___    _  _____  ___    _   _  _____  ___    _   _        
	       (  _`\ (_)(  _  )(  _`\ ( ) ( )(  _  )(  _`\ ( ) ( )    
	       | (_) )| || ( ) || (_(_)| |_| || ( ) || ( (_)| |/'/'   
	       |  _ <'| || | | |`\__ \ |  _  || | | || |  _ | , <      
	       | (_) )| || (_) |( )_) || | | || (_) || (_( )| |\`\     
	       (____/'(_)(_____)`\____)(_) (_)(_____)(____/'(_) (_)   
				       ___  
				      |__ \ 	
				         ) |		Walkthrough By:
				        / / 		AboutLastNight5
				       / /_ 		Xbox 360/PS3
				      |____|		Version 1.00


		      Utopia is not a place...but a people.
		      It will exist the moment we are fit to
		            occupy it." -Sophia Lamb




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     |  | _.|;_/-+-|_ ._. _ . . _ |_    | ._ -+-._. _  _|. . _.-+-* _ ._ 
     |/\|(_]|| \ | [ )[  (_)(_|(_][ )  _|_[ ) | [  (_)(_](_|(_. | |(_)[ )
	                       ._|  
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Before I begin the walkthrough, I just want to make note of a couple things. 
First, this is not entirely a spoiler-free walkthrough. Although I did my best
not to reveal any important plot details, plot details from the first game are
revealed in this guide out of necessity. The storyline of Bioshock 2 blatantly
references the original Bioshock and important plot details, so its pretty hard
to keep some of those details hidden from you if you have not played through 
the original game. 
Second, with that said, you can play Bioshock 2 without playing the original, 
but it is highly recommended that you do in order to understand the ENTIRE 
story fully. I wrote a walkthrough for the original Bioshock as well, so feel
free to read it through if you decide to play the original. I have also taken
sections of my old walkthrough and used them in here, since there is no point
in rewriting the same sections.

Have fun and enjoy Bioshock 2.

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		  |   _.|_ | _    _ |,  /  ` _ ._ -+- _ ._ -+- __
		  |  (_][_)|(/,  (_)|   \__.(_)[ ) | (/,[ ) | _) 
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	I. Copyright Information
	II. Bioshock 2 Introduction
	III. Introduction
		A. Controls
		B. Map Screen
		C. Items/Searching
		D. Weapons/Upgrading/Ammunition
		E. Little Sisters/ADAM
		F. Big Daddies/Big Sisters
		G. Security/Hacking/Machines
		H. Plasmids/Gatherer's Garden/EVE
		I. Gene Tonics
		J. Research/Camera
		K. Splicers
		L. Audio Diaries
	IV. Walkthrough
		A. Adonis Luxury Resort
		B. The Atlantic Express Depot
		C. Ryan Amusements
		D. Pauper's Drop
		E. Siren Alley
		F. Dinoysus Park
		G. Fontaine Futuristics
		H. Persephone
		I. Inner Persephone
	V. Story Conclusions
	VI. Lists
		A. Plasmids
		B. Gene Tonics
		C. Audio-Diaries
		D. Research
		E. Achievements
	VII. FAQ

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	  /  ` _ ._   .._.* _ |_ -+-   | ._ |, _ ._.._ _  _.-+-* _ ._ 
	  \__.(_)[_)\_|[  |(_][ ) |   _|_[ )| (_)[  [ | )(_] | |(_)[ )
	         |  ._|    ._|                                       
				    ._.
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Bioshock 2: Walkthrough/FAQ
Copyright (2010) (AboutLastNight5) (Whitney Bulna)

"This walkthrough may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any other web site or as a part of any public display is strictly prohibited,
and a violation of copyright. All trademarks and copyrights contained in this
document are owned by their respective trademark and copyright holders."

Above is the generic copyright rules that everyone should adhere by. Along 
with this, if my walkthrough is found on another website without my permission,
legal action can be taken. A lot of people don't realize how long these guides 
take to create. Its not just playing the game and typing, its creating line
breaks, editing, verifying, and editing again. Don't be a jerk and steal 
guides.

If you would like to use my guide, please e-mail me outlining its uses 
and publication location. Under no circumstances may the guide be modified or 
used without my name. My e-mail address is wbulna@yahoo.com.

As of March 29, 2010, the only websites that I am allowing to host my guide are
Gamefaqs, Neoseeker, Gamespot, Gamefly, and Supercheats, all of which are hosted
through Gamefaqs and have verified that they are allowed to use my guide.

Once again, "All trademarks and copyrights contained in this document 
are owned by their respective trademark and copyright holders."

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	[__)* _  __|_  _  _.;_/  '_)    | ._ -+-._. _  _|. . _.-+-* _ ._ 
	[__)|(_)_) [ )(_)(_.| \  /_.   _|_[ ) | [  (_)(_](_|(_. | |(_)[ )
				  ._.._.
				   |  | 
				  _|__|_
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(Credited to the Bioshock 2 website) http://www.bioshock2game.com/en/

"Set approximately 10 years after the events of the original Bioshock. The
halls of Rapture once again echo with sins of the past. Along the Atlantic
Coastline, a monster has been snatching little girls and bringing them back to
the undersea city of Rapture. You are the very first Big Daddy as you travel
through the decrepit and beautiful fallen city, chasing an unseen foe in search
of answers and your own survival."
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			 | ._ -+-._. _  _|. . _.-+-* _ ._ 
			_|_[ ) | [  (_)(_](_|(_. | |(_)[ )
                                  
				  ._.._.._.
				   |  |  | 
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+------------+
|            |
|A. Controls |
|            |
+------------+ 
 

These are the controls under the Default setting for XBox 360.
 

"A" Button: Interact with objects (Use controls, pick up items, etc.). 
Hold down to play most recent audio-diary.

"B" Button: Use an available First Aid Kit.

"X" Button: When a weapon is equipped, press to reload weapon. When a Plasmid 
is equipped, press to use available EVE Hypo.

"Y" Button: Jump

Left Thumbstick: Move around. Press to crouch.

Right Thumbstick: Change point of view and aim a weapon. Press to zoom 
in/out.

Left Trigger: Fire currently equipped Plasmid.

Right Trigger: Fire currently equipped weapon.

Right Button: Tap to switch weapon. Hold to bring up weapon radial.

Left Button: Tap to switch slotted Plasmids. Hold to bring up Plasmid radial. 

Back Button: Bring up information menu. Displays Objectives, Map, Radio 
Messages, Help/Hint Menu.

Start Button: Pause game and displays remaining Little Sisters, money, and 
ADAM at the button of the screen.


+--------------+
|              |
|B. Map Screen |
|              |
+--------------+ 

When you press the "Back" button, the Information Menu will appear. This menu 
is host to a variety of useful information, such as a map of the current area,
any current objectives you have, a list of audio-diaries and radio messages 
you have received, and a help and hints menu. Use the Left and Right 
Trigger buttons to cycle through the different panels.


MAP: The map for Bioshock is very dynamic. It displays any explored and 
unexplored area; explored areas are highlighted yellow/gold, unexplored 
areas are highlighted grey. The map displays health stations, Gatherer's 
Garden's, U-Invent Machines, Bot Shutdown Panels, Vending Machines, and Gene 
Banks. Your current location will be highlighted by an arrow. The map also 
labels each area with it's proper name to make it easier for you to return if 
needed. Refer to the map often to find missing items and explore previously 
locked or missed areas. Your current GOAL will also be displayed on the map
with a red star. 


OBJECTIVES: Displays your current goals that you need to advance in the 
chapter. 


RADIO MESSAGES: Displays any received radio messages in text and audio format. 
Also displays any collected audio-diaries in text and audio format. The 
diaries and messages are categorized by chapter and collection order. 


HELP: Displays a variety of information for you if you have a question about 
a certain aspect of the game. Also displays hints for you if you are stuck 
and don't know where to proceed to next.


+-------------------+
|                   |
|C. Items/Searching |
|                   |
+-------------------+ 

Rapture is full of various items you can pick up throughout your journey. 
This includes Plasmids, weapons, ammo, snacks, drinks (alcoholic and 
non-alcoholic), money, EVE hypos, First-Aid Kits, and specialized items to 
complete goals. Any items can be found on the ground, in a case/trunk, behind 
furniture, in secret rooms.....basically ANYWHERE. Search EVERYTHING. I will 
try not to repeat this throughout the guide, since you should just search a 
room once you know it is free of enemies.  


PLASMIDS: More details further down.


WEAPONS: More details further down.


AMMO: More details further down.


SNACKS: Snacks are very common and randomly scattered around all areas. 
Different snacks yield different results. Examples: Chips increase health 
and do not decrease or increase EVE. Cigarettes will increase EVE and do 
not increase or decrease health. PEP bars increase both health and EVE. Here 
is a list of snacks and items related to health and EVE: Bandages, 
Cigarettes, Cream-filled Cake, PEP bar, Potato Chips, and Spider-Splicer 
Organs.


DRINKS: Like snacks, alcoholic and non-alcoholic drinks are found throughout 
Rapture. All alcoholic drinks yield the same effect; drinking any alcohol 
will slightly increase health, but slightly decrease EVE. 


MONEY: The dollar is the currency of Rapture. It is used to buy items at 
various machines and use objects like telephones and locked bathroom stalls.
You can only carry a certain amount of dollars at a time, and money can be 
found on the floor, in cases/trunks, by searching corpses, etc. Spend and 
save wisely.


EVE HYPOS: These are used to restore EVE in order to use your Plasmids. 
You may only carry 5 at a time. Use an EVE hypo when using a Plasmid by 
pressing "X". 


FIRST-AID KITS: These are used to restore health. You may only carry 5 at a 
time. Press "B" at any time to restore health.


+--------------------------------+
|                                |
|D. Weapons/Upgrading/Ammunition |
|                                |
+--------------------------------+ 

Drill
-----

Description: You'll receive the Drill in the first chapter of the game, 
Adonis Luxury Resort. It serves as a melee-only weapon, and does not require 
ammunition to operate. It does require Drill Fuel, however, if the Drill is 
activated and spun during an attack. The Drill can be used in three ways; the 
Drill bash, which does not require fuel, the Drill Spin and the Drill Dash, 
both of which require Drill fuel. The Drill bash consists of bashing the Drill
into an enemy, similar to an uppercut. The Drill Spin consists of spinning the 
Drill directly into an enemy in a continuous motion. The third attack, the 
Drill Dash, is only acquired after you reach Research Level 1 for a Brute 
Splicer, and is performed by pressing and holding down the attack button until 
you charge up enough to dash forward. 

Attack: The Drill should be used only during an encounter with a small group 
of Splicers, specifically two or three at the most. This is because the Drill 
requires you to get up close to Splicers and that can be dangerous in large 
groups. Use combination attacks of Plasmids and the Drill, similar to the one-
two punch in the original Bioshock. Zap an enemy with Electro Bolt, then bash 
him with the Drill for a quick kill. 

Upgrades: The upgrades for the Drill include Drill Fuel Efficiency (reduces
the speed of fuel consumption), Drill Damage Increase (damage done to enemies
increases), and Drill Reflector Upgrade (used to reflect enemies when the
Drill is spinning).

There are also several Gene Tonics associated with the Drill; Drill Lurker,
Drill Power 1 and 2, Drill Specialist, Drill Vampire, and Freezing Drill. If
you plan on using the Drill a lot, I would suggest acquiring and equipping 
all of these tonics. 


Rivet Gun
---------








+-----------------------+
|                       |
|E. Little Sisters/ADAM |
|                       |
+-----------------------+ 

Little Sisters are the hub of Rapture. They collect ADAM from corpses around 
Rapture with a red hypo. While they appear to be young girls around the age 
of 8, their minds have been genetically modified to collect ADAM and nothing 
more. After Brigid Tenenbaum discovered a sea slug found by fisherman from 
Fontaine's Fisheries, she discovered that these slugs excreted the very 
valuable ADAM. After several experiments, she eventually found that by 
inserting the slug into the stomach of a human being, it would yield 30 times 
more ADAM than if not inserted. Only young girls were found to survive the 
process, which prompted the creation of the Little Sisters. Frank Fontaine 
joined forces with Tenenbaum in order to obtain young girls for experiments. 
He set up "Little Sister's Orphanage" as a front for collecting young girls 
from parents with the promise of a better life as a result. Obviously, his 
intentions were to use the girls for the sole purpose of creating ADAM.

Collecting ADAM made the girls completely immune to damage and virtually 
indestructable. The only problem was protecting them while looking for ADAM 
in Rapture. After the citizens discovered the effects of ADAM and its 
continued use, they sought out the Little Sisters. Dr. Suchong began the 
process of creating Big Daddies; former human beings that are greatly 
altered physically and mentally for the sole purpose of protecting Little 
Sisters. 

After the original Bioshock, the little sisters were subsequently freed or
harvested by Jack, and Rapture was left to rot at the bottom of the ocean. 
Many years passed, and young girls began to disappear off the Atlantic Coast 
without a trace. Brigid, who suspected their disappearance was related to 
Rapture, returned to the underwater kingdom seeking answers. She discovered 
the missing girls had been turned into Little Sisters, but by who could not
yet be answered.

In Bioshock 2, players now have the option to Adopt or Harvest Little Sisters
as well as Rescue or Harvest them. By Adopting them, you can collect ADAM
from various dead bodies around the area. After you kill a Big Daddy, it is
your job to escort the Little Sister to a body and protect her from Splicers
while she collects ADAM. Collecting ADAM is a very important aspect of Bioshock
2. Each Little Sister has the ability to collect from up to two dead bodies, 
each of which yields 40 ADAM, totaling 80 for each sister. Always try and adopt
the Little Sister and harvest ADAM from the two bodies so you obtain the 
maximum amount of ADAM. 

When you have gathered from both bodies, it is your decision as to Rescue or 
Harvest the Little Sister when you bring her to a vent. While allowing the 
sister to collect from the bodies doesn't change the outcome of the game, 
Harvesting or Rescuing certainly does. For one, it changes the ending of the 
game. Second, it changes how much ADAM you receive and therefore how many 
Plasmids, Gene Tonics, and Health and EVE upgrades you can purchase. Also, 
Rescuing the Little Sisters yields gifts from them, which are left at the 
nearest Gatherer's Garden. 

Rescuing
--------

If you choose to rescue every Little Sister (There are a total of 12), you 
will receive 80 ADAM when you bring her to a vent, which is a total of 160 
ADAM when you include the two gathers (Which yield 40 ADAM each). When you
successfully rescue 4 Little Sisters, they will leave you a gift next to the
nearest Gatherer's Garden. The first gift contains the Gene Tonic (Proud
Parent), 50 dollars, and 80 ADAM. After rescuing 8 sisters, you'll receive
a gift containing the Gene Tonic (Demanding Father), 100 dollars, and 120 
ADAM. When you rescue all 12 sisters, you'll receive a gift containing 100 
dollars, 250 ADAM, and a creme-filled cake. So, let's do some math. There 
are 12 Little Sisters to rescue, and each one yields a total of 160 ADAM 
if each sister collects from two bodies and is then rescued. So, that is a 
total of 1920 ADAM. Now, add in the amount of ADAM from each gift (80, 120, 
and 250), and you have a total of 2370 ADAM.

Harvesting
----------

If you choose to Harvest every Little Sister, you will receive 160 ADAM when 
you bring her to a vent, which is a total of 240 ADAM when you include the
two gathers. You do not receive any gifts for harvesting the Little Sisters, 
but you do receive more total ADAM. If there are 12 Little Sisters to harvest,
and each one yields a total of 240 ADAM if each sister collects from two
bodies, then you'll have a final total of 2880 ADAM. That is a little over
500 more ADAM than if you rescued each sister.


Now, there are benefits and downfalls for both rescuing or harvesting Little
Sisters. I would highly recommend choosing to either Rescue all or Harvest all
the Little Sisters, specifically for achievement and ending purposes. 


Benefits/Downfalls of Rescuing: You'll receive two Gene Tonics for rescuing up
to 8 Little Sisters as well as money. If you equip the Proud Parent tonic, you
will receive 50% more ADAM during each subsequent gather that the Little Sister
performs, which brings the FINAL total of ADAM for rescuing all Little Sisters
to 2900 ADAM. You'll also receive what is know as the "Good Ending," which will
be discussed later as to not spoil the ending details. Rescuing all Little
Sisters, however, still yields less total ADAM, even with the Proud Parent
tonic equipped, than harvesting them. So, if you want to purchase as many
Gatherer's Garden items as possible, rescuing may not be for you, but the
outcome may be more satisfying for you in the end.

Benefits/Downfalls of Harvesting: Harvesting all of the Little Sisters yields
a total of 3000 ADAM, which includes a few other things that I will get to in
a minute. This is higher than the total ADAM that rescuing will yield, but you
do not receive the Gene Tonic gifts that you would if you rescued them. 
Harvesting all the Little Sisters also gives you the "bad ending," which may
or may not be rewarding to some, but that is up to you. 


Included in my math is the ADAM gained from Big Sister encounters, which happen
when you rescue or harvest every 3 Little Sisters. When you successfully 
defeat a Big Sister, you'll receive 40 ADAM for each one. So again, lets do
some more math. Rescue all Little Sisters: Rescuing all Little Sisters and
perform two gathers for each one (12x160=1920)+ total ADAM received from each
of the three gifts (250+120+80=450)+ killing each Big Sister (there are 5 
total up to Fontaine Futuristics) (40x5=200). So, adding everything up, that is
a total of 2570, excluding the extra 50 ADAM you can collect from 5 sea slugs 
found in the game (Yes, I know, it seems like the math never ends, sorry). 
Substitute the numbers for harvesting, and the total comes to 3000 excluding
the sea slug number. Ultimately, the choice is yours, and the game has a very
good replay value, so you can always go back and take the other path in the
second play-through. 


+---------------------------+
|                           |
|F. Big Daddies/Big Sisters |
|                           |
+---------------------------+ 


Big Daddies are the protectors of Little Sisters. They were once normal men 
who, over time, were developed into the machines that are meant to only keep 
the little girls safe from harm. They were permanently fused into a protective 
suit and physically altered to become Big Daddies. Known as "Mister Bubbles" 
or "Mr. B" to the little sisters, they are the only hope of keeping the girls 
from being harmed by ADAM hungry splicers.

	

After Dr. Suchong discovered a way to condition the Little Sisters to become
attached to the Big Daddies, he had to discover a way for the Big Daddies to 
protect the Little Sisters at all costs. The development of the pheromone for 
this exact purpose solidified the bond between the Big Daddies and Little 
Sisters. Now the Little Sisters could roam Rapture, looking for ADAM without 
the risk of being abducted or killed for it.

Big daddies will be found escorting little sisters around the game. If they are
found alone, follow them until they knock on one of the holes little sisters 
hide in. If one does not come out, it means you already harvested or saved 
the Little Sister associated with that Big Daddy. You can take him down if 
you want, but it is not suggested unless he has a little sister. Big Daddies 
WILL NOT ATTACK YOU unless you attack him first.

There are four types of Big Daddies; Bouncer, Rumbler, Rosie, and Alpha Series.

 
Rosies
------
Rosies use a Rivet gun that shoots regular ammo as well as proximity mines at 
you. They are dangerous because of the power of their gun, so try and attack
them from a distance. They tend to strafe back and forth as they shoot, making
it hard to accurately hit them. Use plenty of traps and Heavy Rivets to take
them out, and make sure you have a large playing field when you approach them.


Bouncers
--------
Similar to your character, Bouncers use the Drill Dash to attack. Their hefty
weight allows them to knock you back and paralyzing the controls for a few
seconds. The best form of attack is to keep them paralyzed with Electro Bolt,
or freeze them Winter Blast, then unload a few clips of Heavy Rivets or Frag
Grenades on them. 

Rumblers
--------

Rumblers are the newest form of Big Daddies, being created since the original
Bioshock ended. Its weapon of choice is a Launcher which deploys heat-seeking
missiles. It also launches mini-turrets, similar to the ones you can shoot
from your hack tool. Try and use Telekinesis to shoot the projectiles back
at the Rumbler, and keep as far away from it as possible when fighting it.

Alpha Series
------------
Alpha Series are by far the hardest Big Daddies to deal with. They are much 
faster, stronger, and always attack without provocation. They also wield both
plasmids and weapons, which makes the battle even tougher. It emits random and
sudden plasmid bursts as it attacks and leaves you no time to prepare. Use
Hypnosis on other enemies if possible to distract it while you take the time 
to set traps or simply fire upon it with Frag Grenades and Mini-Turrets. Try 
and use Winter Blast or Electro Bolt if he gets too close or unruly. Always 
use caution with Alpha Series, because towards the end of the game they 
become a very common enemy. 

