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Bioshock item\enemy guide
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Written by Aston Olsen aka Crimsonfury

You may distribute this guide freely as long as it isn't altered in any way
Content remains the intellectual property of Aston Olsen

Last updated 6\9\07

Contact info
Email: astonolsen@hotmail.com
Xbox 360 Gamertag: CrimsonFury82

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Version History
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Version 1.0 6\9\07 Initial release

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Table of contents
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[1] Introduction
[2] Plasmids
[3] Tonics
 [3a] Physical Tonics
 [3b] Engineering Tonics
 [3c] Combat Tonics
[4] Weapons
[5] Enemies
[6] Camera Research
[7] Thanks\Credits
[8] Conclusion

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[1] Introduction
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The purpose of this guide is to detail the various items\enemies in the
game and the best ways of using them\dealing with them

This guide does NOT tell you where to find these items. If you want help
finding an item, try one of the general walkthrough guides on www.gamefaqs.com

I wrote this guide based on the Xbox 360 version of Bioshock. As far as I know
all the weapons, enemies etc are the same on the PC version

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[2] Plasmids
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Summary:
Number of different plasmid types: 10
Total number of plasmids (including upgrades): 20
My opinion: The only essential plasmid purchase is Electro bolt 3 when it
becomes available. None of the optional plasmids are necessary, and the other
free ones are only needed for a few plot points in the beginning. I rarely
purchase more than one extra plasmid slot. I beat hard mode using just 2
plasmids for the majority of the game (Electrobolt, Telekinesis)


Electro Bolt
Highest Level available: 3
Description: Shoots out an electrical bolt that stuns enemies + does light
damage. Gives bonus wrench damage while enemy is stunned, disables security
devices, fries enemies in water, opens doors with fried electrical switches.
(higher levels increase damage and stun duration)
My opinion: By far the most versatile plasmid in the game due to amount of
things it can do (see description above). I general skip over Electro Bolt 2
and wait until Electro Bolt 3 is available to save Adam. Keep this one assigned
to a slot at all times. For best effect combine with the Electric flesh tonics
(see combat tonics)


Incinerate
Highest Level available: 3
Description: shoots a fireball that sets targets on fire. Can Also light up
explosive barrels and oil slicks. Causes moderate initial damage and continued
damage over time. Cast on enemies multiple times to increase the heat which
does more damage. (higher levels increase burning duration and damage)
My opinion: Useful early game against big daddies or anyway that fire is needed
(oil slicks, explosive barrels, melting ice). Becomes less useful as you get
ammo capable of setting things on fire (napalm, explosive buckshot, incendiary
bolts). Still handy if you purchase the higher level versions as they become
available. Especially good when combined with the human inferno tonics
(see combat tonics)


Winter Blast
Highest Level available: 3
Description: Casts ice on the target doing high damage, has a change to freeze
target. If frozen enemies are destroyed they leave no loot. (higher levels
increase freeze duration and damage)
My opinion: More powerful than the other 2 main attack plasmids
(electro bolt, incinerate) but the drawback of no loot usually makes it not
worth using. Can be useful to keep as a backup for troublesome enemies.


Insect Swarm
Highest Level available: 3
Description: Releases a swarm of bees at your target. Swarm covers a wide area
and can engulf multiple enemies in a single cast.
My opinion: Occasionally useful for dealing with large groups of splicers. Does
light damage and causes them to fail around so you can finish them off with
other attacks. Also rather amusing to watch.


