15 Little sisters.

44. Prolific Inventor: Rescue 18 Little sisters.

Research Bonuses

45. Natural Camoflage: Research level 2 Houdini Splicers.

46. Scrounger: Research level 2 Leadhead Splicers.

47. Sportboost: Research level 2 Thuggish Splicer.

48. Photographer's Eye 2: Research level 2 Rosie.

49. Wrench Jockey 2: Research level 2 Bouncer.

50. Extra Nutrition 3: Research level 4 Spider Splicer.

51. Sportboost 2: Research level 4 Thuggish Splicer.

52. Static Discharge 2: Research level 4 Leadhead Splicer.

53. Security Expert 2 : Research level 2 Security Bot.

# Weapon Upgrade Station locations

1: In Peach Wilkins' hideout (Neptune's Bounty), bottom floor. As soon as you come downstairs, it is directly in front of you.

2: On the way to Farmer's Market in Arcadia, the station is located to the left after you go up the first stairs coming from Tree Farm.

3: Go to Winery's basement in Farmer's Market. There is a flooded area with one of them attached to the wall. It is in front of you when you come down the stairs; just keep going forward.

4: In Fort Frolic, from the Atrium bottom floor, go towards the bathrooms. Then, move right and follow the path until you see some small stairs to your right leading up to a door. Go inside, then go down into the basement. The basement is filled with cigars and other stuff. The upgrade station is on the wall.

5: Go to Poseidon Plaza in Fort Frolic. Go to the other end of the bottom floor (the opposite end of where you enter). Go into Sinclair Spirits (the room that has a corpse on a sort of "altar"). In the basement of this store is the station.

6: In Hephaestus Core Room, go down to the bottom floor, and run around (literary). Eventually you will see it attached to the wall.

7: In Hephaestus, Kyburz's office. It is attached to the left wall (back turned to the entrance) in the rear of the room.

8: At the bottom floor of the Mercury Suites area, on the back of the center pillar.

9: In Sander Cohen's secret room, in the Olympus Heights' Mercury Suites area.

10: Go to Atlas' Headquarters in Apollo Square (Fontaine's Home For The Poor area). It is located on the fourth floor. Go down the stairs in the room and look to the right. The station will be in front of you.

11: When you enter Point Prometheus and chase Fontaine, eventually you will end up in a little square, and Fontaine will go behind a locked Museum door. At the opposite end of this square (from where you came) is a dead Big Daddy. Next to it is the upgrade.

12: In the Voice changing labs in Point Prometheus, one of the labs has it.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Sun Oct 07, 2007 5:34 am

# Easy kills

When you start, you will have the Wrench and the Electric Bolt Plasmid. Using these in rapid succession against most Splicers can often result in an efficient, quick kill. First, shock the Splicer. Before the convulsion ends, switch to the wrench, aim high, and hit the Splicer over the head. An efficient way of killing the Spider Splicers is to shoot a few clips of anti-personnel ammunition, preferably from the machine gun.
# Finding Chompers' Dental key

The key to Chompers' Dental in the Medical Pavilion is acquired by using Telekinesis through the broken window to the left of the door. There should be a corpse hanging over the broken window. The key should be grabbed with Telekinesis because it is hanging on a wall on the other side of the window. You can get Telekinesis in an area near here. You will need to get that first, but do not follow the arrow back to the rubble that you need to get rid of until you explore Chompers' Dental. There is a safe and other good items inside. Note: Both Telekinesis and Chompers' Dental are near where you find the shotgun.
# Reaching Atlas Fontaine's penthouse

The code to get to Atlas Fontaine's penthouse is "5744", which is in an Audio Diary.
# Defeating Atlas Fontaine

Atlas Fontaine, the the final Boss, has three different styles of attacks: Flame Plasmid, Ice Plasmid, and Electric Plasmid Form. An easy way to defeat him in the first part is to use your Ice Plasmid and freeze him. Then, switch to your Telekinesis Plasmid. Grab an explosive tank, and throw it at him. Also, if desired, just use your telekinesis. He is very predictable if you are far away from him. Wait for him to throw a fire ball at you, then move out of the way. He will continue to run past you. Use this chance to fire the machine gun, which does the most damage to him. Once he goes back to his chamber to gain his life back, change to the Flame Plasmid, and get ready for some bots. Once he starts his routine of fire and run, shoot him with the Flame Plasmid as many times as possible. Continue to use the machine gun while he is aflame. He will now go back to his chamber one last time. He will now have electrical powers. Keep your Flame Plasmid ready. Shoot him with the Flame Plasmid, and he will run for the water. Once he jumps in the water and comes back out, hit him with it again. Be aware that there are Splicers all over as well; set them ablaze to get some extra life. There are many different ways to defeat him, but this is an easier way.

An easy way to defeat Atlas Fontaine is to make sure that you have the fully upgraded shotgun and the Decoy ability. After you drain his Adam, drop a decoy and while Atlas is attacking it, use the shot gun. After you have used all four rounds immediately cast Decoy again, reload your shotgun, then begin shooting him again. Repeat this until you have to drain his Adam. Once again, reload your shotgun and Plasmids before you drain his Adam. Then, start over using Decoy and the shotgun. Use health packs as needed and ignore any Splicers in the area, as they will be paying attention to your Decoy just like Atlas.
# Defeating Big Daddies

When fighting a Big Daddy, use armor piercing rounds from the machine gun or pistol. For a more effective way of killing, launch frag grenades and run out a door. The Big Daddy will follow you. Fire proximity mines at the door, and when it walks through it will be damaged or destroyed.