Big Sisters
-----------

Ah, the Big Sister. What is the point of making a game where you, a Big Daddy,
is the ultimate enemy in the game? What could be stronger than you? Big Daddy,
meet Big Sister. Big Sisters have the strength and power of Alpha Series as
well as the ADAM draining power of Little Sisters. They are summoned after
dealing with three Little Sisters. Once you have saved or harvested three 
Little Sisters, her piercing screech can be heard and you'll have only a few
moments to prepare for her arrival. She wields plasmids and weapons, and has
several deadly dash and jump attacks. Always try and lure other enemies into
the fight with Hypnotize and Security Command, and take advantage of your
surroundings with traps and cover. Stay far away from her while attacking, 
because her Dash attack can be deadly. 


If you plan on taking a Big Daddy/Sister down, prepare yourself. Make sure all 
your weapons are reloaded, you have a full arsenal of ammo, and plenty of 
health and EVE. Use a combination of weapons and plasmids to take him down,
and always keep moving. Taking a Big Daddy down from a distance is the best 
idea you can do. Make sure the Little Sister is with him when you first attack,
otherwise you will have to kill another one to get her to come back out. Just 
wait for him to call her from her hiding spot before attacking.


+-----------------------------+
|                             |
|G. Security/Hacking/Machines |
|                             |
+-----------------------------+ 

Security
--------

Rapture contains several different types of security systems, set up by Andrew 
Ryan to originally keep the citizens safe from harm as well as keep a 
watchful eye over them. After the first Bioshock, many of the security 
systems were rehacked and turned against anyone who came near them. It is now
Deltas job to hack these systems so they can be used against various Splicers
and enemies.

Before we get into the various kinds of security machines, lets discuss 
hacking. Any security system can be hacked. By hacking them, they will attack 
enemies instead of you. To hack a machine, disable it with Electrobolt, Winter 
Blast, then fire a hack dart at it to enable the hacking mini-game. Unlike the
original Bioshock, the mini-game is much, much easier to deal with. However, 
the big difference now is that you CAN be attacked during a hacking session.
Just be sure to clear the area before hacking anything so you don't happen to
run into the security systems view during a hack or you get attacked and take
damage.

Security cameras are placed throughout Rapture to capture enemies where they 
should not be. When you are not in the cameras view, it will cast off a red 
light where it is looking. When you step into it's view, the light turns white 
and the camera will being to beep. You'll have about 5-6 seconds to move out of
its view, or it will summon security bots to attack.  You can destroy or hack 
a camera. If you choose to destroy it, armor-piercing bullets work perfectly 
to quickly take it down. Hacking it will result in it identifying enemies and 
sending security bots after them. Hacking a camera is great for a large battle,
because the extra help from the bots can really come in handy. If you happen to
be spotted by the camera, and security bots are after you, quickly hunt down a
Bot-Shutdown Panel and use to to automatically disable the security bots. 

Turrets can fire regular bullets or grenades depending on 
what kind of turret it is. It will fire ammo at you as soon as you step into 
its sight unless you have the Security Evasion tonic equipped, which makes 
security systems take longer to see you. When a turret sees you, you'll hear a
clicking sound a white light will turn on. When it starts shooting at you, the
light will turn red. Use the same method to hack a turret as you would hack 
a security camera. Hacking turrets is very helpful when you need to escape a 
few enemies or when you need some back-up. 

Security bots can be found one of three ways: a security camera identifies you 
and sends bots after you, you find a disabled one on the ground, or you summon
them using a tonic. Always try and hack security bots so they can follow you 
and assist in fighting. 


Machines
--------

There are several machines scattered throughout Rapture that serve different 
purposes; Depending on which one you use, they may require money, ADAM, or 
nothing at all. There are 7 important machines you'll encounter in the game; 
Circus Of Values, El Ammo-Bandito, Gene Bank, Gatherer's Garden, Power To The 
People Machine, Health Station, and Bot Shutdown Panel.


CIRCUS OF VALUES: This vending machine contains snacks, health, EVE hypos, 
automatic hack tools, etc. Everything costs money from this vending 
machine, but you can lower the cost by hacking it. 


EL AMMO BANDITO: Similar to the Circus Of Values, this machine sells all kinds 
of ammo. It can be hacked to reveal hidden ammo and lower prices of the 
original ammo. 


GENE BANK: Gene banks allow you to view and change any Plasmids and Gene 
Tonics you currently have. It will show how many slots you have available 
and what Plasmids or Gene Tonics you may place in those slots. It also lists 
an explanation of each Plasmid and Gene Tonic. It does not cost any money to 
use a Gene Bank, but it cannot be hacked.


GATHERER'S GARDEN: These are where you go to purchase new Plasmids using ADAM. 
You can also purchase health and EVE upgrades that extend your bars for them. 
Only ADAM can be used to purchase anything from the Gatherer's Garden, and it 
cannott be hacked. 


POWER TO THE PEOPLE: These machines are one-time-use-only. Use them to upgrade 
a specific weapon of your choice. The screen will display all available 
upgrades and the weapons that will be upgraded. They shut down after use, so 
choose your upgrade carefully. There are 14 machines throughout Rapture, which 
are listed at the end of the guide. Money is not required to use the machine 
and they cannot be hacked.


HEALTH STATION: These are where you can obtain health for money if you are 
running low on health kits. They completely replenish your health if used, but 
they can also replenish an enemies health if they have a chance to use them. 
They can be hacked to drain your enemies health, and heal you at a lower price.
Destroy them to obtain one health kit, or hack them and hit a blue area to
obtain a free health kit.


BOT SHUTDOWN PANEL: Usually around a large area or an area containing several 
security systems or enemies, these machines are used to shut down any security 
bots that attack you. If you step into a camera's view or an enemy has a 
security bot sent after you, use the shutdown panel to repel them. They cannot 
be hacked.

VITA-CHAMBERS: Vita-chambers are similar to a "restart point" where Delta can
re-spawn if he dies. he great things about Bioshock 2 is that the damage done
to an enemy during a fight stays the same, so you can go right back into the
fight and finish them off until they die. You will re-spawn at the last passed
Vita-Chamber, and you do not need to do anything but walk in the vicinity of
the Vita-Chamber to trigger its location. 



One final note.....try to hack everything unless I say to destroy it. Hacking 
security systems can help you out so much when you become overwhelmed by 
enemies. They can also save you a lot of ammo and health in the long run, so 
hack EVERYTHING. On the same note, you'll need to research security systems in
order to receive research bonus points, so pick and choose which security
systems you want to research and hack or research and destroy. 


+----------------+
|                |
|H. Plasmids/EVE |
|                |
+----------------+ 

Plasmids were created from ADAM to genetically modify your DNA. By mutating 
your DNA, your body creates Plasmids (Incinerate!, Cyclone Trap, Telekinesis) 
from newly introduced stem cells. Splicers became what they are now by using 
too many Plasmids and permanently warping their minds. You can have up to 6 
Plasmids slotted at one time (after you purchase all six slots from the 
Gatherer's Garden). There are 11 Plasmids you can obtain in the game. You can 
purchase, win, or find them, which are all listed in the walkthrough as well 
as the end of the guide. 

Plasmids consume EVE every time you fire one, so make sure you always have 
plenty of EVE hypos on hand. 


+---------------+
|               |
|I. Gene Tonics |
|               |
+---------------+ 

Gene Tonics are similar to Plasmids; they alter your abilities and "upgrade" 
them to give you new skills. Tonics can be purchased, won, or found, and come 
in three forms; Engineering, Combat, and Physical tonics.  Engineering Tonics 
are specifically for hacking and security systems, improving your skills or 
increasing your resistance to security systems. Combat Tonics deal with weapons
and melee damage. Physical Tonics help improve your physical skills, such as 
melee speed and increased damage resistance. They appear in glowing viles, 
and you can have up to 18 Gene Tonics slotted at one time (After you purchase
all of the slots from the Gatherer's Garden). 

One big difference between Plasmids and Gene Tonics is that you do not need to 
physically use Tonics in order to use their powers. All you have to do is equip
them in a slot, and they become effective until you remove or replace them. 
Another difference is that when you purchase the upgraded version of a Gene
Tonic, they do not replace the previous tonic. This means that you can equip
two versions of the same Gene Tonic, such as Security Evasion and Security
Evasion 2, and they will work together to improve its effects. A list of all 
Gene Tonics, their location, and an explanation of them can be found at the 
end of the guide. 


+-------------------+
|                   |
|J. Research/Camera |
|                   |
+-------------------+ 

In the fourth chapter of the game, Pauper's Drop, you will receive the Research
Camera. The Research Camera is used to research different elements of the game,
which is explained further down. Researching these elements increases damage 
done to them, or rewards you with gene tonics and permanent increases in health
and EVE, depending on the photographed subject. There are also several 
achievements associated with researching different elements, which is explained
at the end of the walkthrough. 

For each subject that can be photographed, there are five levels of research. 
Each level requires more and more photographs to be taken. In order to take 
photographs that will help you reach the next level, you must consider several 
factors; visibility of subject, where the subject is placed in the photograph, 
how many subjects are in the photograph, what action or attack the subject is 
performing, and how many times the subject has been previously photographed. 
Also, you will not receive as many research "points" if the subject is dead. 
Each photograph is graded using these factors, which will increase the amounts 
of points received for each. Try and include all these factors in as many 
photographs as possible to obtain the rewards from each level.

TAKE PICTURES OF EVERYTHING. You can photograph Big Daddies, Big Sisters, 
all security systems, and all enemies (Leadhead, Thuggish, Brute, Spider, and 
Houdini Splicers). Friendly security systems cannot be photographed, except 
in the case of security bots summoned by a friendly security camera. 
Researching levels and their rewards are listed at the end of this guide.

Take as many photographs as possible, preferably until you are no longer 
allowed to photograph the subject anymore. Usually after you receive a letter 
grade of "C" for a photograph, you will no longer be able to photograph it 
again. Unlike the original Research Camera in Bioshock, Bioshock 2 features
a research camera that actually records elements like a video camera rather
than taking a snapshot of it. Point the camera at the desired subject and
start rolling when the subject glows yellow. When the subject dies or leaves
the video area, the filming will end. Consider all factors to create a great
film of the subject.


+------------+
|            |
|K. Splicers |
|            |
+------------+ 













+-----------------+
|                 |
|L. Audio Diaries |
|                 |
+-----------------+ 


Audio-diaries are audio journals left by residents of Rapture. Residents 
recorded them as personal notes, or as messages for other residents. After 
Rapture's fall, the journals were left behind in various places, often hidden 
or completely off your original gameplay path. They are basically the narrative
of BioShock 2, explaining the main story-line as well as side stories to help 
clue you in to incredibly extensive and complicated story-line. Only a handful
of the diaries are required to continue gameplay, but otherwise you do not 
need to collect them. However, collecting them will earn you the associated
achievement. A list of all the audio-diaries can be found at the end of the 
guide. 



_______________________________________________________________________________
-------------------------------------------------------------------------------
		      .  .   ..   , .              .  
		      |  | _.|;_/-+-|_ ._. _ . . _ |_ 
		      |/\|(_]|| \ | [ )[  (_)(_|(_][ )
 			                        ._|   
				._..  .
				 | \  /
				_|_ \/ 
_______________________________________________________________________________
-------------------------------------------------------------------------------





+-------------------------+
|                         |
|A. Adonis Luxury Resorts |
|                         |
+-------------------------+ 


[---------------------------------------------------------]
[----PLASMIDS:       	  ___ 1. Electro Bolt             ]
[                                                         ]
[----GENE TONICS:    	  None                            ]
[                                                         ]
[----AUDIO-DIARIES:  	  ___ 1. Attention: Workers!      ]
[		     	  ___ 2. Fitness                  ]
[			  ___ 3. To My Daughter           ]
[			  ___ 4. Return                   ]
[			  ___ 5. They Called It Rapture   ]
[			  ___ 6. Generation               ]
[			  ___ 7. Escape from Rapture      ]
[                                                         ]
[----WEAPONS:        	  ___ 1. Drill                    ]
[		     	  ___ 2. Rivet Gun                ]
[                                                         ]
[----POWER TO THE PEOPLE: None                            ]
[                                                         ]
[----LITTLE SISTERS: 	  None                            ]
[---------------------------------------------------------]


The game begins with an opening cutscene depicting a Big Daddy and his Little
Sister. After the cutscene ends, you will wake up a be able to begin the game.

The game begins in the Adonis Luxury Resort, but how and why you are here is
still unknown. The voice on the radio may sound familiar as she guides you to
your feet. Move forward and around the fountain and up the stairs. Walk up to
the blocked doorway and tap the right trigger to use the drill. Walk through
the doorway and tap the left thumbstick to crouch under the fallen pillar. Step
into the Adonis Baths doorway on the right to see a strange figure jump across
the room and disappear. Walk on the left side of the pool and up to the 
short-circuiting generator. Pick up the Audio-Diary (Attention: Workers!)
leaning on the pillar directly next to the generator. This will give you a clue
as to how you can fix the broken generator. Enter the "Plasmid Therapies" door
directly ahead.

Walk down the stairs and you'll likely hear some commotion. Head right towards 
the dead end, and you'll see a locked door with the numbers "1540" written in 
steam on the glass. Looks like it got a little too hot in there. Use the 
numbers on the green keypad on the door to enter. Search the corpse for loot 
and pick up the cash and Audio-Diary (Rachelle Jacques- Fitness) off the bench,
then leave. Turn left and you'll see the source of the commotion when a Splicer
is shot dead in front of you. Quickly walk through the door and use the drill 
to kill the Splicer that shot the other Splicer. A sign advertising Electro 
Bolt in front of the door should be your next hint. 

Enter the room and search the area for cash and items. Check the cash register,
noting the Eve Dispenser on the wall behind the counter on the left. From here
on out, search each area thoroughly when you are sure you are safe from danger,
but don't venture too far or you might invite other enemies. Just clear and
search rooms, then move on. Walk forward towards the glowing red machine, and
the image of a young girl will flash in front of your face. This is Eleanor,
and just as the writing on the wall says, she has left the Electro Bolt Plasmid
for you on the Gatherer's Garden Machine. Hmmm, I wonder why? Pick it up, and
a short cutscene will play, showing you another glimpse of the creature you
saw in the bath area, as well as your first Little Sister encounter.

Turn back towards the Gatherer's Garden, and enter the room to the left. Search
the corpse, then exit and search the room on the right. Exit the room and head
back towards the Adonis Baths with the generator in it. The previous door will
now be locked, so use Electro Bolt on the door switch to the left to open it,
and head back to the baths. Approach the door slowly, and you'll see a Splicer
standing over the pool. Give 'em the one-two punch; shock him with Electro Bolt
and use the drill to kill him. Repeat this with the female Splicer that attacks
from the right, then use Electro Bolt on the glowing yellow controls of the 
generator. This will prompt the locked door on the left side of the room to
open, and you'll also be contacted by Brigid Tenenbaum. Before leaving, take a
look in the pool to see a strange "message" written on the bottom. 

Tenenbaum has asked you to meet her in the Atlantic Express Depot, so that is
where we're headed next. Head into the now open doorway and notice the Big 
Daddy across the room on the other side of the glass. Enter the restrooms on
the right and pick up the Audio-Diary (Sophia Lamb-To My Daughter)resting on 
bench ahead. Search the bathrooms as you listen to the diary, then leave. While
trying to exit the restrooms, a Thuggish Splicer will greet you at the exit, so
quickly kill her and continue ahead and to the door. When the door opens, two
Splicers will be wading in the pool of water ahead. Electro Bolt, meet water.
Splicers, meet instant death. Water is your best friend when you have Electro
Bolt equipped, so keep that in mind. Head right and pick up the Audio-Diary
(Brigid Tenenbaum-Return) on the bench, then head around the pool to the next
door. Notice the memorial on the right as you head towards the door. 

Walk up the steps past the door and pick up your new weapon, the Rivet Gun, 
wedged in the door. Quickly make mince meat of the two Splicers that attack
ahead with your new gun, and search their bodies. Similar to searching rooms,
always search dead bodies that you come across, even if they were dead before 
you got there. Head into the room on the left and take the Med-Kit from the
Supplies box, then head left and down the stairs. Pick up the Audio-Diary(Mark 
Meltzer-They Called It Rapture) sitting next to the open briefcase at the 
bottom of the stairs, then search the rest of the room. Kill the Splicer that
is waiting near the door when you are ready to leave the room. When you have 
searched everything, head back into the previous room and move through the door
at the top of the stairs.

When the door opens, you'll see a Little Sister busy collecting ADAM from a 
corpse, and a cutscene will begin. This will be your first encounter with a
Big Sister, and you can and will not win it. But don't worry, consider this
encounter practice. Watch her moves and learn her attacks as she dashes and
cartwheels towards you, zapping her with Electro Bolt and Rivets. Keep a lot
of space between you and her, and she'll eventually take off after enough 
damage is done. Collect any items in the room, including the Audio-Diary
(Andrew Ryan-Generation) sitting on the bar next to the bottle of whiskey. 
"Remember, Big Sister is always watching."

All of the doors in the room are broken, so your only path is the one the Big
Sister took. Head through the open door, and around the corner. She will
briefly appear up the stairs ahead, so follow her past the lovely message
scrawled on the wall and into the banquet hall in the next room. Jump off the
balcony and watch the short cutscene as the Big Sister slices the large glass
window ahead, prompting a huge flow of water into the room. Unlike the original
Bioshock, Big Daddies are now capable of walking on the ocean floor, lucky for
you! Navigate your way out onto the sea floor and pick up the Audio-Diary (Sammy
Fletcher- Escape From Rapture) in the sunken glowing metal pod on the 
left. This is a Bathysphere, and it looks like the Audio-Diary explains its
demise. The diary is on the body of the corpse, so search it and continue
down the sea floor path ahead. Jump over the fallen column ahead and watch the
battle ensue between the Big Daddy and several Splicers in the room behind the
glass. Move past it and follow your quest arrow (located at the top of the 
screen) to the edge of the cliff. This is the only real view you will get of
Rapture, similar to the one in the beginning of the original game, so cherish
it and jump off the cliff. Head left towards the glowing "Atlantic Express"
sign, noting the Big Sister that jumps in front of it, then leaps off into the
ocean. Enter the Draining Chamber ahead and interact with the glowing yellow
controls to close the room and drain all the water out. This will end the first
chapter and give you the achievement "Daddy's Home" as well. Welcome to 
Rapture.




_______________________________________________________________________________
-------------------------------------------------------------------------------





+--------------------------+
|                          |
|B. Atlantic Express Depot |
|                          |
+--------------------------+


[------------------------------------------------------------]
[----PLASMIDS:       	  ___ 1. Telekinesis                 ]
[                                                            ]
[----GENE TONICS:    	  None                               ]
[                                                            ]
[----AUDIO-DIARIES:  	  ___ 1. The Great Chain Rattles     ]
[		     	  ___ 2. Mr. Tape Recorder           ]
[			  ___ 3. Just a Fad                  ]
[			  ___ 4. Ryan vs. Lamb: Reality      ]
[			  ___ 5. What Happened to the People?]
[			  ___ 6. Know the Beast              ]
[			  ___ 7. Improving on Suchong's Work ]
			  ___ 8. The Situation               ]
[                                                            ]
[----WEAPONS:        	  ___ 1. Hack Tool                   ]
[                                                            ]
[----POWER TO THE PEOPLE: None                               ]
[                                                            ]
[----LITTLE SISTERS: 	  None                               ]
[------------------------------------------------------------]

As soon as the chapter begins, Brigid Tenenbaum will radio you asking you to 
meet her at the ticket booth upstairs. Step outside the airlock when the door
opens and you'll catch a glimpse of a Splicer running up the stairs. Search all
the lockers in this area, then head upstairs. Move up the next couple of sets
of stairs, and head towards the Splicer standing in the doorway. Before you can
kill him he will shut the door in your face and Brigid will contact you again.
Move into the "Tool Storage" room and pick up the glowing Hack Tool. This is 
the tool you will use from now on when you want to hack a machine. Aim it at
the door controls through the broken window, and shoot a Remote Hack Dart at 
it. For now you will have to hack machines, but when you obtain a few Automatic 
Hack Darts, all you'll have to do it shoot it at a machine and it will 
automatically hack it. Now, when you shoot the Remote Hack Dart, a screen will
pop up explaining how to hack machines. Follow the instructions and stop the
needle on the green section. Be very careful not to stop it on any red 
sections, EVER, or this will send Security Bots after you. This is very easy
compared to many future hacks, so try and get the hang of it quickly. You'll
recieve the "Distance Hacker" achievement for hacking the controls.

Head through the now unlocked door and hack the security bot on the floor. Try
and aim the needle for the blue section since this will increase the Security
Bots damage to Splicers. The bot will now follow you around until you 
deactivate it or it is destroyed. Walk through the door ahead and into the
"Train Workshop." Move forward and the train car in the middle of the room will
come crashing to the floor. Shortly after this two Splicers will attack from
the left and straight ahead. Let the bot do some damage to them to save EVE and
ammo, then kill them. You can now hack health stations, and there happens to be
one just to your left on the wall. Try and land the needle in the blue for a 
free health kit. Move into the "Workshop" directly next to the health station 
and pick up the Audio-Diary (Andrew Ryan-The Great Chain Rattles) sitting on 
the workbench. Search the rest of the room, then head back into the Train 
Station and into the red doorway in the back right corner. Interact with the
glowing Gate Controls on the panel and Sophia Lamb herself will pop up on the
various monitors in the room. Listen to her rattle on as several Splicers
attack from outside the room. Don't waste any ammo or EVE, because you will
keep just enough health to fall through the floor and be saved from death. 