Cyclone Trap
Highest Level available: 2
Description: Places a small cyclone and the targeted area of ground. When
enemies step on the cyclone they get flung up in the air and take a light
damage and get knocked over when they come back down (level 2 throws enemies
higher and does more damage)
My opinion: Mostly a novelty plasmid. Fun for setting up amusing traps, eg put
a proxy mine or trap bolt on the ceiling and use this to launch them into it


Hypnotize Big Daddy
Highest Level available: 2
Description: Hypnotizes a Big Daddy into thinking you are a little sister. He 
will follow you around and protect you. The Big Daddy attacks anyone who
attacks you. (level 2 increases follow duration)
My opinion: While having a big daddy protect you is quite a powerful ability,
using it drains your entire eve bar and so I don't find myself equipping it
that often. Best used when your eve is nearly empty anyway to minimise eve loss


Telekinesis
Highest Level available: 1
Description: Pulls objects towards and holds them there until you either drop
them or release them hurtling towards your target.
My opinion: The second most useful ability after electro bolt in my opinion.
Great for dealing with nitro + houdini splicers as you can throw their
grenades\fireballs right back at them. Throwing corpses or explosive barrels at
 enemies does a lot of damage too. Also useful for amusing things like ripping
splicers masks of and then throwing them at them


Enrage
Highest Level available: 1
Description: Causes the target enemy to enter a state of rage, frantically
attacking anyone nearby. Enemies attack faster than normal when in Rage.
Enraged enemies will attack you if there are no other targets available.
My opinion: Mostly a novelty plasmid. Good for amusement watching enemies fight
each other, especially if there is a big daddy involved. Be carefully you don't
get caught by the enraged enemy if he manages to kill all the other enemies
around (never use on a lone enemy, he will just attack you faster)


Security Bullseye
Highest Level available: 1
Description: Casts security insects on the target enemy, making nearby security
devices (bots\turrets\cameras) target them. Enemies don't react to being hit by
this (eg they won't start attacking you when you cast it on them)
My opinion: Probably the least useful plasmid in the game. Hacked security
devices attack enemies anyway, so I would usually just hack them instead of
using this plasmid. Once you have research level 4 on each security device,
bots and turrets are hacked automatically and cameras have a slowed down flow 
rate making them easy to hack. I wouldn't bother equipping this even when you 
first pick it up


Target Dummy
Highest Level available: 1
Description: Spawns a hologram on the targeted area of ground. Enemies will
often attack this instead of you.
My opinion: Occasionally useful as an escape tactic if you need to run away to 
get to a vending machine\bot shutdown\health station or just for amusement.

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[3] Tonics
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[3a] Physical Tonics:
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Summary:
Number of physical tonic types: 10
Total number of physical tonics (including upgrades): 19
Description: Most Physical tonics help you get more health and\or eve
My opinion: physical tonics are fairly useful. These usually come second in my
preference of slot upgrades after combat tonics.



Blood Lust
Highest Level available: 1
Description: Gain a small amount of health and eve every time you hit an enemy
with the wrench
My opinion: Useful if you use the wrench a lot. Later in the game when your
health\eve bars are bigger this becomes useless as the boosts are too small

Booze Hound
Highest Level available: 1
Description: Gain small amount of eve from alcohol instead of losing some
My opinion: Very useful as it allows you to frequently use alcohol to refill
instead of avoiding it. I usually keep this equipped

Eve Link
Highest Level available: 2
Description: Gain Eve when using med kits (amount gained increases with level 2)
My opinion: Very useful, will cut down on the amount of eve hypos you need.

Extra Nutrition
Highest Level available: 3
Description: Gain more health from snacks and bandages (amount gained increases
with each level)
My opinion: very useful through the game, I usually keep the highest level one
I have equipped

Hacker's Delight
Highest Level available: 3
Description: Gain health and eve every time you hack (amount gained increases
with each level)
My opinion: Useful. I usually keep the highest level one of these I have
equipped

Medical Expert
Highest Level available: 3
Description: Gain more health from medkits (amount gained increases with
each level)
My opinion: The first one is not that useful as at that point you usually have
a small health bar that fills in 1 med kit anyway. Later in the game the level
2 and 3 versions are very helpful

Natural Camouflage
Highest Level available: 1
Description: Become invisible while standing still and not firing
My opinion: Useful for avoiding cameras. If you stand still as soon as the
camera spots you, it won't raise the alarm. Also good for checking out the
enemies in a new area. I sometimes equip this one, depends on the situation

Scrounger
Highest Level available: 1
Description: Search containers and corpses a second time to get different loot
(only works if you didn't take the first lot of loot)
My opinion: Not very useful. Makes searching take longer. I already spend too
much time searching in this game. The loot changes aren't that great.