Once you have obtained the crossbow and at least five Trap Bolts, it is easy to kill a Big Daddy. Face a wall and stand about three feet away. Make sure it is not something that the bolts can bounce off of, and you have at least a ten foot long straight wall. Once you are better skilled at this technique, you can try for shorter lengths if desired. Point straight ahead and fire a bolt. Take about two steps to the left or right, depending on your location and which way the Bid Daddy is facing, and fire another. Once you fire all five bolts, shoot the Big Daddy once with anything. If done correctly, it will run through the line of traps, taking enough of his health away so he can be killed with just a few more shots. Note: This may not work in an open area because Big Daddies strafe frequently. If you have the damage increase for the crossbow, it will only take three or four bolts to kill him. Do not crouch while setting up the traps. If the Big Daddy walks another way and gets out of sight, you may need to go back to get him. If you do get him, you can crouch under the set traps. An easy way to trigger bolt traps is to pick up something with Telekinesis and drag the object through it.
# Defeating Frank Fontaine

To defeat Frank Fontaine very fast, when you first enter the room, hit him with the tool the Little Sisters gave you. Fight him when he throws you off. Once he is back on the bed, run up and hit him again with the tool to drain his Adam. This works a lot faster due to him only having four or five jars of Adam to drain, and the fights are not very long afterwards.
# Defeating Peach Wilkins

Once the dark cloud envelopes the icy battlefield upon which you must face Peach Wilkins, save the game, and locate the hostile turret at the end of the room when the cloud clears. Load the game, and run to it before the cloud clears, so that you can quickly freeze or shock it. Then, hack it so it shoots your enemies. Crouch down by the area to your right when facing the turret. There are a few barriers here to protect you from enemy fire. However, to avoid damage by Wilkins' grenades, keep Telekinesis as your active Plasmid. He will avoid the turret's fire, but as long as you stay behind the barriers by the turret he will stay at a safe distance. This gives you time to calmly return his grenades using Telekinesis until he dies. The turret will take out most of the Splicers. This method makes things much easier because it eliminates the hectic "run around and hit enemies with the wrench" strategy that is otherwise your only option. If the turret is not used as an ally, it can easily become a problem, along with the bots triggered by the security camera. By hiding near the allied turret however, you also hide from the camera's view.
# Defeating security robots

If you are up against a stationary security robot (RPG, etc.), use Telekenesis to grab a crate or pallet. Hold it in front of you until you can find a place to hide and know what to do next. The item you hold up will block some attacks.
# Pac-Man reference

In the Arcadia level, you will find a place that appears to be a bar. Search around a bit, and you will see a block of cheese, followed by holes. The cheese is cut like Pac-Man himself. There are holes next to it, none of which can be gun shots. If you shoot the floor with any weapon you have, the marks will not match.
# Getting Little Sister Savior achievement

Do not harvest a single Little Sister throughout the game. Tenebaum will reward you with gifts (including Adam) every time you rescue three Little Sisters. This proves more effective, as you get the same amount of Adam as you would if you harvested them, but you also get the achievement.
# Getting Tonic Collector achievement

When buying Plasmids, Tonics, and Upgrades from the Gatherer's Garden, always buy the Tonics first. Then, make sure you search every area for other Tonics. When you reach Point Prometheus, there will be three Tonics to find. The rest of the Tonics are available in the Gatherer's Garden. This will ensure you get the achievement. Note: To check how many Tonics you have, go to a Gene Bank, and count each "track".

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Sun Oct 07, 2007 5:34 am

# Audio Diary locations

The following is a list of all 122 Audio Diary locations to get the "Historian" achievement:

#
Audio Diary name Speaker Location
1
New Year's Eve Alone Diane McClintock Kashmir Bottom Floor on top of table
2
Hole in the Bathroom Wall Steve Barker Kashmir Restaurant in the "Dames" bathroom
3
Released Today Diane McClintock Medical Pavilion Foyer on the reception desk
4
Adam's Changes Steinman Emergency Access on the desk
5
Higher Standards Steinman Medical Pavilion Foyer near entrance on wall
6
Parasite Expectations Andrew Ryan Medical Pavilion Foyer near surgery on desk
7
Limits of Imagination Steinman Medical Pavilion Foyer by Eternal Flame's wall
8
Love for Science Tenenbaum Medical Pavilion Foyer near health station
9
Vandalism Andrew Ryan Medical Pavilion Foyer near vending machines
10
Freezing Pipes McDonagh Medical Pavilion Foyer near bottom of stairs
11
Surgery's Picasso Steinman Eternal Flame entrance near memorial
12
Enrage Trial Suchong Kure All corner of main room
13
Plasmids are the Paint Suchong Painless Dental desk in the corner
14
Useless Experiments Tenenbaum Dandy Dental floor near entrance
15
Testing Telekinesis Suchong Dandy Dental on the floor by Gatherer's Garden
16
Symmetry Steinman Surgery Foyer wall by debris pile
17
Aphrodite Waking Steinman Surgery desk in northern OR
18
Not What She Wanted Steinman Surgery in the corpse on table the doctor worked on
19
Gatherer's Vulnerability Steinman Lounge on the floor by Gatherer's Garden
20
Bathysphere Keys Sullivan Lower Wharf under south end of the boardwalk
21
Timmy H. Interrogation Sullivan Lower Wharf in the water of the interrogation room
22
Fontaine Must Go Andrew Ryan Lower Wharf crawl under the metal grating by the pipes
23
Finding the Sea Slug Tenenbaum Upper Wharf table by the stairwell entrance
24
Masha Come Home Marista Lutz Upper Wharf floor by Little Sister
25
Picked Up Timmy H Sullivan Upper Wharf near Little Sister in the corpse
26
Watch Fontaine Andrew Ryan Upper Wharf next to the Circus of values machine
27
Have My Badge Sullivan Wharfmaster's Office on desk
28
Adam Discovery Tenenbaum Upper Wharf in crate below the wharfmaster's office
29
Eden Leaking McDonagh Upper Wharf hallway going towards Jet Postal
30
Fontaine's Smugglers Tenenbaum Jet Postal bench in glass tube
31
Death Penalty in Rapture Andrew Ryan Jet Postal desk by vending machine
32
Smuggling Ring Sullivan Fighting McDonagh center bar table
33
Working Late Again Andrew Ryan Fighting McDonagh window bar table
34
Rapture Changing McDonagh Fighting McDonagh desk in basement office
35
Meeting Ryan McDonagh Fighting McDonagh crawl through the water filled ventilation shaft towards the Gene Bank
36
Arresting Fontaine McDonagh Fighting McDonagh room #6 upstairs
37
Saw Masha Today Marista Lutz Fighting McDonagh room #7 upstairs
38
Putting the Screws On Peach Wilkins Freezer Bottom Floor next to safe
39
Meeting With Fontaine Peach Wilkins Storage Cave ground by crates
40
Kraut Scientist Frank Fontaine Control Room Lower Floor in locked storage cave
41
Offered a Deal Peach Wilkins Submarine Bay on dock towards Arcadia
42
Seeing Ghosts McDonagh Tea Garden floor left of entrance
43
Mass Producting Adam Tenenbaum Tea Garden floor near chairs
44
Big Night Out Dieter Sonnekalb Tea Garden floor near ghost bench
45
Arcadia Closed Langford Tea Garden desk near Gene Bank
46
The Market is Patient Andrew Ryan Waterfall Grottos bench near U-Invent
47
Early Tests Promising Langford Waterfall Grottos near water wheel
48
Offering a Better Product Andrew Ryan Waterfall Grottos near water wheel
49
Heroes and Criminals Diane McClintock Waterfall Grottos in locked machinery room
50
Shouldn't Have Come Mariska Lutz Lower Rolling Hills bench near stairs
51
The Saturnine Langford Lower Rolling Hills cave behind waterfall
52
Arcadia and Oxygen Langford Tree Farm near crate at entrance
53
What Won't They Steal Langford Research Laboratories near entrance
54
Teaching an Old Hound Langford Research Laboratories table in second room
55
Lazarus Vector Langford Langford's Office in Julie Langford's body
56
Lazarus Vector Formula Langford Langford's Office in Julie's wall safe
57
Maternal Instinct Tenenbaum Tree Farm on the steps towards Farmer's Market
58
Bee Enzyme Tasha Denu Farmers Market ground near pneumo tube
59
First Encounter Andrew Ryan Farmers Market near Bouncer corpse
60
Hatred Tenenbaum Farmers Market lower storage room desk
61
Desperate Times Andrew Ryan Farmers Market near freezer crawlspace
62
Pulling Together Andrew Ryan Farmers Market on meat market counter
63
Water in Wine Pierre Gobbi Farmers Market near winery sign
64
Adam Explained Tenenbaum Silverwing Apiary near entrance counter
65
Functional Children Tenenbaum Winery on the back table
66
The Great Chain Andrew Ryan Arcadia Metro Station bench right of entrance
67
Musical Insult Sander Cohen Fleet Hall Theatre storage room near guitar
68
The Doubters Sander Cohen Cohen's Collection downstairs table
69
Come to the Record Store Cobb Southern Mall on table outside of the restroom
70
The Wild Bunny Sander Cohen Sophia Salon in closet behind counter
71
Artist's Feud Sullivan Cocktail Lounge above the bar safe
72
Fancy Cigarettes Albert Milonakis Le Marquis D'Epogue downstairs near corpse
73
The Iceman Cometh Martin Finnegan Frozen Tunnel left of entrance hall
74
Stood Up Again Diane McClintock Upper Atrium top of stairs near Fleet Hall's entrance
75
Guns Blazing McDonagh Robertson's Tobaccoria table near entrance
76
Pregnancy Jasmine Jolene Eve's Garden under bed behind stage
77
It's All Grift Hector Rodriguez Eve's Garden on the bar
78
Fontaine's Army McDonagh Sir-Prize left of stairs in crate
79
Bumb Culpepper? Sullivan Pharoah's Fortune on pool table upstairs
80
Ryan's Stableboy Anna Culpepper Rapture Records behind entrance counter
81
Requiem for Andrew Ryan Sander Cohen Projection Booth on office table
82
Ryan Takes F Futuristics McDonagh Hephaestus Bathysphere St. crate near the Circus of Values machine
83
Scooping the Gate Kyburz Outside Ryan's Office near the Circus of Values machine
84
Stopping Ryan McDonagh Ryan's Office first corpse on right
85
Going to Heat Loss Anya Andersdotter Outside Ryan's Office forth corpse on right
86
A Man or a Parasite Andrew Ryan Hephaestus Core desk outside of bunks
87
Fontaine's Legacy McDonagh Hephaestus Core near Vita-Chamber on the walkway
88
Assassin Anya Andersdotter Hephaestus Core near Gatherer's Garden
89
Kyburz Door Code Pablo Navarro Heat Loss Monitoring floor in the corner
90
Genetic Arms Race McDonagh Lower Heat Loss Monitoring on desk in flooded area
91
Getting a Break Pablo Navarro Lower Heat Loss Monitoring on desk near tonic
92
Impossible Anywhere Else Andrew Ryan Hephaestus Core desk at bottom walkway
93
Running Short on R-34s Pablo Navarro Hephaestus Core desk outside the Workshops entrance
94
Device Almost Finished Kyburz Lower Workshops office desk at bottom of the stairs
95
Great Chain Moves Slowly Andrew Ryan Kyburz's Office desk in back of room
96
The Dream Kyburz Lower Workshops corpse in middle of room
97
Assembling the Bomb Kyburz Lower Workshops secret crawlspace desk
98
Market Maintenance Code Pablo Navarro Lower Workshops crawlspace under stairs
99
The Vita Chamber Suchong Control Room desk left of entrance
100
Mind Control Test Suchong Control Room on table beneath photos
101
Baby Status Suchong Control Room on table beneath photos
102
Mozart of Genetics Suchong Olympus Heights Bistro Square snack bar
103
Artist Woman Sullivan Culpepper's Apartment main room's corner table
104
Fontaine's Homan Jukebox Suchong Suchong's Apartment on floor in south room
105
Mind Control Antidote Suchong Suchong's Apartment on desk next to tonic
106
Fontaine's Breakup Paparazzi Mercury Suites near U-Invent machine on the walkway
107
Sad Saps Frank Fontaine Fontaine's Apartment coffee table near cigars
108
What's Happening Here? Diane McClintock Apollo Square on the ground near Circus of Values
109
Atlas Lives Diane McClintock Apollo Square near Gatherer's Garden
110
Protection Bond Suchong Artemis Suites Suchong's office floor
111
Meeting Atlas Diane McClintock Hestia Chambers right of entrance
112
The Longest Con Frank Fontaine Atlas' Headquarters on desk next of tonic
113
Today's Raid Diane McClintock Atlas' Headquarters in corpse near the safe
114
Changing Employers Suchong Main Hall melt the ice, enter the closet upstairs, search the trash can
115
Why Just Girls? Tenenbaum Atrium Balcony on desk in second floor of orphanage
116
Extra Munitions Suchong Plasmid Prototyping ground near RPG turret
117
Marketing Gold Andrew Ryan Test Subject Storage on machine in right part of room near water
118
Missing Boots Suchong Candidate Conversion Area desk in back of room
119
Protector Smell Suchong Suit Assembly machinery 2nd floor SW
120
Protecting Little Ones Suchong Suit Assembly desk 2nd floor SE room
121
Mistakes Andrew Ryan Suit Assembly near the Gene Bank
122
Cheap Son of a Bitch Suchong Suchong's small storage area desk
# Achievements