You will come crashing down into a flooded room, so make your way through the
water and crouch once you reach the lowered area. Head up the stairs and onto
dry land. Take a quick look at the large fan directly ahead as you exit the
water. There is a very well hidden Audio-Diary (Eleanor Lamb-Mr. Tape Recorder)
resting behind it, but it cannot be obtained at this moment. Just remember its
location for when you can come back and get in. Move up the stairs, crouch 
under the doorway, and just as Tenenbaum says, carefully approach the next
doorway and shoot a hack dart at the camera on the wall above you in the next
room. Back away as you do the mini-game so the camera doesn't alert security.
Again, try and aim for the blue for a longer alarm time for friendly security
bots when the camera sees an enemy. As soon as it is hacked, it will attack the
Splicer waiting in the next room, so watch it do its magic. Search the room, 
then head into the back area and enter the "Jet Postal Room" on the right. 
Eleanor has left you another present, Telekinesis, waiting for you ahead.
You'll receive another message from her as you near it. Pick it up and watch
the tutorial on how to use it. If you would like to practice, press the "Mail
Pneumo Control" button to the left and grab and throw the garbage that the 
Pneumo shoots out at you. Now is the time to go back to that audio-diary I
mentioned earlier behind the fan. Use Telekinesis to pick ip up through the 
hole in the fan blades, then head back to Jet-Postal. 

Head through the next doorway and up the stairs, and onto the balcony
overlooking the arguing Splicers. Use your new Plasmid to throw a few of the
fuel tanks at the Splicers below, then pick up the Audio-Diary (Prentice Mill-
Just a Fad) on the drawing table ahead on the balcony. Two more Splicers will
also attack from below when the first three are killed, so take care of them
and jump down. Move underneath the stairs and zap the door controls to open
the previously locked door to the previous Drafting Room in case you need to go
back for some reason. Head left and into the "Cafeteria" then move up the 
flooded stairs ahead. Loop around and into the flaming kitchen, picking up
various food items as you go, and move into the small storage room in the back.
Pick up the Audio-Diary (Sophia Lamb-Ryan vs. Lamb Reality) in the suitcase in
the corner on the floor. Step back into the cafeteria and two Splicers will
be searching the room. Zap the floor with Electro Bolt to instantly kill them
since the flood is flooded. Head back out and use the EVE Dispenser on the wall
near the sinks to the left, then leave back out into the large area and walk
towards the big door on the opposite end of the room. The door will close shut 
and a Splicer will be seen jamming the gears in the room on the left. Listen
to Tenenbaum as you head right and pick up the Audio-Diary (Mark Meltzer-What
Happened to the People?) near the mattress on the floor. Head back into the
sink area and use Telekinesis to grab the pipe blocking the gears through the
broken hole in the wall. Head back out and past the now open area.

Make an immediate left up the ramp and move into the room where the moving 
gears are. Pick up the Audio-Diary (Sophia Lamb-Know the Beast) on the
overturned file cabinet, search the rooms, then leave. Move directly across the
room and over to the Circus of Values Machine. Hack the machine to give you
access to more items at lower prices, or hit a blue section to receive free
items. Try and hack every ammo or item machine from now on. Stock up on 
whatever you need, search the rest of the area, then head up the flooded
staircase to the left of the Circus machine.

The Big Sister will drop right in front of you as you near the top of the
stairs, then take off up into a vent. Have your Hack Tool out and ready and
slowly inch ahead. You'll be able to see a Security Camera in the distance
above a doorway. Fire a dart and hack it, then move ahead and kill the several
Splicers that appear. Once they are all dead, continue around until you reach
the elevator, and take it up just as several more Splicers attack. Listen to
Tenebaum as you ascend further up.

A Splicer will be waiting for you as you near the top floor, but she'll 
quickly be taken care of my the glowing rainbow traps set on the stairs. You
can actually pick these up if you interact with them as you get closer to them.
Move up the stairs, then make an immediate left into the small corner office.
Pick up the Audio-Diary (Gil Alexander-Improving on Suchong's Work) from the
open drawer of the file cabinet. Collect everything else and enter the door to
"Ryan Amusements" ahead. Move into the Atlantic Express door further ahead and
kill the Splicer banging on the ticket booth to the right. Collect everything
in this area before interacting with the glowing controls, then use them to
open the ticket booth and a short cutscene will play.

Be ready to fight many Splicers as you defend Tenebaum and the little girls.
Set up traps in the doorways and use a combination of Plasmids and weapons to
fend off the enemies. When they are all dead you'll receive a message saying
you completed protecting the girls and Brigid. Destroy or hack the security
camera in the next area and pick up the Audio-Diary (Brigid Tenenbaum-The 
Situation) resting on the benches in the middle of the Train Station. Stock
up at the Circus of Values machine, search the area for items, then board the
train and interact with the controls to end the chapter. 




_______________________________________________________________________________
-------------------------------------------------------------------------------





+-------------------+
|                   |
|C. Ryan Amusements |
|                   |
+-------------------+


[------------------------------------------------------------]
[----PLASMIDS:       	  ___ 1. Incinerate!                 ]
[                                                            ]
[----GENE TONICS:    	  ___ 1. Drill Power                 ]
[			  ___ 2. Sports Boost                ]
[			  ___ 3. Booze Hound                 ]
[			  ___ 4. Armored Shell (Purchase)    ]
[			  ___ 5. Careful Hacker (Purchase)   ]
[			  ___ 6. Extra Nutrition (Purchase)  ]
[			  ___ 7. EVE Link (Purchase)         ]
[                                                            ]
[----AUDIO-DIARIES:  	  ___ 1. Eleanor's Progress          ]
[		     	  ___ 2. The Old Sheepdog            ]
[			  ___ 3. Volunteer                   ]
[			  ___ 4. Cutting Corners             ]
[			  ___ 5. Rapture is Deliverance      ]
[			  ___ 6. Eat Dog                     ]
[			  ___ 7. "Child" and Guardian        ]
[			  ___ 8. You, Me, and 1959           ]
[			  ___ 9. Escape Plan                 ]
[			  ___ 10. Lamb the Problem, Sinclair ]
[				  the Solution               ]
[			  ___ 11. Truth is in the Body       ]
[			  ___ 12. Deterioration              ]
[			  ___ 13. Doctor Lamb                ]
[			  ___ 14. Dating Tip                 ]
[			  ___ 15. Working for Sinclair       ]
[			  ___ 16. Efficacy                   ]
[			  ___ 17. A Father's Love            ]
[			  ___ 18. Diappeared                 ]
[			  ___ 19. Wooden Nickels             ]
[                                                            ]
[----WEAPONS:        	  ___ 1. Machine Gun                 ]
[                                                            ]
[----POWER TO THE PEOPLE: ___ 1. ___ 2.                      ]
[                                                            ]
[----LITTLE SISTERS: 	  ___ 1.                             ]
[------------------------------------------------------------]

The previous two chapters were pretty short, but don't expect Ryan Amusements
to be the same. This will be your first area that involves actual work, and
your job is to find a way to thaw the train tracks ahead so you can continue
on your search for Eleanor. Step off the train and listen to Sinclairs
solution (ha) to the ice problem, and search the immediate area for items. When
you are ready, head through the "Ryan Amusements" park entrance. 

Move up the stairs, searching the area, then enter the door at the top of the
stairs. Notice the memorial for the "Savior" on the wall ahead, and pick up
the Audio-Diary (Sophia Lamb-Eleanor's Progress) on the crate right next to
the memorial. Take note of the block of ice to the left in the water for later.
Stock up at the vending machine if needed, and kill the Splicer standing on the
fallen clock in the next area. Step around the clock and walk up to the park
entrance. You'll need a ticket to get in, so lets find it. 

Move through the open door on the left and head to the back of the room. At the
far back area of the room is your first Power to the People Machine. These are
one-time-only use machines, so choose which weapon upgrade you would like and
head left down the hall. When you upgrade a weapon, you'll receive the 
"Upgraded a Weapon" achievement. Move down the stairs and pick up the Audio-
Diary (Carlson Fiddle-The Old Sheepdog) on the table under the Supplies chest. 
Walk over to the broken window on the left and fire a hack dart at the controls
to open the locked door into the office. Walk over to the window in the back of
the office and watch the scene with the Little Sister. Pick up the Ticket on
the back desk, then head back to the park entrance. On your way back up, 
you'll probably hear a commotion at the top of the stairs. A Splicer broke
into the display case containing the Machine Gun, so kill her and take the
new weapon. 

When you reach the foyer with the entrance to the park, five Splicers will
attack, so stay in the doorway and let them funnel themselves in as you mow
them down with the Machine Gun. When they are all dead, insert the ticket into
the slot and enter Ryan Amusements. 

Move forward into the park and pick up the Gene Tonic (Sports Boost) from the
mannequin display as you enter the park foyer. Unlike Plasmids, Gene Tonics
are passive and do not require EVE or activation to use; their effects always
happen unless you remove the Gene Tonic into your inventory. Move left down the
hall to enter Rapture Museum. The museum is basically a historical narrative of
how Andrew Ryan created Rapture, so if you'd like to hear the story, press
the red buttons in front of each display case. Move through the museum in a
clockwise direction so they are in order. Collect the Audio-Diary (Nina 
Carnegie-Volunteer) under the bench in the middle of the room, finish the
museum tour, and head downstairs to the lower area. Hack the two vending
machines and the health station, then head back upstairs and enter the Gift 
Shop. Kill the three Splicers wandering around in here, then loot the shop and
pick up the Audio-Diary (Silas Bantam-Cutting Corners) from the crate in the
back right of the store. To the right of the audio-diary is your first safe.
Hack the safe like you would a security machine and take the loot, then kill 
the two Splicers that eventually appear in the shop. Move downstairs in the
back of the shop and into the bathrooms and pick up the Audio-Diary (Sophia
Lamb-Rapture is Deliverance) from the table in the Dames restroom on the left
(You have to zap the door controls to get in). Loot the Gents room and kill
the Splicer that tries to sneak up on you from behind. Leave the Gift Shop.

Head right towards the El Dorado Lounge and kill the two Splicers that emerge.
Head through the door and pick up the Gene Tonic (Drill Power) and the
Audio-Diary (Eleanor Lamb-Eat Dog) from the cart Eleanor has left for you. 
Enter the El Dorado Lounge ahead.

When you enter the lounge, you'll receive a message about your first encounter
with a Big Daddy and his Little Sister. Read my section on Big Daddies for
more information, then get ready to fight. Throw some Trap Rivets around, hack
the Security Bot lying on the ground, and make sure you are full on ammo, 
health and EVE before attacking him. Listen to Sinclair's message, then
attack the Big Daddy when you are ready. Try to keep moving around while
you attack so the Big Daddy doesn't have a straight shot at you. Good luck...
if you die, there is a Vita-Chamber in the lounge, and you'll be able to
pick up right where you left of, so don't worry. Also don't forget to pick
up the Audio-Diary (Mark Meltzer-"Child" and Guardian) on the table to the
left of the stage in the back of the bar area.

Once he is dead, locate the Little Sister (she usually stands over him and
cries after he dies) and tap the "X" button to Adopt her. This is the only
Little Sister where you do not have the option to Harvest or Adopt because
Sinclair needs her to collect ADAM so you can buy the Incinerate! Plasmid. 
You'll also receive the "Adopted a Little Sister" achievement when you adopt
her. Stock up on whatever you need at the vending machines, and head back out 
to the museum and into the downstairs area.

You new job is to escort the Little Sister to different dead bodies and
protect her from Splicers while she extracts ADAM from them. The first one in
right in the middle of the downstairs area of the museum. A good way to locate
bodies is by pressing and holding down the "X" button, and a small white 
light will guide you to it. Start setting up traps and be ready to defend the
Little Sister as she gather ADAM. A majority of the Splicers will attack from
the stairs, and a few might drop down from the walkway above or just shoot
from the walkway. In the final stage of the battle, two Splicers will cut 
through the door next to the dead body and attack, so make sure to place a
Trap Rivet or two in the doorway. When they are all dead and the Little Sister
is finished collecting the ADAM, you'll be able to pick her up by pressing "X"
when you approach her. Before continuing, please read my section on Little 
Sisters and ADAM gathering, because it is very important. 

Continue through the door the Splicers just cut open, and turn your attention
on the display to the left. In the corner is a golf club which you can pick up
with Telekinesis and hurl at the mannequin sitting in the chair. This mannequin
is actually Andrew Ryan, and if you use the club to knock off his head, you'll
recieve the "Irony" achievement. Move forward and down the ramp to the lower
level and you'll alert a few Splicers. Quickly kill them and move to the back
left area (not up the train tracks). Enter the small room on the left and pick
up the Audio-Diary (Nina Carnegie-You, Me, and 1959) on the desk. Exit the room
and walk up to the train tracks leading up. A Splicer will push a piece of
debris down at you, so quickly move out of the way and kill her and the other
Splicer waiting up top. Make your way around the tracks, stopping to watch the
various interactive displays along the way. When you move up over the makeshift
ramp after the first exhibit, a Splicer will blow up the right area with an
oil slick. Kill him and carefully enter the area he just exposed for you. 

Further in the room is a turret that a Splicer is attempting to hack. 
Carefully fire a hack dart at it and hack it so it attacks him. This room is 
home to your second gather, so hack the health station on the right, hack and
stock up at the Circus of Values on the left and prepare to defend the Little
Sister. There is also a fuel drum with an oil slick under it to the left, so
utilize that when you see Splicers near it. Also pick up the Audio-Diary 
(Carlson Fiddle-Escape Plan) next to the gatherer body.

Once she is finished gathering, pick her up and Sinclair will contact you about
taking her to a nearby sister vent. This is where you will make your decision
as to whether or not you will Rescue or Harvest her. Head back out onto the
train tracks and enter the small nook directly across from the entrance to the
previous room. Pull the door switch on the door to the right and you'll be
able to move back into the museum if you need a quick shortcut. Keep moving
down the tracks and pick up the Audio-Diary (Andrew Ryan-Lamb the Problem, 
Sinclair the Solution) on the stacked crates to the left. Keep moving past the
flaming barrel and kill any Splicers that appear. Enter the hole in the wall
with the makeshift ramp on the right when you reach it, and continue up the
stairs. Collect the Audio-Diary (Sophia Lamb-Truth is in the Body) on the
workbench as you continue down the hallway. Head back to the tracks and 
continue on the path until you reach an area with fallen debris blocking the
way and an exhibit on the right.

The exhibit will automatically start up when you reach it. Move around the 
debris, admiring the two exhibits, and continue down the tracks. Two Splicers
will attack when you reach the "Turmoil" sign on the right, so kill them and
enter the area under the sign. Walk downstairs and collect the items and use
the Ammo-Bandito machine if needed. Walk back upstairs and continue down the
tracks, past the blowing red smoke, and enter the "Ride Maintenance Employees
Only" doorway on the left. Sinclair will contact you about your decision as to
the Little Sister, so continue through the room as he talks, hacking the safe
in the back before you descend the stairs. Continue all the way down and
to the sister vent in the very back of the room. PLEASE read my section on 
Little Sisters if you already haven't before you choose her fate. Make your
decision, and Sinclair will contact you.

When you head back upstairs, several Splicers will be waiting to greet you.
Take care of them and exit back out onto the tracks. When you reach the dead
end with the last exhibit on the right, enter the hole in the wall on the
right inside the exhibit, jump up onto the big hand to the right, and walk
up and onto the floor above. Walk ahead and pick up the Audio-Diary (Nina
Carnegie-Deterioration) next to the dead body surrounded by candles. Continue
along the path and collect the items at the end, then move back down onto the
tracks. Enter the "Ride Maintenance Employees Only" door directly across from
the hole in the wall.

Enter the room and zap the floor to kill the Splicer playing with the Power to
the People Machine ahead. Use the machine, then pick up the Audio-Diary 
(Stanley Pool-Working for Sinclair) next to the Circus of Values machine on the
right. Walk up the stairs to the left, kill the Splicer sitting at the desk, 
and hack the safe behind him. Enter the door to the left, and you'll be back
out on the Journey to the Surface ride tracks.

Make your way along the tracks, jumping over the debris as you go, and kill the
Splicer that is just around the next corner past "Disease." Be careful of the
Security Camera in the same area. Hack the camera first if you can, and kill
the Splicer. Enter the area directly under the camera and smash the boards
blocking the small room in the back. Collect the Audio-Diary (Mike Novak-
Doctor Lamb) off the mattress. Continue to the end of the tracks and enter
the maintenance room on the left. Pick up the Audio-Diary (Andrew Ryan-
Efficacy) from the file cabinet as you enter the door, then flip the switch
to open the locked door in the back of the room. 

This door leads you back to the Rapture Museum. Kill the several Splicers that
attack from the area where you performed your first gather, then follow your
quest arrow into the "Hall of the Future." Move further up the stairs ahead 
and enter the next door. Try your best not to alert the two Splicers fiddling
with the turret ahead. Just shoot an automatic hack dart if you have one, or
quickly hack it with a remote hack dart and let it take care of them. Make 
your way to the back of the room, enter the door on the right, and continue
through the room until you reach the end. Pick up the Audio-Diary (Gil
Alexander-A Father's Love) from the crate just before the Gatherer's Garden and
purchase the Incinerate! Plasmid, just as Sinclair said. Head back out and kill
the Splicer pretending to be on display to the left. Before you leave the room,
fire a blast of Incinerate at the icicles to the left of the door. Loot the
room and purchase any Gene Tonics from the Gatherer's Garden in here if you'd
like. 

Leave the room and re-enter the hallway, and a loud piercing scream will blow
out all of the monitors in here. Before you leave to enter back into the 
museum, stock up on as much as you can, because you're going to need it. 
Purchase ammo, health, EVE, and whatever else you can afford, then exit
through the door and back to the museum. As try and enter the museum, the same
loud screech can be heard, and you will be pulled through the door. Your first
encounter with a Big Sister will begin, so please read my section on Big 
Sisters before attempting to face her. Move around as much as possible, because
she is very quick. Use the strongest ammo you have, like armor-piercing or
anti-personel rounds. When she is dead, loot her body and Sinclair will radio
you.

Before leaving back to Sinclair, we have one more thing to do. Head back
towards the entrance to the train tracks area and descend the stairs to the
lower part. Enter the now unlocked storage room directly across from the
stairs and pick up the Gene Tonic (Booze Hound) off the crates and pick up the
Audio-Diary (Devin LeMaster-Dating Tips) off the shelf in the back. Now make
your way back to the train station by following your quest arrow. Don't forget
to melt that block of ice I told you about wayyy back in the beginning of the
chapter on your way back. There are various items and an Audio-Diary (Grace
Holloway-Disappeared) in the ice near the Circus of Values machine. Make sure
you have collected and done everything you want to, and check over the list of
Gene Tonics and Audio-Diaries to make sure you didn't miss any, because once
you melt the ice in the Train Station, there's no going back. 

Throw an Incinerate! fireball at the ice, then head into the Control Booth and
throw the train switch. Sinclair will hop onto the train and you'll be briefly
locked inside the room. When the door opens, quickly pick up the Audio-Diary
(Augustus Sinclair-Wooden Nickels) from the room Sinclair was just in to the
left, and fight your way through the mass of Splicers and board the train. You
should receive the "Sinclair's Solution" achievement for completing this task,
as well as the "Prolific Hacker" achievement if you've hacked every security
system up to this point (Although you should have received it earlier in the
chapter, I just didn't make mention of it).