Security Evasion
Highest Level available: 2
Description: Cameras and turrets take longer to see you (level 2 they take even
longer to see you)
My opinion: Not very useful. If you are having trouble with cameras\turrets use
Natural camouflage and stand still when they see you. Use bot shutdown
panels when needed

Sport Boost
Highest Level available: 2
Description: Move faster and swing your wrench faster (level 2 is even faster
and stronger)
My opinion: Very useful, especially if you are backtracking to explore areas
you missed at the extra movement speed really helps. Also makes closing the gap
for melee, shotgun etc much easier

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[3b] Engineering Tonics:
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Summary:
Number of engineering tonic types: 9
Total number of engineering tonics (including upgrades): 16
Description: Most engineering tonics make hacking easier
My opinion: Engineering tonics are the least useful. I usually only buy 1-2
extra engineering slots



Alarm Expert
Highest Level available: 2
Description: 2 fewer alarm pieces when hacking (level 2 is 4 fewer pieces)
My opinion: Useful at making hacking easier. Not a great deal of difference
between the Alarm Expect\Focused Hacker\Hacking Expect. They all remove 2 tiles
at level 1 and 4 tiles at level 2. Only difference is the type of tiles they
remove. The end result is the same, less bad tiles blocking your path.

Clever Inventor
Highest Level available: 1
Description: Inventions take 1 less of each component to make (to a 
minimum of 1)
My opinion: Useful if you are inventing lots of ammo (and why wouldn't you?
Its free!)

Focused Hacker
Highest Level available: 2
Description: 2 fewer overload pieces when hacking (level 2 is 4 fewer pieces)
My opinion: See alarm expert comments

Hacking Expert
Highest Level available: 2
Description: 1 fewer alarm + 1 fewer overload piece when hacking (level 2 is 2
fewer pieces of each)
My opinion: See alarm expert comments

Prolific Inventor
Highest Level available: 1
Description: Get twice as much of any item you invent (eg 12x buckshot instead
of 6x)
My opinion: Useful late game, especially for making lots of autohacks (2 for
the price of 1)

Safe Cracker
Highest Level available: 2
Description: Safe hacking mini-games are easier (level 2 is even easier)
My opinion: Not worth using a slot on. A pair from the alarm expect\
focused hacker\hacking expect tonics and a speedy hacker tonic should get you
through most safes fine. By the time the safes get much harder you should have
the level 2 versions and be buying\inventing autohacks a lot

Security Expert
Highest Level available: 2
Description: Security hacking mini-games are easier: bots, turrets, cameras
(level 2 is even easier)
My opinion: The first one is useful at the begging of the game. Late game when
you have completed the research its not as useful because you can autohack bots
and turrets, and camera hacking has reduced flow speed. Not worth equipping just
for cameras with low flow speed.

Shorten Alarms
Highest Level available: 2
Description: Alarms set off by cameras are shorter (level 2 duration is even
shorter)
My opinion: Not very useful. If you are having trouble with cameras\turrets use
Natural camouflage and stand still when they see you. Use bot shutdown
panels when needed

Speedy Hacker
Highest Level available: 2
Description: Reduced flow speed on hacking mini-games (level 2 flow speed is
even slower)
My opinion: Very useful. Always have one of these equipped

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[3c] Combat Tonics:
-------------------------

Summary:
Number of combat tonic types: 9
Total number of combat tonics (including upgrades): 18
Description: Most combat tonics boost the damage you deal with certain attacks
and\or reduce damage taken
My opinion: Combat tonics are the most useful tonics and I usually buy more
slots for them than other tonics.



Armored Shell
Highest Level available: 2
Description: Reduces damage taken (level 2 further reduces damage)
My opinion: Very useful early game. Buy an extra slot and this as soon as you
can.

Damage Research
Highest Level available: 2
Description: Improves damage bonuses from camera research (level 2 further
improves damage)
My opinion: Very useful if you research all enemies, then you will be getting
damage bonuses to everything by equipping this.