Accomplish the indicated achievement to get the corresponding number of Gamerscore points:

Completed Welcome (10 points): Successfully complete the Welcome To Rapture Level.
Maxed One Track (20 points): Purchased every slot in one of the Plasmid or Tonic tracks.
Maxed All Tracks (50 points): Purchased every slot in all four Plasmid and Tonic tracks.
Bought One Slot (5 points): Purchase one slot in any Plasmid or Tonic track.
Upgraded a Weapon (5 points): Acquire at least one weapon upgrade.
One Fully Upgraded Weapon (5 points): Fully upgrade one weapon.
Two Fully Upgraded Weapons (5 points): Fully upgrade two weapons.
Three Fully Upgraded Weapons (10 points): Fully upgrade three weapons.
Four Fully Upgraded Weapons (10 points): Fully upgrade four weapons.
Five Fully Upgraded Weapons (10 points): Fully upgrade five weapons.
Weapon Specialist (20 points): Acquire all upgrades for all weapons.
Fully Researched Thug Splicer (10 points): Fully research the Thuggish Splicer.
Fully Researched Gun Splicer (10 points): Fully research the Leadhead Splicer.
Fully Researched Spider Splicer (10 points): Fully research the Spider Splicer.
Fully Researched Houdini Splicer (10 points): Fully research the Houdini Splicer.
Fully Researched Nitro Splicer (10 points): Fully research the Nitro Splicer.
Fully Researched Rosie (10 points): Fully research the Rosie.
Fully Researched Bouncer (10 points): Fully research the Bouncer.
Fully Researched Little Sister (10 points): Fully research the Little Sister.
Prolific Photographer (5 points): Take at least one photo in every research group.
Research PhD (20 points): Max out all possible research.
Quality Research Photo (5 points): Take a Research Photo of the highest grade.
Researched a Splicer (5 points): Take at least one Research Photo of a Splicer.
One Successful Hack (5 points): Perform at least one successful hack.
Hacked a Security Bot (10 points): Successfully hack a security bot.
Hacked a Security Camera (10 points): Successfully hack a security camera.
Hacked a Turret (10 points): Successfully hack a turret.
Hacked a Vending Machine (10 points): Successfully hack a vending machine.
Hacked a Safe (10 points): Successfully hack a safe.
Skilled Hacker (40 points): Successfully complete 50 hacks.
Basic Inventor (5 points): Successfully invent at least one item.
Avid Inventor (10 points): Successfully invent at least 100 items.
Ammo Inventor (25 points): Successfully invented all possible ammo types.
Little Sister Savior (100 points): Complete the game without harvesting any Little Sisters.
Tonic Collector (50 points): Collect or Invent 53 Tonics in the Physical, Engineering and Combat tracks.
Historian (50 points): Find every audio diary.
Seriously Good At This (40 points): Complete the game on the hardest difficulty setting.
Dealt with every Little Sister (40 points): Either Harvest or Rescue every Little Sister in the game.
Lucky Winner (10 points): Hit the jackpot at a slot machine.
Toaster in the Tub (10 points): Shock an enemy in the water.

Additionally, there are ten secret achievements:

Defeated Dr. Steinman (15 points): Defeat the crazed Dr. Steinman.
Defeated Peach Wilkins (15 points): Defeat Peach Wilkins.
Restored the Forest (15 points): Restore the forests of Arcadia.
Completed Cohen's Masterpiece (30 points): Complete Sander Cohen's great masterpiece.
Defeated Andrew Ryan (30 points): Defeate Andrew Ryan.
Broke Fontaine's Mind Control (30 points): Break Fontaine's mind control.
Defeated Atlas (100 points): Defeat Atlas.
Became a Big Daddy (30 points): Become a Big Daddy.
Irony (10 points): Take a picture of Sander Cohen's corpse.
Found Cohen's Room (10 points): Enter Sander Cohen's personal quarters.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Fri Aug 07, 2009 1:01 pm

Completed Welcome. 10
Successfully complete the Welcome To Rapture Level.
This is unlocked once you pass through the large bulkhead door at the end of the first section. Make sure you get the two Audio Diaries in this section before finishing, because you can not return here later.

Maxed One Track 20
Purchased every slot in one of the Plasmid or Tonic tracks
See "Maxed All Tracks."
Maxed All Tracks 50
Purchased every slot in all four Plasmid and Tonic tracks
Go to all of the Gatherer's Garden vending machines during the course of the game and purchase the Plasmid (100 ADAM) and Tonic (80 ADAM) slot upgrades. Make sure you don't spend too much ADAM on things like Health/Eve upgrades or extra Plasmids, or you might not have enough left to finish this achievement. You have unlimited lives in the game, so the health/eve upgrades are not that helpful anyway.