_______________________________________________________________________________
-------------------------------------------------------------------------------





+-----------------+
|                 |
|D. Pauper's Drop |
|                 |
+-----------------+


[----------------------------------------------------------------]
[----PLASMIDS:       	  ___ 1. Hypnotize                       ]
[			  ___ 2. Electro Bolt 2 (Purchase)       ]
[			  ___ 3. Decoy (Purchase)                ]
[			  ___ 4. Winter Blast (Purchase)         ]
[			  ___ 5. Cyclone Trap (Purchase)         ]
[			  ___ 6. Telekinesis 2 (Purchase)        ]
[                                                                ]
[----GENE TONICS:    	  ___ 1. Shorten Alarms                  ]
[			  ___ 2. Hacker's Delight                ]
[			  ___ 3. Fire Storm                      ]
[			  ___ 4. Freezing Drill                  ]
[			  ___ 5. Keen Observer                   ]
[			  ___ 6. EVE Saver (Purchase)            ]
[			  ___ 7. Drill Lurker (Purchase)         ]
[			  ___ 8. Machine Buster (Purchase)       ]
[			  ___ 9. Short Circuit (Purchase)        ]
[			  ___ 10. Headhunter (Purchase)          ]
[                                                                ]
[----AUDIO-DIARIES:  	  ___ 1. Ryan vs. Lamb: Religious Rights ]
[		     	  ___ 2. Better Times With Lamb          ]
[			  ___ 3. Wrong Side of the Tracks        ]
[			  ___ 4. The End of the Line             ]
[			  ___ 5. Clinic Code at the Fishbowl     ]
[			  ___ 6. Therapy With Grace 1            ]
[			  ___ 7. Arrangements                    ]
[			  ___ 8. Camera in Hack                  ]
[			  ___ 9. Blood and Lamb                  ]
[			  ___ 10. Sunday Services                ]
[			  ___ 11. Pauper's Drop                  ]
[			  ___ 12. Mole                           ]
[			  ___ 13. Closing the Limbo Room         ]
[			  ___ 14. A Gift From Lamb               ]
[			  ___ 15. Profit Coming, Profit Going    ]
[			  ___ 16. The Butterfly                  ]
[			  ___ 17. What a Snap                    ]
[			  ___ 18. Barbarism                      ]
[			  ___ 19. Failing Lamb                   ]
[			  ___ 20. Where Has Harry Gone?          ]
[			  ___ 21. Field Trial #1                 ]
[                                                                ]
[----WEAPONS:        	  ___ 1. Research Camera                 ]
[			  ___ 2. Shotgun                         ]
[                                                                ]
[----POWER TO THE PEOPLE: ___ 1. ___ 2. ___ 3.                   ]
[                                                                ]
[----LITTLE SISTERS: 	  ___ 1. ___ 2.                          ]
[----------------------------------------------------------------]


As you ride into Pauper's Drop Train Station, you'll have the privilege of
meeting your newest enemy: The Brute Splicer. These Splicers are big, mean, 
and can be a real pain if you don't deal with them properly. Take a look at 
my section on Brute Splicers for more information.

Your job in Pauper's Drop is to find a woman by the name of Grace Holloway. As
you exit the train, Lamb can be heard announcing over the intercom that all
rail travel has been suspended until Subject Delta is "taken care of." So now
you have to find Grace and obtain the Override key, one way or another.

Exit the train and search the train station area. Enter the door leading to
"Pauper's Drop" and hack the door controls to gain access. Move around the 
fallen debris and into the next area. Continue right and slowly enter the next
doorway and you'll witness some sort of prayer going on with several Splicers.
Toss a couple zaps or fireballs at them, then collect the items in the area.
Use Telekinesis to grab the items behind the bars on the left side, then enter
the open area to the left. As you enter, you'll see another Brute Splicer kill
fry a Splicer in an oil slick, then take off. Enter the area known as "The
Fishbowl," and Grace Holloway herself will contact you.

Move around the right side and hack the Security Camera around the corner. You
should encounter your first Big Daddy when you move past the Security Camera, 
so take him down and Adopt the Little Sister when you are ready. Move inside
the small shop directly across from the Security Camera and collect the Audio-
Diary (Sofia Lamb-Ryan vs. Lamb:Religious Rights) off the counter and collect
the various items. The first Gather is behind you near the stand to the right
of the entrance door. Set some trap rivets on the diner walls and zap any
Splicers that attack through the water. The Security Camera you hacked earlier
also comes in handy here, so you shouldn't have too many problems. 

Head left around the diner and kill the Splicer controlling the Security Bot,
then hack the bot. Head up the makeshift walkway to the top of the diner and
zap and hack the Turret around the left corner. Move across the walkway and
collect the Gene Tonic (Hacker's Delight) and the Audio-Diary (Grace Holloway-
Better Times With Lamb) off the roof of the small shop. The Fishbowl Diner is
closed off for now, so enter the Downtown area via the entrance behind it.

Move down the sets of stairs and slowly enter the next area. When you reach
the Downtown area, a Brute Splicer will attack from the rooftop of the shop
ahead. Use Incinerate! when he enters the oil slick you just passed and
hit him with some Anti-Personel rounds. When he is dead, move forward and two
Splicers will blow out the wall to the left, which contains a Vita-Chamber
inside. Kill them, then collect the Audio-Diary (Prentice Mill-The End of the
Line) off the memorial in the left part of the room. Your second Gather is
in the middle of this room, so set some traps around various walls and be ready
to defend the Little Sister. This can be tough because it is a very open area,
so keep your eyes on the rooftops. 

When she is all finished, pick her up and move over to the locked door with the
keypad in the back of the area. Pick up the Audio-Diary (Tobias Riefers-Clinic
Code at the Fishbowl) leaning against the wall underneath the keypad. Enter
the code 0047 in the keypad. You don't obtain this code until a little later,
but I'll save you some time by doing it now. Carefully move to the back of the
Clinic and kill the Splicer that tosses a flaming oil barrel at you from the
top of the stairs on the left. You can choose to Rescue or Harvest the Little
Sister at the vent at the base of the stairs, then move up the stairs and hack
the Security Camera around the corner. Move through the door on the left and
hack the Turret across the walkway ahead. Kill the couple of Splicers that also
attack from behind near the Security Camera. All we're going to do up here is
drop down into the huge hole in the roof just past the Security Camera. Don't
venture into any other rooms for now.

In this room is the very valuable Research Camera. Before picking it up, 
collect any items from the shop, then go back and grab it. Listen to Sinclair
as you move around to the entrance of the shop, and take a shot of the
Thuggish Splicer trying to break in. When he is dead, you'll receive the
achievement "First Research." Now follow your quest arrow allll the way to
Sinclair Deluxe Suites, past the diner and through the door to its left.

When you enter the Suites, move to the back of the room and a Brute Splicer 
will block the next area with an explosion. Now you'll have to do some research
with the camera to get more information on the Brute Splicers. Collect the
various items, including the Audio-Diary (Augustus Sinclair-Wrong Side of the
Tracks) from the desk in the reception area, and hack the safe in the small
room via the reception area. Follow your quest arrow back to the Fishbowl 
Diner.

There is a door leading into the Fishbowl Diner in the back near the makeshift
walkway to its roof. The reason why I waited to enter it until now is so you
can use the Research Camera on the many Splicers you'll encounter when you're
inside it. Enter the diner and collect the items in the Kitchen. Enter the
sitting area and set up some traps before collecting the Shotgun to the
right. When you pick up the shotgun, more than a few Splicers will attack from
the roof and through the windows. Use this time to do some research with the
camera while taking care of them. When everyone is dead, loot all the bodies
and head back to the Downtown area. You might encounter a Big Daddy and Little
Sister when venturing to Downtown, so its your choice to take him down now or
wait until later. You can perform the two Gather's in the upper part of 
Downtown, so I'd suggest taking down the Big Daddy now to save some 
backtracking.

Head back through the Clinic and upstairs. Go back to the hole in the roof 
where you dropped down into the Pawn Shop to get the Research Camera, and move
across the walkway into the hole into the adjacent room. Pick up the Audio-
Diary (Sophia Lamb-Therapy With Grace 1) off the shelf to the right in the
next room, kill the Splicer trying to get into the safe, and hack the safe. 
When you hack the safe, a Splicer will enter the room, so kill her and exit 
back out and to the clinic. Move through the hole in the wall to
the right of the Security Camera upstairs and move across the walkway. There is
a Power to the People Machine inside the room via the walkway, so upgrade the
weapon of your choice and move up the stairs next to it. Enter the office of
"R. Flanagan" and kill the two Splicers inside. Pick up the Audio-Diary (Rock
Flanagan P.I.-Camera in Hand) and the Gene Tonic (Shorten Alarms) off the
file cabinet to the left. Exit the office and move through the hole in the wall
in the back of the area and kill the Splicers performing another prayer to the
sister vent ahead. Hack the Security Camera to the right and pick up the Audio-
Diary (Sophia Lamb-Arrangements) leaning against the sister vent. Move towards
the Security Camera and perform your first Gather directly under it. This
shouldnt be too hard considering the oil slick and camera above you.

Collect any items from the entire upstairs area you might have missed, then
head back downstairs to the Downtown area and enter the doorway for "Skid
Row" on the left. When you enter Skid Row, Sinclair will radio you as a fight
breaks out ahead between a Big Daddy and a few Splicers. Snap a photo and let
them duke it out until they die. Since you already have a Little Sister on
your back (You should if you've been following this walkthrough), there is no
need to take down the Big Daddy unless you want the research points. Enter the
Pharmacy on the right and crouch under the hole in the wall in the back of the
store. Hack the door controls to unlock the door and collect the Audio-Diary
(Mark Meltzer-Blood and Lamb) off the counter, then hack the safe behind the
counter and use the Gene Bank in this room if needed. Directly outside the
store is a Security Camera across the doorway. Hack it and kill any Splicers
roaming around near you. There is also a turret in the small room near the
camera, so quickly hack that then prepare for your second gather directly
under the security camera. I will warn you that after you rescue or harvest 
the Little Sister, a Big Sister will appear, so use the security systems to 
your advantage and go to this area after you take her to a vent. Before taking
her to the vent, move through the small tunnel in the middle of the Market
and collect the Audio-Diary (Stanley Polle-Mole) about halfway down in the 
small alcove with the flames, but turn around when you reach the audio-diary
and continue taking the Little Sister to the vent. We don't want to pursue 
whats down the rest of the tunnel just yet. 

When you have finished off the Big Sister, move down the tunnel I mentioned
before or move down the set of steps near the Security Camera and immediately
start filming the Brute Splicer down the hallway. Take him out in the most
creative way you can, using Plasmids and Weapons to add research bonuses.
When he is dead, move into the area he was in and kill the Splicers. Quickly
hack or destroy (Or use the research camera to earn points) on the Security
Camera in the back of the area, then move into the Limbo Room in the lower 
area.

There is another gift from Eleanor waiting when you enter; Hypnotize. This can
be a very useful tool when you encounter a large group of enemies or even a
Big Sister and you need a helping hand from a Big Daddy or Splicer. Kill the
two Splicers dancing on stage in the next room, then enter the room behind the
stage. The first room ahead contains a Power to the People machine, and the 
open room on the left contains an Audio-Diary (Grace Holloway-Closing the Limbo
Room) on the dresser. Make your way out of the Limbo Room, killing any 
Splicers waiting to greet you, and head up the stairs on the left once you're
back outside.

Head up the second set of stairs, past the hole in the wall, and you'll be in
a set of apartments. Move down the hall ahead and turn left, then collect the
Gene Tonic (Fire Storm) next to the body in the corner. Move across the
rickety walkway through the hole in the wall ahead and collect the Audio-Diary
(Andrew Ryan-Pauper's Drop) from the small room to the left of the hole in the
roof. 

Go back to the apartments, turn right, kill the Splicer ahead, then pick up the
Audio-Diary (Jackin Rodkins-Sunday Services) on the floor near the body. Move
through the hallway ahead and through the door, then kill the Splicer waiting
for you on the other side of it. Move down the hallway and follow your quest
arrow back to Sinclair Deluxe. Be careful when you enter the watery tunnel
because a Splicer is waiting to light the oil slick that is directly in your
path on fire. Kill her and the Splicer that emerges from the door to the left,
then keep following your arrow. When you re-enter the Downtown, a Brute 
Splicer with a Security Bot will be waiting, so start filming and take them
out. Keep moving back to the Fishbowl Diner and kill any Splicer you encounter.
You may also encounter another Brute Splicer wandering around on the roof of 
the diner when you reach it, so kill him and continue. Keep following your
quest arrow until you reach the debris in Sinclair Deluxe, then use your
newly acquired Drill Dash on the debris to bash it out of the way.

Kill the four or so Splicers that attack once the debris is gone, then head up
the stairs to the left and enter the apartment to the left. Collect the
Audio-Diary (Grace Holloway-A Gift From Lamb) from the bathroom floor in the
back of the apartment, then leave back out into the hallway. Enter the dark
hallway ahead, past the body on the floor to the left, and enter the open door
on the left. Kill the two Splicers in here, hack the safe, and move back into
the hall. Continue down the hall to the end and enter the open door on the 
right. Move around the corner as Grace radios a warning to you. Continue
through the apartment, through the hole on the left in the living room, and
into the kitchen area past the hole in the wall showing a Power to the People
machine. Follow the Splicer that runs away, and kill the three of four 
Splicers that appear when you move to the back of the room and into the 
kitchen. 

Enter the hole in the wall to the right that has portholes looking to the
water and turn right. When you round the corner a turret will be waiting to
take you out at the end of the hallway, so zap and hack it and continue into
the next room containing the Power to the People machine. A Splicer will attack
as soon as you use it, so kill her and go back through the hallway. When you
reach the room ahead with the water flowing from above, hack or research and
destroy the Security Camera on the right wall. Pick up the Gene Tonic (Freezing
Drill) off the table with the body underneath the camera, then kill the
three or so Splicers that attack. Move past the flowing water and down the
hall ahead (not up the ramp). Use the Gene Bank on the right if needed and move
left and up the stairs across the Ammo Bandito. Move forward and move across
the broken floor to the left part, then pick up the Audio-Diary (Augustus
Sinclair-Profit Coming, Profit Going) leaning against the crate. 

Move back downstairs and up the collapsed floor/makeshift ramp. Enter 
apartment 215 on the right and collect the various items throughout the very
large and very broken-down apartment. Towards the back is a turret directly
across from a safe, so destroy the turret and hack the safe, then collect the
Audio-Diary (Gloria Parson-Where has Harry Gone?) off the shelf next to the
turret. Keep exploring the rest of the apartment, and be ready to kill a
Splicer and Brute Splicer waiting in the area across from the apartment.
They will appear when you reach the end of the hallway on the left. Enter
the other apartment and collect the Audio-Diary (Gideon Wyborn-The Butterfly)
from the very bright and colorful room on the left, then follow your quest
arrow up the fallen floor and to the hallway. Hack the Security Camera to the
left as you enter the hallway on the second floor, then kill the Splicer that
attacks. Move right down the hall and collect the Audio-Diary (Elliot Nelson-
What a Snap) at the end leaning against the crate, then turn around and head
down the other hall. Head into the apartment in the back of the hallway, and
you'll be in Grace's apartment. Head into the room on the left (Which used to
be Eleanor's room) and pick up the Audio-Diary (Eleanor Lamb-Barbarism) under
the bed and the Gene Tonic (Keen Observer) off the table. Continue through the
apartment and pick up the Audio-Diary (Grace Holloway-Failing Lamb) off the
bed. This should give you a hint as to what to do next; walk up to the poster
of Sophia Lamb on the wall and interact with it. A hidden switch will be 
revealed behind it, and you'll be able to access a hidden room to the left once
it is pressed. Crouch under the pipes and walk up to the glowing door on the
right.

This part is very important to the ending of the game. It is your choice as to
what you want to do with Grace. You can spare her life or kill her, the choice
is yours. Read my section on alternate endings if you want to know what 
happens, or just choose her fate if you don't want to spoil the surprise. 
You'll receive the "Confronted Grace" achievement when you decide. Make sure
to stock up at the nearest Circus of Values and Ammo Bandito after you pick
up the override key.

Pick up the override key from her desk and head back to the train station.
On your way back you'll encounter many Splicers waiting to punish you for
trying to "ruin the family." Just follow the quest arrow back to Sinclair
Deluxe, and you'll encounter a turret waiting at its entrance. Hack it and
kill the Splicers that attack, then keep going. When you reach the watery
hallway in the tube, you'll have to fight your way past barricades and 
Splicers. Enter the Fishbowl and take out the turret behind the sandbags 
ahead, then kill the Splicers and Brute Splicer scattered in the area. Your
final Audio-Diary (Leo Hardwig-Field Trial #1) of the chapter can be found by
searching the body of the Brute Splicer in this area. 

Keep following your quest arrow back to the train station, insert the override
key into the controls in the office, and board the train to end the chapter.




_______________________________________________________________________________
-------------------------------------------------------------------------------





+---------------+
|               |
|E. Siren Alley |
|               |
+---------------+


[-------------------------------------------------------------]
[----PLASMIDS:       	  ___ 1. Security Command             ]
[			  ___ 2. Incinerate 2 (Purchase)      ]
[			  ___ 3. Hypnotize 2 (Purchase)       ]
[			  ___ 4. Winter Blast 2 (Purchase)    ]
[			  ___ 5. Insect Swarm (Purchase)      ]
[			  ___ 6. Cyclone Trap 2 (Purchase)    ]
[			  ___ 7. Scout (Purchase)             ]
[                                                             ]
[----GENE TONICS:    	  ___ 1. Handyman                     ]
[			  ___ 2. Electric Flesh (Purchase)    ]
[			  ___ 3. Hacker's Delight 2           ]
[			  ___ 4. Vending Expert               ]
[			  ___ 5. Cure All                     ]
[			  ___ 6. EX-Hack (Purchase)           ]
[			  ___ 7. Medical Expert (Purchase)    ]
[			  ___ 8. Security Evasion (Purchase)  ]
[			  ___ 9. Walking Inferno (Purchase)   ]
[                                                             ]
[----AUDIO-DIARIES:  	  ___ 1. A Silent God                 ]
[		     	  ___ 2. Misbehaving                  ]
[			  ___ 3. The Rumbler                  ]
[			  ___ 4. Farther to Fall              ]
[			  ___ 5. Plasmid Shipment             ]
[			  ___ 6. Lamb's Salvation             ]
[			  ___ 7. "Father Simon Wales"         ]
[			  ___ 8. Wales an' Wales              ]
[			  ___ 9. The Date is the Code         ]
[			  ___ 10. Bury Her Memory             ]
[			  ___ 11. Lamb's Operation            ]
[			  ___ 12. The Pair ond Mechanism      ]
[			  ___ 13. The Requirements of Utopia  ]
[			  ___ 14. An Empty Niche              ]
[			  ___ 15. Guidance of Lamb            ]
[			  ___ 16. Shackled to the Great Chain ]
[			  ___ 17. Therapy with Grace 2        ]
[			  ___ 18. My Name is Eleanor          ]
[			  ___ 19. The Creed of the Faithful   ]
[                                                             ]
[----WEAPONS:        	  ___ 1. Speargun                     ]
[                                                             ]
[----POWER TO THE PEOPLE: ___ 1. ___ 2.                       ]
[                                                             ]
[----LITTLE SISTERS: 	  ___ 1. ___ 2. ___ 3.                ]
[-------------------------------------------------------------]

As you travel to Siren Alley, the next chapter in the game, you'll receive a
strange radio transmission from a man named Father Whales right before he 
fires a torpedo into the train car, destroying it and throwing you onto the sea
floor. Sinclair is trapped inside Dionysus Park and needs your help draining it
so you can both gain access. Make your way across the sea floor as you near
the entrance to Siren Alley. There are three ADAM slugs on the sea floor as you
near the entrance; one on the left as you being to walk, another on the wall to
the left as you move around the lit pillar, and a third in a small pipe just
above your head on the left. Each slug nets you 10 ADAM, so make sure to pick
them up. Enter the Airlock and interact with the controls to drain the room.

As soon as the door opens to Siren Alley, several Splicers run across the 
doorway ahead and begin attacking a Big Daddy on a catwalk to the right. This
is a new form of Big Daddy; the Rumbler. Read my section on Rumblers so you can
gain more information on taking them down. Don't forget to use the research 
camera if you want to take him out now and grab the Little Sister. If you do
decide to kill him, utilize his position above you so you have some distance
between the two of you and fire a few shots at him so gain the advantage. When
he is down, pick up the Little Sister and collect the Audio-Diary (Father
Whales-A Silent God) on the left wall with the candles as you exit the airlock.
Walk right and into the town area. To your right is the Mermaid Lounge and to 
your left is a path leading to the other side of the area. If you move forward
you'll briefly encounter Simon Whales, Father Whales' brother. Head inside the
Marmaid Lounge first.

When you enter, kill the three Splicers that attack, then enter the room on the
right, collect the items, then head forward towards the El Ammo Bandito Machine
and enter the bathroom to its right. Melt the ice blocks on the floor and
pick up the items and Audio-Diary (Gil Alexander-The Rumbler) from the piles.
Head upstairs and enter the small room ahead (Not the locked room on the left),
and move behind the bookcase to discover a small hidden room. Use the
controls to the right of the window to activate two turrets in the next room.
Watch as they take out the Splicers for you. Exit this room and enter the
room they were in on the left and collect the items and Audio-Diary (Jamie
Byass-Plasmid Shipment) in here. Hack the controls via the open window in the
locked area on the right and drop down through the open hole in the floor 
ahead. Pick up the Audio-Diary (Augustus Sinclair-Father to Fall) lying next to
the power to the People machine, use the machine, and walk up to the doorway.
The gate will close in your face, so immediately back into a corner and away
from the oil slick and barrels. A Splicer will drop right into the flaming 
slick as several Splicers attack from outside. Quickly take them out, then 
leave the lounge.

Move right and towards where Simon Whales was, then turn left to perform the
first Gather for this Little Sister directly in your path. I feel at this point
I shouldn't have to tell you how to set up your defenses because it is really
your choice. I should also warn you that you'll likely encounter a new Splicer
during the Gather; the Spider Splicer. Read my section on them for more
information. Also note that you may encounter the second Big Daddy and Little
Sister while you still have the first one, so be careful not to attack him
while in battle during the first Gather.