Electric Flesh
Highest Level available: 2
Description: Reduces electric damage taken, improves electric damage dealt
(level 2 gives bigger reductions + boosts)
My opinion: Very useful against the electrified thuggish splicers later in the
game. Also boosts your electrical attacks. Since I use electro boost the most I
found this very useful.

Frozen Field
Highest Level available: 2
Description: Reduces cold damage taken, gives the wrench cold attacks and a
chance to freeze targets (level 2 gives bigger reductions + boosts)
My opinion: Useful if you prefer cold attacks for their stronger killing power.
Personally I prefer getting loot so I don't recommend this.

Human Inferno
Highest Level available: 2
Description: Reduces fire damage taken, improves fire damage dealt (level 2
gives bigger reductions + boosts)
My opinion: Very useful. You will encounter quite a lot of fire later in the
game. Being able to jump through it taking minimal damage is handy. Also helps
a lot with all your own fire attacks, I love napalm, exploding buckshot,
incendiary bolts so I found this very useful.

Photographer's Eye
Highest Level available: 2
Description: Increases research gained from cameras (level 2 gives bigger
boost)
My opinion: Very useful for maxing your research fast. Once research is
complete replace these with something else

Static Discharge
Highest Level available: 2
Description: When hit by melee attacks gives of an electrical discharge in a
small radius around the player. Damages and stuns enemies as if hit by electro
bolt (level 2 stuns longer and does more damage)
My opinion: Useful if you are using the wrench or shotgun a lot getting up
close to enemies. Beware of being hit by a splicer while near a big daddy as
the discharge will hit the big daddy and cause him to start attacking you.

Wrench Jockey
Highest Level available: 2
Description: Increases wrench damage (level 2 gives bigger boost)
My opinion: Very useful, I always keep once of these equipped to keep my wrench
useful throughout the game

Wrench Lurker
Highest Level available: 2
Description: Quietens footsteps and increases wrench damage against unaware
targets (level 2 is quieter and gives bigger damage boost)
My opinion: Useful if you like to go for stealth attacks, personally I didn't
bother with this much

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[4] Weapons
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Summary:
Number of weapons: 8
Number of weapon upgrades: 12 (2 for each of the 6 ranged weapons)
My opinion: Weapons are best used in conjunction with plasmids. Used on there
own the weapons can feel week. I found the shotgun + the wrench to be the most
useful weapons in the game. The first few of weapon upgrades I would get are 
the shotgun rate of fire upgrade (useful against everything), the grenade
launcher damage upgrade (useful for dealing with big daddies) and the chemical
thrower rate of fire upgrade (useful against everything)



Wrench
Ammo type: None
Description: Standard Melee attack. Fairly weak at first but can be upgraded
with various tonics. More powerful when used on enemies stunned by electricity
My opinion: Remains useful throughout the game with the right tonics and
doesn't need any ammo. Probably my most used weapon
Upgrades: none (can be boosted with tonics)

Pistol
Ammo Types: Pistol Rounds, Armor Piercing Pistol Rounds, Anti-Personnel Pistol
Rounds, Medium range
Description: Good Accuracy. Low damage, High rate of fire, Small clip, Fast
reload
My opinion: Useful early on but damage isn't good enough to be very useful late
game (even with the damage upgrade). Later in the game I mostly use it for
clearing traps or security devices. Don't bother using weapon upgrades on this
until last
Upgrades: Increased damage, Larger clip (24 shots)

Tommy Gun
Ammo Types: Machinegun Rounds, Armor Piercing Auto Rounds, Anti-Personnel Auto
Rounds, Medium range
Description: Low Accuracy, Medium damage, High rate of fire, Large clip. Fast
reload, High Recoil
My opinion: Decent damage early game, damage drops off rapidly against mid game
enemies although not too bad with the damage upgrade and the specialty ammo
types
Upgrades: Increased damage, Reduced recoil