Bought One Slot 5
Purchase one slot in any Plasmid or Tonic track
See "Maxed All Tracks"

Upgraded a Weapon 5
Acquire at least one weapon upgrade.
See "Weapon Specialist."
One Fully Upgraded Weapon 5
Fully upgrade one weapon.
See "Weapon Specialist."
Two Fully Upgraded Weapons 5
Fully upgrade two weapons.
See "Weapon Specialist."
Three Fully Upgraded Weapons 10
Fully upgrade three weapons.
See "Weapon Specialist."
Four Fully Upgraded Weapons 10
Fully upgrade four weapons.
See "Weapon Specialist."
Five Fully Upgraded Weapons 10
Fully upgrade five weapons.
See "Weapon Specialist."
Weapon Specialist 20
Acquire all upgrades for all weapons.
You need to fully upgrade all of your weapons by finding all the "Power to the People" stations throughout the game. Make sure you do not kill Sander Cohen until you access his room in Olympus Heights or you will forfeit this achievement. Here are the locations:



Neptunes bounty - After defeating Peach Wilkins and after getting back all your weapons, youll head down the stairs and walk right into it.

Arcadia - If you head towards farmers market, you will enter a place called "Tree Farm" (this will pop up at the bottom of your screen) and you'll go up a small set of stairs, right below the huge green "Farmers Market" sign above these stairs and directly left of the sign is the weapon upgrade station.

Farmers market - Go to Worley Winery, head down the first set of stairs, turn left and on your second right you'll see another set of stairs. Go down those and head straight into the water and you'll see the weapon station to your right.

Fort Frolic - On the first floor head to the southern mall (Southern Mall will pop up at the bottom of your screen) and there is a vending machine outside of this open area. Follow this path to "Le Marquios D'epoque" store. Once inside turn right and head downstairs, make your first left at the bottom of the stairs. You'll see the weapon upgrade station inside this hallway.

Fort Frolic - Head to Posidon Plaza, then pass through the frozen area, turn right and head staight to "Sinclair Spirits." In order to open the door inside Sinclair Spirits, hit the switch behind the bar. The switch should be right next to the cash register. Once you hit the switch, head to the door behind the water thats falling from the roof. If you still cant find it, it is to the right of the jukebox. Once inside, head downstairs and turn left for the weapon upgrade station.

Hephaestus - This one is in front of the gatherers garden machine which is to the right of "Heat Loss Monitoring".

Hephaestus - Head to the office of supervisor Kyburz which is downstairs in "The Workshops." This door is guarded by two turrets. Inside this room, all the way back and to your left is this weapon upgrade station.

Olympus heights - Head towards the main apartment building called Mercury Suites and you'll see at the center are some stairs with an elevator leading up to the 2nd and 3rd floors. On the opposite side of the elevator is the Weapon Upgrade station.

Olympus heights - Sander Cohen's apartment is to the left of the previous weapon upgrade station (if you are facing it). You should hear Sander Cohen on your radio once you enter his apartment, so long as you did not kill him earlier. He'll tell you not to disturb the two dancing houdini splicers. Kill the spilcers and you'll be able to enter his room. His room is the first door to your right when you enter the apartment. As soon as the door opens, you go up some stairs, at the top of the stairs and to the left is a weapon upgrade station.

Apollo square - Head to Fontaine's Home for the Poor, head all the way up to the final floor and enter Atlas's Headquarters. Inside you will find stairs leading down to the weapon upgrade station

Point Prometheus - In the main open area, there should be a fallen big daddy infront of a vita-chamber. The weapon upgrade station will be right next to the dead big daddy.

Point Prometheus - When heading to "optimizied eugenics" for the big daddy voicebox, go inside the door labeled "eugenic analysis" you'll know you are in the right room when you get attacked by two turrets. The upgrade machine will be at the back of the room to your left

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Fri Aug 07, 2009 1:04 pm

Fully Researched Thug Splicer 10
Fully research the Thuggish Splicer.
These are the enemies that attack you with wrenches and the like. You will need to fill the research bar four times before you are done.

Fully Researched Gun Splicer 10
Fully research the Leadhead Splicer.
These are the ones that shoot at you. You will need to fill the research bar four times before you are done.
Fully Researched Spider Splicer. 10
Fully research the Spider Splicer.
These are the ones with hook hands that climb the walls and ceilings. You will need to fill the research bar four times before you are done.
Fully Researched Houdini Splicer 10
Fully research the Houdini Splicer.
These are the ones that disappear and teleport. You will need to fill the research bar four times before you are done.
Fully Researched Nitro Splicer 10
Fully research the Nitro Splicer.
These are the ones that throw explosives at you. You will need to fill the research bar four times before you are done.
Fully Researched Rosie 10
Fully research the Rosie.
Rosies are the Big Daddy types with the Bolt Guns, they are found in the later levels. You will need to fill the research bar four times before you are done.
Fully Researched Bouncer 10
Fully research the Bouncer.
Bouncers are the Big Daddy types with the Drill Hands. You will need to fill the research bar four times before you are done.
Fully Researched Little Sister 10
Fully research the Little Sister.
You can take pictures of them before or after you have dealth with their Big Daddy. You will need to fill the research bar four times before you are done.
Prolific Photographer 5
Take at least one photo in every research group.
You will need at least one picture of the following: Big Daddy (Rosie), Big Daddy (Bouncer), Little Sister, Thug Slicer, Leadhead Splicer, Nitro Splicer, Houdini Splicer, Spider Splicer, Turret (RPG and Gun count as the same), Security Robot and Security Camera.
Research PhD 20
Max out all possible research.
Much like "Prolific Photoghrapher" except you need to max the research on all those types. Once you fill the bar four times on all of the listed things you will get this. Action shots make the bar fill faster and you are able to take multiple photos of the same subject, so just keep snapping until it tells you the quality is too low.
Quality Research Photo 20
Take a Research Photo of the highest grade.
You need an "A" rank on at least one photo. The easiest way to get this is with an action shot. If an enemy is attacking you and you can get them mostly in-frame, this should come without a problem. This is the best way to work toward "Research PhD" as well.
Researched a Splicer 5
Take at least one Research Photo of a Splicer.
You will obviously get this on your way to the other research achievements. Just take a photo of any splicer type.