Head upstairs and perform your second Gather at the top of the steps of the
Poisoned Apple, directly across from a Sister Vent. This is a fairly easy 
Gather due to the elevation and small space, so take care of her when you are
finished and move through the open doorway next to the body. Enter the doorway
to the left, which is The Pink Pearl, collect the items in here, then re-enter 
the previous room. Drop down into the Poisoned Apple via the hole in the floor 
to the right and melt the ice blocks and collect the items. Pick up the Audio-
Diary (Eleanor Lamb-Misbehaving) and the Gene Tonic (Handyman) off the bar, 
then search the rest of the area. Hack the door controls when you've collected 
everything and leave.

This would be a good time to deal with the second Big Daddy you most likely saw
earlier when you still had the first Little Sister. Take care of him when you
are ready and pick up the Little Sister. Follow your quest arrow to the
"Maintenance Area" doorway and enter it. Pick up the gift from Eleanor, the
Gene Tonic (Security Command) and use it on the Security Bot ahead. Hack the
Security Camera to the left after the next doorway, then kill the Splicers at
the top of the stairs. Ascend the stairs and hack the turret waiting at the 
top. Pick up the Audio-Diary (Father Wales-Lamb's Salvation) next to the locked
door to the left, collect the rest of the items on the upper floor, then head
back to Little Eden Plaza. Just as the audio-diary said, we need to go back to
the Pink Pearl to obtain the key-code for this door. 

Follow your quest arrow to a locked door on the opposite side of Little Eden
Plaza and you'll see a Brute Splicer take the gate out and open the door for
you, but not before he attacks first. In my case, I was lucky enough to 
encounter my third and final Big Daddy of the chapter, and the Brute Splicer
threw an object at him, so I just pulled out the research camera and watched
my points skyrocket as they duked it out. Take care of the Brute Splicer and
move through the door he just smashed in. Pick up the Speargun leaning
against the wall as you enter as well as the various spears in the wall. Move
around the wall and snipe the Splicers on the second level past the doorway.
Enter the small room in the back left corner and pick up the Audio-Diary 
(Daniel Wales-"Father Simon Wales") off the desk and collect the items in here.
Leave the room and head upstairs. You'll likely see the Spider Splicer crawling
around on the ceiling. Whip out that camera and start filming while you blast
him out of the game the next time you encounter him. 

Move right and Sinclair will contact you. Kill the couple of Splicers that
appear, and start setting up for your next Gather in the middle of this room.
This Gather can be particularly difficult because the area is open and you'll
face several Spider Splicers and a Brute Splicer. Try and use the Research
Camera if you can, but don't take the risk if you can't juggle all the enemies.
There is also a turret down the left hall if you need some extra help.

When you are finished with the Gather, there will be four paths you can take.
If you are standing at the top of the steps that you took to enter the area,
you can move through the door on the left, the hallway on the left, the hallway
straight ahead, or the area to the right. Lets enter the doorway on the left.
Search the first room, then enter the room on the left in the back and kill the
three Splicer; two in the room, one through the window on the right. Exit the
room and go back out into the hallway. Move down the hallway with the turret,
make a right when you reach it, and enter the room to the right. Kill the
Splicer in here, loot the room, and pick up the Audio-Diary (Dusky Donovon-
Double Standard) off the table with the record player next to the bed. This
audio-diary is particularly weird, and gross, like many of the audio-diaries in
the game.

Exit the room, then move up the stairs to the third level near the Gather body.
Daniel Wales will be waiting at the top of the stairs, but he'll take off again
before you can do anything. Before you ascend the stairs, take out your 
research camera and be ready to shoot the three Spider Splicers that appear. If
you're quick enough, you can research all three if you don't kill them first.
By the watch, use Telekinesis on the trap spear Daniel set up for you at the 
top of the stairs. Just rip it out of the wall or shoot them. The first
Spider Splicer is waiting on the wall at you turn right at the top of the
stairs. The second one will be around the next corner, in the center of the
room. He'll hop off the display in the middle of the room and only the floor
itself. Move down the hall to the right and loop around to the other side of
the gate near the stairs. That big vent in the ceiling should give you a hint
as to where the third Spider Splicer is coming from. Move close to the El Ammo
Bandito, and he'll eventually start crashing around above you before dropping
down to the floor. 

Move down one of the two hallways left on this floor and hack the Security
Camera about halfway down either one. Kill the two Splicers in this area as
well. Enter the unlocked door leading to the room in the center (Don't enter 
Daniel Wales door yet, it is labeled by a sign above it). You'll be in a sort 
of peep show room with three holes to view through. The one on the right can
be opened to expose the viewing room. Zap the door controls to open the locked
door, then head inside. Hack the safe in here and loot the room, then kill the
Splicer that appears in the peep show room after the safe is hacked. Leave the
room and enter Daniel Wales' room. 

Follow Wales into the back bedroom as he runs away, then research and kill the
Spider Splicer that pops up from the floor below. Enter the room to the left of
the hole in the floor and pick up the Audio-Diary (Daniel Wales-Wales an'Wales)
off the desk, hack the safe in here, and leave. Drop through the hole in the
floor and be ready to hack the 2 turrets through the doorway ahead. Pick up the
Hacker's Delight 2 in the corner before the turrets, then exit the room.

Daniel Wales is waiting to the left, along with more than a few Splicers and a
Security bot in the area. Take care of the other Splicers first, then take care
of Wales. He is basically a very high class Leadhead Splicer, so use heavy
ammo on his like anti-personel and Electro Bolt 2 (If you have it). When he is
dead, search him for the door code and the Audio-Diary (Daniel Wales-The Date
is the Code). Exit the Pink Pearl and kill the Brute Splicer waiting outside 
the exit. Follow your quest arrow back to the Maintenance Bay and up to the
locked key-code door. Set up trap rivets and defenses because you're going to
have to defend yourself soon enough. Enter 1919 into the keypad and get ready
to fight off a lot of Splicers. Get some research in there to if you can. I
would recommend staying right by the door since Wales will eventually blow
out a pipe in the wall and set the stairs on fire. Around 5 Spider Splicers
will attack, then a Brute Splicer and a couple more Spider Splicers. When
they are all dead, the door will open and you'll be able to enter Plaza Hedone.

The second Gather for this sister is located directly under the stairs of the
entrance. Be careful not to engage the Big Daddy that blasted through a door
on the lower level. You should also start searching for the last Little Sister,
which by this point I had already encountered, killed the Big Daddy, performed
the last gather for the second sister, then picked up in Little Eden Plaza.
They wander around each area, so just do a quick search one you've completed
everything else if you do not find her by that point. 

The pumping station 5 door is short-circuited, so we'll have to search the area
to fix it. There are more than a few places to search in Plaza Hedone; Green
Groceries, The Little Sister Orphanage, the Smuggler's Hideout, and several
apartments on the second floor. Lets explore the apartments first. Head through
the apartment doorway to the right of the entrance to Plaza Hedone. Pick up the
Audio-Diary (Andrew Ryan-Bury Her Memory) from the table in the kitchen to the
right, then head over to the left side, loot the area, and head upstairs via
the hidden stairway behind the broken wall.

Search the entire rooftop area for loot and Rocket Spears, which are leaning
against the wall of the buildings. When you reach the back area and have to
go down a set of rickety stairs, have the hack tool ready and hack the
turret guarding the entrance to the Smuggler's Hideout. It also puts you
back down on the second floor. Kill the two or three Splicers that appear, then
start setting up for your next Gather, which is right in front of the doorway
to Smuggler's Hideout. This should be the easiest Gather for you because
of the turret and small space. Just be careful for Splicers coming out of
the doorway to Smuggler's Hideout.

When the gather is finished, enter the Smuggler's Hideout. Loot the room, hack
the safe and pick up the Audio-Diary (Mark Meltzer-Lamb's Operation) off the
table. Leave the room and head over to the walkway across from the turret.
You should be overlooking the Orphanage and a Security Camera. Hack the camera
from here, then go downstairs and pick up the Audio-Diary (Gil Alexander-The
Pair Bond Mechanism) off the boxes in front of the entrance to the orphanage.
The second gather in in the middle of the area to the entrance of the 
orphanage, but let's hold off on that right now since a Big Sister will arrive
once you've dealt with this Little Sister. 

Enter "Joe's Green Groceries", loot the room, kill the Splicer banging on the
back door, then push the red switch under the counter to unlock the door. Enter
the lower area and hack the turret in the water below. Enter the area on the
right and kill the Splicer controlling the Security Bot. Hack the Security 
Camera around the corner. Enter the watery area below and enter the door behind
the turret. Pick up the Audio-Diary (Frank Fontaine-An Empty Niche) off the
table in here, then move to the back of the room. Pick up the Gene Tonic (Cure
All) and kill the Spider Splicer that attacks from the left. Head back out into
the Plaza when you've collected everything.

Immediately turn left and into a small corridor when you exit the grocery 
store. Move downstairs and down the watery corridor. Pick up the Gene Tonic
(Vending Expert) hanging from the ceiling, then collect the items and Audio-
Diary (Sophia Lamb-The Requirements of Utopia) at the end on the boxes. Exit
back out into the Plaza and head into the Little Sister Orphanage.

Loot the reception area, then head upstairs. Move through the corridor and 
through the doorway on the left. Pick up the items and Audio-Diary (Eleanor
Lamb-My Name is Eleanor Lamb) from the wagon in the back of the room. When you
begin to walk back to the entrance, several Spider Splicers will block your
way and you'll be forced to defend yourself in the gated area against a Brute
and Spider Splicer. Kill them both and exit the orphanage, killing the second
Spider Splicer that attacks just before the exit.

Now that you've explored everything but the door next to the orphanage (Which
is the access to the Pump Station 5), lets perform the last Gather. Head over 
to the body near the Security Camera and set up for the defense. I would also
recommend using the Sister Vent directly behind the body, because this area is
ideal for the Big Sister attack. The Security Camera and open space definitely
come in handy here. Make sure you are full on ammo, EVE, and first aid kits
before attempting the Big Sister.

When she is dead, head into the pumping station door. Enter the first door on
the right and kill the two Splicers fighting ahead. Several more Splicers,
including two Spider Splicers, will appear as well, so kill them and head
upstairs via the stairs on the left. Walk all the way to the end of the 
corridor and hack the door controls through the gate. Pick up the Audio-Diary
(Sophia Lamb-Shackled to the Great Chain) leaning against the wall and hack
the safe on the wall. Head back downstairs and to the lower level near the
doorway. This doorway leads you to the Pump Station. Pick up the Audio-Diary 
(Father Wales-Guidance of Lamb) leaning against the cases next to the door,
and make sure you are completely stocked before you enter the doorway. Its time
to take down Father Wales once and for all.

Father Wales is a very powerful Spider Splicer. It is best to deal with him at
a distance. Try and hack a couple Security Bots by alerting a security system
or safe before you enter the area, but it is not necessary. Just make sure
you have enough space to move around and use anti-personel ammo on him and he
shouldn't be too hard to kill. When you are ready, enter the doorway, walk down
the stairs, and use the Power to the People Machine in the room to the left
just before the next door. Pick up the Audio-Diary (Sofia Lamb-Therapy with
Grace 2) from the file cabinet in here, loot the room, and hack the safe. You
can alert the security system for the safe if you want in order to get a couple
of Security Bots to come after you. Just zap and hack them, then hack the safe
or use a bot shutdown panel nearby to disable them alarm.

Before you head into the next room to kill Father Wales, make sure you have
obtained everything you want to in this chapter. While there is one last audio-
diary left in the Pump Station with Wales, use your map to make sure you have
searched every area. because once you throw the switch the divert the water,
you cannot go back. When you are ready, enter the Pump Station and take down
Wales. You'll face a gang of Spider, Leadhead, and Brute Splicers in here, so
make sure to keep moving around and using the space to defend yourself.

When he is dead, you'll receive the achievement "Defeated Father Wales." Search
his body for the key and pick up the Audio-Diary (The Creed of the Faithful)
on the memorial on the first floor. Loot the entire room before entering the
door behind the memorial. Remember to go collect everything you want before
using the key to divert the water in the next room.

Enter the Pump Station Control Room, loot the room, then use the key on the
controls to the left. Sofia Lamb will radio you as the entire area starts to
short circuit and shut down. As soon as the door opens, follow your quest arrow
through the maze of water and bursting pipes. Head up the stairs when you leave
through the previously locked door of the Pumping station and continue to 
follow your arrow through Little Eden Plaza, killing any Splicers that get in
your way. Eventually you'll reach a door that does not open, and it will
burst open in your face and flood the whole area. Continue to the entrance to
Siren Alley and out onto the ocean floor. Follow the path to the airlock to
Dionysus Park and throw the airlock switch to end the chapter.




_______________________________________________________________________________
-------------------------------------------------------------------------------





+-----------------+
|                 |
|F. Dionysus Park |
|                 |
+-----------------+


[--------------------------------------------------------------]
[----PLASMIDS:       	  ___ 1. Cyclone Trap 3 (Purchase)     ]
[			  ___ 2. Insect Swarm 2 (Purchase)     ]
[			  ___ 3. Security Command 2 (Purchase) ]
[                                                              ]
[----GENE TONICS:    	  ___ 1. Electrical Storm              ]
[			  ___ 2. Extended Reel                 ]
[			  ___ 3. Hardy Machines                ]
[			  ___ 4. Drill Specialist              ]
[			  ___ 5. Ice Storm (Purchase)          ]
[			  ___ 6. Keen Observer 2 (Purchase)    ]
[			  ___ 7. Quik-Hack (Purchase)          ]
[			  ___ 8. Shorten Alarms 2 (Purchase)   ]
[                                                              ]
[----AUDIO-DIARIES:  	  ___ 1. Patronage                     ]
[		     	  ___ 2. A Gift From Billy             ]
[			  ___ 3. Lamb's Time is Over           ]
[			  ___ 4. Lamb's Idea of Art            ]
[			  ___ 5. Lost and Found                ]
[			  ___ 6. Dionysus Park's Weakness      ]
[			  ___ 7. Lamb Flouts the System        ]
[			  ___ 8. Learning Poker                ]
[			  ___ 9. A Secular Saint               ]
[			  ___ 10. A Spy                        ]
[			  ___ 11. Growing Up                   ]
[			  ___ 12. The Voice of the Self        ]
[			  ___ 13. Falling Into Place           ]
[			  ___ 14. Gotta Keep it Together       ]
[			  ___ 15. A Plan                       ]
[                                                              ]
[----WEAPONS:        	  ___ 1. Launcher                      ]
[                                                              ]
[----POWER TO THE PEOPLE: ___ 1. ___ 2.                        ]
[                                                              ]
[----LITTLE SISTERS: 	  ___ 1. ___ 2. ___ 3.                 ]
[--------------------------------------------------------------]


Walk forward and out of the airlock. Sinclair will contact you explaining what
to do next and where you are. Dionysus Park is a lot like Arcadia and Fort
Frolic from the first game. It is the art and leisure district (as if there 
aren't enough already) of Rapture, which was flooded some years ago. Now it is
back in business and Splicers are starting to venture back in, including the
new Houdini Splicer.

Follow your quest arrow until you reach an open door on the left leading to a
big room. Those red puffs of smoke you encountered on the way are actually
Houdini Splicers, and you'll be meeting them in just a moment. When you enter
the room, one will appear on top of a statue above you, so use your research
camera and take him out. Use Electro Bolt with Houdinis to keep them still 
while you attack, otherwise they'll disappear in the red smoke cloud and 
reappear behind you. When she is dead, enter the next room and pick up the
Audio-Diary (Stanley Poole-Patronage) from the debris in the middle of the 
room. Move upstairs to the right, then take the stairs down at the top of
the first set of stairs (It may be hard to notice at first, its right in front
of the door on the left after you reach the top of the stairs). Pick up the
Audio-Diary (Billy Parson-A Gift From Billy) at the bottom of the steps, then
head back to the locked door you passed before entering the Houdini Room. Input
the code "1080" in the keypad, use the Power to the People Machine, pick up the
Audio-Diary (Andrew Ryan-Lamb's Time is Over), and collect the items here then
leave. 

Head back upstairs and enter the door on the left at the top. Hack the Security
Camera in the next room and ascend the stairs to the next area. As you reach 
the top of the stairs, a Splicer will rush through the door on the left, but
will be instantly killed by the spear traps in the wall. There are three
Splicers in the next room, so take care of them and stock up at the vending
machine. Pick up the Audio-Diary (Andrew Ryan-Lamb's Idea of Art) to the left
on the statue under the flowing water. Enter the large door in the back of the
room and you'll be contacted by both Sinclair and Stanley Pool. You're now in
the Promenade, and you need to get to the Train Station to talk to Stanley 
about a deal he wants to make with you and Sinclair. Use the Gatherer's Garden
and the Gene Bank in the back left area if needed, pick up the Audio-Diary 
(Mark Meltzer-Lost and Found) from the middle of the carousel, and enter the
"To Train" door behind the Gene Bank.

Enter the room on the left and kill the three Splicers wandering around in
here, then enter the door in the back and walk through the tunnel. Enter the
door at the end and kill the three Splicers inside. I would suggest saving the
Power to the People Machine in here for a little later when you get the
Launcher, but it is up to you. The safe the Splicers were trying to hack is
arguably the toughest safe to hack in the game. It only contains some ammo and
around 60 dollars, so if it isn't worth the risk don't try it. Enter the next
door and follow the tunnel to the end. Kill the Splicer at the end, enter the
door, and pick up the items and Launcher left by Eleanor to the right. Use the
Gene Bank in here if needed, use the Power to the People Machine in the 
previous room if you already didn't, and head through the door in the back of
the room.

Kill the three Splicers messing with the turret (I would just research and
destroy this turret), and head inside the Gallery Entrance/Train Station. Head
over to the Control Room and you'll see Stanley inside. Stanley wants you to
find the Little Sisters and "bury their story." Hmmm, sounds odd. 

I'm sure by now you've noticed that hacking is getting more difficult. Well
thats because it is. You can equip a few hacking-related Gene Tonics to make it
easier or just use Auto-Hack darts, but I would suggest blasting it with Winter
Blast to slow the needle down while hacking. Anyways, now we have to find three
Little Sisters in the area in order to get Stanley to help us. Head right 
towards the Triton Theater. Enter the large double doors behind the theater
schedule, move up the two sets of stairs, and enter the door at the top. Turn
left and through the doorway with the waterfall over it. As you move around the
corner there will be an RPG turret in the distance. Zap and hack it quickly and
enter the Theater on the left. Zap the short-circuiting controls to the ticket
booth as you enter and loot the room. Collect the Spears in the wall across 
from the ticket booth and enter the flooded area ahead. Enter the restrooms on
the left, kill the Splicer that emerges from the women's restroom, and pick up
the Gene Tonic (Electrical Storm) from the floor in the men's restroom. As soon
as you pick it up a Houdini Splicer will drop from the ceiling behind you, so
kill him and exit the restrooms. I would pay a visit to the Gene Bank at the
exit of the restrooms and equip the new Gene Tonic as well.

Enter the Lounge area next to the ticket booth. Zap and kill the Splicers 
dancing in here and loot the room. Move down the stairs on the right behind the
counter and hack the door controls. Pick up the Audio-Diary (Sofia Lamb-
Learning Poker) off the file cabinet and loot the room. Be warned that if you
hack the safe, two Splicers will attack and could do some damage if you get
wrapped up in hacking it and if you happen to alert Security Bots. Exit the
Lounge and stock up on health, EVE, and ammo before entering the Triton 
Theater.

Enter the theater and Stanley will contact you about the nearby Little Sister.
She's busy collecting ADAM from a corpse near the stage ahead, so set yourself
up and take down the Big Daddy. The first Gather is right by the stage, so
set up a few traps around the entrance and above you on the balcony and
defend the sister while she gathers. The second gather is directly above on the
balcony seating, so prepare for that then decide what you want to do with the
Little Sister at the nearby vent. Don't forget to pick up the Audio-Diary 
(Sofia Lamb-A Spy) off the balcony wall. 

When you harvest or rescue the first Little Sister, Eleanor will contact you.
So the plot thickens. Enter the doorway to the Projection room as you descend 
the stairs on the left (If you are facing the theater). Hack the Security 
Camera ahead and kill the two Spider Splicers that attack shortly after. Enter
the first room on the left and loot the items. Pick up the Audio-Diary (Gil
Alexander-Growing Up) from the debris outside the room, then enter the room at
the top of the stairs ahead. Loot the room and pick up the Gene Tonic (Extended
Reel) on the floor ahead. Exit the room, kill the two Splicers waiting for
you, then move back into the main theater area.

Enter the door in the back to the left of the stage and kill the Splicer about
halfway down. Pick up the Audio-Diary (Gil Alexander-A Secular Saint) at the
end of the room, then exit the Triton Theater and move back out to the
entrance. Move into the middle of the large room and pick up the Audio-Diary
(Stanley Poole-Lamb Flouts the System) right next to the two large statues of
women. Enter the area in the back of the room and enter the door leading to 
"The Promenade."

Kill the few Houdini Splicers wandering around in the next room and move 
towards the back near the windows. There is an Audio-Diary (Sofia Lamb-The 
Voice of the Self) resting on the playing piano in the back. Move left and into
the hallway leading to the J. Fischer Gallery (There is a sign for it next to
the doorway leading to the hall). Kill the three or so Splicers in the area,
then enter the door on the left leading into the "Imago Fine Arts." There are
Security Cameras and three turrets in here; one camera in each corner of the
room and a turret in the middle, the right, and the left of the room. I would
recommend researching and then hacking every single security system in here,
then move into the small room in the back right corner. Shoot the frozen
Splicer in front of the door and collect the items and Gene Tonic (Hardy
Machines) near the safe in the back. Hack the safe and leave the room. There is
a pile of ice in the corner of the security room that contains an Audio-Diary
(Frank Fontaine-Falling Into Place), so don't forget to pick up up before you
leave. When you try to leave the room a group of Splicers will attack, but you
should be fine with all the security system you (hopefully) hacked. Exit the
Imago Fine Arts and enter the J. Fischer Gallery on the left.

There is a Big Daddy to the left down the stairs as well as a Houdini Splicer 
and a Security Camera. Hack the camera, kill the Splicer, and take down the Big
Daddy. The first Gather is right near the couch in this room. Move up the
stairs in the back and enter the back of the room and pick up the Gene Tonic
(Drill Specialist) in the ground. Take the Audio-Diary (Stanley Poole-Gotta
Keep It Together) off the shelf to the left of the tonic, then set yourself up
for the gather. The camera will definitely help in this area, so it should be
a hard gather. Leave the room when you are finished.

The second gather is right next to the fountain ahead, so once again set up
your defenses. More than a few Spider and Houdini Splicers show up during this
gather, so be careful. When she is finished, take her to the nearby Sister Vent
and listen to the second message Eleanor sends you. I just keeps on getting
worse.

Follow your quest arrow back to the carousel and spend some of that ADAM at
the Gatherer's Garden. Just remember that the next Little Sister you deal with
is going to bring a Big Sister. I would recommend taking her to the same Sister
Vent you just used and standing your ground in Imago Fine Arts with all the
security. Head into Lamb's Garden to the left of the Gatherer's Garden. 

Move up the stairs ahead and pick up the Audio-Diary ("Big Kate" 
O'Malley-Dionysus Park's Weakness) next to the leaking door, then head into the
door way at the foot of the stairs on the right. Let the Big Daddies duke it
out a little with the Splicers before attacking. I would recommend using the
research camera during this time, then attacking him. Loot the entire room then
set up for your first gather towards the back of the room. Not a hard gather
due to the open space, just be careful of the balcony to the left of the gather
body.

The second gather is behind the carousel in the carousel area. Load up on ammo
and EVE and set up for the gather. The carousel helps funnel enemies to either
side of it, so use that to your advantage. Remember what I said about 
bringing her to the sister vent near Imago Fine Arts after you're done. Quickly
move into Imago Fine Arts and wait for Big Sister to come visit. It should be
a cakewalk with all the security because she'll be so distracted with killing
the bots and turrets. When she is dead, make sure you've collected everything
you need and have explored the entire map before heading back to the train
station to talk to Stanley Poole.

Make your way back to the train and kill any Splicers that get in your way
(Which I promise you more than a few will). When you reach Stanley, Sofia
will contact you with some startling news. It will now be up to you whether or
not Stanley lives. Stanley is another choice character who affects the end of
the game, so choose his fate according to which ending you want. Read my 
section on game ending if you want a refresher. Pick up the Audio-Diary 
(Stanley Poole-A Plan) in the control booth, then board the train after you
have made your decision. 




_______________________________________________________________________________
-------------------------------------------------------------------------------





+------------------------+
|                        |
|G. Fontaine Futuristics |
|                        |
+------------------------+


[--------------------------------------------------------------]
[----PLASMIDS:       	  ___ 1. Incinerate! 3 (Purchase)      ]
[			  ___ 2. Electro Bolt 3 (Purchase)     ]
[			  ___ 3. Winter Blast 3 (Purchase)     ]
[			  ___ 4. Hypnotize 3 (Purchase)        ]
[			  ___ 5. Insect Swarm 3 (Purchase)     ]
[			  ___ 6. Decoy 2 (Purchase)            ]
[			  ___ 7. Decoy 3 (Purchase)            ]
[			  ___ 8. Security Command 3 (Purchase) ]
[			  ___ 9. Scout 2 (Purchase)            ]
[                                                              ]
[----GENE TONICS:    	  ___ 1. Damage Research               ]
[			  ___ 2. Drill Power 2                 ]
[			  ___ 3. Careful Hacker 2              ]
[			  ___ 4. Vending Expert 2              ]
[			  ___ 5. EVE Expert (Purchase)         ]
[			  ___ 6. EVE Saver 2 (Purchase)        ]
[			  ___ 7. Hurried Hacker (Purchase)     ]
[			  ___ 8. Short Circuit 2 (Purchase)    ]
[                                                              ]
[----AUDIO-DIARIES:  	  ___ 1. Alone at Last                 ]
[		     	  ___ 2. Means of Control              ]
[			  ___ 3. Life After Sisterhood         ]
[			  ___ 4. A New Cognitive Model         ]
[			  ___ 5. Prototype                     ]
[			  ___ 6. Goodbye to Fontaine           ]
[			  ___ 7. Source of Volunteers          ]
[			  ___ 8. Abort the Experiment          ]
[			  ___ 9. Solving for X                 ]
[			  ___ 10. Gil's Place in the Plan      ]
[			  ___ 11. Outlived Usefulness          ]
[			  ___ 12. Meltzer's Choice             ]
[			  ___ 13. Goodbye Dr. Alexander        ]
[			  ___ 14. Big Sister                   ]
[			  ___ 15. Betrayal                     ]
[			  ___ 16. The People's Daughter        ]
[                                                              ]
[----WEAPONS:        	  None                                 ]
[                                                              ]
[----POWER TO THE PEOPLE: ___ 1. ___ 2. ___ 3.                 ]
[                                                              ]
[----LITTLE SISTERS: 	  ___ 1. ___ 2. ___ 3.                 ]
[--------------------------------------------------------------]


You're finally here, Fontaine Futuristics, the place where Eleanor is 
supposedly being held. Step off the train and Sinclair will contact you. Head
through the gate leading to Fontaine Futuristics and through the next door
ahead. Pick up the Audio-Diary (Andrew Ryan-Alone at Last) off the boxes to the
left labeled "Seized." Kill the two Splicers below the balcony ahead and head
through the "Employees Only" door to the left. Move forward and pick up the 
Gene Tonic (Damage Research) from the wagon. Descend the stairs and listen to
the radio message Gil Alexander has left for you when you reach the bottom. 
Move into the airlock and throw the switch to enter onto the ocean floor.

Move right across the seaweed and pick up the ADAM slug underneath the circular
debris, next to the body. Continue right and into the airlock in the back and
throw the switch. If you have Security Command 2, use it to summon a security
bot or two because you'll be in for a good fight in a few seconds. Loot the
area and head up the stairs. Toss a grenade at the Splicers messing with the
vending machine. That purple security bot is not hackable nor is it friendly;
it is actually Gil Alexander's bot used to communicate with people. Take care
of the couple Houdini and Leadhead Splicers that appear, and stock up at the
Circus of Values machine. Make sure you are as stocked as can be because 
you're about to face a pretty tough opponent. Loot the room and head upstairs.

Interact with the Security Bio-Scan controls and watch what happens. Because
you were declared dead many years ago, the Bio-Scan becomes confused and sends
security after you. This security is actually your first Alpha Series Big 
Daddy. As soon as you see him, whip out the research camera and start filming.
He is very fast and very tough, not to mention the uncontrolled Plasmid
outbursts he experiences. The Alpha Series was an earlier version of the Big
Daddy, and as a result had many problems due to the rampant amount of 
experiements done on them. The best way to deal with Alpha Series is by using
heavy ammo, mini-turrets, rocket spears, and Electro Bolt to stop him in his
tracks. The Security Bots should help a lot here if you have them. Keep moving
as much as possible or he will charge and temporarily stun you. 

The Alpha Series appears from behind you through a hole in the wall, so quickly
set up a perimeter when you interact with the Bio-Scan controls. When he is
dead head back upstairs and enter the previously locked door. When you approach
the desk ahead, another message from Gil will play. When the message ends, a
small piece of the wall will move and reveal an Audio-Diary (Gil Alexander-
Agnus Dei) and some supplies underneath the monitor. Hack the safe behind the 
desk and walk up to the door in the back and interact with the controls. Enter
the next room and interact with the controls for the door in the center of
the room. Gil will send his annoying little bot and attempts to scramble the
voice controls to confuse it. It works, and you are denied access to the room.
It will however open the doors behind you.

Enter the next room and kill the two Splicers waiting on the stairs. Pick up
the Audio-Diary (Sofia Lamb-Means on Control0 on the couch ahead. Loot the
immediate area, stocking up at the Circus of Values machine in the back if 
needed. You'll probably encounter the first Big Daddy of the chapter here
as well, so set up some traps and mini turrets and take him down. The first
gather is right in front of the Circus of Values machine on the bottom floor. 
Just be warned that an Alpha Series will attack during this gather, so be
prepared with plenty of EVE, health and ammo. 

Once the gather is finished, pick her up and move to the area behind the 
Gatherer's Garden and destroy the device on the Bot Shutdown Panel on the wall.
Gil will send several Security Bots after you once you destroy it, so hit them
with Electro Bolt and destroy them. Now, as you can see there are several ways
you can go. If you are facing the stairs just as you enter the foyer, then you 
can move upstairs to the second level, left into the Employees only area and
the restrooms, right into the Plasmid Showroom, or into the Plasmid Laboratory
in the back of the foyer. Head upstairs first. 

Before doing anything, move up the stairs and go to the area behind them. Hack
the turret guarding the door in the back behind the wall, then enter the
hole in the wall to the right of the stairs. Hack the turret to the left behind
the debris, then collect the items and drop into the hole in the floor. 
Collect the items in the room and pick up the Gene Tonic (Drill Power 2) and
the Audio-Diary (Sofia Lamb- A New Cognitive Model) off the table. After you
pick it up, several Splicers will attack through the glass in here, so take
care of them. Your second gather is in this room as well, so summon a few
bots, set some traps, and decide her fate once she is finished.

Head into the Plasmids Laboratory and hack the turret guarding the door. Move
up to the turret and look through the hole in the wall. You'll see the message
"Help me 5254" scrawled on the wall, as well an a Gene Tonic. Head
through the door to the left and shoot the target on the machine ahead. Hit
the second and third targets to the right and watch the demonstration on the
Splicers. Use the code 5254 on the keypad door, then loot the room and pick
up the Gene Tonic (Careful Hacker 2) and the Audio-Diary (Gil Alexander-
Prototype) in here. Exit the room and make sure you are fully stocked. If you
have not purchased Security Command by now, this is the time to do so. When you
are ready, enter the doorway in the back of the showcase area.

Step up to the stage when you are ready and watch the show. Two Houdini
Splicers will attack, so take care of them and prepare for the Alpha Series 
that busts through the glass ahead. Take a minute to set some traps while he
is delayed in entering. After he is dead, destroy the device on the bot 
shutdown panel in the next room, then exit back out into the foyer. 

Move back upstairs and enter Frank Fontaine's office next to the turret. Be
ready to kill the Alpha Series in the office. Move to the left and interact
with the boar head on the wall. It will move and reveal a hidden area behind
the wall. Hack the safes carefully or you could be up against a slew of bots.
Pick up the Audio-Diary (Frank Fontaine-Goodbye to Fontaine) next to the hidden
area as well, then destroy the third device on the panel to the right in the
room. Exit the room and enter the area to the left. 

Enter the door ahead and kill the three Splicers sitting at the table ahead.
Zap the controls for the door to the right and pick up the Gene Ton....ok, pick
up the Gene Tonic and....ha! You'll have to go searching for this one. It gets
annoying after awhile, but as you progress through the rest of the area it will
appear. I'll let you know where and when it reappears. Hack the safe in here
and move back out into the meeting room. Pick up the tonic on the table in here
and it will disappear again. Head into the room to the left and hack the 
controls through the hole in the wall ahead. Pick up the Audio-Diary (Gil
Alexander-Source of Volunteers) off the file cabinet to the left and hack the
Security Camera in the back of the room. Destroy the final device under the 
camera and prepare for another round of enemies from Gil. 

Head back out into the foyer and pick up the Audio-Diary (Eleanor Lamb-Life
After Sisterhood) next to the Sister Vent to the left, pick up the tonic on
the broken column next to Fontaine's office. Move downstairs and back to the
controls Gil blocked you from using. Pick up the various items in here, use the
power to the People machine on the wall and listen to Gil's message. Use the
switch when prompted. Pick up the tonic next to the circus of values machine,
then be ready for a big fight as you near the Employees Only door to the left.
An Alpha Series and a bunch of Splicers will attack when you get close, so
call some security bots and throw a couple mini-turrets down. Another Alpha
Series will attack from a room behind you, so be careful. When everyone is 
dead, pick up the tonic on the couch at the entrance and you'll be teleported
through a series of visions. Pick up the tonic on the pedestal when you reach
the last vision, then walk around a little to be transported back to the lobby
of Fontaine Futuristics. Follow your arrow back to the Employees Only door and
loot the bathroom before entering. When you are ready, enter the door.

Move forward and down the stairs, then pick up the Audio-Diary (Gil Alexander-
Abort the Experiment) from the table to the left. To be honest, the next area
is probably the biggest pain in the ass area that you'll encounter until the
very end. There are Alpha Series everywhere, and it gets overwhelming at times.
Be careful about spending your money and try to conserve EVE and ammo as much
as possible.

When you are stocked and ready, enter the airlock and throw the switch. Move 
across the ocean floor and drop into the hole. Search the Alpha corpse, then 
head up the stairs behind it. At the very top is a single ADAM slug, so
collect it and follow your arrow to the next airlock. Listen to Sinclair's
message, it is important. Throw the airlock switch and follow your arrow to
the next room, picking up items as you go. When you move through the next
doorway, you'll receive another message from Gil. You must find the circuit
breakers in here in order to restore power. The first one is below you on a
column in the middle of the room. Pick up the Audio-Diary (Gil Alexander-
Solving for X) underneath the breaker, then move to the back area to the right
and locate the second breaker on a small back column. Listen for the sound of
something you can interact with to help you find them. When you locate them
both, move back upstairs and flip the main power switch. Listen to another one
of Gil's messages as you catch a glimpse of him in the tube ahead. Before
picking up the plant on the controls, toss a couple proximity mines or trap
rivets or spear traps at the base of the tank, because once you pick up the
plant, two Alpha Series will drop on either side of the tank. Use Hypnotize 3
on one of them and let them attack each-other until one dies, then take them 
out. When they are dead, follow your quest arrow to the Pacification Room.

Kill the two Splicers in here and hack the Security Camera in the back. Loot 
the room and pick up the Audio-Diary (Gil Alexander-Outlived Usefulness) from
the controls in the control room, then descend the stairs in the back and enter
the room at the bottom. Be ready for a fight with several Splicers and Alphas
when you pick up the plant to the left. When you try to leave, Gil will sick
these enemies on you, so call a couple of bots and fight your way out.

Head back into the tank room and set yourself up to take down the next Big
Daddy at the foot of the tank. Two Alpha Series and a bunch of Splicers will
attack during this battle, and the Little Sister seems to take forever when
collecting ADAM for this gather, so be careful. When he is dead, move inside 
the little room at the base of the tank, which contains a Gatherer's Garden and
an Audio-Diary(Sofia Lamb-Gil's Place in the Plan) on the boxes to the right.
Follow your arrow to the "Holding Cells" room at the bottom of the stairs. 
Throw a grenade or two down at the Splicers below the stairs, then carefully
descend the stairs and hack the RPG turret underneath them at the base. The
second Gather in directly in the middle of the oil slick on the floor, and it
happens to be a dead Alpha. This particular gather can be very difficult, 
mainly because there is a Big Daddy/Little Sister wandering around in the room
to the right, and they almost always come out during the battle. Be careful not
to hit him during the gather or you could be in for a serious fight. You may
want to take care of him before the gather and just let the Little Sister sit
and cry until you finish the second gather, then take care of her and go pick
up the last one. Also, two Alpha Series attack during the gather, so use
Hypnotize to distract them. 

When everyone is dead and the gather is finished, head to the nearest sister
vent and choose her fait, then enter the room on the right in the back. Kill
the several Splicers in here and take care of the Big Daddy if you didn't
already. Move to the middle and locate the third plant, and a short message 
will play from Eleanor. Collect the plant and perform the first gather directly
next to the operating table. When the gather is finished, head around to the 
right side of the room and hack the security camera in the back. Hack the door
controls through the broken glass,pick up the Audio-Diary (Eleanor Lamb-
Goodbye Dr. Alexander) next to the sister vent, then drop down into the hole in
the floor next to the security camera. 

When you drop down into the cell, you'll hear a commotion through the door,
then it will bust open. Kill the Splicer on the outside, then move into the
cell to the right. Hack the safe in here and pick up the Audio-Diary (Andrew
Ryan-Betrayal) on the floor. Hit the door switch for the cell directly across
from the one you're in and take the last plant from the wall. Search and loot
the rest of the cells (Mind the turret in the far cell on the left) and hit the
switch for the door leading out of the holding cells. Head back out into the
first gather room and enter the door you unlocked when you hacked the controls.
Loot the room and use the Power to the People machine in here and pick up the
Audio-Diary (Gil Alexander-Big Sister) off the wall, then head back to the
red tank room. You'll probably run into an Alpha Series on your way back. 

Your last gather is actually going to be back in the Pacification room, so head
back there and set up a defense. When she is done, make sure you are stocked
and ready because Big Sister is coming to get you after you decide what this
Little Sister's fate is. Be very, very careful when dealing with this Big 
Sister because there are many Alpha Series and Big Daddies roaming around the
area and some friendly fire could land you in a battle with all three at one. 
Just mind your shooting and watch your surroundings. Try and use a sister
vent in a room with a turret or camera, and summon a couple security bots
before dealing with the little sister that attracts the Big Sister.

When she is dead, head back to the controls in the main area. Before inserting
the plants, make sure you are full on everything because you are about to be
ambushed. Summon some bots and throw some traps down, then insert the plants
into the panel. Three Alphas appear throughout this battle, so take this time
to research them if you haven't been doing so. When everyone is dead, head back
to the controls and take the gene sample Sinclair asks of you. Take the key 
when prompted, then you'll have the choice as to whether or not Gil lives. This
is the last choice character in the game, and it is up to you what you want to
do with him. Remember your choice effects the end of the game, so choose 
wisely. 

Exit back out to the airlock, throw the switch, and use the key on the OxyFill
station on the ocean floor. Pick up the Audio-Diary (Sofia Lamb-The People's
Daughter) on the right as you enter, then enter the elevator and interact with
the switch to take the elevator down. You'll receive the achievement "Found
Lamb's Hideout" for doing so.




_______________________________________________________________________________
-------------------------------------------------------------------------------





+--------------+
|              |
|H. Persephone |
|              |
+--------------+


[-------------------------------------------------------]
[----PLASMIDS:       	  ___ 1. Summon Eleanor         ]
[                                                       ]
[----GENE TONICS:    	  None                          ]
[                                                       ]
[----AUDIO-DIARIES:  	  ___ 1. Selling Ryan Short     ]
[		     	  ___ 2. Withholding Visitation ]
[			  ___ 3. Blessing in Disguise   ]
[			  ___ 4. Behind Mother's Back   ]
[			  ___ 5. Freeing Father         ]
[                                                       ]
[----WEAPONS:        	  None                          ]
[                                                       ]
[----POWER TO THE PEOPLE: ___ 1.                        ]
[                                                       ]
[----LITTLE SISTERS: 	  None                          ]
[-------------------------------------------------------]


As you ride the elevator down to Lamb's hideout, Sinclair radios you with some
information. Walk through the door into Persephone and around the corner.
Walk down the tunnel and Eleanor will contact you. Continue through the
debris and flames in the next room and use the Power to the People machine to
the left, then use the Circus of Values and El Ammo Bandito to the right in
the next area. Both of these machines have everything you could ever need in
the game, including every type of ammo, so stock up on as much as you can. 

Head down the hall on the left and enter the first examination room on the 
right. Pick up the Audio-Diary (Augustus Sinclair-Selling Ryan Short) lying
next to the Sister Vent. Continue down the hall and hack the Security Bot
in the middle of the floor, then head down the hall and into the next room. 

There are a TON of items to collect in this room, including ammo, bandages, 
and various other things. Save them for later because you're going to need it. 
Start setting up traps and mini-turrets before doing anything else, because
there is going to be a very nasty battle in a few moments. Walk up to the room
in the back of this area, and you'll see Eleanor waiting inside. Interact with
the controls when you are ready, and Lamb will radio you. Be ready, because
two Big Sisters are going to attack at the same time. Have the camera ready
because it will be one of the last chances to research them. Remember to pick 
up any items you need during the battle and use Security Bots to distract them
while you fire a few grenades at them.

When they are dead, collect the items left over and head into the quarantine
chamber leading to Eleanor. A long cutscene will ensue, and you'll blackout. 

As you can see, just like I said all of your actions have affected Eleanor and
her actions. Now, you are in the body of a Little Sister, and it is your job
to find a way to free yourself from the restraints Lamb has put on you. The
world of a Little Sister is very different from the actual world of Rapture.
They see it through the eyes of a child addicted to ADAM, and as you go along,
you'll notice flashes of her world combined with reality. The examination room
is draped in white cloth, and there are no enemies or threats. When prompted,
head inside the SIster Vent next to the examination table, then turn right and
enter the Sister Vent in the back left corner of the room. Head all the way
to the back of the room and interact with the controls on the right. Don't
forget that you can still search for and pick up items while you are 
controlling the Little Sister. Move right down the hall and pick up the 
Audio-Diary (Sofia Lamb-Withholding Visitation) on the chair. Move up the
stairs and down the hall and pick up the Audio-Diary (Eleanor Lamb-Blessing in
Disguise) from the helmet next to the statue, then enter the room on the left 
next to the people observing the statue. 

There is a gather body ahead, and there are no threats as you gather. It is 
also much quicker than normal, so go ahead and gather ADAM from the corpse and 
you'll notice the reality quickly flash during the gather. Move down the 
stairs and into the next area. Walk up to the locked door ahead and a short 
cutscene will play. Continue down the hall to the right and up the stairs. 
About halfway up you'll see a sign for "Aunt Gracie" and a statue depicting 
what you did when you met her. If you saved her, it will be you helping her up.
If you killed her, it will be you bearing your Drill down at her. 

Continue down the hall and into the room on the right, which contains
the first piece of the suit. Take a quick around before collecting it, enjoying
the lovely sounds. Pick it up and continue into the next room. Enter the Sister
Vent on the right and you'll be in a locked room. Gather from the body in here
and use the door controls to open the door. Move down the hall to the right and
into the Repair Shop. Your second piece of the suit rests on the table to the
right, along with an Audio-Diary (Eleanor Lamb-Behind Mother's Back) and the
statue of Stanley Poole. Again, this statue is different depending on what
you choose as his fate. Head up the stairs next to the table and follow your
arrow to the last piece of the suit. Continue to follow your quest arrow back
to Eleanor as she radios you a few messages. These messages are different
depending on how you treated the Little Sisters and main characters. Head back
to her room and give her the Big Sister suit. The final Audio-Diary (Eleanor
Lamb-Freeing Father) is underneath Eleanor's bed in here. 

When Eleanor comes for you, she will give you the "Summon Eleanor" Plasmid. Use
it at any time to summon her to your side to help you fight. Use it often,
because you'll need it during the last chapter. Any items you picked up as a
Little Sister are waiting inside the teddy bear in the wagon outside the door.
If you have not fully researched the Brute Splicer, take out your camera and
get ready to film as two attack you in the next room. Summon Eleanor and watch
her kick the crap out of them. Enter the room on the right and enter the 
airlock leading into Inner Persephone. Interact with the door to end the 
chapter.




_______________________________________________________________________________
-------------------------------------------------------------------------------





+--------------------+
|                    |
|I. Inner Persephone |
|                    |
+--------------------+


[--------------------------------------------------------------]
[----PLASMIDS:       	  ___ 1. Telekinesis 3 (Purchase)      ]
[                                                              ]
[----GENE TONICS:    	  ___ 1. Elemental Vampire             ]
[			  ___ 2. Elemental Sponge              ]
[                                                              ]
[----AUDIO-DIARIES:  	  ___ 1. Out with the Old              ]
[		     	  ___ 2. The Definition of Despair     ]
[			  ___ 3. A Trade                       ]
[			  ___ 4. First Two Digits              ]
[			  ___ 5. No More Hope Left             ]
[			  ___ 6. A Simple Question             ]
[			  ___ 7. A Generous Offer              ]
[			  ___ 8. Last Two Digits               ]
[			  ___ 9. Magic Sauce                   ]
[			  ___ 10. Legs, Mouths, Arms, and Eyes ]
[			  ___ 11. Sacrifices                   ]
[			  ___ 12. Destructive Learning         ]
[			  ___ 13. A Stratagem for Sinclair     ]
[			  ___ 14. My Prison                    ]
[			  ___ 15. Such Freedom                 ]
[			  ___ 16. They Feel Pain               ]
[			  ___ 17. Alleviating Pain             ]
[                                                              ]
[----WEAPONS:        	  None                                 ]
[                                                              ]
[----POWER TO THE PEOPLE: ___ 1. ___ 2.                        ]
[                                                              ]
[----LITTLE SISTERS: 	  None                                 ]
[--------------------------------------------------------------]


Follow Eleanor up the stairs and into the main docking area. Eleanor informs
you that Sinclair has a lifeboat they can use to escape, but Lamb seals off 
the area before you can leave. Head upstairs and quickly hack the turret in 
the middle of the area, then summon Eleanor and fight the several Splicers and 
Brute Splicer that attack. Use the Gatherer's Garden across the room and stock
up on upgraded Plasmids and tonics. 

Follow the arrow to the Holding cells and hack the door controls through the
broken glass. Head through the tunnel and into the next room. Use the door
switch behind the desk, and you'll see a pleasant surprise beyond the glass.
Before making the chase, enter the door behind the desk and walk through the
tunnel and into the next room. Pick up the Audio-Diary (Warden Nigel Weir-Out
With the Old...) off the desk, loot the room, then head back to Sinclair.

Follow your arrow to the Cafeteria and hack the Security Camera in here. Summon
Eleanor to help you along the way as well. Collect the Audio-Diary (Thomas-The
Definition of Despair) off the table in the back of the cafeteria, then follow
your quest arrow down the halls and into the Laundry Room down the stairs. Kill
the Splicers that attack in here and melt the ice in front of the refrigerator.
Continue through the hole in the wall and ignore the person sitting on the 
floor. More people like this will appear soon, so just ignore them and save
your ammo because they won't have anything on them if you do kill them. Move
into the next room and up the stairs leading to the Showers and Cell Block
North Quad. 

Search the Showers, then move into Cell Block North Quad. When you enter,
Sinclair will radio you. Your job is to kill Sinclair, one way or another.
There are several different ways you can enter the locked room he is in, but
for the purpose of finding all the audio-diaries and items, we'll search
everything. You can hack the controls to the room via a hole in the wall, you
can find the key-code for the door in a toilet in the bathrooms, you can find
the two audio-diaries indicating the door code, or simply find the hole in the
wall leading to the locked room. The choice is yours, but I would suggest
searching the entire holding area before attempting to take on Sinclair.

Enter the "Solitary Confinement" room to the right and move to the flooded area
inside. Find the Gene Tonic (Elemental Vampire) in one of the holding tanks.
When you turn around, 3 Houdini Splicers will be waiting so be careful. Move 
back to the cell blocks and enter the doorway to "Cell Block South Quad" and
hack the Security Camera to the right. Enter the third cell on the right and
move through the hole in the wall to collect an Audio-Diary (Connor-Last Two
Digits) on the floor. This diary reveals two of the four digits needed to 
unlock the door to Sinclair. Return to the North Quad and move upstairs.

Sinclair is in the room behind the stairs, the "Security Tower." Move to the
left and into "Block D." Hack the turret then pick up the Audio-Diary (Dodge-
A Trade) in the cell behind the turret. In the cell across from this cell is
another Audio-Diary (Mattson-First Two Digits) in the toilet. You now have the
entire code for the door, but lets finish searching. Exit Block D and enter
Block C to the right. Enter the hole in the wall to the left and enter the cell
on the other side. Pick up the Gene Tonic (Elemental Sponge) from the sink,
then exit back onto the walkway and go through the door on the right. 

Walk forward and into Block A, and kill the Brute Splicer waiting inside. 
Search the cell on the left to find the Audio-Diary (Murphy-A Generous 
Offer) on the floor then exit. From here you can hack the controls to the room,
but we still aren't finished searching. Move back to the door to the Security
Tower and insert $5 into the gated door to the left. Search the toilets and
melt the ice blocking the small hole. In the last toilet on the left is
the code for the door in the top part of the toilet if you want it. Enter the
hole in the wall and you'll be able to see Sinclair through the hole in the
wall ahead. 

Were ready to take on Sinclair, so head back to the door to the Security Tower
and summon Eleanor and a couple Security Bots, then enter the code and be ready
to kill him. He's a very powerful Alpha Series, so utilize Eleanor and the bots
to distract him while you launch grenades at him. When he is dead, enter the
tower and pick up the Audio-Diary (Warden Nigel Weir-Magic Sauce) on the desk, 
then use the final Power to the People machine on the wall. Start tossing out
some mini-turrets around the cell blocks and summon Eleanor and Security Bots
in preparation for the override. When you insert the key into the controls, it
will release all the prisoners housed in the cells, most of which are Alpha
Series. 

Fight your way down to the now unlocked door leading back to the Docking area
and follow your quest arrow if you get lost. Continue back to the docking
platform, and remember to summon Eleanor and more bots as they run out. When
you reach the Docking Platform, follow your arrow to the door leading to
"Therapy" after the short cutscene. Follow your arrow down the corridor and
enter the door on the left leading to "Recreational Therapy" when you reach it.
Kill the two Splicers in here and search the corpse on the couch in the back 
for an Audio-Diary (Harold Darby-Legs, Mouths, Arms, and Eyes). This is 
actually a hint at the key-code, but the paintings in here were most likely
thrown around during the fight, so just enter the key-code "4146" on the locked
door in here. Stock up in the room and hack the safe, then leave. 

Enter "Intensive Therapy" across from Recreational Therapy. Search the room for
the Audio-Diary (Dr. Edward Grimes-A Simple Question) hanging from one of the
small tables next to the bed, then hack the Security Camera in the next room. 
Exit back out into the hallway via the next door ahead, and turn left. Check
out the two unlabeled rooms on the right, then turn right at the sign leading
to the Pediatric Ward and the Administration Offices. Enter the door ahead and
pick up the Audio-Diary (Eleanor Lamb-Destructive Learning) off the crate and
pcik up the items on the shelf. Exit the room and head straight into the
Administrative Offices at the end after searching the two small unlabeled rooms
on the left.

Move into the office on the right and pick up the Audio-Diary (Augustus
Sinclair-Sacrifices) off the shelf in the back, then use an Auto-Hack dart
on the controls leading into the locked office near the stairs. If you don't
have an auto-hack dart, these door controls will be almost impossible to hack.
Pick up all the items on the desk in here, the leave and head downstairs. Kill
the Splicer and Alpha Series down here and collect the Audio-Diary (Andrew 
Ryan-A Stratagem for Sinclair) off the desk in the back. Search all the desks,
file cabinets, pneumos etc. in here for a ton of loot and items, then head
back to the hallway and enter the Pediatric Ward on the left.

Kill the Alpha Series in the back of the room and quickly hack the turret on
the left, then prepare for an ambush. Kill the Alpha Series, Brute Splicer, and
two or so Houdini Splicers that appear, then use the Call Button on the wall
to begin Eleanor's process of harvesting or rescuing the Little Sisters. Stick
around and watch her and you'll gain 10 ADAM for each Little Sister. Follow
your quest arrow back to the Docking Platform and enter the "Infirmary" 
directly across from the controls. Summon Eleanor and a couple bots before
entering.

Enter the door in the back and kill the couple of Splicers in here, then hack
the Security Camera in the back. Enter the door for Ward A to the left, then
enter the door to the immediate left and loot the office. Search all the
unlabeled cells in this hallway, and pick up the Audio-Diary (Wilson-Such
Freedom) off the bed in the last cell on the left. Enter "Ward A" on the
right.

Move all the way through the room to the door in the back, then make your way
down the tunnel and into the flooded room at the end. Kill the Houdini Splicer
in here and enter the door in the back. Kill the Splicer and Alpha Series
that attack in here, then enter the Quarantine Area ahead. Destroy the
turret to the right after the lights go out, then push the button for the
door controls (NOT the button in the middle of the column. If you push this
button, it will release four Alpha Series from the nearby cells). Jump into
the room the turret was in and pick up the Audio-Diary (Warden Nigel Weir-
My Prison) and use your very last Power to the People Machine in the game on
the wall. Exit, then move upstairs and enter "Surgery." Hack the camera in
here and hack the camera in the next room, and kill the Houdini Splicer as 
well. Hack the safe behind the counter in the back of the room, then enter the
door ahead. Kill the Splicers and Brute Splicer in the Autopsy room ahead and 
search the surrounding rooms for loot. Follow your quest arrow to the next room
and enter the Pediatric Ward when you reach it. 

This room is similar to the last one with the Little Sisters. You have to kill
all the enemies before Eleanor can deal with the Little Sisters below. You'll
be attacked by two Alpha Series and several Houdini and Leadhead Splicers. When
they are all dead, hit the call button at the bottom of the stairs in the back
and watch Eleanor do her thing. 

By the way, I forgot to mention to pick up the Audio-Diary (Dr. Edward Grimes-
Alleviating Pain) from the Autopsy Room to the right of the Pediatric Wing, and
the Audio-Diary (Dr. Edward Grimes- They Feel Pain) in the Surgery room 
underneath a set of X-rays on a table, so don't forget to grab those on your
way back. 

Follow your quest arrow all the way back to the Docking Platform and summon
security bots and Eleanor on the way. Follow the arrow up to the big window
leading to the boat and watch Eleanor boil the water. Get ready to defend 
yourself in the final battle of the game. There will be a ton of Houdini 
Splicers, Brute Splicers, and Alpha Series, so have a couple bots handy and
toss some mines and mini-turrets down. Hold the enemies off until Eleanor
can boil the water, then Summon her when she prompts you to. Make sure you
are stocked and ready to go before approaching the window, and spend any extra
ADAM at the Gatherer's Garden on the second floor. 

When Eleanor says she is done boiling the water, immediately summon her and
use the controls on the second floor. The docking platform will start to flood,
and you'll have to quickly bust open the two large water pipes to the left and
right of the controls. Use grenades to quickly smash the glass. As soon as both
pipes are broken, the room will flood and Eleanor will tell you to run to
the elevator. Quickly swim to the elevator to the left and join Eleanor in
the Escape elevator to end the game. Congratulations, you've just completed
Bioshock 2. You'll receive the achievements "Heading to the Surface" and
"Escape" regardless of your actions in the game. Depending on how you treated
the Little Sisters and the three choice characters in the game, your ending
will be different, so sit back, relax, and enjoy the finale. 




_______________________________________________________________________________
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		 __. ,             __          .                
		(__ -+- _ ._.  .  /  ` _ ._  _.|. . __* _ ._  __
		.__) | (_)[  \_|  \__.(_)[ )(_.|(_|_) |(_)[ )_) 
 		             ._|                                
				  .  .
				  \  /
				   \/ 
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SPOILERS- PLEASE DO NOT READ IF YOU DO NOT WANT TO KNOW THE GAME ENDINGS! JUST
SCROLL PAST THIS SECTION AND IGNORE IT!














As I'm sure you have figured out by now, your actions in Rapture affect the
ending of the game. How you treat the Little Sisters and the three choice
characters will change the outcome of the game. Here is an explanation of each
possible ending and how to attain them. Obviously, this section contains 
very detailed SPOILERS, so do not read this section if you want the ending to
be a surprise. 


Harvest or Rescue the Little Sisters
------------------------------------

If you rescue all Little Sisters, you get the GOOD ENDING.

If you harvest one Little Sister and rescue the rest, you get the CHOICE 
ENDING, which allows you to choose your fate at the end.

If you harvest all Little Sisters, you get the BAD ENDING.


Eleanor
-------

If you rescue all Little Sisters, you get the GOOD ELEANOR.

If you harvest at least one or all Little Sisters, you get the BAD ELEANOR.


Grace, Stanley, and Gil
-----------------------

(Good Eleanor) If you spare Grace, Stanley, and Gil, Sofia Lamb LIVES.

(Good Eleanor) If you spare two of the three characters, Sofia Lamb LIVES.

(Good Eleanor) If you kill Grace, Stanley, and Gil, Sofia Lamb DIES. 

(Bad Eleanor) If you spare Grace, Stanley, and Gil, Sofia Lamb LIVES.

(Bad Eleanor) If you spare two of the three characters, Sofia Lamb DIES.

(Bad Eleanor) If you kill Grace, Stanley, and Gil, Sofia Lamb DIES. 


On top of each ending, Eleanor's radio messages, actions, and behavior is
dramatically different depending on your choices. Sofia Lamb's and Augustus
Sinclair's radio messages also change depending on your actions. 

The final scene of the game ending also changes depending on your actions,
specifically Eleanor's speech in regards to the Good or Bad Eleanor and if
Sofia Lamb lives or dies. 





_______________________________________________________________________________
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				.        ,    
				|   * __-+- __
				|___|_)  | _) 

				   .  .._.
				   \  / | 
				    \/ _|_
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+------------+
|            |
|A. Plasmids |
|            |
+------------+ 

Here is a list of all Plasmids in the game and their locations/ADAM cost.


1. Telekinesis- Atlantic Express Depot (Jet Postal Office)
2. Telekinesis 2- Pauper's Drop (Purchase for 100 ADAM)
3. Telekinesis 3- Inner Persephone (Purchase for 250 ADAM)

4. Incinerate!- Ryan Amusements (Purchase for 90 ADAM)
5. Incinerate! 2- Siren Alley (Purchase for 120 ADAM)
6. Incinerate! 3- Fontaine Futuristics (Purchase for 200 ADAM)

7. Decoy- Pauper's Drop (Purchase for 60 ADAM)
8. Decoy 2- Fontaine Futuristics (Purchase for 100 ADAM)
9. Decoy 3- Fontaine Futuristics (Purchase for 120 ADAM)

10. Electro Bolt- Adonis Luxury Resort (Plasmid Therapies)
11. Electro Bolt 2- Pauper's Drop (Purchase for 120 ADAM)
12. Electro Bolt 3- Fontaine Futuristics (Purchase for 225 ADAM)

13. Hypnotize- Pauper's Drop (Limbo Room)
14. Hypnotize 2- Siren Alley (Purchase for 120 ADAM)
15. Hypnotize 3- Fontaine Futuristics (Purchase for 160 ADAM)

16. Cyclone Trap- Pauper's Drop (Purchase for 60 ADAM)
17. Cyclone Trap 2- Siren Alley (Purchase for 100 ADAM)
18. Cyclone Trap 3- Dionysus Park (Purchase for 140 ADAM)

19. Insect Swarm- Siren Alley (Purchase for 60 ADAM)
20. Insect Swarm 2- Dionysus Park (Purchase for 100 ADAM)
21. Insect Swarm 3- Fontaine Futuristics (Purchase for 130 ADAM)

22. Scout- Siren Alley (Purchase for 40 ADAM)
23. Scout 2- Fontaine Futuristics (Purchase for 60 ADAM)

24. Winter Blast- Pauper's Drop (Purchase for 60 ADAM)
25. Winter Blast 2- Siren Alley (Purchase for 100 ADAM)
26. Winter Blast 3- Fontaine Futuristics (Purchase for 200 ADAM)

27. Security Command- Siren Alley (Maintenance Area)
28. Security Command 2- Dionysus Park (Purchase for  75 ADAM)
29. Security Command 3- Fontaine Futuristics (Purchase for 100 ADAM)

30. Summon Eleanor- Persephone (A gift from Eleanor)





+---------------+
|               |
|B. Gene Tonics |
|               |
+---------------+ 

Here is a list of all Gene Tonics in the game, in alphabetical order.


Engineering Tonics (19)

___ 1. Careful Hacker- The hacking needle moves slightly slower.
___ 2. Careful Hacker 2- The hacking needle moves slower.
___ 3. Deadly Machines- Your hacker Security Bots and turrets do more damage.
___ 4. EZ-Hack- Hacking success zones become a little longer. 
___ 5. Hacker's Delight- Every time you hack something, you gain a little
Health and EVE.
___ 6. Hacker's Delight 2- Every time you hack something, you gain a little 
more health and EVE.
___ 7. Handyman- Repair (and name) friendly Security Bots and Turrets by
interacting with them. 
___ 8. Hardy Machines- Hacking a Turret or Security Bot raises its max health.
___ 9. Hurried Hacker- Landing in a blue bonus zone ends a hack instantly.
___ 10. Machine Buster- Increases damage you deal to Security Cameras, Security
Bots, and Turrets.
___ 11. Quik-Hack- Hacking has fewer stages.
___ 12. Security Evasion- Security Cameras and Turrets take longer to see you.
___ 13. Short Circuit- Your electrical attacks disable security devices much
longer.
___ 14. Short Circuit 2- Your electrical attacks disable security devices
permanently.
___ 15. Shorten Alarms- Reduces duration of Security Camera alarms.
___ 16. Shorten Alarms 2- Further reduces duration of camera alarms.
___ 17. Thrifty Hacker- Hacked vending prices are even cheaper.
___ 18. Vending Expert- Reduces prices in vending machines.
___ 19. Vending Expert 2- Further reduces prices in vending machines.


Combat Tonics (23)

___ 1. Armored Shell- Reduces all physical damage.
___ 2. Armored Shell 2- Further reduces all physical damage.
___ 3. Arms Race- You are able to salvage more ammunition from bodies and 
containers.
___ 4. Damage Research- Increases the value of the Damage Bonuses from 
research.
___ 5. Drill Lurker- Quiets your footsteps, and increases damage from melee
attacks on unaware opponents, especially with the Drill Swing.
___ 6. Drill Power- Your Drill does more damage when you spin or swing it.
___ 7. Drill Power 2- Your Drill does even more damage when you spin or swing
it.
___ 8. Drill Specialist- Significantly decreases cost of Plasmids, but limits
weapon selection to the Drill, Hack Tool, and Research Camera.
___ 9. Drill Vampire- You gain small amounts of health and EVE when inflicting
damage with the Drill.
___ 10. Electric Flesh- You take no damage from electricity. You deal more
damage when you use electrical attacks.
___ 11. Electrical Storm- You emit a burst of electricity when struck by
melee attacks, shocking all around you.
___ 12. Elemental Sponge- When you are damaged by elemental attacks, you gain a
small amount of EVE.
___ 13. Elemental Storm- You emit a random burst of fire, ice, or electricity
when struck by melee attacks, damaging all around you.
___ 14. Elemental Vampire- Your Level 3 elemental streams siphon off health
from your enemies.
___ 15. Extended Reel- Research sessions last a bit longer.
___ 16. Fire Storm- You emit a burst of fire when struck by melee attacks,
damaging all around you.
___ 17. Freezing Drill- You freeze enemies for longer, and all Drill attacks
have a chance to freeze the target.
___ 18. Headhunter- Your head-shots so more damage.
___ 19. Ice Storm- You emit a burst of ice when struck by melee attack with a
chance to freeze foes.
___ 20. Keen Observer- Increases Research Bonuses, allowing you to progress
faster at research.
___ 21. Keen Observer 2- Increases Research Bonuses even more, allowing you
to progress faster at research.
___ 22. Natural Camouflage- When standing still, you become invisible.
___ 23. Walking Inferno- You take less damage from fire and inflict more damage
when you use fire. 


Physical Tonic (13)

___ 1. Booze Hound-Drinking alcohol restores a small amount of EVE, rather than
draining it.
___ 2. Cure All- Health Stations also refill your EVE.
___ 3. Demanding Father- Little Sisters gather ADAM more quickly.
___ 4. EVE Expert- You can carry one more EVE Hypo.
___ 5. EVE Link- First Aid Kits also give you EVE.
___ 6. EVE Saver- Plasmids use less EVE.
___ 7. EVE Saver 2- Plasmids use even less EVE.
___ 8. Extra Nutrition- You gain a little extra health from snacks and 
bandages.
___ 9. Fountain of Youth- Standing in water slowly restores health and EVE.
___ 10. Medical Expert- You can carry one more First Aid Kit.
___ 11. Proud Parent- Your adopted Little Sisters gather slightly more ADAM.
___ 12. Scrounger- When searching containers or corpses, you can search again
to get different loot.
___ 13. Sports Boost- You move slightly faster.





+-----------------+
|                 |
|C. Audio-Diaries |
|                 |
+-----------------+ 

Here is a list of every Audio-Diary and their location. 


Adonis Luxury Resort (7)

___ 1. Attention Workers! ("Big Kate" O'Malley)-In the bathhouse near the
generator.
___ 2. Fitness (Rachelle Jacques)-Next to the locked sauna room.
___ 3. Return (Brigid Tenenbaum)-In the lobby near the courtyard.
___ 4. To My Daughter (Sofia Lamb)- Next to the lockers near the restrooms.
___ 5. They Called It Rapture (Mark Meltzer)- Lying on the floor of the
bathysphere room.
___ 6. Generation (Andrew Ryan)-On the bar in the Grand Foyer.
___ 7. Escape From Rapture (Sammy Fletcher)- Inside the bathysphere on the ocean
floor; search the body inside it.

-----------------------------------------------

Atlantic Express Depot (8)

___ 1. The Great Chain Rattles (Andrew Ryan)- In the repair room to the left of
Train Workshop 6A.
___ 2. Mr. Tape Recorder (Eleanor Lamb)- Behind the large fan as you ascend the
stairs from the flooded area. Use Telekinesis to obtain it.
___ 3. Just a Fad (Prentice Mill)- On the balcony of the Drafting Room on a
workbench.
___ 4. Ryan vs. Lamb: Reality (Sofia Lamb)- On the counter in the kitchen area
of the Cafeteria. 
___ 5. What Happened to the People? (Mark Meltzer)- Lying next to a mattress on
the floor in the corner of Workshop 6B.
___ 6. Know the Beast (Sofia Lamb)- On a table next to the large jammed 
mechanism in Workshop 6B.
___ 7. Improving on Suchong's Work (Gil Alexander)- In the office next to the
elevator.
___ 8. The Situation (Brigid Tenenbaum)- On a bench in the train station.

-----------------------------------------------

Ryan Amusements (19)

___ 1. Eleanor's Progress (Sofia Lamb)- On a crate next to the memorial with
candles.
___ 2. The Old Sheepdog (Carlson Fiddle)- In the Manager's office on a desk.
___ 3. Nina Carnegie (Volunteer)- Under the bench in the middle of the Rapture
Museum.
___ 4. Cutting Corners (Silas Bantam)- In the back right part of the Gift Shop
in a crate.
___ 5. Rapture is Deliverance (Sofia Lamb)- In the women's restroom at the 
bottom of the stairs in the Gift Shop. 
___ 6. Eat Dog (Eleanor Lamb)- In the wagon where Eleanor has left gifts for
you as you enter the El Dorado Lounge.
___ 7. "Child" and Guardian (Mark Meltzer)- On the table to the left of the
stage in the El Dorado Lounge.
___ 8. Escape Plan (Carlson Fiddle)- Next to the Gather body in the maintenance
room with the turret.
___ 9. You, Me, and 1959 (Nina Carnegie)- On a desk in the control booth for 
the Journey to the Surface ride. 
___ 10. Lamb the Problem, Sinclair the Solution (Andrew Ryan)- On a stack of
crates as you follow the tracks for the Journey to the Surface ride.
___ 11. Truth is in the Body (Sofia Lamb)- On a workbench in the maintenance
hallway for the Journey to the Surface ride.
___ 12. Deterioration (Nina Carnegie)- Next to the corpse surrounded by candles
on the hidden walkway. Jump on the large hand in the employees only room to
reach it.
___ 13. Dating Tip (Devin LeMaster)- On a shelf in the previously locked
storage room.
___ 14. Doctor Lamb (Mike Novak)- Smash the boards blocking the room to get
this diary, which is on a mattress. 
___ 15. Working for Sinclair (Stanley Poole)- In the room with the Power to the
People machine, next to the Circus of Values vending machine.
___ 16. A Father's Love (Gil Alexander)- In the Hall of the Future, on a crate
around the corner from the Gatherer's Garden. 
___ 17. Efficacy (Andrew Ryan)- In the maintenance room in an open file cabinet
drawer. 
___ 18. Disappeared (Grace Holloway)- Melt the ice in the fountain as you head
back to the train station.
___ 19. Wooden Nickels (Augustus Sinclair)- In the locked room Sinclair
emerges from when he boards the train. 

-----------------------------------------------

Pauper's Drop (21)

___ 1. Ryan vs. Lamb: Religious Rights (Sofia Lamb)- In the flower shop across
from the Security Camera, on a counter.
___ 2. Better Times with Lamb (Grace Holloway)- On the roof of the flower shop.
___ 3. Wrong Side of the Tracks (Augustus Sinclair)- In the office in the
Sinclair Deluxe tenements.
___ 4. The End of the Line (Prentice Mill)- Near the memorial in the Town 
Square to the left.
___ 5. Therapy with Grace 1 (Sofia Lamb)- Across from the Pawn Shop, in a room
on a shelf to the right.
___ 6. Clinic Code at the Fishbowl (Tobias Riefers)- Leaning against the wall
underneath the keypad for the Clinic.
___ 7. Arrangements (Sofia Lamb)- Leaning against the Sister Vent at the prayer
site for the Splicers.
___ 8. Camera in Hack (Rock Flanagan P.I.)- In Rock Flanagan's office on his
desk. 
___ 9. Blood and Lamb (Mark Meltzer)- In the room you must hack to get inside,
on a counter. 
___ 10. Sunday Services (Jackie Rodkins)- On the floor near the body in the
apartments. 
___ 11. Pauper's Drop (Andrew Ryan)- In a small room to the left on the roof of
the Pharmacy.
___ 12. Mole (Stanley Poole)- In the small alcove in the Market, about halfway 
down the hall. 
___ 13. Closing the Limbo Room (Grace Holloway)- On the dresser in Grace's room
in the Limbo Room. 
___ 14. A Gift from Lamb (Grace Holloway)- In Sinclair Deluxe tenements in
apartment 106, on the bathroom floor. 
___ 15. Profit Coming, Profit Going (Augustus Sinclair)- In Sinclair Deluxe
tenements, across the broken floor, leaning against a crate.
___ 16. The Butterfly (Gideon Wyborn)- In the butterfly room in Sinclair Deluxe
tenements. 
___ 17. What a Snap (Elliot Nelson)- Leaning against the crate on the balcony
of the tenements.
___ 18. Barbarism (Eleanor Lamb)- Underneath Eleanor's bed in Grace's 
apartment. 
___ 19. Failing Lamb (Grace Holloway)- On Grace's bed in her apartment bedroom.
___ 20. Where has Harry Gone? (Gloria Parson)- In apartment 215, on a shelf 
next to the turret in the back. 
___ 21. Field Trial #1 (Leo Hartwig)- Search the body of the Brute Splicer on 
your way back to the train station. You must kill the Brute to obtain it. 

-----------------------------------------------

Siren Alley (20)

___ 1. A Silent God (Father Wales)- On the wall to the left as you enter Little
Eden Plaza. It is surrounded by candles.
___ 2. Misbehaving (Eleanor Lamb)- Inside the Poisoned Apple on the bar. 
___ 3. The Rumbler (Gil Alexander)- In a pile of ice inside a bathroom.
___ 4. Plasmid Shipment (Jamie Byass)- In the Mermaid Lounge on a table in the
turret/slot machine room. 
___ 5. Farther to Fall (Augustus Sinclair)- Next to the Power to the People
machine in the Mermaid Lounge.
___ 6. Lamb's Salvation (Father Wales)- In the Maintenance Area next to the
locked door. 
___ 7. "Father Simon Wales" (Daniel Wales)- In the Pink Pearl on a desk in a 
small room. 
___ 8. Double Standard (Dusky Donovan)- In the Pink Pearl, in a bedroom, on a
table with a record player. 
___ 9. Wales an' Wales (Daniel Wales)- In the Pink Pearl, in Daniel Wales' 
office. 
___ 10. The Date is the Code (Daniel Wales)- On the corpse of Daniel Wales 
after you kill him. 
___ 11. The Pair Bond Mechanism (Gil Alexander)- In Plaza Hedone, on the crates
next to the Gatherer's Garden.
___ 12. Bury Her Memory (Andrew Ryan)- In the apartment in Plaza Hedone, in the
kitchen, on the second floor. 
___ 13. Lamb's Operation (Mark Meltzer)- In the Smuggler's Hideout in Plaza
Hedone. 
___ 14. An Empty Niche (Frank Fontaine)- In Joe's Green Grocer, in the 
underground room in the flooded area.
___ 15. Guidance of Lamb (Father Wales)- In the Pump Station Access leaning
against the crates next to the door to the Pump Station.
___ 16. The Requirements of Utopia (Sofia Lamb)- In a watery corridor next to
Joe's Green Grocer, on a stack of crates. 
___ 17. Shackled to the Great Chain (Sofia Lamb)- Leaning against the wall in
the office in the Pump Station.
___ 18. Therapy with Grace 2 (Sofia Lamb)- In a file cabinet in Lamb's office,
to the left of the doorway leading to Father Wales.
___ 19. My Name is Eleanor (Eleanor Lamb)- In the very back of the bedroom of
the Little Sister Orphanage. 
___ 20. The Creed of the Faithful (Father Wales)- On the alter in the room with
Father Wales. 

----------------------------------------------

Dionysus Park (15)

___ 1. Patronage (Stanley Poole)- In Basement Storage among debris in the
center of the room. 
___ 2. A Gift from Billy (Billy Parson)- In Basement Storage, at the bottom of
the steps past the door. 
___ 3. Lamb's Time is Over (Andrew Ryan)- in the locked key-code room with the
Power to the People machine. 
___ 4. Lamb's Idea of Art (Andrew Ryan)- On the statue to the left in the room
to the left as you leave Basement Storage.
___ 5. Lost and Found (Mark Meltzer)- In the small area in the center of the
Carousel. 
___ 6. Dionysus Park ("Big Kate" O'Malley)- In Lamb's Garden near the steps.
___ 7. Lamb Flouts the System (Stanley Poole)- In the center of the room at
the foot of the two large intertwined statues. 
___ 8. Learning Poker (Sofia Lamb)- Inside Triton Cinema, inside the locked
room in the Lounge. 
___ 9. A Secular Saint (Gil Alexander)- In the room behind the stage in the
Triton Cinema. 
___ 10. A Spy (Sofia Lamb)- On the balcony of Triton Cinema overlooking the
stage. 
___ 11. Growing Up (Gil Alexander)- Among the debris in the hallway of the
Triton Cinema leading to the Projection Room. 
___ 12. The Voice of the Self (Sofia Lamb)- In the Promenade, on the piano. 
___ 13. Falling Into Place (Frank Fontaine)- In the corner of Imago Fine Arts
in a pile of ice. 
___ 14. Gotta Keep it Together (Stanley Poole)- In the back of the J. Fischer 
Gallery on the floor next to the tonic.
___ 15. A Plan (Stanley Poole)- In the locked control booth after you confront
Stanley. 

----------------------------------------------

Fontaine Futuristics (17)

___ 1. Alone at Last (Andrew Ryan)- On a stack of boxes labeled "Seized" after
you leave the train station. 
___ 2. Means of Control (Sofia Lamb)- On the couch as you enter the foyer for
Fontaine Futuristics. 
___ 3. A New Cognitive Model (Sofia Lamb)- In the Plasmid Laboratories, on the
operating table near the corpse. 
___ 4. Life After Sisterhood (Eleanor Lamb)- On the second floor of the foyer
next to the Sister Vent. 
___ 5. Prototype (Gil Alexander)- In the locked keypad room in the Plasmid 
Theatre. 
___ 6. Source of Volunteers (Gil Alexander)- In the conference room in the
small room to the left. 
___ 7. Goodbye to Fontaine (Frank Fontaine)- Next to the secret wall full of
safes, leaning against the crates. 
___ 8. Abort the Experiment (Gil Alexander)- In the Lab Airlock corridor on a
file cabinet, near the Gene Bank. 
___ 9. Outlived Usefulness (Gil Alexander)- On the control panel in the
Pacification Showers. 
___ 10. Meltzer's Choice (Sofia Lamb)- In the Live Test Facility, on the body
of the Big Daddy that used to be Mark Meltzer (you must kill him first). 
___ 11. Solving for X (Gil Alexander)- Under the circuit breaker
___ 12. Gil's Place in the Plan (Sofia Lamb)- On a crate next to the Gatherer's
Garden in the ADAM Research Lab. 
___ 13. Betrayal (Andrew Ryan)- In the Holding Cells in a pile of ice. 
___ 14. Goodbye Dr. Alexander (Eleanor Lamb)- In the Live Test Facility, next
to the Sister Vent. 
___ 15. Big Sister (Gil Alexander)- Next to the Power to the People Machine on
the wall. 
___ 16. The People's Daughter (Sofia Lamb)- In the room with the elevator
leading to Lamb's hideout. 
___ 17. Agnus Dei (Gil Alexander)- In a small cubby that is revealed after the
radio message is done playing from Gil Alexander. 

----------------------------------------------

Persephone (5)

___ 1. Selling Ryan Short (Augustus Sinclair)- Next to the Sister Vent in the
first examination room. 
___ 2. Withholding Visitation (Sofia Lamb)- On a chair in Lamb's office.
___ 3. Blessing in Disguise (Eleanor Lamb)- In a helmet next to the large
statue that three people are admiring. 
___ 4. Behind Mother's Back (Eleanor Lamb)- On the table next to the statue of
Stanley and Delta.
___ 5. Freeing Father (Eleanor Lamb)- Underneath Eleanor's bed in the 
Quarantine room. 

----------------------------------------------

Inner Persephone (17)

___ 1. Out with the Old... (Warden Nidel Weir)- In the Security Office, on the
desk. 
___ 2. The Definition of Despair (Thomas)- On a table in the back of the
Cafeteria, next to a corpse. 
___ 3. A Trade (Dodge)- In a cell in Block D behind the turret. 
___ 4. No More Hope Left (Parson)- On a corpse of a Splicer that hung himself
in Cell Block B.
___ 5. First Two Digits (Mattson)- In a cell in Cell Block D in the toilet.
___ 6. A Simple Question (Dr. Edward Grimes)- In the Intensive Treatment Room
of the Therapy Wing, hanging from the ceiling. 
___ 7. Legs, Mouths, Arms, and Eyes (Harold Darby)- On the corpse in the
Recreational Therapy arts room. 
___ 8. Sacrifices (Augustus Sinclair)- In the Therapy Wing in the 
Administrative Offices. 
___ 9. Destructive Learning (Eleanor Lamb)- In a small room in the Therapy
Wing to the right of the signs for the Pediatric Wing. 
___ 10. A Stratagem for Sinclair (Andrew Ryan)- In the basement of the
Administrative Offices. 
___ 11. Such Freedom (Wilson)- In the Infirmary in the last cell on the left.
___ 12. They Feel Pain (Dr. Edward Grimes)- In the Surgery room on a table 
under a set of X-rays. 
___ 13. My Prison (Warden Nigel Weir)- Next to the Power to the People machine
with the turret. 
___ 14. Alleviating Pain (Dr. Edward Grimes)- In the Autopsy Room in a sink.
___ 15. Magic Sauce (Warden Nigel Weir)- Inside the Watch Tower in the
Holding Cell area, where Sinclair is hiding. 
___ 16. Last Two Digits (Connor)- In a hole in the wall in a cell in Cell Block
A. 
___ 17. A Generous Offer (Murphy)- In the cell with the hole in the wall in 
Cell Block A. 





+------------+
|            |
|D. Research |
|            |
+------------+ 

Here is a list of research levels and their rewards for each Splicer, Big
Daddy, Big Sister, and security systems. 


Thuggish Splicer

Research Level 1: Increased Damage 
Research Level 2: Increased wallet cap
Research Level 3: Increased Damage 
Research Level 4: Gene Tonic (Scrounger)

Leadhead Splicer

Research Level 1: Increased Damage 
Research Level 2: Slower security response 
Research Level 3: Increased Damage 
Research Level 4: Gene Tonic (Thrifty Hacker)

Houdini Splicer

Research Level 1: Increased Damage 
Research Level 2: Easier chance of seeing a Houdini when they are teleporting 
Research Level 3: Increased Damage 
Research Level 4: Gene Tonic (Natural Camouflage)

Spider Splicer

Research Level 1: Increased Damage 
Research Level 2: Use of Spider Splicer organs as First Aid Kits 
Research Level 3: Increased Damage 
Research Level 4: Gene Tonic (Fountain of Youth)

Brute Splicer

Research Level 1: Drill Dash 
Research Level 2: Increased melee damage 
Research Level 3: Increased Damage 
Research Level 4: Gene Tonic (Armored Shell 2)

Big Daddy

Research Level 1: Increased Damage 
Research Level 2: increased Drill Damage 
Research Level 3: Increased Damage 
Research Level 4: Gene Tonic (Arms Race)

Big Sister

Research Level 1: Increased maximum EVE capacity
Research Level 2: Free health restoration after gathering ADAM 
Research Level 3: Increased maximum EVE capacity
Research Level 4: Gene Tonic (Drill Vampire)

Security Systems

Research Level 1: Increased Damage 
Research Level 2: Double ammo on destroyed Security 
Research Level 3: Increased Damage 
Research Level 4: Gene Tonic (Deadly Machines)



+----------------+
|                |
|E. Achievements |
|                |
+----------------+ 

This is a great site to read all information on XBox 360 achievement, which
also apply to the PC and PS3 version of Bioshock 2.


http://www.xbox360achievements.org/game/bioshock-2/achievements/

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Thanks for reading my guide, and I hope you enjoyed playing Bioshock 2.