Shotgun
Ammo Types: 00 Buck Shot, Exploding Buck , Electric Buck
Description: Good Accuracy, High damage, Slow rate of fire, Small clip, Long
reload, Close to Medium range
My opinion: The most useful ranged weapon in the game due to its high damage
against most targets at close range and plentiful ammo. Get the rate of fire
upgrade ASAP. Changes from pumping after every shot to semi-auto. With the
upgrade you can fire off 4 shots in around 3 seconds. Also stops the barrel
lifting so high between shots, making aiming easier.
Upgrades: Increased damage, Increased rate of fire

Chemical Thrower
Ammo Types: Napalm, Liquid Nitrogen, Electric Gel
Description: Great Accuracy, Medium damage, High rate of fire, Large clip,
Slow reload, Medium range (long range after upgrade)
My opinion: Very useful due versus most targets. Once you have this you won't
need incinerate or winter blast anymore due to the other ammo types. The
electro gel is great against big daddies (also useful for everything electro
bolt does if you choose not to keep that equipped, although the electro gel
ammo is rarer than the others). Chews through ammo fast until you get the
reduced ammo consumption upgrade. The range upgrade gives it incredible range
(reaches across a whole room) but isn't really necessary as the basic range is
decent
Upgrades: Lower ammo consumption, Increased Range

Grenade Launcher
Ammo Types: Frag Grenade, Proximity Mine, Heat-Seeking RPG
Description: Good Accuracy, High damage, Medium rate of fire, Small clip, Long
reload, Medium range, Large blast radius.
My opinion: 
Upgrades: Increased damage, No self-damage from your own grenades (you won't
trigger your own proximity mines either)

Crossbow
Ammo Types: Steel-Tip Bolt, Incendiary Bolt, Trap Bolt
Description: Good Accuracy, High damage, Slow rate of fire, Small clip, Long
reload, Long range. High zoom
My opinion: The crossbow is this games equivalent of a bolt-action sniper
rifle. Great for picking enemies of at range. Unlike most sniper weapons can be
used reasonable well at close quarters. Electro bolts are great for setting up
traps (you can reposition traps with telekinesis). Steel and Incendiary bolts
can be collect from walls\victims if they don't break. Bolts can be pulled out
of living victims and thrown back in with Telekinesis
Upgrades: Increased damage, Reduced bolt breakage

Camera
Ammo Types: Film
Description: Takes pictures of enemies to research weaknesses. Research
provides damage bonuses, tonics and other passive abilities
My opinion: Always try and max out research as soon as you can, the damage
bonuses will make your attacks much more powerful and you also gain some cool
tonics and abilities
Upgrades: None (can be boosted with tonics)



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[5] Enemies
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Thuggish Splicer
Difficulty: Very easy
Description: Attacks with melee weapons (pipe, flashlight etc)
My opinion: These enemies are easy to deal with. A quick zap of electro bolt
and a couple of wrench hits is usually suffice. Later in the game when they
have electricity upgrades switch to range attacks as electro bolt is useless
against electrified enemies and getting up close tends to cost you a lot of
health. Shotgun (especially explosive buck), napalm, incendiary bolts all do
great damage versus electrified thuggish splicers

Leadhead Splicer
Difficulty: Easy
Description: Early on they have pistols, later they have tommy guns.
My opinion: Mostly the same tactics as Thuggish splicers. Try to hug cover as
you close the gap to use wrench or shotgun.

Spider Splicer
Difficulty: Easy
Description: Attacks with hooks in melee, can also throw hooks at you from a
distance. Can jump on ceiling and run along it. Ambushes from above a lot
My opinion: If they are on the ceiling, use any ranged attack to send them
falling to the ground. Once on the ground deal with them the same as thuggish
splicers.