One Successful Hack 5
Perform at least one successful hack.
Hack anything for the first time, doesn't matter what. To complete a hack, you need to uncover the pieces of the puzzle, then switch around the tubing so the water can flow from the beginning to the end. There are tonics that can make this easier on you, but it is not too hard. to begin with.

Hacked a Security Bot 10
Successfully hack a security bot.
These are the flying robots that shoot at you. Hacking these will make them follow you and shoot your enemies. Note that you can not do research on friendly bots.
Hacked a Security Camera 10
Successfully hack a security camera.
These are the wall-mounted cameras that call the security bots. Hacking these will turn them friendly. Note that you can not do research on friendly cameras.
Hacked a Turret 10
Successfully hack a turret.
These can be either gun or rocket turrets, doesn't matter. Hacking these will turn them friendly and they will fire on your enemies. Shock them with your plasmid to get in close without getting killed.
Hacked a Vending Machine 10
Successfully hack a vending machine.
This can be an item or ammo machine, doesn't matter. Hacking these opens new items and lowers the prices.

Hacked a Safe 10
Successfully hack a safe.
These are scattered throughout the game, mostly in offices. Hacking these opens them.
Skilled Hacker 40
Successfully complete 50 hacks.
Just hack everything you see until you get this. There are plenty of things to hack, so it shouldn't be a problem.

Basic Inventor 5
Successfully invent at least one item.
Once you are able to use the "U-Invent" stations, use the items you have collected off dead enemies to invent something. Doesn't matter what, and you do not have to pick the item up once it falls out of the machine.

Avid Inventor 10
Successfully invent at least 100 items.
Use the "U-Invent" machines to make 100 items. You do not have to pick them up. To get extra items for inventions, simply return to previous levels. The enemies will respawn and you will be able to kill them and loot them again.

Ammo Inventor 25
Successfully invented all possible ammo types.
From the "U-Invent" machines you need to make at least one of the following: Heat Seaking RPG, Trap Bolt, Electric Gel, Armor-piercing Auto Rounds, Exploding Buck, and Antipersonnel Pistol Rounds.

Little Sister Savior 100
Complete the game without harvesting any Little Sisters.
Try to save before you fight each Big Daddy in case you make a mistake. Once the Sister's Big Daddy is dead, you can either Harvest or Save them. To get this you have to save every sister on each level by pressing when prompted with the choice. To see how many sisters are on each level, hit the start button and look for how many icons are at the bottom of the screen.
Note that this will not unlock until after the game is over.
Tonic Collector 50
Collect or Invent 53 Tonics in the Physical, Engineering and Combat tracks.
Some of these are received by research, some are found hidden in the levels and some are given as gifts by the Little Sisters. You need to save every Little Sister to get this achievement, seeing as they give you a tonic as a gift at the end of the game.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Fri Aug 07, 2009 1:06 pm

Historian 50
Find every audio diary.
There are 122 Audio Diaries in the game. You must collect them all during one save. If you save before going up the elevator to fight the final boss, you can return to almost any location in the game. In the thread linked below, Diaries marked with an asterisk (*) are ones that must be collected while you are in the area because you can not return to it later.


Seriously Good At This 40
Complete the game on the hardest difficulty setting.
You should start the game on Hard, seeing as you have unlimited lives. When you die, you are reborn at a Vita-Chamber and the game stays exactly how you left it, meaning every enemy will have the same amount of health if you were in a battle. You can essentially run at a Big Daddy and melee it until it kills you, then get reborn and return and do the same. It is impossible to get a "Game Over" so to speak, so this difficulty is really not hard at all.

Dealt with every Little Sister 40
Either Harvest or Rescue every Little Sister in the game
You will get this whether you save or harvest the sisters, but you need to deal with all of them. You can see how many are on each level by hitting the start button.

Lucky Winner 10
Hit the jackpot at a slot machine
Once you have maxed your money at 500, find a slot machine. Save your game and play until you either get the jackpot (triple $$$) or run out of money. If you run out, reload your save and try again.

Toaster in the Tub 10
Shock an enemy in the water.
For this you need to use your "Electric Bolt" plasmid on an enemy standing in water. The first level has such an opportunity with a small flooded area around a big globe.


Secret Achievements

Defeated Dr. Steinman 15
The player has defeated the crazed Dr. Steinman
This is unlocked by progressing through the story and can not be missed.

Tip: Kill his security bot first, then lure him down into the water that is in the lower part of the surgery center and electric bolt him, then shoot at him while not standing in the water, this will make this fight a lot shorter OR, if you decided to keep Incinerate!, there is an oil slick that is behind where he was standing to start, light this on fire to kill him faster, then when he goes to the water to put it out, keep shooting at him in the back to kill him quickly.

Defeated Peach Wilkins 15
The player has defeated Peach Wilkins
This is unlocked by progressing through the story and can not be missed.

Tip: Use your surroundings, this fight is almost like the one against Steinman. Steal the pistol from the splicer and use that to kill him faster.



Restored the Forest 15
The player has restored the forests of Arcadia
This is unlocked by progressing through the story and can not be missed.

Tip: Collect the rose and all the distilled waters and everything, then put it into the vent system, you will get it after doing that.

Completed Cohen's Masterpiece 30
The player has completed Sander Cohen's great masterpiece
This is unlocked by progressing through the story and can not be missed.

Tip: You will get it after putting the fourth picture in his piece that's on the stage in the Lower Atrium, not really that hard, just take the pictures after killing the person he wants killed.

Defeated Andrew Ryan 30
The player has defeated Andrew Ryan
This is unlocked by progressing through the story and can not be missed.

Tip: You HAVE to kill him, you beat him with a golf club and it's in a cut scene, nothing to do to get this besides move on in the story.

Broke Fontaine's Mind Control 30
The player has broken Fontaine's mind control
This is unlocked by progressing through the story and can not be missed.

Tip: All you have to do is find the two Lot 192 Remedies and you will get this achievement after getting the second one in Fontaine's Apartment.

Defeated Atlas 100
The player has defeated Atlas
This is unlocked by progressing through the story and can not be missed.

Tip: Stab him with the ADAM collector that the Little Sisters use, then attack him based on what color he is: if he's red, hit him with Winter Blast, if he's blue, hit him with Incinerate!, otherwise, use your upgraded grenade launcher or shotgun.

Became a Big Daddy 30
The player has become a Big Daddy.
This is unlocked by progressing through the story and can not be missed.

Tip: Collect all of the part in the Labratory place. List of the parts are: Boots, Suit, Helmet, 3 Odor solutions and Voice Modifier.

Irony 10
The player has taken a picture of Sander Cohen's corpse
You can get this one of two ways. During Fort Frolic, once you finish his masterpiece, he comes down the stairs and does a speech, then just stares at the pictures. Save your game and then kill him and take his photo for the achievement, then reload your save.

The other way is to leave him alive and leave Fort Frolic, then later in Olympus Heights when you enter his apartment, kill him and take the photo here.

Found Cohen's Room 10
The player has entered Sander Cohen's personal quarters.
You must leave him be after finishing his masterpiece in Fort Frolic. Later in the game, during the Olympus Heights level, you will find his apartment. Kill the two dancing splicers inside and he will get angry and come out of his room. Simply run up the stairs and enter his room for the achievement.

Brass Balls 100
Complete the game on Hard difficulty without using a Vita-Chamber
Some people think that this achievement is really hard, but the reality is that it's actually very easy. In order to obtain this achievement you must start a new file and go to the Pause Menu. Select "Options" and turn ON "Disable Vita-Chambers." If you do not do this and die you will HAVE to start the game all over again, even if you did have a previous save. Spawning in a chamber will corrupt the achievement for all saves.

Tips:

1. Save every time you accomplish a new objective or finish a fight, and before all bosses.

2. Skip as many splicers as possible. Only kill objective-completing splicers or ones that are attacking you to make things go faster.

3. Save as much ammo as you can and use the wrench as much as you can. Get the Wrench Jockey tonics to boost up your strength.

4. Don't wait to use first-aid. Use it right after fights, even if you still have half-health left. Going into a battle without full health is risky as anything may happen. It's possible to die before you can regenerate your health.

5. Check all crates, trash cans, dead splicers, etc for extra first-aid and eve items.

6. Get this achievement on a separate run-through than the other ones. Trying to go out of your way to get all Diaries, Tonics, etc. will kill you.

Defeating ATLAS

This might be tough for some people who haven't beaten the game on hard beforehand, so read carefully.

When you get to Atlas (the final boss of the game) you need:

•Full ammo for the crossbow (Steel [regular], Fire, and Trap [the electric trip wires]).
•Full eve
•Full first-aid packs
•All Blizzard Plasmids
•Anything else is not needed for this fight, but might come in handy.
When you first start out you need to run up to him and grab ADAM from him for the battle to start. When he comes down, he will start out as a fire element. Hit him with your Blizzard plasmid and shoot at him with your Steel bolts. Repeat this until he goes back on his restraining table.

Go grab more ADAM from him and he will come back down as the ice element. Hit him with your inferno plasmid, if you have it, and shoot at him with your fire crossbow. Repeat this until he goes back up.

Go grab more ADAM and he will come back down for a third and final time. He will be a multi-element so any plasmid and crossbow shots will work. This time when he is down you will also have a couple of splicers who will come down and try to attack you. Don't worry about them because the AI on these are really bad and will rarely hit you, just focus on Atlas. Keep shooting your crossbows and he will eventually go down. Achievement Unlocked.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Fri Aug 07, 2009 1:08 pm



Welcome To Rapture -- Medical Pavilion (19 Total)

Beginning Section (2 Total):
*Diane McClintock - New Year's Eve Alone - Located on a table before entering the bathroom)
*Steve Barker - Hole in Bathroom Wall - Located in the bathroom, the right entrance)
*You must get these before going through the bulkhead door to the next section, otherwise you will not be able to come back for them. If you miss them, you have to start a new game.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Fri Aug 07, 2009 1:09 pm



Medical Station (17 Total):
Diane McClintock - Released Today - Located on a table, between the 2 winding stairways, in the lobby, you will see a Medical Services Cashier sign)
Steinman - Adam's Changes - Located on a table, you will see it after hacking the security bot, which opens the door)
Steinman - Higher Standards - Located on a wall, its on the way to Dr. Steinman, you'll see a lot of blood on the wall, scissors and pictures)
Andrew Ryan - Parasite Expectations - Located on a table, it will be right after getting #3, you will see a neon sign saying "Is Your Family Protected")
Steinman - Limits of Imagination - Located on a wall, after getting #4, it will be on the left side of the wall, next to the broken Medical Pavilion sign)
Andrew Ryan - Vandalism - Located on a chair, it will be on the far right room, the opposite side of #5. You will see a Circus Vending Machine next to the chair)
Tenenbaum - Love For Science - Located on a table, its in the center of the room, in between #5 and #6. You will see
Steinman - Surgery's Picasso - Located under the William Hoffner picture, it will be located on the left side of the "Eternal Flame" building)
Suchong - Enrage Trial - Located in the pool of blood in the Kure-All area as soon as you walk in, go to the right, then through the door on your left, then go straight and it will be on the floor in the corner
Steinman - Symmetry - When going after Steinman, and blowing up the debris, it will be right in front of you to the right of the corpse in the wheel chair
Suchong - Testing Telekenisis - Right where you get Telekenisis, its right where you practice using it with the tennis ball thrower
Steinman - Aphrodite Walking - In the room to the right, right before you go into the room to fight Steinman, it's lying on a cabinet next to a dentist's chair that's covered in blood
Steinman - Not What She Wanted - Search the corpse that is lying on the table that you saw Steinman working on as you walked in on him, she has this diary on her.
Steinman - Gatherer Vulnerability - After choosing whether to harvest or rescue your first Little Sister after killing Steinman, it will be on the floor next to a briefcase at the Gatherer's Garden that is behind the curtain that opens up and you purchase your first gene upgrades at before you can leave the area.
Suchong - Plasmids Are The Paint - Right next to the Tonic - Speedy Hacker, in the room in the Medical Pavilion that you have to climb through the window while a gun turret is shooting at you, it's in the room to the left of where it says "Painless Dental" on the map
McDonagh - Freezing Pipes - you must melt the ice that leads to the cure-all area with your incinerate plasmid and it will be under the ice
Tenenbaum - Useless Experiments - Dandy Dental, on the floor near the entrance to the offices.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
RagingAntibody
Admin
Admin
avatar