Nitro Splicer
Difficulty: Medium
Description: Attacks with grenades and runs away. Among the most powerful
splicer attacks (along with the Houdini)
My opinion: There are a few ways to deal with nitro splicers. You can use
telekinesis to throw there grenades back at them, or stun them and try and beat
them with the wrench (will take a lot of hits unless you have several wrench
tonics), chase them around with a tommy gun or pistol (while dodging grenades)
or if they are really bothering you get winter blast and just shatter them (no
loot though)

Houdini Splicer
Difficulty: Medium
Description: Attacks with fireballs. Teleports around (usually behind you).
Hard to keep track of until you have completed level 4 research on them.
My opinion: Most the same tactics as Nitro splicers, except these guys are
harder to keep track of (complete the research ASAP and they will be easy to
follow)

Rosie
Difficulty: Hard
Description: Attacks with a rivet gun and proximity mines. Will hit you with
his gun if you get too close. Tries to flank you if you engage them at a
distance. Traps are less useful against these big daddies than against bouncers
as Rosies don't charge at you much
My opinion: The easiest way to deal with a big daddy if you have the ammo is to
empty most of a clip of electro gel from the chemical thrower. Whilst being hit
they can't move at all and so you don't lose any health at all. The problem is
electro gel is rare (the fuel consumption upgrade for the chemical thrower
helps). Other tactics include setting it on fire (all fire based attacks deal
good damage to big daddies). Grenades and very effective too if you have a
whole clip to use. Electro buckshot is moderately effect if (stuns them with
each shot). The shotgun reload time can be a pain though, try and put cover
between you while reloading.

Bouncer
Difficulty: Very Hard
Description: Attacks with arm drill and charging moves. Knocks you to the
ground a lot
My opinion: I found the bouncers to be more challenging than Rosies due to
speed of their charge move and the fact they knock you over a lot, and while
down you often get hit again and lose more health while being unable to move or
reload (you can still use medkits while down). My preferred tactic is to setup
a row of trap bolts between you and the Bouncer and then shoot him so he
charges through them. 5-10 will take him down depending on how far in to the
game you are (enemies scale in difficulty) and what difficulty mode you are
playing on. Heat-seeking RPG ammo also works well.

Little Sister
Difficulty: N\A
Description: Not actually an enemy as such, although you can kill them by
harvesting them after you have dealt with the big daddy. They can be researched
too (see camera research)
My opinion: Have completed the game both ways (save all\harvest all) I prefer
saving them as you get almost as much adam plus some unique tonics + plasmids
and extra health\ammo\invention parts

Turrets
Difficulty: Easy
Description: Automated gun turrets that shoot at you when you enter line of
sight. There is a slight delay before they start firing, you can often hear
them start to buzz and take cover. There are 3 types: Machine Gun, Flamethrower
(rare) and RPG. All can be dealt with the same way.
My opinion: Easily dealt with by stunning with any electrical attack (I usually
use electro bolt) and then hacking. Once you have completed level 4 research
you can hack them automatically.

Bots
Difficulty: Easy
Description: Flying bots with machine guns. They come out and attack you when
detected by a camera. Later in the game some enemies will have their own bots
that will attack you if the bot sees you.
My opinion: Use the same tactics as turrets to deal with these. If the camera
belongs to a splicer, killing the splicer will disable the camera.

Security Cameras
Difficulty: Easy
Description: Security cameras that pan back and forth. Red cone shows where it
is looking (the cone is green if you have hacked it). Cone turns bright white
when the camera has spotted you (or an enemy if you have hacked it).
My opinion: You can hear these from quite far away and then just look for the
red cone. Run up under it when its looking away. Take some pictures if you need
them and then stun and hack it. If you can't be bothered hacking them they are
easy to kill with even standard pistol round (you often get film from destroyed
cameras)



Mini-Bosses: There are a number of mini-bosses in the game which are basically
more powerful variants of the splicers. Use the same tactics as the relevant
splicer type

End Boss: I prefer not to give a strategy for the end boss and leave the ways
to deal him up to you. With the various tips and info throughout this guide you
should be able to find ways to deal with him just fine.


_____________________________
[6] Camera Research
_____________________________

Summary: Each enemy has 5 levels of research to be completed, each of which
will give a bonus. As mentioned in the camera description, always try and max
out research on your enemies as soon you can
To maximise the research points gained, keep in mind the following:

*Always equip photographer's eye tonics if you have them
*Always try and get the subject in the centre of the frame
*Always try and get multiple subjects in the frame if possible (even if you
have fully researched the other subjects, it still gives a bonus_
*Always try and get an action scene (enemy is attacking or stunned)
*Zoom in if the subject is far away
*Snap multiple pictures in succession before the subject get a chance to move
(you can usually get 3-4 of the same subject)
*When researching big daddies if you have maxed out the number of pictures you
can take of a particular one, kill him and a new one will spawn and you can
photograph again.

Leadhead Splicer research upgrades
Level 1: Damage+ (vulnerable to anti-personnel rounds)
Level 2: Free Tonic: Scrounger
Level 3: Damage++
Level 4: Free Tonic: Static Discharge 2
Level 5: Damage++

Thuggish Splicer research upgrades
Level 1: Damage+ (vulnerable to anti-personnel rounds)
Level 2: Free Tonic: Sport Boost
Level 3: Damage++
Level 4: Free Tonic: Sport Boost 2
Level 5: Damage++

Spider Splicer research upgrades
Level 1: Damage+ (vulnerable to anti-personnel rounds)
Level 2: Passive ability: Spider splicer organs can be used as medkits
Level 3: Damage++
Level 4: Free tonic: Extra nutrition 3
Level 5: Damage++


Nitro Splicer research upgrades
Level 1: Damage+ (vulnerable to anti-personnel rounds)
Level 2: 15% change enemy grenades will be a dud
Level 3: Damage++
Level 4: 35% change enemy grenades will be a dud
Level 5: Damage++


Houdini Splicer research upgrades
Level 1: Damage+ (vulnerable to anti-personnel rounds)
Level 2: Free tonic: Natural camouflage
Level 3: Damage++
Level 4: Passive ability: You can now see where Houdini's are going to teleport
(red cloud of smoke and debris)
Level 5: Damage++


Rosie research upgrades
Level 1: Damage+ (vulnerable to armor piercing rounds)
Level 2: Free tonic: Photographer's eye 2
Level 3: Damage++
Level 4: Passive ability: Rosies will usually contain rate invention parts
Level 5: Damage++


Bouncer research upgrades
Level 1: Damage+ (vulnerable to armor piercing rounds)
Level 2: Free tonic: Wrench Jockey 2
Level 3: Damage++
Level 4: Passive ability: Wrench does +50% damage to all enemies
Level 5: Damage++


Little Sister research upgrades
Level 1: Small bonus to max health and eve
Level 2: Small bonus to max health and eve
Level 3: Small bonus to max health and eve
Level 4: Small bonus to max health and eve
Level 5: Small bonus to max health and eve

Turrets research upgrades. All 3 turret types (Machine Gun\Flame\RPG) count as
the same for research purposes
Level 1: Damage+ (vulnerable to armor piercing rounds)
Level 2: Passive ability: Twice as much ammo on destroyed turrets
Level 3: Damage++
Level 4: Automatically hack turrets
Level 5: Damage++


Bots research upgrades
Level 1: Damage+ (vulnerable to armor piercing rounds)
Level 2: Free tonic: Security expert 2
Level 3: Damage++
Level 4: Automatically hack bots
Level 5: Damage++


Security Cameras research upgrades
Level 1: Damage+ (vulnerable to armor piercing rounds)
Level 2: Passive ability: Twice as much film on destroyed cameras
Level 3: Damage++
Level 4: Flow speed reduced when hacking cameras
Level 5: Damage++

_____________________________
[7] Thanks\Credits
_____________________________

I would like to thank the members of the following forums.

Gamespot members who posted in the Bioshock forum at www.gamespot.com
Bittah members who posted in the Bioshock thread in the hardware\software
forums www.bittah.com

Without your questions and comments I wouldn't have written this guide

_____________________________
[8] Conclusion
_____________________________

This is the first guide I have written. I hope you find it useful.
Feel free to contact me if you have any comments, queries, corrections etc.

Email: astonolsen@hotmail.com
Xbox 360 Gamertag: CrimsonFury82