Number of posts : 1289
Age : 32
Localisation : Milwaukee
Registration date : 2006-12-05

PostSubject: Re: BioShock   Fri Aug 07, 2009 1:11 pm






Neptune's Bounty -- Smuggler's Hideout (23 Total)
Sullivan - Bathysphere Keys - Located behind the farther gun turret in the Lower Wharf area from when you enter from the Bathysphere Station
Sullivan - Timmy H. Interrogation - When in the area that has both a Gene Bank and a Gatherer's Garden, go into the water all the way at the bottom and follow the path, you should see a keypad that is hackable on your left. Hack it, then grap the diary that is leaning on the crate by the guy being electricuted in the water.
Andrew Ryan - Fontaine Must Go - Once Peach Wilkins sends you out on your quest to get your camera, you will enter through a gate that was once locked before. Kill the couple guys that are in the hall to your right, then fall down the hole that is in a place off to the right where the floor is broken. Follow this path until the end, and it will be lying on the ground, along with some ammo and a First-Aid Kit.
Tenenbaum - Finding The Sea Slug - Once you enter the Upper Wharf area, go straight and it will be on a table where some fish are lying on the ground and are on the table as well.
Mariska Lutz - Masha Come Home - Also in the Upper Wharf area, its near the Little Sister hole on the left, it's lying on the ground in the water.
Sullivan - Picked up Timmy H. - Directly after getting "Masha Come Home" turn to your right and search the dead body on the ground.
Tenenbaum - Adam Discovery - After getting Security Bullseye, drop down and kill the leadhead splicer by the security camera, then, on the right hand side, you will see two conveyor belts. By the left one, there will be an open crate with the diary sitting in it
McDonagh - Eden Leaking - From Adam Discovery, go through the door to go to "The Fighting McDonagh's Tavern" and it will be lying on the ground next to two plumbing pipes, you can't miss it.
Tenenbaum - Fontaine's Smugglers - From Eden Leaking, continue on into the glass tube, and on the right, there will be a security camera. Right under it will be the diary sitting on a bench
Andrew Ryan - Death Penalty in Rapture - From Fontaine's Smugglers, go straight and then go to the right. As soon as you enter this room, it will be directly on your left on a table
Sullivan - Smuggling Ring - Once you get into "The Fighting McDonagh's Tavern" it will be right under a 32% 123 Beer sign on a table
Andrew Ryan - Working Late Again - "The Fighting McDonagh's” Tavern on a bar table near the windows.
Mariska Lutz - Saw Masha Today - Located in room 7. Hack the door or enter the code if you find it, it will be on the bed next to the two corpses lying on it.
McDonagh - Meeting Ryan - Right next to the Vita-Chamber to the right of "The Fighting McDonagh's Tavern" in the vent hole
McDonagh - Rapture Changing - Go behind the bar in "The Fighting McDonagh's Tavern" and through the door. Once through there, go through the door straight ahead that is behind the waterfall and it will be on the desk to the right
Peach Wilkins - Putting The Screws On - To the left of the first Power to the People station. Incinerate the snow guarding the door, it will be next to the safe in the back of this area.
Peach Wilkins - Meeting With Fontaine - Once in Smuggler's Hideout, you will come to a place where there is a drill looking device and a gun turret shooting at you. Kill the gun turret and to the right of the gun turret will be the diary leaning against a crate
Frank Fontaine - Kraut Scientist - After watching the pipes blow up by the submarine, continue onwards and you will come to a sort of big wooden area with some splicers. Kill all these guys, and once you reach the bottom, you will come to a gate with a lock on your right, right before you enter the tunnel. Break the lock and the diary will be on the ground next to some crates
Peach Wilkins - Offered A Deal - Right after you watch the submarine blow up, continue on and once you start going towards the Bulkhead to Arcadia, the diary will be on the ground next to a crate before the bridge
Andrew Ryan - First Encounter – **This has been moved to appropriate section in Farmer’s Market**
Sullivan - Have My Badge – Before you go into WharfMaster Goal, go to the right a bit and you should see a crawlspace, go into it and through until you reach a room…it’s on the table
McDonagh - Arresting Fontaine - Go to the upper part of "The Fighting McDonagh's Tavern and go into room 6 by Electric Bolting the door control and it will be on the floor next to the corpse that is handcuffed to the bed
Andrew Ryan - Watch Fontaine – Northern side of the UpperWharf near a vending machine.

_________________










Back to top Go down
View user profile http://fat-ninja.bbfr.net
Sponsored content




PostSubject: Re: BioShock   

Back to top Go down
 
BioShock
Back to top 
Page 1 of 2Go to page : 1, 2  Next
 Similar topics
-
» Go to Game NOW - $5 NECA BioShock 2 figures!

Permissions in this forum:You cannot reply to topics in this forum
Fat Ninja Studios :: Public Access :: Xbox 360 (Public)-
Jump to: