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    FAQ/Walkthrough by TheCrimsonOmen

    Version: 0.10 | Updated: 08/31/07 | Printable Version | Search This Guide

    ===============================================================================
    
    
                                  BIOSHOCK WALKTHROUGH
                           by Chris Vig (chris.vig@gmail.com)
    
    
               "I'm Andrew Ryan and I'm here to ask you a question:
                is a man not entitled to the sweat of his own brow?
    
                No, says the man in Washington. It belongs to the poor.
                No, says the man in the Vatican. It belongs to God.
                No, says the man in Moscow. It belongs to everyone.
    
                I rejected those answers. Instead, I chose something
                different. I chose the impossible. I chose...
    
                RAPTURE.
    
                A city where the artist would not fear the censor. Where
                the scientist would not be bound by petty morality. Where
                the great would not be constrained by the small. And
                with the sweat of your brow, Rapture can become your
                city as well."
    
               - Andrew Ryan, founder of Rapture
    
    
    ===============================================================================
       i. TABLE OF CONTENTS [c00s01]
    ===============================================================================
    
    This file is a walkthrough/game guide/reference for the video game BioShock. It
    contains an explanation of the basic game concepts, a complete walkthrough of 
    the game, tips and notes, and lists of all the audio-diaries, plasmids, gene
    tonics, little sisters, research rewards, craftable items, and weapons upgrades
    available in the game.
    
    To quickly skip to the section you want to read, press Ctrl-F (or whatever the 
    keystroke is for the search function in your browser) and type the code for
    that section - this will quickly take you there.
    
    i. Table of Contents....................................................c00s01
    ii. Version History.....................................................c00s02
    iii. Copyright Information..............................................c00s03
    iv. Contact Information.................................................c00s04
    v. Acknowledgements.....................................................c00s05
    1. Introduction.........................................................c01
    2. Basic Game Concepts..................................................c02
       a. Game Controls.....................................................c02s01
       b. Status Menu.......................................................c02s02
       c. Death.............................................................c02s03
       d. Items.............................................................c02s04
       e. Money.............................................................c02s05
       f. ADAM/Little Sisters/Big Daddies...................................c02s06
       g. Machines..........................................................c02s07
       h. Audio Diaries.....................................................c02s08
       i. Denizens of Rapture...............................................c02s09
       j. Weapons...........................................................c02s10
       k. Custom Ammo.......................................................c02s11
       l. Weapon Upgrading..................................................c02s12
       m. Plasmids..........................................................c02s13
       n. Gene Tonics.......................................................c02s14
       o. Inventing.........................................................c02s15
       p. Researching Enemies...............................................c02s16
       q. Security System...................................................c02s17
       r. Hacking...........................................................c02s18
    3. Walkthrough..........................................................c03
       a. Plane Crash.......................................................c03s01
       b. Welcome to Rapture................................................c03s02
       c. Medical Plaza.....................................................c03s03
       d. Neptune's Bounty..................................................c03s04
       e. Smuggler's Hideout................................................c03s05
       f. Arcadia...........................................................c03s06
       g. Farmer's Market...................................................c03s07
       h. Arcadia Pt. 2.....................................................c03s08
       i. Fort Frolic.......................................................c03s09
       j. Hephaestus........................................................c03s10
       k. Rapture Control...................................................c03s11
       l. Olympus Heights...................................................c03s12
       m. Apollo Square.....................................................c03s13
       n. Point Prometheus..................................................c03s14
       o. Proving Grounds...................................................c03s15
       p. Endgame...........................................................c03s16
    4. Tips and Notes.......................................................c04
    5. Frequently Asked Questions...........................................c05
    6. Reference............................................................c06
       a. List of Audio-Diaries.............................................c06s01
       b. List of Plasmids..................................................c06s02
       c. List of Gene Tonics...............................................c06s03
       d. Little Sister Locations...........................................c06s04
       e. Weapon Upgrade Locations..........................................c06s05
       f. Research Rewards..................................................c06s06
       g. Inventable Items..................................................c06s07
    7. Achievement Information..............................................c07
    8. Conclusion...........................................................c08
    
    ===============================================================================
       ii. VERSION HISTORY [c00s02]
    ===============================================================================
    
    0.1 - 8/24/07 - First version of guide. Completed introduction, basic game
     concepts section, and walkthrough up to the end of the Medical Pavilion
     level. Tips and reference section still under construction. Information which
     still needs to be added is indicated by the {} curly braces.
    0.2 - 8/25/07 - Fixed some content errors and spelling and grammar mistakes in
     version 0.1. Continued walkthrough to the end of the Neptune's Bounty level.
     Began adding reference information, including audio diaries, plasmids, gene
     tonics, and little sisters locations.
    0.3 - 8/25/07 - Finished walkthrough to the end of the Arcadia level. Added a
     ton of extra reference information. Corrected some errors in version 0.2.
     Began adding weapon upgrade locations and research rewards to reference
     section. Began adding inventable items information.
    0.4 - 8/26/07 - Added clarifying information about big daddy/little sister
     locations. Finished walkthrough to the end of the Arcadia Pt. 2 level. Added
     a lot of new reference information. Corrected some errors from version 0.3.
     Changed some formatting and added some information to the top of the file.
    0.5 - 8/27/07 - Fixed some errors and formatting. Reorganized the plasmid and
     gene tonic lists according to HOW they are obtained, not WHERE. Completed the
     research rewards section and added achievement information. Finished the
     walkthrough to the end of the Fort Frolic level. Added some more reference
     information.
    0.6 - 8/27/07 - Completed walkthrough to the end of the Rapture Control level.
     Added some content suggested by readers and clarified a few things. Added some
     more reference information. Thanks to everyone who's sent suggestions - keep 
     them coming.
    0.7 - 8/28/07 - Fixed some spelling and content errors in 0.6. Added frequently
     asked questions section to deal with some of the more common questions I've
     been getting. Added some tips and other content from readers. Reworded
     explanation of big daddy/little sister spawn system. Completed walkthrough
     to the end of the Olympus Heights level.
    0.8 - 8/29/07 - Minor update, completed walkthrough to the end of Apollo Square
     and added some minor odds and ends. I'm hoping to have the guide completely
     finished by this weekend.
    0.9 - 8/30/07 - Added some content suggested by readers. Added Xbox 360 
     achievement information section. Completed all reference section information.
     Completed walkthrough to the end of Point Prometheus. Added a few other minor
     items.
    0.10 - 8/31/07 - Completed walkthrough. Added a few odds and ends and some
     reader-suggested content. The guide is now pretty much finished, but I'm going
     to play through the game again this weekend exactly as I have it in the guide
     to make sure that there are no errors and that I haven't missed anything.
    
    ===============================================================================
       iii. COPYRIGHT INFORMATION [c00s03]
    ===============================================================================
    
    This guide is copyright 2007 by Christopher Vig. No part of it may be
    copied, used, or incorporated into any other guide. If I find it used in this
    way without permission I will request that your file be removed, and if it is
    not I will take legal action under the DMCA law. However, this guide may be 
    freely reposted and transmitted so long as a) no money is charged for it, b) 
    the file is unmodified, and c) my name is still attached to it.
    
    I HAVE PUT A LOT OF TIME AND ENERGY WITHOUT ANY COMPENSATION INTO THIS GUIDE, 
    AND I WOULD APPRECIATE IT IF YOU RESPECT MY REQUESTS IN THIS SECTION.
    
    ===============================================================================
       iv. CONTACT INFORMATION [c00s04]
    ===============================================================================
    
    If you have any questions or comments about this guide or need something
    clarified, please e-mail me at chris.vig@gmail.com, or send me a message on
    Xbox Live (my gamertag is TheCrimsonOmen). You can also send me anything you
    think should be added and I will put it in (with credit to you). If you have a
    question about something, you might be able to get a quicker answer by checking
    the Frequently Asked Questions section (section 5).
    
    I don't ask for donations or anything like that, but if you found this guide
    useful or helpful it would be nice to get an e-mail letting me know my efforts
    were appreciated.
    
    ===============================================================================
       v. ACKNOWLEDGEMENTS [c00s05]
    ===============================================================================
    
    I would like to thank...
    - my wife Hannah for putting up with me through all of this
    - 2K Games/Irrational for making such an awesome game
    - The United States Citizenship and Immigration Services for taking 3+ months
      to process my employment authorization application, leaving me with a LOT
      of free time to write game guides :P
    - Everyone who's e-mailed me with kind words about this guide, you are very
       much appreciated
    - Matthew P., LakotaSilver, Adam D., ghettomurph, crifer, Michael C., Preston
       W., and everyone else for explaining how to get into the secret room in the
       Tea Garden
    - Dan P. for a tip on dealing with Houdini splicers
    - NeoJedi Knight for clarifying how to get the Sander Cohen achievements
    - Jason for reminding me about the thin hacking puzzle tiles
    - Dominick P. for pointing out something about the Peach Wilkins encounter
    - Ian T. for a tip about melting barriers
    - TFGoose, Orchyboy, and Chenna for clarifying some things about big 
       daddy/little sister patrol routes
    - Brendan K. for a tip about the first big daddy fight
    - CodeHxr, Nitramuse, Tony B., Bruno H., Dee Rye, Cody M., and everyone else
       for some information about telekinesis, trapwires, and Kyburz's office
    - shadowsdieaway for his guide about the audio-diaries, which helped me find a
       couple I was having trouble locating
    - Torbjorn S. for a hacking tip
    - Shadrow for reminding me about an area I forgot way back in the Medical
       Pavilion (I haven't added this yet but I will in the next version)
    
    ===============================================================================
       1. INTRODUCTION [c01]
    ===============================================================================
    
    This is a walkthrough/guide for the game BioShock. It is based on the Xbox 360
    version of the game, but I'm assuming that most of it should be applicable for
    the PC version as well. Having clicked on this guide you probably already
    realize that it WILL include spoilers, but if not, this is your warning - turn
    back now.
    
    First, a little about the game - BioShock is a hybrid FPS game developed by 2K
    Boston/2K Australia studios (previously known as Irrational Games), released
    for the computer and Xbox 360 console in North America on August 21, 2007. It
    is currently the best-reviewed game ever for the Xbox 360, with a score of
    97/100 on Metacritic and 100% on Rotten Tomatoes. The game focuses on a secret
    underwater city named Rapture. It was created by a billionaire named Andrew
    Ryan, with the goal of creating a utopian society where the great and powerful
    would not be constrained by the poor, and where the world's elite could live
    without being bound by morality, government, or religion. The game begins with
    a plane crash into the ocean near the city's surface entrance. You, the lone
    survivor of the crash, take a submarine down to the city to search for help. As
    soon as you arrive, however, you realize that things have gone horribly,
    horribly wrong...
    
    This guide is divided into eight sections. Section 1 is the introduction, which
    you're reading now. Section 2 covers the basic concepts of the game that you'll
    need to know to survive in Rapture. Section 3 is a complete walkthrough of the
    game from beginning to end, which will explain exactly what you need to do in
    each level. Section 4 is a miscellaneous tips and notes section for things
    which don't fit into the other sections. Section 5 is a frequently asked
    questions section which answers some of the more common questions I've gotten
    about the game. Section 6 is a reference section which lists details about the 
    different weapons, powers, items, etc. you can obtain in Rapture. Section 7 is 
    an explanation of how to get all of the Xbox 360 achievements in the game.
    Section 8 is the conclusion.
    
    ===============================================================================
       2. BASIC GAME CONCEPTS [c02]
    ===============================================================================
    
    This section will explain the basic concepts of the game which you will need to
    know to survive in Rapture.
    
    == A. GAME CONTROLS [c02s01] ==================================================
    
       Left stick - move
       Click left stick - crouch
       Right stick - look
       Click right stick - zoom (if weapon allows it)
       X - reload/inject EVE (in plasmid mode)
       Y - jump
       B - use first aid	
       A - interact
       D-pad - change ammo
       Hold down right on D-pad - get a tip
       Left bumper - switch to plasmid mode/cycle through plasmids
       Hold down left bumper - bring up plasmid selection menu
       Right bumper - switch to weapon mode/cycle through weapons
       Hold down right bumper - bring up weapon selection menu
       Left trigger - use plasmid (in plasmid mode)
       Right trigger - fire weapon (in weapon mode)
       Back button - map/goals/radio/help menu
       Start button - game menu
    
    == B. STATUS MENU [c02s02] ====================================================
    
    BioShock includes a very full-featured status menu, which is used to access
    information about the game, your location, what you're supposed to be doing,
    etc. Note that if you're ever stuck and not sure what to do, you can hold down
    right on the D-pad for a few seconds, and the status menu will come up with a
    hint which usually explains exactly where you need to go and what you need to
    do. The status menu has several screens, which are cycled through by pressing
    RB and LB. These include...
    
    MAP - the map shows a map (duh) of the current level you are in, including
     points of interest like machines and quest goals. Areas you have not explored
     yet are greyed out, making it easy to see where you still need to look. It's
     almost always a good idea to explore as much of the city as you can, as you
     will usually find weapons, ammo, items, and even gene tonics and plasmids, not
     to mention audio diaries which greatly elaborate on the backstory of BioShock.
     Note, however, that some areas will occasionally be closed off to you, with no
     way to access them. This usually means that they will open up once you
     progress a little further in the storyline, so don't sweat it if you can't
     figure out how to get into an area.
    
    GOALS - the goals tab shows what you should be doing now. Don't be afraid to
     spend some time looking around and exploring the side areas, however.
    
    MESSAGES - this screen allows you to replay any of the radio messages you've
     received from the denizens of Rapture, as well as to replay any of the audio
     diaries that you've found.
    
    HELP - this screen contains help files on many of the items and game concepts
     in BioShock. The game has a context-sensitive help system which is very
     useful - position the reticle over the item you want help on and press the
     back key, and it will automatically take you to the appropriate help page.
    
    Note that your health and EVE are shown in the bars in the top left hand corner
    of the screen. Your current money and ADAM can be seen by pressing Start. The
    Start menu also shows how many little sisters there are in the current level,
    and what their status is (alive/rescued/harvested).
    
    == C. DEATH [c02s03] ==========================================================
    
    Unlike most FPS games, BioShock does not end if you die. In fact, there is
    almost no penalty for dying at all - instead you are simply reincarnated at the
    nearest Vita-Chamber machine, with all of your weapons, money, and items
    intact. All the damage you did to your enemies stays as well, so if you're
    having trouble with a boss or encounter you can just wear them down over
    several attempts. In my opinion, this makes the game almost a little TOO easy,
    but at least it saves you the aggravation of repeated reloads and retries.
    
    == D. ITEMS [c02s04] ==========================================================
    
    There are many useful items you can find and use throughout Rapture. You can
    get these off the ground, from containers, and from dead bodies, by putting the
    reticle over the item and pressing the A button. Items which you can pick up or
    interact with in some way will usually be highlighted - regular items in white
    and quest/story items in gold. The available items include...
    
    WEAPONS AND AMMO - self-explanatory.
    
    MONEY - used for machines. See the money section for more details.
    
    FIRST AID KITS - when used (by pressing the B button) these will return a large
     portion of your health. You can carry up to 9 of these at a time.
    
    EVE HYPOS - these are like first aid kits, except for EVE. They look like blue
     syringes. You use them by pressing X when you are in plasmid mode. Like the
     first aid kits, you can only carry 9 of them.
    
    AUTO-HACK TOOLS - these allow you to automatically hack an object, without
     having to do the pipe mini-game. You should save them for emergencies and
     exceptionally difficult to hack objects.
    
    FOOD/DRINK - there are several different types of food/drink available in
     Rapture. Unlike other items, these are consumed immediately as soon as you
     pick them up (you can't carry them around with you). Some of them increase
     health/EVE, some of them decrease them, some of them increase one and decrease
     the other. Press the back button with the reticle over the item if you're not
     sure what it does and the help screen will tell you. Usually the health/EVE
     bonus you gain is small compared to first aid kits/EVE hypos.
    
    RANDOM JUNK - after a while in Rapture you will begin picking up a lot of
     random items like rubber tubes, brass shell casings, batteries, etc. You can
     take these items to a U-invent machine to craft useful items like auto-hack
     tools and special ammunition.
    
    STORY ITEMS - you will occasionally need to collect items as a part of the
     game's storyline. The status menu shows you what you need to get and where it
     is.
    
    == E. MONEY [c02s05] ==========================================================
    
    The currency of Rapture is the dollar, and you will find plenty of it as you
    explore the city. Most of it comes from fallen enemies (press A to search their
    corpses), but it can also be found in containers and lying on the ground. You
    need money to use many of the machines located in Rapture (with the exception
    of the genetics-related machines, which either cost ADAM or are free of charge,
    and the Power to the People machine, which is free but can only be used once).
    
    == F. ADAM/LITTLE SISTERS/BIG DADDIES [c02s06] ================================
    
    Purchasing genetic upgrades from a Gatherer's Garden requries ADAM, a form of
    genetic material which is harvested from corpses by little sisters. Each little
    sister has a big daddy which follows her around and protects her. Before you
    can approach the little sister, you have to kill her protecting big daddy. Once
    you do, walk up to her - the game will give you the option to either rescue or
    harvest her. Harvesting kills the little sister, but nets you 160 ADAM.
    Rescuing her only gets you 80 ADAM, but as compensation, Tenenbaum will
    occasionally send along care packages for you which include ADAM and some other
    useful items. The choice is yours, and will have gameplay and storyline
    consequences down the road.
    
    The big daddies and little sisters have a rather complicated spawn system which
    is worth explaining to prevent confusion. Basically each level has several
    patrol routes where the little sisters may be found. There will ALWAYS be a big
    daddy somewhere along the patrol route - they quickly respawn after you kill
    them, even if all the little sisters in the level are dead. They may or may not
    have a little sister with them when you encounter them. If they do not, they
    will eventually go to one of the little sister holes in the wall and bang on it
    to summon a little sister. The big daddy/little sister will then patrol for a
    while, and the little sister will eventually crawl back into the wall. The big
    daddy will then start wandering the area again, and eventually head back to a
    little sister hole to summon another little sister.
    
    Each level has a set number of little sisters (from 0 to 3) that you can kill.
    The big daddies will be able to summon the little sisters until you have 
    harvested the number alotted for that level, and then no more will come out
    when they bang on the holes (they'll keep trying, though).
    
    A simple (but time-consuming) way to easily find ALL of the little sisters for
    a level is to locate a big daddy patrol area, and just follow him until he
    summons a little sister. Kill the big daddy, harvest the little sister, and 
    then wait and listen in the same area for the big daddy to respawn. Find him 
    and repeat the process, and you should be able to get all of the little sisters
    for that level. NOTE THAT YOU MAY NOT FIND BIG DADDIES/LITTLE SISTERS IN THE
    SAME LOCATIONS AS NOTED IN THE WALKTHROUGH. If you find one somewhere radically
    different from the places noted in this guide please let me know.
    
    == G. MACHINES [c02s07] =======================================================
    
    There are several different types of machines that you will encounter in
    Rapture, each with a different function. Most of them require money to use. The
    different types of machines are...
    
    GENE BANKS - these can be used to change the plasmids and gene tonics you have
     equipped. They are fairly common, and you can usually find one shortly before
     an important boss fight or encounter. They cannot be hacked.
    
    GATHERER'S GARDEN - these special machines are fairly rare. They are used to
     purchase plasmids and gene tonics, as well as extra slots and other upgrades
     (like increasing your maximum health/EVE). They are unique because they only
     accept ADAM for payment. After you encounter a little sister you can usually
     find a GG machine nearby. They cannot be hacked.
    
    VENDING MACHINES - these sell all kinds of useful items like first aid kits,
     film, ammunition, EVE hypos, food, etc. You need money in order to use them.
     They can be hacked to lower their prices (hacking them will sometimes also
     unlock extra items for purchase).
    
    AMMO BANDITOS - these are like vending machines, but they only sell ammunition.
    
    VITA-CHAMBERS - when you die in Rapture, the game does not end - you are simply
     resurrected at the nearest Vita-chamber. Note that this isn't a
     checkpoint-type reload - everything you did before you died is still in place,
     INCLUDING the damage you've done to enemies. See the "death" section for more
     details. Vita-chambers are used automatically, you can't interact with them in
     any way.
    
    BOT SHUTDOWN PANELS - if you accidentally trigger an alarm, you can use these
     panels to turn it off and make the flying drones go away. This costs money
     (usually $20). Bot Shutdown panels cannot be hacked.
    
    HEALTH STATIONS - these stations completely replenish your health for a small 
     fee. Enemies can also use them, but you can hack them to make them poison your
     enemies (and heal you at a discount).
    
    POWER TO THE PEOPLE MACHINES - these rare machines will do one upgrade to one 
     of your weapons free of charge. However, they will then shut down and can 
     never be used again, so make sure you choose your upgrades wisely. These
     machines cannot be hacked.
    
    U-INVENT MACHINES - you will eventually start collecting random junk from 
     around Rapture. You can bring this stuff to a U-invent machine to create 
     useful gadgets like auto-hack devices, special ammunition, etc. Inventing an 
     item does not cost any money, but consumes the items used to create it.
     Hacking these machines reduces the number of items required to craft anything.
    
    == H. AUDIO DIARIES [c02s08] ==================================================
    
    Throughout your adventures in Rapture you will stumble across audio diaries
    left by the former inhabitants of the city. They are often hidden in 
    out-of-the-way locations, so they give you a little extra incentive to explore 
    the nooks and crannies of Rapture. After you find a diary, hold down the A 
    button for a few seconds to listen to it. These don't do much for the gameplay,
    but a LOT of the (extremely involved) storyline is filled in by these diaries, 
    so it's definitely worth your time to check them out. I'll try to note where 
    they all are in the walkthrough, but I can't guarantee that I've found them 
    all. If you find one I don't have listed here please shoot me an e-mail and 
    I'll add it.
    
    == I. DENIZENS OF RAPTURE [c02s09] ============================================
    
    You will encounter several different types of enemies on your exporations 
    through Rapture. Each type of enemy requires different strategies and is
    vulnerable to different types of ammunition. Also note that the enemies you
    encounter will become stronger as the game goes on, so a thug splicer you 
    encounter in Hephaestus will be much stronger than a thug splicer you encounter
    in the Medical Pavilion, for example. The enemies you will find in Rapture
    include...
    
    THUG SPLICERS - these humanoids are armed with melee weapons. They're not tough
     to deal with, just keep them at range and take them out with your guns. You
     can also stun them with electrical damage and club them to death with your
     wrench. Vulnerable to anti-personnel ammo.
    
    LEADHEAD SPLICERS - humanoids armed with firearms. These tend to be pretty
     spastic, so you'll have a good advantage if you can get the drop on them and
     go for a quick headshot. You can stun them with electricity, freeze them in
     place, or light them on fire to get them to stop shooting at you. These
     splicers seem to have many more hit points than the others. Vulnerable to
     anti-personnel ammo.
    
    NITRO SPLICERS - these are armed with explosives. They carry around boxes of
     grenades to throw at you, and can also use proximity mines. Use your
     telekinesis plasmid to throw their own explosives back at them. Otherwise you
     can just stay out of their throwing range and kill them with firearms. They
     also like to toss down a smoke bomb and run away if you get too close to them
     or do too much damage to them. Vulnerable to anti-personnel ammo.
    
    SPIDER SPLICERS - these splicers are pretty nasty. They move very quickly, can
     jump to incredibly heights, and can climb on walls/the ceiling. Their primary
     attack is melee, and they can also throw their sickle claws at you from a
     distance. Having the gene tonic which shocks enemies which touch you is
     useful, since it'll root them in place for a moment to let you damage them
     after they hit you. Fire attacks are also useful since they continue to damage
     for some time afterwards, meaning you don't have to keep them in the reticle
     while they're scrambling around. Vulnerable to anti-personnel ammo.
    
    HOUDINI SPLICERS - these splicers use plasmids to become invisible and
     teleport, making them incredibly annoying to fight. Their primary attack is a
     fire-based plasmid. Try to find a covered position and wait for them to 
     reappear, and then shoot them with firearms. Hacked security bots and turrets
     are very useful against these guys, since they seem to be able to track them
     even when they're invisible. They are also heavily armored against fire
     damage, which is the Houidini splicer's primary attack. Vulnerable to 
     anti-personnel ammo.
    
    BOSS SPLICERS - you will occasionally come across a boss splicer, which is a
     regular splicer which is tougher and deals more damage. These are usually
     characters involved in the storyline.
    
    BIG DADDIES - the Rosies or Bouncers, also known as the Big Daddies, are the
     charming fellows you see on the cover of the game. They usually appear while
     escorting around a litle sister, and are not hostile to you unless you attack 
     them or start pestering their little girl. Bouncers are the melee variety of 
     the big daddy, and are armed with gigantic drills. Rosies have rivet guns they
     shoot you with from a distance, and can also use proximity mines which land on
     the ground and explode when you come near. These are basically the toughest 
     enemies in the game, and require some preparation in order to fight 
     effectively. You'll need to base your game plan around what you have available
     to you in your surroundings - security systems, water, oil slicks, explosives,
     try to use everything you have against them. The good news is that, since you
     initiate combat against them, you will usually have a decent amount of time to
     set up your trap. Whatever you do, don't just go blindly rushing in with guns 
     blazing, as you will almost certainly be headed to the Vita-Chamber. 
     Armor-piercing and explosive ammo are the best to use against big daddies. If 
     all else fails, you can just let yourself die and keep rushing them from the 
     Vita-Chamber, since whatever damage you do to them before you die persists 
     after you die. Just wear them down over time. After you kill a big daddy and
     deal with the little sister, another one will usually appear to start looking
     for the little sister. You don't have to fight these, but you can kill them if
     you need the extra money. You can also temporarily convert them to protecting
     you with a plasmid power (see below). Vulnerable to armor-piercing and
     electrical ammo.
    
    ELITE BIG DADDIES - these start showing up later on in the game. They are
     basically just bigger, nastier versions of the rosies and bouncers you
     encounter earlier on - they don't require any special tactics other than what
     you would do with the normal big daddies.
    
    LITTLE SISTERS - little sisters cannot be approached or damaged until their 
     accompanying big daddy is dead. More details on them in the ADAM section.
    
    SECURITY BOTS - these are usually summoned by a security alarm, which goes off
     if you stand for too long in front of a security camera. They carry machine
     guns and will fly and follow you around. Thankfully they're not hard to deal
     with - armor-piercing and explosive ammo works very well against them. You can
     also "stun" them with electrical ammo, and then hack them so that they PROTECT
     you instead of attacking you. Bots will also follow you around until they are
     destroyed or deactivated, making them a nice helper for boss fights
     Vulnerable to armor piercing and electrical ammo.
    
    == J. WEAPONS [c02s10] ========================================================
    
    BioShock is an FPS game at its core, and you will have a wide variety of 
    weapons to select from throughout the game. To use your weapons you must enter 
    weapon mode by pressing RB. You can cycle through your weapons by pressing RB 
    again, or bring up a radial selection menu by holding down the right bumper. 
    Your weapons can also be upgraded and use different types of ammo - see the 
    ammo and weapon upgrading sections for more details. The weapons you can obtain
    include...
    
    WRENCH - standard melee weapon, can be used to knock locks off doors. You can 
     shock splicers with electrobolt to stun them, and then club them to death with 
     the wrench. There are also several gene tonics that upgrade your damage and 
     speed with the wrench.
    
    PISTOL - low clip size, slow firing, but pretty accurate. Useful for pulling 
     off a headshot if you can surprise a splicer. Takes normal, armor piercing, and
     anti-personnel ammo.
    
    MACHINE GUN - this is a basic SMG, with fully automatic fire and a large clip 
     of 40 rounds. Useful against multiple targets and fast-moving enemies like the 
     spider splicers. Takes normal, armor piercing, and anti-personnel ammo.
    
    SHOTGUN - big, loud, and deadly at close range. It is fairly slow firing 
     though, and only has four rounds per clip. Takes regular buckshot, explosive 
     buckshot, and electrical buckshot. 
    
    GRENADE LAUNCHER - shoots several different types of explosives. I'd save this 
     one for boss fights, since using it properly can take a little bit of planning 
     and preparation. Fires regular frag grenades, proximity mines, and heat-seeking
     RPGs.
    
    CHEMICAL LAUNCHER - sprays several different types of chemicals at your enemies
     with varying effects. Shoots napalm (fire), liquid nitrogen (ice), and 
     electrical gel (electricity).
    
    CROSSBOW - a powerful crossbow. Has a small clip size and a very slow rate of
     fire, but does massive damage when it connects. Also has an extremely accurate
     zoom function. Shoots regular bolts, incendiary bolts, and trap bolts. Regular
     bolts can sometimes be retrieved from corpses and the environment.
    
    CAMERA - not really a weapon, but it is selected and used like one. More 
     details on this later.
    
    == K. CUSTOM AMMO [c02s11] ====================================================
    
    Each gun has several different types of ammunition it can use, including 
    regular, anti-personnel, explosive, armor-piercing, electrical, etc. These 
    ammos can be found on the ground, purchased at vending machines, or crafted at 
    U-Invents. Each enemy is vulnerable to different types of damage, so you can 
    use an appropriate ammo against each enemy to make things go a little easier 
    for you. The different types of ammo are...
    
    REGULAR - generic all-purpose ammo.
    
    ANTI-PERSONNEL (pistol, machine gun) - designed for use against unarmored 
     targets (i.e., the splicers).
    
    ARMOR PIERCING (pistol, machine gun) - good against heavily armored targets 
     like big daddies and turrets.
    
    EXPLOSIVE (shotgun, grenade launcher) - good against basically anything.
    
    ELECTRICAL (shotgun, chemical launcher) - good against electrical equipment 
     like turrets, cameras, drones, etc.
    
    PROXIMITY MINE (grenade launcher) - sticks to the ground and blows up when an 
     enemy comes near.
    
    HEAT-SEEKING RPG (grenade launcher) - tracks enemies with a heat signature, 
     like splicers.
    
    NAPALM (chemical launcher) - shoots fire. 'Nuff said.
    
    LIQUID NITROGEN (chemical launcher) - freezes enemies in place, letting you 
     smash/melt them. They will thaw if you leave them for a few seconds though.
    
    STEEL BOLTS (crossbow) - these standard bolts shot from the crossbow are unique
     because you can pick them up from walls and corpses and reuse them. They have
     a chance to break on every shot, but this can be reduced with a weapon upgrade
     available at Power to the People machines.
    
    INCENDIARY BOLTS (crossbow) - light the target on fire when they hit.
    
    TRAP BOLTS (crossbow) - lets you create the electrified trapwires you often see
    in Rapture. They embed themselves in the wall (or other object) and then shoot
    out the trapwire directly behind themselves until it makes contact with another
    object. Make sure you get out of the way before the trapwire fires or it will
    shock you. These trapwires do a large amount of electrical damage to the first
    enemy to walk through them.
    
    Using the correct type of ammunition will make your fights go MUCH smoother. 
    Against the easier splicers regular ammo will do the trick just fine, but 
    against big daddies, bosses, and tougher splicer fights you'll need to use the 
    rarer ammo to avoid a lot of unnecessary trips to the vita-chamber.
    
    == L. WEAPON UPGRADING [c02s12] ===============================================
    
    You can also upgrade your weapons to increase their power, speed, or other 
    characteristics. This is down at "Power to the People" machines, which are 
    scattered throughout Rapture. These machines are very rare, so make every 
    effort to hit them up when you see them on your map. Each machine will do one 
    upgrade to one of your weapons, free of charge, and then cease to function 
    forever, so make sure you choose your upgrades wisely. Note that upgrades are 
    permanent and will remain on your weapon for the rest of the game. The
    locations of the weapons upgrade machines are listed in the reference section
    of this guide.
    
    == M. PLASMIDS [c02s13] =======================================================
    
    Plasmids are a type of genetical modification to your body, which gives you
    "magical" powers like telekinesis, shooting fire out of your fingers, etc. To
    enter plasmid mode, click on LB. You can then use LB to cycle through your
    plasmid powers, or hold it down to bring up a radial menu to select which
    plasmid you want to use. To "fire" your plasmid power, pull the left trigger.
    Plasmids, unlike gene tonics (see the next section), are active powers which
    must be triggered to have any effect. Using them consumes EVE, which is
    measured by the blue bar underneath your health bar in the top left corner. You
    can replenish EVE using the blue hypos found throughout Rapture, or from some
    of the food items in the game. There are also some gene tonics which restore
    your EVE when you heal, eat, successfully hack a device, etc. The plasmid
    powers available in-game are listed in the reference section of this guide, but
    some of the more important ones are...
    
    ELECTROBOLT - This is, in my opinion, the most useful plasmid in the game,
     since it instantly shorts out any security system element, allowing you to get
     close enough to photograph/research it and hack it. It can also open 
     shorted-out doors, stun splicers and big daddies, fry anyone standing in
     water, and is generally just an all-around useful power.
    TELEKINESIS - Extremely useful against anything that launches grenades or
     rockets at you, since you can just grab them and throw them back. You can also
     use this power to grab items that are just out of reach. Telekinesis can also
     grab trapwires out of the wall to disarm them. CodeHxr also suggests using
     telekinesis to toss objects at enemies (this can do massive damage) and also
     to hold corpses in front of you as meat shields to block some incoming fire.
    INCINERATE - Lights enemies on fire. It can also be used to light oil slicks
     on fire, and melt ice which is blocking your path (you'll need to do this
     several times in the game to get into certain areas).
    HYPNOTIZE BIG DADDY - This plasmid can ONLY be obtained from the care packages
     you get from Tenenbaum for rescuing little sisters. It converts big daddies
     to defend you temporarily. 
    
    You only have a limited number of slots in which you can "equip" your plasmids.
    Each time you gain a new plasmid you will be given the option to either place 
    it in one of your slots (replacing the plasmid which is already there, if any),
    or store it in your gene bank for later use. You can visit a Gene Bank machine 
    at any time to swap out your plasmids and gene tonics, free of charge. You'll 
    want to do this frequently to adapt your strategies to your enemy and 
    situation. You can also purchase new plasmid slots from the Gatherer's Garden 
    machine, up to a maximum of six.
    
    There are several ways to obtain new plasmids. You can occasionally find them
    on the ground in Rapture (they will look like glowing bottles with a colored
    liquid inside). You can also get them from researching enemies (see the section 
    below on the camera and research). However, the most common way to get new
    plasmids is from the Gatherer's Garden machines, which sell plasmids and other
    genetic upgrades. Purchasing from a Gatherer's Garden requires ADAM, and the
    only way to get ADAM is from the little sisters. More on that later.
    
    == N. GENE TONICS [c02s14] ====================================================
    
    Gene tonics, like plasmids, are genetic modifications to your body. However,
    unlike plasmids, they provide passive effects which are always active and do
    not need to be triggered. There are three main types of gene tonics - physical,
    which provide things like damage resistances and increases to speed;
    engineering, which increase your hacking skills; and combat, which do things
    like increase your damage or skills with particular weapons. Like plasmids, you
    have a limited number of slots for each type of gene tonic. Also like plasmids,
    you can purchase additional slots (and tonics) at a Gatherer's Garden, if you
    have the ADAM for it. You can also switch out your gene tonics at a Gene Bank
    machine at any time. A complete list of the gene tonics available in the game
    can be found in the reference section of this guide. However, some of the more
    important tonics are...
    
    NATURAL CAMOUFLAGE - One of the best tonics in the game. Makes you invisible if
     you stand still for more than a few seconds. Very useful for evading alarms,
     ambushing enemies, and just about everything else.
    DAMAGE RESEARCH - Increases the bonus damage you gain from doing research on
     enemies. If you've been keeping up on your research, this greatly increases
     your damage output, especially if you get the upgraded version of this tonic.
    MEDICAL EXPERT - Provides a large increase to the amount of damage your first
     aid kits heal. Very valuable for stretching your limited supply out.
    EVE LINK - Restores EVE whenever you gain health from a first aid kit.
    WRENCH TONICS - Greatly increase the damage you do with the wrench, and provide
     some other bonuses as well. Slotting all of these turns you into a melee
     machine, which is a very viable strategy when you're running low on ammo.
    ELEMENTAL TONICS - Electric Flesh, Human Inferno, and Frozen Field increase the
     elemental damage you deal and reduce the elemental damage you take. They are
     not terrible useful for most of the game, but they are crucial for the last
     boss fight, which is heavily elemental-based.
    
    == O. INVENTING [c02s15] ======================================================
    
    You will eventually begin collecting random items with no apparent purpose,
    like rubber tubing, batteries, brass shell casings, etc. You can bring this
    junk to a U-invent machine and use it to craft more useful stuff like auto-hack
    tools and custom ammunition. This doesn't cost you any money, so you
    essentially get a little extra gear for free. Not bad. There's also a storyline
    mission later on where you'll have to use the U-invent to craft a special item.
    More on that in the walkthrough section.
    
    == P. RESEARCHING ENEMIES [c02s16] ============================================
    
    Eventually you will obtain a research camera, which is used just like a weapon 
    - select it with RB and take a picture using RT. The camera takes film as its
    "ammunition", which can be obtained from vending machines, enemies, containers,
    and the ground. The camera allows you to "research" your enemies by taking
    photographs of them. Every photograph is given a score based on its quality -
    pictures where the subject is well-framed, in action, or where there are
    multiple subjects will score higher. You can also obtain gene tonics which will
    increase the score for every picture you take. However, taking multiple
    pictures of the same target will reduce the score of the picture, and if the
    score gets too low the game will simply not take the picture (therefore you
    don't have to worry about wasting film on useless pictures).
    
    Each picture you take will increase your progress towards the next research
    level on that type of enemy. Each new research level will provide a bonus
    against that type of enemy, a plasmid/gene tonic, or some other type of reward.
    It's therefore worth your while to do as much research as possible, especially
    against the tougher enemies like big daddies and spider/houdini splicers. When
    you see an enemy up ahead, break out your camera, and once you get in range try
    to snap as many pictures as possible as quickly as possible. Film isn't hard to
    find in Rapture, so don't worry about wasting it. Personally I'd keep
    photographing each subject until it doesn't give you any more research
    increases, ESPECIALLY against the rarer enemies like big daddies and
    spider/houdini splicers. You can usually take 3-5 pictures of an enemy before
    the score gets so low that the picture won't be taken.
    
    Each enemy has 5 research levels - after you get to level 5 you won't be able
    to take any more pictures of that enemy, since there's nothing left to
    research. Usually levels 1, 3, and 5 provide damage increases against that
    enemy, while levels 2 and 4 provide more specialized bonuses.
    
    Note that you can also research security camera elements like turrets, security
    cameras, and and bots. An easy way to do this is to zap them with electrobolt 
    so they're "stunned", and then run in and grab a bunch of photos before they 
    come online again. You can also research little sisters - each level for them
    gives you a bonus to your maximum health and EVE. 
    
    == Q. SECURITY SYSTEM [c02s17] ================================================
    
    Rapture has a security system which protects some of the more sensitive areas
    of the city. There are three major elements to the security system - cameras,
    turrets, and bots. All three of these elements can be researched with the
    camera. The security system can also be hacked so that it protects you and
    attacks your enemies. If you can prepare an area's security system in advance
    for an important or difficult fight, it will make things much easier for you,
    since the turrets, cameras, and bots will be fighting FOR you, instead of
    against you. This is a good strategy to use against big daddies.
    
    CAMERAS - security cameras can often be found scanning important areas of the
     city. You can see where the camera is looking because it emits a red circle of
     light on the area the camera is pointed at. If the camera sees you, the light
     will turn white, and you have a few seconds to get out of view. If you don't,
     the camera will trigger an alarm, and security bots will be summoned to hunt
     you down. The alarm lasts for sixty seconds, but it can be cut short if you
     run away from the area where it was triggered or use a bot shutdown panel (see
     the Machines section). When the alarm is triggered, a red countdown timer
     appears on the right side of the screen to show you how much time is left.
    
     Cameras can either be avoided, destroyed (use explosive or armor-piercing
     ammo), or hacked. You can sometimes get close enough to hack a camera without
     it seeing you, but a better bet is to shock it with the electrobolt plasmid or
     electric ammo, which will temporarily put it out of commission. You can then
     get close enough to hack it without worrying about an alarm being triggered.
     Hacked security cameras will sound the alarm on enemies, and will summon
     allied security bots to attack them. An alarm timer will again appear, but
     this time it will be blue instead of red. Hacked cameras have a green light
     instead of a red one. 
    
    TURRETS - turrets are automated weapons platforms that attack you on sight.
     There are several different kinds, including machine gun, flamethrower, and
     rocket launcher varieties. Like cameras, they can be shocked with the 
     electrobolt or electrical ammo and hacked, or else just outright destroyed. 
     Hacked turrets have green lights instead of red, and attack your enemies 
     instead of you.
    
    BOTS - bots are summoned by camera alarms, and can occasionally be found lying
     on the ground. See the enemies section for more details on bots.
    
    == R. HACKING [c02s18] ========================================================
    
    BioShock includes a hacking mini-game, which allows you to (among other things)
    convert security system elements to your side, open safes and combination
    locks, reactivate bots, and reduce prices and increase stock at vending
    machines. You can usually hack items by walking up to them and pressing the X
    button. This brings up a screen which shows you the difficulty of hacking the
    item, and what you will get if you successfully hack it. Pressing A will take
    you to the hacking mini-game. 
    
    The game is essentially a "tile" type of game where you have to rearrange
    pipes to redirect a flow of energy from a starting point to an ending point. At
    the beginning of the game, all the tiles are flipped over. Press A to flip over
    a tile, and press A again to swap the flipped tile with whatever you have in
    your "storage" or "buffer" (shown on the left side of the screen). Essentially
    you have to connect the starting point with the ending point before the blue
    energy flow gets to the end of the pipe or touches an alarm or overload tile.
    If the energy flow reaches the end of the pipe before you connect it to the end
    tile, the system will overload and you will take a small amount of damage.
    This sounds complicated, but it's easy with a little practice. You just have to
    be efficient at rearranging the tiles. Try to flip over as many as you can at
    the beginning (before the energy starts to flow) so you can see what you have
    to work with, and then go from there. There are also a few special tiles...
    
    OVERLOAD TILES - look like little orange explosions. If the energy gets routed
     to these tiles the device will automatically overload and you will take a 
     large amount of damage.
    
    ALARM TILES - look like little fire alarms with a red dot on them. If the
     energy gets routed to these tiles an alarm will go off and bots will be
     summoned.
    
    RESISTOR TILES - look like zig-zag electrical resistors. These greatly slow the
     speed of the energy flow, and buy you a little extra time to complete the
     circuit if you're having trouble.
    
    FAST FLOW TILES - these are very thin pipes that show up late in the game. They
     are basically the opposite of resistor tiles, they speed up the energy flow
     instead of slowing it down. Try not to use them if you're short on time.
    
    If you're having too much trouble with a particular hacking puzzle, you have
    two options available to you - you can either use an auto-hack tool (obtainable
    from vending machines, containers, and U-invent machines) to automatically
    hack the item, or you can "buy out" the hack and spend money to complete the
    puzzle. The more difficult the puzzle is, the more expensive it will be to buy 
    out the hack.
    
    There are also several achievements you can earn from hacking...
    
    Hacked a Safe (10 GP) - Successfully hacked a safe.
    Hacked a Security Bot (10 GP) - Successfully hacked a security bot.
    Hacked a Turret (10 GP) - Successfully hacked a turret.
    Hacked a Vending Machine (10 GP) - Successfully hacked a vending machine.
    Skilled Hacker (40 GP) - Complete 50 successful hacks.
    
    ===============================================================================
       3. WALKTHROUGH [c03]
    ===============================================================================
    
    This section is a complete walkthrough for BioShock, and will explain exactly 
    where you need to go and what you need to do to complete the game. I will also
    include optional areas, but I'll indicate that you don't need to go there if
    you don't want to. Also, I'm not going to bother writing "search the room for
    useful stuff" or "search the corpses and containers", it should just be 
    assumed. Always check every single container and corpse you find, you never 
    know what might be in it. Listing what you can find in every single room in the
    game would be a monumental waste of time, so I'll only mention the really
    important things like quest items and new weapons. Also, I'll try to mention
    where you'll meet scripted enemies, but random splicers seem to respawn and 
    appear in somewhat random locations throughout the game, so your mileage may 
    vary. BioShock, more than any other FPS game, has a very dynamic environment, 
    and you might not find splicers or big daddies/little sisters in the same 
    locations or doing the same things that I did, so keep your head up. Compass 
    directions are given as shown on the game map, with the assumption that up is 
    north.
    
    IMPORTANT NOTE: PLEASE SEE THE LITTLE SISTERS/BIG DADDIES LOCATION GUIDE IN
    THE REFERENCE SECTION TO CLEAR UP ANY CONFUSION ABOUT WHERE TO FIND THE LITTLE
    SISTERS. THEY MIGHT NOT BE IN THE EXACT SAME POSITIONS AS NOTED IN THIS
    WALKTHROUGH.
    
    == A. PLANE CRASH [c03s01] ====================================================
    
    The game begins with a quick cutscene on an airplane, which promptly goes
    crashing into the ocean. After the title screen, you wake up bobbing amongst
    the flaming wreckage of the airplane. Avoid the flames and swim forwards to the
    lighthouse-looking structure ahead of you. Climb up the stairs and go through
    the door. It'll slam shut behind you, and lights will come on, revealing an
    incredibly creepy statue of Andrew Ryan glaring at you from above. Check out
    the plaques and artwork, and then head down the stairs at the back of the room.
    
    At the bottom of the stairs is a bathysphere, a primitive submarine-type
    device. Climb in and pull the lever, and then settle in for the ride. Make sure
    you have a nice view, because your first look at Rapture is really quite
    impressive. Sit back and enjoy the ride, there's nothing else to really do
    here.
    
    == B. WELCOME TO RAPTURE [c03s02] =============================================
    
    After the splicer massacres Johnny and fails to break into the bathysphere,
    you'll get a transmission from Atlas. Pick up the radio to the left of the door
    and listen to what he has to say. Go forward from the bathysphere, turn left,
    and head up the stairs. Turn left and watch the splicer get cut up by the
    security system. Jump over the debris by pressing Y, and pick up the wrench in
    front of you (it'll be highlighted in gold) by pressing A. Smash the debris
    blocking the door with the wrench, and click LS to crouch under the door.
    There's a splicer at the top of the stairs who will throw a flaming couch at
    you. Get out of its way and continue up the stairs. The splicer will charge
    you - club him to death with the wrench, then turn left and head up the stairs
    on the back wall. At the top there's a Gatherer's Garden machine with a free
    Electrobolt plasmid on it - pick it up and the game will go into cutscene mode.
    
    Ouch. When you wake up, you'll have your first plasmid power - electrobolt. See
    the game concepts section for details on what plasmids are and how to use them.
    Search the room for useful stuff, and then use your electrobolt plasmid on the
    sparking lever next to the door. This should override the short and get it open
    for you. Walk into the tunnel, and watch the plane's tail section come
    crashing in. You'll have to go up into the plane and through the emrergency
    exit to continue on through the tunnel.
    
    Go to the end of the tunnel and through the Securis door. You should enter a
    large, dimly lit room. To the right, near the leaking window, is a corpse with
    an EVE hypo. There's another hypo in the left wing. Explore the room until the
    splicer enters (I'm not sure exactly what triggers it), and then kill him. Use
    Atlas's one-two punch - zap him with electrobolt and then club him with the 
    wrench. The airlock door should open and another splicer will come through.
    Kill him and continue through the airlock.
    
    Head up the stairs and into the lobby, and kill the flaming splicer. Go through
    the sliding doors and take the open elevator up. Note that you now have a quest
    arrow which will direct you exactly where you need to go. Head right and kill 
    the splicer blubbering over the stroller. Pick up the revolver in the stroller 
    and walk through the doors into the Kashmir restaurant.
    
    OPTIONAL: Head down the stairs along the wall to the right. There'll be a 
    splicer trying to get through a door at the bottom - kill him quickly. The 
    other splicer he's arguing with will open the door to see what's going on, so 
    take her out too. Go through the door and search the room for some money and
    other goodies. Walk back out and you'll see two splicers scrounging around in
    the pool of water by the window. Hit the water with the electrobolt and you'll
    electrocute them both - this will also earn you the "Toaster in the Tub"
    achievement for 10 GP (if you don't already have it). There's an audio-diary 
    (New Year's Eve Alone) on the table. At the other end of the room you'll see an
    entrance to the Footlight Theater - you can't get through this way though. Head
    back up the stairs.
    
    Turn right at the top of the stairs and go into the bathrooms, killing any
    splicers you find. There's a ghost scene in the women's bathroom, and an
    audio-diary (Hole in Bathroom Wall) on the rubble at the end of the room. Head
    into the men's room and through the hole in the wall of the last stall.
    
    Head over the lighting fixture to the balcony on the other side of the room.
    There's a radio transmission from Atlas here about the little sister on the
    floor beneath you. Go down the stairs against the wall and watch the scripted 
    event. Yikes. Clearly you do NOT mess with the little sisters unless you are
    VERY well prepared. Grab the pistol off the ex-splicer and smash through the
    lock on the gate to your right.
    
    OPTIONAL: Search the theater for loot. Nothing particularly exciting, though.
    
    Turn right at the Vita-chamber and head down the hallway, killing splicers as
    you go. When you get to the stairs there'll a pair of splicers standing in a
    pool of water - you should know what to do by now. Head down the stairs to the
    lobby area.
    
    OPTIONAL: Search the bathroom to find some health supplies.
    
    Get yourself healed and make sure you have some EVE ready, there's about to be
    a fairly large battle. When you're ready, approach the door to Neptune's
    Bounty. It'll slam shut and a security alarm will go off. Back away from the
    door, as a flamethrower turret will appear and start trying to barbecue you.
    Splicers will start appearing as well, jumping from the stairs into the pool of
    water in the middle of the room. Use your electrobolt plasmid to zap them as
    soon as they touch the water. You'll get a panicked radio transmission from
    Atlas, who'll open the door to the Medical Plaza (at the opposite end of the
    room from the door to Neptune's Bounty) for you. Head through, jump over the
    debris, and walk into the room with all the TV screens.
    
    The doors will slam shut, and you'll be subjected to a video rant from Andrew
    Ryan. Splicers will start trying to smash through the windows, but Atlas gets
    the door at the back of the room open for you before they can break in. Head
    through and press A at the airlock door to take you to the medical pavilion.
    Completing this area earns you the "Completed Welcome" achievement for 10 GP.
    
    == C. MEDICAL PAVILION [c03s03] ===============================================
    
    Turn right at the entrance hallway and head down to the foyer. There's a
    vending machine against the east wall to your left - time to spend some of your
    hard-earned cash. Look behind the receptionist's desk for a whole bunch of
    goodies. There's also an audio-diary (Released Today) sitting on the desk.
    
    Turn around and head to the door to the right of the vending machine, which
    leads to Emergency Access. You'll need to hack the security bot to get through
    (see the section on hacking above if you need more details). Take your new
    friend and round the corner, where you'll stumble on a dispute between two
    splicers. Kill whichever one survives, and then head back to the desk at the 
    back of the room, where there's some health, ammo, and an audio-diary (Adam's
    Changes). 
    
    Head up the stairs to the balcony area, and hit the Emergency Access Control
    switch (it'll be highlighted in gold). Access will be denied, and the door
    behind you will open. Atlas explains that you need to get the key from Dr.
    Steinman before you can continue on.
    
    When you flip the control switch, the door behind you will open,
    releasing a splicer. Kill her, go through the door, and turn left down the
    hall. There's a little room at the end with a machine gun and an electrical
    override switch that returns power to the Medical Pavilion foyer. The door at 
    the back of the room will open and a bunch of splicers will spill out. Let your
    security bot go after them, and head back down the hallway and out to the 
    foyer.
    
    Take out the splicers on your way back to the foyer, and climb up the stairs at
    the back of the room. The door to the main area of the Medical Pavilion should
    now be open. Head on through and follow the hallway down to a door, where 
    there'll be another ghost scene. Use the door control to the right of the door
    and head through.
    
    Pick up the audio-diary (Higher Standards) on the wall in front of you. You're
    now in the main Medical Pavilion area, which has a number of different
    businesses and areas. On the other side of the wall, once you round the corner,
    is a turret, so zap it with electrobolt and hack it (you'll be doing a lot of
    fighting in this area so it's worth your while to not destroy it). On the right
    side of the room is a storage closet with another turret for you to hack.
    
    On the south wall of the room (left from the main entrance) is a knocked over
    directory sign with the names of doctors and businesses on it. On the wall next
    to it is another audio-diary (Limits of Imagination). There is also another
    audio-diary (Love for Science) on a crate near the health station in the middle
    of the main area, and another one (Parasite Expectations) on the desk behind
    the wall at the entrance to the main area (i.e., directly across from the 
    turret). There is a fourth audio-diary (Vandalism) in the little alcove on the 
    north side of the main area, sitting on a chair next to a vending machine.
    
    Head to the west end of the room and go through the door marked "Dr. Steinman's
    Aesthetic Ideals". Go through the tunnel and enter Dr. Steinman's area. 
    Rounding the corner you should see him crouching on the ground muttering to 
    himself, but as soon as he sees you he takes off down the hallway to the right 
    and explodes it behind him, leaving a huge pile of debris. There's a nitro 
    splicer standing on the balcony above you tossing grenades - if only you had 
    some way of grabbing one and using it against the debris... hmm...
    
    This is one of the few times in the game where it's not really clear what you
    need to be doing. Basically you need to get the Telekinesis plasmid so you can
    grab a grenade from the nitro on the balcony and use it to blow up the debris
    blocking your path to Dr. Steinman. There are ads on the wall advertising that
    the Dandy Dental clinic is giving away the telekinesis plasmid as a
    promotion, but heading back to the main Medical Pavilion area and finding the
    Dental Services area (it's down the stairs right by the tunnel to Dr.
    Steinman's area) reveals that it's completely frosted shut. There's an 
    audio-diary (Freezing Pipes) at the lower left corner of the ice pile that
    reveals why.
    
    OPTIONAL: At the southwest corner of the Dental Services entrance area is a
    supply closet with a door that's shorted out. Hit the switch to the left with
    your electrobolt, and head in to collect your loot.
    
    So we need to find some way to melt the entrance to Dental Services. The name
    of the crematorium should give you a hint that that's where we should be
    looking. The entrance to the crematorium is in the SW corner of the main 
    Medical Pavilion area, so head up there. There should be a lady pounding on the
    door who soon meets a grisly end. Kill the splicer who comes through the door,
    and head on in. There's an audio-diary (Surgery's Picasso) hanging under the...
    ahem... "creatively" rearranged photo on display to your left.
    
    Head into the back of the crematorium. There's a security camera at the south
    end of the room, near the furnace - zap it and hack it. 
    
    OPTIONAL: Find the furnace control on the side of the furnace, next to the
    gurney with the corpse on it. Press it and wait for the body to be cremated.
    When it comes out, it should have a gene tonic (Hacker's Delight) sitting in
    the ashes.
    
    Head up the stairs in the SE corner of the room. Terminate the splicer, and
    then crouch and crawl through the little hole in the wall next to the jammed
    doors. Your Incinerate plasmid is on the floor next to the broken Gatherer's
    Garden machine. Put it in your empty plasmid slot, and then get ready to use
    it, as you're about to be ambushed by splicers. Fortunately for you, they're
    stuck outside the storage room, and unfortunately for them, they're standing in
    an oil slick. Light the slick on fire (it extends into the storage room through
    the crawlspace) and watch them go up in flames.
    
    Head back downstairs and go down to the Dental Services area. Use your
    incinerate plasmid to melt the ice blocking the entrance, and head on through.
    Kill the splicer in the entrance area, and head through to the right. There's
    a shotgun and some ammo sitting in the middle of the room, but as soon as you
    pick it up the lights go off and you are ambushed by splicers. Kill them all
    and the lights will come back on, revealing that you're in the main lobby for
    the dentistry area. The business we need to go to for the Telekinesis plasmid
    is Dandy Dental, at the east end of the lobby. There's an audio-diary (Useless
    Experiments) by the entrance.
    
    Head on through into the lobby of Dandy Dental. If you want you can hop over 
    the receptionist's desk for some goodies. Head into the main area and check out
    the view from the windows. The plasmid you need is at the broken Gatherer's
    Garden machine, at the end of the tennis practice area at the north side of the
    clinic. Pick it up and equip it - you'll have to replace one of the plasmids
    you already have. Personally I'd suggest keeping electrobolt, since it will be
    useful for dealing with security systems once you get back to Steinman's area,
    but the choice is up to you. You can always swap your plasmids out later once
    you get to a gene bank machine. If you want to practice your telekinesis skills
    you can activate the tennis machine and practice catching and throwing the
    balls it launches. There's also an audio-diary (Testing Telekinesis) leaning up
    against the tennis machine's control panel.
    
    Head back out to the Dental Services lobby. There should be some splicers
    entering the clinic just as you're leaving - you might want to try getting
    creative with the telekinesis plasmid to kill them.
    
    OPTIONAL: Head southwest past the Painless Dental sign and round the corner.
    You'll pass a row of windows which will be shot out by a turret trying to kill
    you. Hop through the windows (you'll have to crouch) and either destroy or hack
    the turret. You can unlock the door to Painless Dental with the control on the
    north wall. Head through to the surgery room. In the SE corner is a desk with
    an audio-diary (Plasmids are the Paint) and a gene tonic (Speedy Hacker). On
    the east wall is a crawlway with a grate covering it. Crouch and whack the
    grate off with your wrench. Follow the crawlway to a storage room with some
    nice goodies in it. You can unlock the door with the control on the wall and go
    directly back out to the main Dental Services area lobby.
    
    OPTIONAL: Past the windows you went through to get into Painless Dental is
    another clinic, Chompers Dental. The door to this clinic is also locked. Use 
    your telekinesis power to grab the key off the hook on the wall that you can 
    see through the broken window. Use it to unlock the door and head in. Zap and
    hack the camera in the left corner of the room. Go through the door on the far
    wall, kill the splicer, and zap and hack the camera. Hack into the safe under
    the camera for some nice goodies.
    
    OPTIONAL: Back near the entrance to the Dental Services area is the entrance to
    Kure-All. Open the door and head on in, but make sure you have your telekinesis
    plasmid selected and ready to go. If you practiced with the tennis machine at
    all, this is where it pays off. As you enter the clinic, turn right. You'll see
    a turret launch rockets at you. Grab them with your telekinesis power and fling
    them back at the turret to blow it up. Go through the door to your left. If 
    there are any splicers in the clinic clear them out, and hack the camera in the
    far NE corner. In the NW corner of the room with the camera is an audio-diary
    (Enrage Trial). Along the wall to the left should be a crawlway covered by a
    grate. Bash the grate in and follow the crawlway to the storage room. On one of
    the cabinets there should be a new gene tonic (Wrench Jockey). Head back out to
    the dental services area.
    
    So you've got your telekinesis plasmid, time to head back up to Steinman's
    area. You'll probably hear the nitro splicer still banging around up on the
    balcony. He should start tossing grenades at you again - if he doesn't, you
    might need to shoot a few rounds in his direction to get his attention. Use
    your telekinesis plasmid to grab one of the grenades, and then launch it at the
    debris covering the door that Steinman fled through. This will clear the path
    for you, allowing you to continue on.
    
    As soon as you enter the hall, there's an audio-diary (Symmetry) hanging on the
    wall to the right of the corpse in the wheelchair. Continue on down the hall.
    The way will initially be blocked by a gate, but Steinman will come running out
    of one of the side rooms and send a bot after you. A turret also appears out of
    the floor. The gate opens, and Steinman runs again. Either kill or zap and hack
    the bot and turret, and continue on. If you check the hole in the wall with
    water pouring out of it on the left side, you'll find some ammo and other loot.
    There's also a free gene tonic (Static Discharge) sitting by the corpse leaning
    against the wall across from the hole.
    
    OPTIONAL: Enter the side room on the right (north) side of the hall. Watch out
    for the camera at the far end - zap and hack it when you get a chance. Hack the
    safe under the camera for some nice loot. There's also some ammo and other 
    items on the desk in front of the camera. On your way out, pick up the
    audio-diary (Aphrodite Walking) from the cabinet by the surgery table.
    
    All right, time to put an end to Steinman's insanity - for good. Head through
    the doors at the end of the hall and watch the scripted event. Dr. Steinman is
    basically a Leadhead Splicer with a whole ton of hit points. Other than that
    he's not particularly tough or difficult to kill. Anti-personnel ammo is very
    effective against him. If you have your incinerate plasmid slotted you can also
    make use of the oil slick behind the operating table to light him on fire.
    Killing Dr. Steinman earns you the "Defeated Dr. Steinman" achievement for 15
    GP.
    
    You should get a radio message from Atlas reminding you to get the key and head
    back to the Emergency Access area. Search Steinman's body to get the Emergency 
    Access key, and check the corpse on the operating table for an audio-diary (Not
    What She Wanted). 
    
    OPTIONAL: Head down the stairs to the flooded area underneath the observation
    area. There's a desk with a safe on it which contains some first aid kits.
    
    Follow the arrow back out of the surgery room and towards the main Medical
    Pavilion area. There should be some splicers coming out to greet you - if you
    hacked the turret in the hallway it should take care of them without much
    difficulty. Continue on until you get to the tunnel heading back to the main
    Medical Pavilion area.
    
    Heading into the tunnel you'll hear the door leading to the main area
    collapsing, blocking you in. Thankfully the other door on the north side of the
    tunnel (which was previously blocked) has opened up. Head on in - you should be
    just in time to see a Bouncer get blown through the window and land in a
    flaming heap on the floor. Head through the door and watch the cutscene - Atlas
    wants you to kill the little sisters, while Tenenbaum wants you to rescue them.
    Harvesting her will give you 160 ADAM, while rescuing her will give you only
    80. However, if you rescue several little sisters, Tenenbaum will send along a
    care package with 200 ADAM and some other treats (note, however, that you will
    still gain more total ADAM from harvesting than rescuing the girls). The choice
    is up to you, and has storyline consequences down the road, about which I'll
    get into more detail in future versions of this guide.
    
    Atlas encourages you to visit the next Gatherer's Garden machine you find to
    pick up some new Plasmids, and lo and behold, one appears at the north end of
    the room. Time for some shopping. This GG sells the Enrage plasmid, armored
    shell and EVE link gene tonics, and maximum health and EVE upgrades. There's 
    also an audio-diary (Gatherer Vulnerability) on the floor next to the GG
    machine. Pick out which upgrades you want and head through the door on the east
    side of the room.
    
    This takes you back out to the main Medical Pavilion area. There may be some
    respawned splicers wandering around, so keep an eye out for them. Head back to
    the east end of the room. On the way to the foyer, you will encounter another
    little sister and big daddy. The good news is more ADAM - the bad news is that
    you actually have to fight the big daddy this time. This one is a bouncer - the
    melee type with the gigantic drill on his arm. If you hacked the turrets in
    this area earlier, try to fight the big daddy where the turrets can shoot at
    him. Use whatever explosive or armor-piercing ammo you have, and try to keep
    him at a distance - the drill is fairly painful. Be generous with the use of
    first-aid kits as well. If you die, you'll respawn at the Vita-Chamber in the
    dental services area in the basement - just head on up and finish the fight.
    
    Another way to do this fight (Thanks to Brendan K. for the tip) is to drag the
    big daddy to somewhere where the turrets can shoot at it, and then
    continuously shock it with electrobolt so it can't move or attack you. The
    turrets will cut it up pretty quickly and you'll get by without taking any
    damage or wasting much ammo. 
    
    When you've killed the big daddy rescue or harvest the little sister. If you 
    want, you can head back to the GG machine in the lounge and pick up some new 
    upgrades. Otherwise, head back through the doors at the east end of the main
    area and down into the foyer.
    
    Head down the stairs and through the door to emergency access at the far end
    of the room, killing any splicers you see. Go back up to the emergency access
    control switch and flip it using Steinman's key. The door opens up, revealing
    a bathysphere. Hop in, pull the lever, and head off to Neptune's Bounty.
    Congratulations, you've just completed the Medical Pavilion.
    
    == D. NEPTUNE'S BOUNTY [c03s04] ===============================================
    
    The bathysphere will drop you off at a dock with a rather grisly display in
    front of you. Climb up the stairs and around the column - you'll find a vending
    machine and a gene bank where you can swap out your equipped plasmids and gene
    tonics (see the Machines section above for more details). 
    
    Hop over the debris and continue through the door ahead of you. You'll see a
    spider splicer up ahead of you, but thankfully you don't have to deal with her
    just yet. Continue through the door at the end of the hallway, which takes you
    out into a large open area with a wharf, multiple splicers, and a big daddy/
    little sister. Let the big daddy duke it out with the splicers for now, you've
    got some other things to do.
    
    Head down the ramp into the lowered area in the center of the room.
    Immediately underneath the ramp is a turret - go ahead and hack it, it'll help
    when you fight the big daddy. There's another turret underneath the wharf on
    the far side of the room - same deal there, zap it and hack it. Immediately
    behind that turret is an audio-diary (Bathysphere Keys).
    
    Now that you've got the security system on your side, you can take out the
    big daddy. This one is a rosie - she's armed with a gigantic rivet gun that
    seriously hurts. Try to keep her in the center of the room where your two
    turrets can shoot at her. Harvest or rescue the little sister, and head up on
    to the wharf at the south end of the dock. 
    
    Continue through the door and turn right at the end of the hall. This takes you
    to a balcony type area with a gene bank and a Gatherer's Garden. Unfortunately,
    if you look to the left, there'll be an RPG turret launching rockets at you, as
    well as several splicers you'll have to take out. Use your telekinesis plasmid
    to toss the rockets back at the turret and destroy it. Clear out the splicers,
    and head to the GG to spend your ADAM. Head down the stairs towards the giant
    "Fontaine Fisheries" sign.
    
    OPTIONAL: to the east of the GG and gene bank machines are two holes leading to
    a lower area. Go through the right one and drop down to the lower area. Zap and
    hack the camera, and look in the other alcove - you'll find some loot and a
    deactivated security bot for you to hack. To get out of this area and back up
    to the balcony, you have to jump out of the hole in the west wall, down into 
    the water, and climb up the stairs.
    
    OPTIONAL: at the Fontaine Fisheries sign, continue going down the stairs into
    the flooded area. Turn right and head around the corner. Continue following the
    hall until you get to a gate protected by a combination lock. Hack the lock or
    open it with the code 5-3-8-0 and continue through. There's an audio-diary 
    (Timmy H. Interrogation) and some other loot here. You can use your telekinesis
    power to grab the stuff through the gate at the back of the room. Head on back
    up to the Fontaine Fisheries sign when you're done.
    
    Stock up at the vending machine, and then climb over the boxes leading to
    Fontaine's Fisheries and head in. You'll enter a room with a dead lady and a
    bunch of health and ammo. Pick up what you need, and then activate the door at
    the far end of the room to ask for entrance. Peach Wilkins will answer the
    door, but he won't let you in until you do a favor for him. He wants you to
    head up to the wharfmaster's office in the upper wharf and grab a research
    camera for him. Unfortunately, before you can go, a spider splicer appears.
    These guys are very tough, they can scramble up walls and across ceilings and
    move very quickly. Do what you can to stay alive, but don't sweat it, as Peach
    will send the security system after the splicer, chasing her away. He sends out
    a grenade launcher as a parting gift and sends you on your way.
    
    Follow the quest arrow back out of Fontaine's Fisheries, up to the balcony with
    the machines on it, and turn right. The gate to the upper wharf should now be
    open. Kill any splicers you find, and head on through.
    
    OPTIONAL: Turn right after passing the gate, and then immediately turn right
    again. You should see a section of metal grating on the ground that's broken
    inwards. Follow the crawlspace to the end and you'll find an audio-diary 
    (Fontaine Must Go) and some loot.
    
    Continue on up the stairs to the upper wharf area. You should come to
    a sliding door which leads to a little room with some proximity mines and other
    ammo. Keep heading forward. You'll enter a larger area with a big daddy/little
    sister and some splicers. Take out the splicers, and head to the fish cleaning
    table directly across from the door where you entered. On it is an
    audio-diary (Finding the Sea Slug). Go through the archway towards the
    wharfmaster's office - there'll be an RPG turret there, zap it and hack it as
    it will come in handy when you fight the big daddy. Kill the big daddy (use
    your proximity mines if you want to) and rescue or harvest the little sister.
    On the ground on the west side of the room (near the hole the little sister
    crawls out of) is another audio-diary (Masha Come Home). Remember the code
    7-5-3-3, you'll be able to use it later. There's another audio-diary (Picked Up
    Timmy H.) on the corpse by the hole - it also has a code, 5-3-8-0, but it's for
    the interrogation room and we've already been there.
    
    Head through the archway towards the wharfmaster's office. Watch out for the
    camera at the top of the stairs - it's too high up for you to hack it, so just
    zap it and run. There's an audio-diary (Watch Fontaine) by the vending machine
    at the bottom of the stairs. Run up the stairs, you'll see yet another camera
    on your right - this one hackable. Continue down the hall and into the alcove
    on your right. Whack the lock of the door, and immediately duck for cover into
    the right corner, just past this desk. This will give you cover from all of
    the turrets which will be trying to kill you - an RPG turret in the right
    hallway, a machine gun turret in the hall straight ahead, another RPG turret
    in the center of the south wall, and yet another machine gun turret in an
    alcove in the SW corner of the room. There's also a camera above the last RPG
    turret. Destroy or hack them all (remember to use your telekinesis plasmid on 
    the RPG turrets), and search the room and corpses to find some nice loot.
    
    OPTIONAL: crouch and head through the crawlway in the SE corner of the room.
    There will be a camera directly above you when you enter the room, but it's too
    high to hack, so zap it and grab some cover at the other end of the room. There
    you'll find a safe, a nice selection of ammo, and an audio-diary (Have My 
    Badge). Head back out when you've got everything.
    
    Break the lock off the door in the SE corner of the room, and head through the
    hole in the wall. Pick up whatever ammo you need and swap out your plasmids and
    tonics at the gene bank (if you want to). Turn right and head down the hall,
    past the Vita-Chamber. At the end of the hallway will be a small office, with
    the research camera sitting on a desk. This will update your objectives - 
    Peach wants you to snap some photos of three different spider splicers and
    bring them to him before he'll let you into Fontaine's Fisheries. Take a photo
    of the splicer through the window for your first shot. Note that you can check
    out the Researching Enemies guide above if you need more info on how to use the
    camera.
    
    Head back out of the office and down the hallway. As you turn the corner past
    the Vita-Chamber the wall should explode out, and you'll have to kill a couple
    of splicers. Hop through the hole in the wall and onto the tarp thing - there's
    a plasmid (Security Bullseye) there for you to grab. Kill the splicer beneath
    you, zap and hack the security camera, and pick up any ammo you need from the
    bandito. There's also an audio-diary (ADAM Discovery) on top of a crate along
    the west wall. 
    
    You're now in the room that was on the other side of the blocked door from 
    where you fought the last big daddy/little sister. Basically what we have to do
    now is take three pictures of (different) spider splicers and take them back to
    Peach Wilkins. You should have one already from the wharfmaster's office, and
    we'll get the other two on the way back to Fontaine's Fisheries. Continue 
    through the south door, and pick up the audio-diary (Eden Leaking) immediately
    in front of you. Head through the door into the tunnel, and hack the camera on
    the right wall. There's an audio-diary (Fontaine's Smugglers) on the bench
    immediately beneath the camera.
    
    OPTIONAL: Head right at the intersection and go into Jet Postal. Kill the
    splicers, and look on the table immediately to the left of the entrance for an
    audio-diary (Death Penalty in Rapture). Continue into the back room - there'll
    be a spider splicer crawling around on the ceiling. Snap a photo or six (that's
    2 out of 3) and take her out. Zap the camera in the corner (it's too high to
    hack) and grab whatever you need from the shelves. Also, the vending machine in
    this room sells film, so now is a good time to stock up, since the initial
    supply you get with the camera runs out very fast.
    
    Head into the Fighting McDonagh's - there will be several splicers and a little
    sister/big daddy here. Stock up at the vending machine, switch out your
    upgrades at the gene bank, and kill the big daddy when you're ready. Head up
    the stairs into the main area of the bar - there are two audio-diaries here.
    One (Smuggling Ring) is on a table near the 123 Beer sign, and the other
    (Working Late Again) is on a table near the window looking out over the city.
    
    OPTIONAL: Head through the door behind the bar by zapping the sparking door 
    switch - this leads to the wine cellar and storage area. Kill the splicers, and
    head through the door directly across from the entrance. In the corner of the
    room is a desk with an audio-diary (Rapture Changing). Go through the
    crawlspace into the little closet, and zap and hack the turret. Open the safe
    for some nice loot. Head back into the main cellar area, then break through the
    grate into the crawlspace at the other end of the room. Following the 
    crawlspace to its end will take you back out to the entrance to the bar, and 
    you'll also find another audio-diary (Meeting Ryan).
    
    Head to the upstairs section of the bar, and clear out any splicers. Walk
    through the door that's directly in front of you at the end of the hall as you
    climb up the stairs - this will trigger a spider splicer spawn behind you. Snap
    a photo (3 out of 3, booyah) and kill it.
    
    OPTIONAL: Head back into the room at the end of the hall. There's a safe and
    some other loot at the back of the room.
    
    OPTIONAL: Head up the second set of stairs, to another hallway with two rooms.
    One of them has a combination lock - you already got the code from an earlier
    audio-diary, it's 7-5-3-3. Head in and you'll find a rather depressing pair of
    corpses, along with an audio-diary (Saw Masha Today). If you walk towards the
    money in the corner of the room, the painting will blow outwards, revealing a
    new gene tonic (Shorten Alarms).
    
    OPTIONAL: Zap the shorted-out door switch on the other room on the top floor of
    the bar. Inside is a splicer, some loot, and another audio-diary (Arresting
    Fontaine).
    
    OPTIONAL: Go into the bathroom at the foot of the stairs. You can kill the
    splicer inside by zapping the water. You can pay 5 dollars to get into the
    bathroom stalls, which each have some ammo and other loot inside.
    
    So now we've got our three spider splicer pictures, and we need to head back
    to Fontaine's Fisheries to give them to Peach Wilkins. Follow the quest arrow
    back out into the tunnel, and kill the splicer and his turret. Head through to
    where you jumped down from the wharfmaster's office. The gate will now be open,
    letting you back into the upper wharf. Keep following the arrow down the stairs
    until you get to the balcony area with the Gatherer's Garden and Gene Bank
    machines. The spider splicer that tried to kill you earlier at Fontaine's
    Fisheries will be waiting for you, so if you're missing a spider splicer photo
    now's your chance. Note that this splicer seems to be a lot tougher than
    regular ones. There'll also be a free gene tonic (Wrench Lurker) sitting on
    the railing near the machines.
    
    Head down the stairs and back into Fontaine's Fisheries to talk to Peach. He'll
    let you in, but makes you give up your weapons by putting them into the Pneumo
    past the door (you'll get them back, don't worry). Drop by the Gene Bank and
    make sure you have Incinerate and Electrobolt slotted, as you'll need them
    shortly. Use incinerate to melt the ice on the floor and pick up the gene tonic
    (Focused Hacker).
    
    Head through the door and down into the open area. You'll be ambushed by Peach
    and his men - unfortunately you have no weapons but your wrench, but you do
    have your plasmids, so make use of them. Try to hack all the security system
    elements you can to get them on your side. You can also lure the enemies into
    the pool of water on the right side of the room and zap them with electrobolt.
    If you die you'll respawn at the Vita-Chamber just outside the entrance to
    Fontaine's Fisheries. Once Peach dies the doors at the back will open, 
    revealing several more splicers and a turret. Kill them. You will earn the
    "Defeated Peach Wilkins" achievement for 15 GP after you kill him.
    
    OPTIONAL: Search the side freezers for some extra loot. You'll have to use your
    incinerate plasmid to open the doors and free up some of the goodies.
    
    Head down the stairs at the back of the room and pick up your weapons from the
    pneumo. Note that you will get all of your weapons back, but a lot of your ammo
    will be missing. This is normal, it's not a game bug (thanks to Dominick P. for
    confirming this). Continue on down to the bottom, and you will find your very 
    first Power to the People (i.e., weapons upgrade) machine. Choose carefully, 
    since the machine can only be used once.
    
    OPTIONAL: Search the freezer to your left as you come down the stairs. At the
    back of the room is a safe, and on a table next to the safe is an audio-diary
    (Putting the Screws On).
    
    Head into the west freezer, where you'll see a brief ghost cutscene. Use your
    incinerate power to melt the ice blocking the exit at the back of the room, and
    head through. You'll get a radio transmission from Atlas, and then you move on
    to the next level.
    
    == E. SMUGGLER'S HIDEOUT [c03s05] =============================================
    
    This is a very quick level. Start out down the tunnel, and grab any loot you
    need. Ahead of you is a flooded area with a Vita-Chamber and a Gene Bank
    machine if you need to switch your upgrades around. Continue to the end of the
    flooded area and up the ramp. There'll be a turret shooting at you from behind
    some crates - zap it and hack it. Grab the audio-diary (Meeting with Fontaine),
    and continue on down the other ramp. This takes you to a ledge with a view of
    the submarine, where'll you get a transmission from Atlas asking you to press 
    the switch to open up the submarine. Head on in to the control room ahead of 
    you and do so - you'll have to jump over some debris and bash a lock off of a 
    door to get there.
    
    This triggers an event - eventually Atlas will tell you head down to the sub.
    Follow the quest arrow down, but watch out for splicers. 
    
    OPTIONAL: After you head down the second set of stairs there'll be a locked
    gate to your right. Bash open the lock. Inside you'll find an audio-diary
    (Kraut Scientist) and some ammo and other goodies. If you look underneath the
    stairs you'll see some money - it's just out of reach, but you can grab it with
    your telekinesis plasmid.
    
    Continue on into the submarine bay. You'll get there just in time to see it
    explode, sending Atlas into hysterics. Time to get the hell out of here. Follow
    the quest arrow through the door with the flashing red lights. Immediately
    inside the door you'll find a broken crate with some loot and an audio-diary
    (Offered a Deal). Pick it all up and head down to the end of the hall. There
    you'll find a bulkhead door leading to the next level - Arcadia. Told you this
    one was quick.
    
    == F. ARCADIA [c03s06] ========================================================
    
    In this level you'll start picking up a lot of random junk for use in U-Invent
    machines. There's not much to do with it, just pick up everything you find and
    wait to get to a U-Invent, where you can see what you've made with everything
    you've collected so far.
    
    Head down the hallway, past the Vita-Chamber, and up the stairs to the door,
    jumping over/crawling under debris as needed. Bash the lock off the door, and
    head on through. Wow, trees! Been a while since you've seen those. Turn left
    and head across the bridge - on the north wall you'll find several doors. Near
    the leftmost door is a park bench with an audio-diary (Seeing Ghosts) next to
    it. You'll hear someone shouting for help in the background - ignore him for 
    now, it's just another splicer.
    
    OPTIONAL: Thanks to everyone who e-mailed me with this info - directly across 
    from the entrance is a door with two torches on either side, one lit and one 
    not. Use your incinerate plasmid on the torch that's not lit to open the door. 
    Inside you'll find a TON of ammo and other loot.
    
    OPTIONAL: The two leftmost doors are marked Arcadia Glens, head through one of
    them. This leads to an antechamber area before the entrance to Arcadia Glens,
    which is unfortunately completely blocked off by debris. There is, however, a
    ghost cutscene and two audio-diaries - next to the park bench on the left side
    of the room (Big Night Out), and next to a chair and knocked over table on the
    right side of the room (Mass Producing ADAM). Head back out when you've got
    them.
    
    Head through the rightmost door, marked Rapture Metro/Arcadia Glens. This is
    where the shouting you heard earlier is coming from, from a Houdini splicer.
    This is the first time you will have encountered these guys - they are fairly
    nasty, since they can teleport, turn invisible, and shoot fire. Grab some
    photos when he's visible, and then just follow the blurry area around and shoot
    him when you can.
    
    OPTIONAL: Going straight ahead from the entrance will take you to a small
    flooded area with some loot. Head back like you're going towards the entrance,
    but turn left instead, following the sign to the Metro. Go past the stairs and
    you'll find another room with some more loot (make sure you check out the table
    with the mask on it).
    
    The splicer will lead you up the stairs to the right of the entrance, up to a
    gardening supplies storage area. Finish him off, and then check out the table
    to the right - there's an audio-diary (Arcadia Closed) with a Gene Bank next to
    it. 
    
    OPTIONAL: Check the crawlspace directly across from the audio-diary for loot.
    You should see "Who is Atlas?" posters inside (Storyline hint? Maybe? MAYBE???)
    
    OPTIONAL: Head into the other crawlspace on the south side of the room for
    some more loot. Going in here will trigger a splicer spawn in the storage room
    behind you, so be careful when you come out.
    
    Head through the door marked "Rapture Metro". This will take you to a balcony
    above the Arcadia Glens antechamber area where you found the audio-diaries
    earlier. There'll be a splicer on a balcony across the open space shooting at
    you, and another one on the balcony you're on. Kill them both. You can use your
    telekinesis plasmid to grab some spare ammo from the balcony across the open
    space, or to loot the corpses over there.
    
    Continue through the door at the end of the balcony. You'll enter a room with
    several splicers and a turret. Move forward into the room so you're out of the
    line of sight of the turret, kill the splicers, and then zap and hack the
    turret. Stock up at the vending machine if you need anything.
    
    OPTIONAL: To the left of the door where you entered is a shorted-out door. Hit
    the switch with electrobolt and head in to grab some loot. Head back out.
    
    OPTIONAL: Go through the door marked "Employees Only", in the SW corner of the
    room down a little hall by the stairs. You'll see a splicer walk around the
    corner and get pwned by one of the electric crossbow trapwires (you'll get to
    use these yourself later on). Take note of what happens to him - make sure it
    doesn't happen to you. Jump over or crawl under the wires to grab the loot in
    this room. You can also use your telekinesis power to throw objects through the
    wire, which will set them off. Way in the back is another crawlspace protected
    by a trapwire - head in to find a bunch of ammo and a safe. Another crawlspace
    door in the back takes you out to the main room.
    
    Head down the stairs down the hallway in the SW corner of the room, kill the 
    splicer, and keep moving forwards, following the signs towards the Rapture 
    Metro. Turning the corner, you'll find you are at the entrance to Arcadia 
    Glens, only on the right side of the barricade this time. Head through the door
    and enter the Glens.
    
    OPTIONAL: Turn right as you enter. Ahead of you will be your first U-Invent
    machine. Walk up and use your junk to make some nice loot for yourself.
    
    OPTIONAL: Head down the stairs by the U-Invent machine, into the flooded lower
    concourse. Turning left you'll find a corpse and a small alcove protected by a
    trapwire that both have some crafting junk on them. Head back up. You can
    continue on down the concourse now if you want, but we'll be heading back later
    anyway. 
    
    Head left from the entrance to Arcadia Glens. You'll come to a small area with
    a Gatherer's Garden machine and, conveniently, a big daddy/little sister. Take
    out the big daddy (you're literally right next to a Vita-Chamber, so it 
    shouldn't be too difficult) and harvest/rescue the little sister.
    
    OPTIONAL: Head in to the Waterfall Grotto through the doors by the 
    Vita-Chamber. We'll be coming back here later, but no harm in clearing it out
    now. In the left corner is a U-Invent machine and a corpse with some nice loot.
    In the other corner, by the sign, is a staircase down. There's a park bench by
    the stairs with an audio-diary (The Market is Patient) sitting on it. Head down
    the stairs. This room unfortunately has a rather difficult security system
    arrangement, so we're going to take it out now to make things easier when we
    come back. You should see a splicer in the flooded area at the bottom of the
    room. Kill her, and then jump down and run across to the stairs at the other
    side of the room (you'll have two turrets shooting at you). Turn left at the
    top of the stairs - you'll see a security camera. Zap and hack it, then turn
    left and zap and hack the first turret. It will start shooting at the second
    turret down in the flooded area, which should buy you some time to get down
    there and zap and hack it. There's an audio-diary (Offer a Better Product) on
    a brick near the second turret - pick it up. In the SE corner of the flooded
    area is a passageway to another room. Head in, and zap and hack the 
    flamethrower turret you'll find there. There's also a Gene Bank machine and
    some loot. Head back out, and pick up an audio-diary (Early Tests Promising) on
    a crate next to the water wheel. Finally, head back up the stairs near where
    the security camera was. Zap the sparking door switch to reveal another room
    with some loot and another audio-diary (Heroes and Criminals). Follow the quest
    arrow back out to the hallway.
    
    OPTIONAL: Head down the stairs in the SW corner by the Vita-Chamber. This takes
    you back down to the lower concourse, where we were earlier. There's a Houdini
    splicer down here you need to kill. At the corner up ahead is another staircase
    where you can get back up to the main hallway, close to the Tree Farm/Rolling 
    Hills entrances. Watch out for the camera. For now continue on down the lower 
    concourse. You'll come to an open area with a vending machine - stock up on 
    film and whatever else you need. In the SW corner is a flooded storage room 
    with a Houdini splicer, some loot, and U-Invent and Gene Bank machines. In the 
    NE corner is a crawlspace door which leads to a small room with some loot and a
    safe. Next to the crawlspace door is a door which leads back to the main 
    hallway, near the Tree Farm/Rolling Hills entrances. Again, watch out for the 
    camera.
    
    Head through the door into the Rolling Hills. There'll be a splicer and an RPG
    turret waiting for you - zap and hack the turret and let it kill the splicer.
    You can hop up the waterfall to a ledge with some extra loot. If you look at
    the map, you'll see that there should be a passageway to another area - it's
    blocked now, but don't worry, it will open up soon. There should also be a big
    daddy/little sister patrolling through this area - drag it back to where you
    hacked the turret and take it out. Near the stairs heading out of the area
    there's a park bench with an audio-diary (Shouldn't Have Come) next to it.
    
    Head down the stairs and keep following the quest arrow towards the Rapture
    Metro. Whoops, this triggers an event - Ryan's trying to kill the forest. Atlas
    asks you to find Julie Langford, the lady who grew the forest, and ask for her
    help to repair it. Thankfully you're right next to her office. Head through the
    Research Laboratories archway and zap/hack the camera (it'll come in handy
    later on). If you turn left and go down the hall there's an Ammo Bandito if you
    need to stock. Head through into the offices - you'll get a video transmission
    from Langford at the entrance. She wants you to head back to Waterfall Grotto
    to grab a sample of Rosa Gallica. Follow the quest arrow back out to the hills,
    but watch out for the splicer who will charge you. Try to drag them back to
    where you hacked the security camera to trigger an alarm. Keep following the
    quest arrow back to Waterfall Grotto.
    
    OPTIONAL: When you get to the stairs heading up in the lower hills you'll see a
    Houdini splicer standing by the entrance to a cave which was previously
    blocked. Follow him in and take him out. Right by the entrance is an
    audio-diary (The Saturnine). Search the room for other loot.
    
    OPTIONAL: Once you go up the stairs, the other area that was blocked off
    earlier has opened up as well. It's another Saturnine cave with a Houdini
    inside. Kill it and search the room to find some crafting junk.
    
    Once you get to the Waterfall Grotto for the second time you'll see a bunch of
    splicers standing over the corpse of a Houdini. Kill them all - there's a free
    gene tonic (Security Evasion) by the body. Head down to the lower part of the
    grotto, by the water wheel - the roses are growing on a bush right by the
    wheel. Picking one up will trigger a spawn of splicers coming down the stairs
    behind you. If you hacked this room's security system earlier they'll take care
    of them no sweat.
    
    Follow your quest arrow back all the way back down to Julie Langford's office.
    She'll ask you to send the rose through the pneumo, and then opens up the door
    for you, letting you into her office. Immediately inside you'll find a free 
    gene tonic (Hacking Expert) on the desk and an audio-diary (What Won't They
    Steal) on the floor. Turn right and head on up to Langford's office. She'll
    turn off her security system so it doesn't attack you. Grab an audio-diary
    (Teaching an Old Hound) off a desk in the next room. There's a vending machine,
    a U-Invent, and a Gene Bank in the room after that. Follow the quest arrow to
    the tunnel, which takes you up to Langford's office. She unfortunately meets a
    gruesome end as soon as you get there - note the code she paints for you on the
    window as she dies (9-4-5-7). Wait for the gas to clear and then head into the
    room through the side door. Grab the chemical launcher (new weapon) off her
    desk, and search her body for an audio-diary (The Lazarus Vector).
    
    Use the code on the safe in the back wall, behind the painting - it contains
    another audio-diary (Lazarus Vector Formula) and the key to get into the
    Farmer's Market area, which is where we're headed next. The diary gives you a
    shopping list of stuff you need to get to create the Lazarus vector, which will
    bring all the trees back to life. Once you've collected it all, you need to go
    to a U-Invent machine to craft the vector, and then bring it back to Langford's
    office to release it into Arcadia. That's still a long way down the road, 
    however. 
    
    First for the chlorophyll - usually whenever I played through this part I had
    already collected the chlorophyll I needed by the time I got the formula. One 
    of the audio-diaries in Langford's office suggests that the Saturnine have been
    stealing it, however, so if you still need more try killing splicers
    (especially the Houdinis with the weird masks) and searching their caves in the
    Rolling Hills.
    
    The other two items (distilled water and bee enzymes) will take a little more
    effort to get - we need to go to the market area of town to get them. Head back
    out of Langford's office, but watch out, since there will be splicers and the
    security system is also now active. Try to hack all of the security elements
    you can instead of destroying them - you'll need them later on. Once you get 
    back to the Rolling Hills you'll get a transmission from Atlas telling you to 
    head to the market to look for the other ingredients. Exit the Rolling Hills 
    where you entered and then immediately turn left to enter the Tree Farm (watch 
    out for the security camera). There's an audio-diary (Arcadia and Oxygen) 
    leaning against a crate just inside the entrance.
    
    Head south down the wide hall and turn left at the end - there'll be
    a weapon upgrade machine on the wall to your left as you turn the corner. Keep
    following the quest arrow east. At the entrance to the Farmer's Market area
    you'll find another Saturnine (Houdini) splicer with chlorophyll. Head through
    the archways and pick up the audio-diary (Maternal Instinct) on the stairs.
    Head on through past the sign, and you'll reach the bulkhead door leading to
    the Farmer's Market. We're leaving the Arcadia level for now, but we'll be back
    soon.
    
    == G. FARMER'S MARKET [c03s07] ================================================
    
    So we've come to the Farmer's Market to collect the items we need to finish
    creating the Lazarus Vector to resurrect Arcadia's forest. You should have all
    the chlorophyll you need - if not, you'll have to grab some off the Houdini
    splicers in Arcadia once you head back there. That leaves us needing 7
    distilled water and 7 bee enzymes. Both of the items can be found throughout
    the Farmer's Market level, but both are concentrated in different areas. Search
    all of the containers and corpses you find, and keep an eye out for the items
    sitting on the ground - they should be highlighted in gold.
    
    Walk up to the pneumo by the Farmer's Market sign - there's a corpse with some
    enzyme on the ground and an audio-diary (Bee Enzyme). This should give you a
    hint where you need to go to find the bee enzymes. Continue through the
    door and follow the tunnel to its end. Walking out into the main market area
    you'll be just in time to see a Houdini go flashing past. Kill him, but watch
    out for the RPG turret through the door to your right. Also try not to get to
    far down the hall to the left, as there's a camera down there, and having a
    Houdini splicer, an RPG turret, and four security bots attacking you at once
    can make things very hectic. When the splicer is dead, zap and hack the turret
    and go down the stairs.
    
    OPTIONAL: Go left down the hallway. There'll be a security camera in a corner
    above a the door past the first little shop on your right, zap it and hack it.
    On the counter across from the camera is an audio-diary (Pulling Together).
    Go behind the counter, and zap and hack the turret. Check the safe for loot.
    Don't go through any of the doors yet, we'll be coming back this way later.
    
    At the bottom of the stairs you'll see a free gene tonic (EVE Link 2). Head
    left - in the alcove is a Gene Bank and some loot. Continue on into the
    courtyard area, but watch out for splicers. You might also see a big daddy and
    little sister, so kill them if you do.
    
    OPTIONAL: Go through the door with the combination lock - the code is 0-5-1-2,
    although you don't find this out until MUCH later in the game. There's a ton of
    ammo and other loot behind the door.
    
    OPTIONAL: Go through the door behind the counter with the ripped banner above
    it - there'll be a thug splicer crouching around the corner in front of a 
    U-Invent machine, along with some loot and a distilled water (quest item). 
    Watch out for trapwires.
    
    OPTIONAL: Go through the other door behind the counter. There's a big daddy
    corpse with an audio-diary (First Encounter) on the floor beside it. Go down
    into the flooded area. At the back of the room there's a desk with yet another
    audio-diary (Hatred) on it.
    
    Head up the stairs from the courtyard to the balcony. Turning right and
    following the balcony takes you back to the entrance area, so don't bother
    going that way. Go through the door that's not marked "Employees Only". You'll
    see a security camera in the shop across the hall - zap it and hack it,
    quickly. 
    
    OPTIONAL: Go back out and in through the "Employees Only" door to find some 
    loot. There's a crawlspace door at the back of the room, crawl through to find
    an audio-diary (Desperate Times). Hop up on the crates and bash in the grate.
    Crawling through the vent will take you to a room with two corpses hanging on
    meat hooks (lovely) and another crawlspace opening to the store where you
    hacked the camera.
    
    Head down the hall towards the Worley Winery sign. You'll find an audio-diary
    (Water in Wine) on the floor immediately in front of the door. Sounds like
    someone's been putting distilled water in their wine... hmm... HMM.... let it
    never be said that this game is subtle in giving you hints. To drive the point
    home, there's a distilled water on the ground nearby.
    
    Head through the door and into the tunnel. You'll come to an intersection -
    ahead is the Worley Wineries, where you can find the distilled water, and to
    the left is the Silverwing Apiary, where you'll find your bee enzymes. You can
    do either one first, but for the purposes of this guide we'll go to the Apiary.
    Turn left and head on in.
    
    As you enter the door you'll see a splicer getting attacked by bees from the
    hive on the ground. Kill him. If the bees come after you, run back out into the
    hallway (you can light the oil slick on fire and run through it to get the bees
    to stop following you). On the counter directly in front of the entrance is an
    audio-diary (ADAM Explained). To your left is a Gatherer's Garden, and to your
    right is a Gene Bank. If you have the Scrounger gene tonic now's a good time to
    swap it in, cause we're about to be doing a lot of container searching.
    
    Head through the door at the back. This takes you to the bee hives themselves.
    Basically the game plan is to use the switches in front of you to release smoke
    into the room, which forces the bees back into their hives for a short amount
    of time. Hit the switch and immediately head down onto the floor and start
    searching as many hives as you can (don't forget to use your scrounger tonic to
    look again if the hive is empty). Splicers will spawn and enter the room, but
    ignore them for now, just focus on finding enzymes. When the bees start to come
    out again, run up onto the balcony and deal with any splicers that follow you -
    the bees should take care of the rest. If you still need more enzymes, hit the
    other switch and repeat this process.
    
    Once you have all the enzymes you need, head back out into the tunnel and turn
    left, into the Winery. On the other side of the wall, on the little raised
    area, is a security camera and turret. Zap/hack them both. Between them is a
    safe with a bunch of cash and some distilled water. Search the rest of the room
    for distilled water. There's also an audio-diary (Functional Children) on a
    table on the east side of the room, and a vending machine in one of the
    alcoves.
    
    You probably still don't have enough distilled water, so you'll need to head
    down into the cellar, taking the stairs at the back of the room. There's a ton
    of splicers down here, along with a rosie and possibly a little sister, so keep
    your eyes open. There'll be a distilled water on a crossbeam as you walk down
    the stairs, and another one on the floor near the U-Invent at the end of the
    hall. 
    
    Keep searching the basement as you continue on here, there's plenty of
    distilled water everywhere and you should have no trouble finding the ones you
    need.
    
    OPTIONAL: Continue down the stairs to the flooded area at the very bottom of
    the cellar. Go straight ahead into the alcove directly in front of where the
    stairs let out and you'll find a Power to the People machine for another weapon
    upgrade. Circle around the basement area - there's a lot of splicers, distilled
    water, and loot lying around. If you head into the NW "quadrant" of the
    basement, you'll find a little bedroom area. Inside is a bunch of chemical
    launcher ammo, some other goodies, and a gene tonic (Photographer's Eye).
    
    Head back up the stairs when you're done exploring the basement, stopping at
    the U-Invent machine to craft your Lazarus Vector. This should trigger a
    transmission from Atlas and bring back your quest arrow to guide you back to
    Arcadia. You've already explored the entire Farmer's Market level, so no sense
    wasting time, just follow it back to Arcadia.
    
    == H. ARCADIA PT. 2 [c03s08] ==================================================
    
    As soon as you enter Arcadia Ryan will send you a radio message and then
    trigger an alarm, sending security bots after you. Try to zap and hack one of
    them, this will take some of the heat off of you so you can run (or you could
    just destroy them all, your choice). Follow the quest arrow back to Julie
    Langford's offices in the Rolling Hills. The way should be mostly clear, but
    watch out for stray splicers.
    
    Once you're there, head up to her office on the top floor, and put the vector
    into the contraption by the window. This is going to take a while, and Ryan is
    sending his goons after you, so time to batten down the hatches and get ready
    to fight. Follow the quest arrow back down to the front entrance and hit the
    switch to seal the door (you might have to deal with a few splicers breaking in
    from side doors on the way down). Now you've got a few seconds to set up some
    defenses - use proximity mines, the cyclone trap plasmid, the security system
    elements you hacked, etc. - if you have it, you can even use the hypnotize big
    daddy plasmid to get the one patrolling around the offices to protect you. Once
    the splicers break in, just try to stay alive, but don't sweat it since if you
    die you'll just respawn at the Vita-Chamber by the tunnel up to Langford's
    private office. You'll have to keep killing splicers to get the event to
    progress. About half way through Atlas will send you a care package of stuff
    through the pneumo tube by the entrance. When the vector finishes cooking,
    you'll get a transmission from Atlas - run back upstairs and hit the switch on
    the right side of the machine to release the vector back into the forest. This
    will earn you the "Restored the Forest" achievement for 15 GP.
    
    Follow the quest arrow back out to the Rapture Metro entrance, near the door
    to Langford's offices. On a bench to your right as you enter is an
    audio-diary (The Great Chain). Pick it up, head down to the bathysphere, and
    pull the lever to head to Fort Frolic.
    
    == I. FORT FROLIC [c03s09] ====================================================
    
    Welcome to Fort Frolic, the "arty" section of town. Head on in once the level
    finishes loading up, and you'll get a transmission from Atlas instructing you
    to head to the Metro station directly in front of you down the hallway. There's
    a U-Invent and Gene Bank in the alcoves to your left, as well as some gambling
    and fortune telling machines scattered around. Near the Metro entrance, to the
    left, are some display cases with health and EVE inside - you can smash the
    windows with your wrench if you need the loot, but this will trigger an alarm.
    
    When you're ready, head into the Metro station and walk up to the bathysphere.
    This triggers an event - meet Sander Cohen, your antagonist for this level. At
    least you get a respite from Atlas and Ryan's bickering for a while. Head back
    out into the main hall.
    
    Once you get out you'll notice the way back is blocked a LOT of trapwires.
    Cohen will spawn a bunch of spider splicers, which will come crawling at you
    across the ceiling - if you've still got some spider splicer research to do,
    now's the time. Kill them all, and Cohen will open the doors to the rest of
    Fort Frolic for you. Head on in - stop to stock up at the vending machine if
    you need anything, and then walk into the main atrium.
    
    Listen to Cohen's spiel. He's waiting for you upstairs in the Fleet Hall, but
    there's some optional content to explore here first. You may also find a big
    daddy/little sister in this area.
    
    OPTIONAL: First, head to the south end of the atrium, by the vending machine.
    Zap and hack the security camera, and then continue on into the southern mall.
    As you walk in, you'll see some splicers duking it out. Kill them all, and pick
    up the audio-diary (Come to the Record Store) sitting on the stool by the
    flaming sign. Check the women's bathroom for loot (watch out for the turret),
    and the men's bathroom for a rather creepy statue. Head back out and follow the
    hall to the west. There's a Gene Bank ahead of you if you need to make any
    upgrade switches. Head into the Sofia Salon (the door on the right side of the
    hall). There's some loot, and if you head to the room way in the back there's
    an audio-diary (The Wild Bunny) by a frozen guy sitting at an armoire (be sure
    to check out Cohen's brilliant poetry in the diary). Head back out and continue
    down the hall past the Gene Bank. In the corner of the bar up ahead is a
    security camera - zap it and hack it. Sitting on the bar counter is another
    audio-diary (Artists' Feud). Continue heading down the hall - there's an ammo
    bandito up ahead. Across from it is the entrance to the Marquis D'Epoque cigar
    store. Head in, and zap and hack the turret. Head down the stairs - you'll find
    a U-Invent machine, and in the other room is a Power to the People machine and
    another audio-diary (Fancy Cigarettes). Note the code on the ground next to the
    corpse (7-7-7-4), you'll need it later on. Follow your quest arrow back out of 
    the south mall to the main atrium.
    
    Head on up the stairs to the upper part of the main atrium. There's an 
    audio-diary (Stood Up Again) by the trashcan at the top of the stairs, near the
    entrance to the Fleet Hall. There's also a Gatherer's Garden machine up here if
    you have any spare ADAM.
    
    OPTIONAL: Head into the Cohen's Collection art gallery, on the south side of
    the upper atrium. Turn the corner and there'll be an audio-diary (The Doubters)
    on a table with some bottles. Head up the stairs and zap and hack the turret.
    Open up the safes for some loot - this will spawn a houdini splicer behind you.
    Let the turret take care of him, and head back out to the atrium.
    
    Go through the door into the Fleet Hall. You'll first head into a concession
    area with a security camera. Zap it and hack it.
    
    OPTIONAL: Head up the stairs to your right as you enter the room. There's a
    Gene Bank machine halfway up, and at the top of the stairs is a room with a
    bunch of film, some loot, and an audio-diary (Musical Insult). Sander Cohen is
    in the room just across the hall, but he won't talk to you yet or let you in.
    Head back down the stairs.
    
    Go to the elevator on the south side of the concession area. Pressing the call
    button will trigger a spawn of a bunch of splicers behind you - let the
    security system take them out. Go up the elevator, and turn left to enter the
    main theater area. Watch the scripted event - Cohen wants you to take a picture
    of the corpse. Snap a photo of the unfortunate pianist, and Cohen will tell you
    to head back down to the atrium.
    
    OPTIONAL: At the top of the stairs, near where you entered the theater, is a
    hall which takes you to the boxes along the sides of the room. Search them for
    some loot. If you head to the south wing, you'll find that one of the boxes is
    locked - the one next to it, however, is not. Head into that one, and then hop
    over to the balcony of the locked box. You'll get a sarcastic message from
    Cohen congratulating you on your athletic prowess, and a free gene tonic (Alarm
    Expert).
    
    OPTIONAL: Hop down from the balcony with the gene tonic, and head through the
    door directly behind you. Following the hallway you'll get to an area guarded
    by two turrets. Zap the turrets and quickly run and hack them - in the alcove
    behind them is a safe. Check out the vending machine - all it sells is film and
    food, however. You can go through the sliding door across from the machine to
    get back out to the concession area.
    
    Follow the quest arrow back out to the atrium - Cohen has unveiled his, ahem,
    "masterpiece", a statue with four picture frames. Use the statue - this will
    install the picture you took of Fitzpatrick in one of the frames. It turns out
    that Cohen wants you to assassinate three more of his enemies, take pictures of
    their corpses, and install them in the quadtych. If you do this, he'll
    reactivate the Metro so you can go face down Andrew Ryan. Your status menu has
    the details on where to find these guys.
    
    First up: Martin Finnegan. Head up the stairs to the upper atrium, and Cohen
    will unlock the hall to Poseidon Plaza for you. Head on in. On the left wall a
    little down the hall is an audio-diary (The Iceman Cometh). Go through the door
    and turn left down the hall - Finnegan is ahead of you. He's a Houdini splicer
    and disappears quickly. You get frozen solid briefly after you enter the hall,
    but quickly break out. When you do, you'll see a row of frozen statues -
    Finnegan is the one on the far left, near the door. Walk up to him and kick his
    ass when he thaws. He's basically just a Houdini splicer, nothing special
    (don't try using cold damage on him, though). He drops a new gene tonic (Frozen
    Field). Snap a photo, and then head back out and add it to Cohen's work of art.
    
    OPTIONAL: Use your incinerate plasmid on the ice piles in the freezer to find
    some loot, including a new weapon (the crossbow).
    
    Next on deck is Rodriguez. Head back to the tunnel to Poseidon Plaza, and use
    your incinerate plasmid to melt the ice blocking the door. Head through into
    the plaza. You'll be attacked by a bunch of spider splicers - watch the
    ceiling to see where they'll drop down. You may also encounter a big daddy and
    little sister in this area. Stock up at the vending machines if you need
    anything.
    
    OPTIONAL: Head to the south end of the main hallway area, into Sinclair
    Spirits. Zap and hack the security camera in the corner above the entrance
    hall, and then look behind the counter - you should see a button. Press it to
    open a door which will let you down into the flooded basement of the store. In
    the basement you'll find a safe and a Power to the People machine. The "statue"
    in the basement here is actually a spider splicer, so kill it. Head back up to
    the main hall - you'll notice that the "More Items Downstairs" sign has now
    lit up, and you can head down the stairs to a flooded area. NOTE THAT YOU HAVE
    TO KILL THE SPLICER IN THE FIRST ROOM IN ORDER TO OPEN THE STAIRCASE OUT IN THE
    HALL. It's not the button that triggers the grate (like some people have told
    me) but killing the splicer. Head down the second staircase, you'll come to a
    large open room. Way back in the corner is a free gene tonic (Extra Nutrition
    2) and some other loot. Turn around - whoa, were those statues there before?
    Nope. Kill 'em all and head back up.
    
    OPTIONAL: Turn left past Sinclair Spirits and down the side hall. On the left
    side of the wall you'll see the entrance to Robertson's Tobaccoria. Inside
    you'll find an audio-diary (Guns Blazing), and an area secured by a
    combination lock. The code is 7-7-7-4 (remember it from the last tobacco shop?)
    Zap and hack the camera inside and to your left. Collect your loot and head
    back out.
    
    Continue down the hallway to the east, and enter the Eve's Garden strip club.
    You'll see a ghost cutscene as soon as you enter.
    
    Head down the hallway behind the stage. You'll see another ghost scene, and 
    when you get to the door there will be an audio clip played. When it
    finishes, the door will open to let you in. Search the room - there's a safe,
    some money, and an audio-diary (Pregnancy). Head back out, and you'll hear
    Hector Rodriguez shouting drunkenly out in the bar. Rodriguez is a nitro
    splicer, but he behaves weirdly - he'll take off, running away from you back
    towards the main Poseidon Plaza hall while tossing explosives at you. Just
    follow him and shoot him in the back until he dies. Snap a photo and head back
    to the main atrium to add it to Cohen's work of art.
    
    Cohen, perfectly fitting his role as the temperamental artist, flies into a
    rage, and sends a few waves of spider splicers after you. Kill them all (if you
    have any anti-personnel auto ammo, now's a GREAT time). Eventually Cohen will
    calm down and apologize. Head back to Eve's Garden in Poseidon Plaza.
    
    On the bar where Hector Rodriguez was sitting is an audio-diary (It's All
    Grift). Head through the door next to the bar and go up the stairs. Go through
    the double sliding doors - there's two turrets right there, zap 'em and hack
    'em. Go straight down the hall to the balcony area - you're now above the main
    Poseidon Plaza hall. 
    
    OPTIONAL - Head into the Pharoah's Fortune casino, directly in front of you.
    Watch out for the security camera on the second floor - it can see you on the
    first. Head up the stairs and zap and hack the camera. There's a bunch of loot
    lying around, and an audio-diary (Bump Culpepper?) on one of the pool tables.
    Head back down and out when you've got everything. You can also try your luck
    at the slot machines if you're feeling lucky. If you hit the jackpot you'll
    earn the "Lucky Winner" achievement for 10 GP.
    
    OPTIONAL - Go into the Sir-Prize Casino at the NE end of the hall. You'll find
    a crossbow and some ammo in the corner of the room. Heading downstairs you'll
    find an audio-diary (Fontaine's Army) in a box on the lower floor, and a safe
    behind the counter. Loot the room and head back up to the upper floor and out
    into the hallway.
    
    Head into Rapture Records in the NW corner of the hall. Underneath the counter
    to the left of the entrance is an audio-diary (Ryan's Stableboy). Hop down to
    the lower area, by the body in the chair. When you hear the clicking noise
    start, move away from the body - it's about to explode. Cobb will start yelling
    at you from the upper part of the room. He sends some spider splicers dropping
    from the ceiling to attack you - kill them, and then go into the crawlspace at
    the SW corner of the room. This takes you back up to the entrance to the store.
    Walk out the door - Cobb will be standing right there. He's a nitro splicer,
    like the other two you've killed so far, and not very tough - just watch out
    for additional splicers wandering into the fight. Snap a photo of the body and
    head back to the main atrium. If you've done all the optional stuff so far you
    should have already completely explored Poseidon Plaza, so don't worry about
    poking around any more.
    
    Head back to the main atrium and add your last photo to the quadtych. Cohen
    will (finally) make his grand entrance down the stairs to admire his work - DO
    NOT ATTACK SANDER COHEN. Not yet. Sander will thank you for your help and give
    you a gene tonic (Medical Expert 2) as "a token of our time together." Atlas
    will send you a radio message - you can use the Metro again, and he wants you
    to get moving towards Ryan. Completing the work of art also earns you the
    "Completed Cohen's Masterpiece" achievement for 30 GP.
    
    Now, there are several achievements relating to Sander Cohen, but one of them
    requires you to leave him alive for now. You also need to leave him alive in
    order to get the achievement for fully upgrading all of your weapons, because
    one of the Power to the People machines is in his apartment (he needs to be
    alive in order to let you in). So don't attack him now, just let him live,
    we'll deal with him later. (Thanks NeoJedi Knight for clearing this up).
    
    OPTIONAL: Head back up into the Fleet Hall, and climb the stairs to the room
    where Cohen was hiding earlier. The door will be open now, letting you inside.
    There's a bunch of film, an audio-diary (Requiem for Andrew Ryan) and a free
    gene tonic (Electric Flesh). Head back down.
    
    Once you've dealt with Cohen, head out of the atrium and back down to the
    Metro (make sure you go to the right station). Hop in the bathysphere and pull
    the lever, and off you go to Hephaestus.
    
    == J. HEPHAESTUS [c03s10] =====================================================
    
    Hephaestus is the Greek god of the forge and blacksmiths - should give you a
    hint what type of level this will be. Note that by this point in the game the
    splicers are becoming significantly more difficult to kill - they do more
    damage and have a LOT more hitpoints, especially the leadhead guys. Be careful.
    
    Head up the stairs from the bathysphere - stop at the vending machine if you 
    need anything. Go through the door and head down the tunnel. It doesn't matter 
    which way you go, they both lead to the same place. When the two tunnels rejoin
    each other you'll see a couple of splicers doing... something to a corpse. Kill
    them and loot them.
    
    Head through the door and down the stairs. You'll come to a larger room with 
    some broken pipes. Directly ahead is a corpse with a chemical launcher, and
    some splicers. Head up the stairs - there's a turret immediately behind the
    wall you're facing as you enter the room. Zap it and hack it, and go over to
    the vending machine by the broken pipe. The crate by the vending machine has an
    audio-diary (Ryan Takes F Futuristics) and some other loot. Hit up the gene
    bank in the SE corner of the room if you need to, and then head through the
    door leading to the "Office of Andrew Ryan". 
    
    As you enter the next room, turn left immediately - you'll see a vending
    machine and a Vita-Chamber. On the ground between them is an audio-diary
    (Scoping the Gate). Pick it up, and then grab the grenade launcher on the table
    in the middle of the room. Continue southward, around the corner, and zap and
    hack the security camera. There's a U-Invent machine here if you've got any
    spare junk.
    
    Head through the door underneath the security camera and down the hall. You'll
    enter the antechamber to Ryan's office, where he keeps the corpses of people
    who have crossed him in the past. Charming. Check out the door to Ryan's
    office - it's sealed shut by some kind of electrical contraption. Search the 
    corpses hanging on the walls. There are audio-diaries on the first corpse
    hanging on the right (Stopping Ryan) and the third corpse hanging on the right
    (Going to Heat Loss). The second diary contains a hint on how to get into the
    office. It triggers an audio transmission from Ryan and updates your goals.
    Ryan then sends in a bunch of splicers to attack you. Kill the splicers.
    
    OPTIONAL: Head into the small side room on the south side of the trophy room.
    On the desks ahead of you you'll see an audio-diary (A Man or a Parasite) and
    a new gene tonic (Frozen Field 2). There's also a safe underneath the desk, and
    some loot scattered around the room.
    
    So now we need to go to Heat Loss Monitoring to try to find a way to break into
    Ryan's office. Head through the other door on the south wall of the trophy room
    (the one you didn't enter through) and continue down the hall. You'll come to
    a flooded room with some splicers standing around a corpse of a big daddy. Use
    your electrobolt plasmid on the water to electrocute them all. Loot the bodies
    and head through the door to the Hephaestus Core at the end of the room. Go
    down the tunnel and through the door taking you to the core.
    
    You'll walk onto a balcony with a nice view of the entire core. Basically this
    area has a bunch of walkways circling around the core, with a TON of splicers
    wandering around. Be careful. You may also find a big daddy/little sister
    patrolling around in this area.
    
    Head through the doorway to your left, and kill the splicers. At the end of
    this hall, near the Vita-Chamber, is an audio-diary (Fontaine's Legacy) and
    some loot. (Is it just me, or does McDonagh sound EXACTLY like the GEICO
    gecko?) Anyways, turn around and head down the stairs behind you. Turn around
    at the bottom of the stairs, kill the splicers. In the alcove ahead of you is
    a security camera and desk with an audio-diary (Running Short on R-34s) on it.
    Zap and hack the camera and grab the diary. Continue on down the walkway,
    you'll come to an area with a safe and some other loot. Turn back and head down
    the stairs nearby. You'll come to the entrance to Heat Loss Monitoring. 
    
    OPTIONAL: Turn around at the bottom of the stairs and follow the other
    staircase (behind the big column thing) down. You'll come to an area with a 
    spider splicer, a vending machine, and an audio-diary (Impossible Anywhere
    Else). Kill the splicer, grab the diary, stock up, and head back up to the
    Heat Loss Monitoring entrance.
    
    In the alcove across from the entrance is a houdini splicer and a broken 
    vending machine. You can still use the machine, but it will just spit out a 
    live grenade, so make sure you jump back.
    
    OPTIONAL: Head up the stairs directly ahead, past the alcove. There you'll find
    a Power to the People machine, a Gatherer's Garden, and an audio-diary
    (Assassin). If you continue down the next set of stairs it takes you to the
    Geothermal Control area. Head back to Heat Loss Monitoring when you're ready.
    
    Head through the Heat Loss Monitoring door, down the tunnel, and into the
    entrance. Walk forward. The lights will go out and whoops, the corpses weren't
    corpses (seems to be a recurring theme in this game). Keep moving towards the
    door at the end of the hall - three of the bodies will jump up and attack you.
    Kill them, and you'll get a taunting message from Ryan. Head on into Heat Loss
    Monitoring.
    
    Down the hall to your left is a vending machine. Down the hall to the right is
    an audio-diary (Kyburz Door Code) and some loot. The diary tells you that the
    code to get into Kyburz's office is Australia Day (which, in case you're
    wondering, is January 26 - so the code is 0-1-2-6). Both halls meet up again
    at a staircase heading down to lower Heat Loss Monitoring. There's also a big
    daddy/little sister patrol route in this area.
    
    Head down the stairs to the lower area - watch out for the corpse ahead of you,
    he'll jump up and attack. Once you get down, head to the balcony over the
    flooded area and watch the ghost cutscene. Head to the lower area on the west
    side of the room. On the desk is an audio-diary (Getting a Break) and a free
    gene tonic (Security Evasion 2). Grab the diary and your objectives will
    update.
    
    OPTIONAL: Head up to the Gene Bank in the raised area and slot in your Electric
    Flesh tonic (if you have it). This will increase your electricity resistance
    enough to let you hop across the electrified flooded area to the desk in the
    far left corner. There's some ammo and an audio-diary (Genetic Arms Race) on
    the desk.
    
    Follow your quest arrow back up to the main core area, and then up the stairs
    to the Workshops area. Go through the Workshops door, down the tunnel, and into
    the main Workshops area. Kill any splicers you find. There may also be a big
    daddy/little sister in this area.
    
    OPTIONAL: Go down the hall to your right as you enter the Workshops. There'll
    be a splicer and a turret. Kill the splicer, zap and hack the turret, and loot
    the room. There's a bunch of stuff in here, including a U-Invent machine, some
    ammo, and a safe. There's also a gigantic banner advertising Australia Day and
    giving the date (another hint as to the code for Kyburz's office). Head back
    out.
    
    Hit up the bandito and the vending machine in the corner if you need anything,
    and then head down the stairs next to them. When you turn the corner you'll be
    at the entrance area to Kyburz's office - there'll be two turrets shooting at
    you. Zap and hack them both. We'll skip Kyburz's office for now since we need
    to head back there later anyway. 
    
    OPTIONAL: Head into the little room by the foot of the stairs. There's a Gene
    Bank machine, some loot, and an audio-diary (Device Almost Enabled). There's
    also a crawlspace behind the desk with some loot in it.
    
    OPTIONAL: If you look on the wall beneath the left turret you'll find a darkly
    lit crawlspace door. Opening it will take you underneath the stairs, where
    you can find some loot and an audio-diary (Market Maintenance Code). This gives
    you the code for the area locked with a combination lock WAY back in the
    Farmer's Market (it's 0-5-1-2).
    
    Follow the quest arrow down the hall. You'll encounter a relatively undamaged
    corpse - on it is an audio-dairy (The Dream). Way in the back of the room 
    you'll find a bloodstained crawlspace door - open it and head on in. Inside 
    you'll find some loot, a gene tonic (Damage Research), and an audio-diary 
    (Assembling the Bomb). Great, another collection mission. The audio-diary gives
    you a list of stuff we need to get to put together the EMP bomb. These items 
    are scattered around the Hephaestus core area.
    
    Nitroglycerine charge: Found in Kyburz's office (see below).
    2 cans of ionic gel: scattered throughout the level. They look like tanks of
     chemicals for the chemical launcher, but will be glowing gold.
    4 R-34 wire clusters: these are found on the corpses of big daddies. You can
     check the bodies of big daddies you've already killed to find them - they
     should be glowing gold.
    
    Let's get the nitroglycerine charge first. Head back out down the hall, back to
    Kyburz's office. You can get your first R-34 from the dead big daddy right 
    outside the entrance to the crawlspace. Once you get to the office, input the 
    code into the combination lock (0-1-2-6) and the door will open. Unfortunately,
    the room is heavily booby-trapped with electric trapwires. Use your telekinesis
    plasmid to pull the trapwires out of the wall and disarm them (thanks to
    Nitramuse for this tip).
    
    Head down to the desk in the lower area, and press the button on its side. The
    door covering the nitroglycerine charge (on the south side of the room) will
    open up. Unfortunately this also activates a turret back near the entrance. Zap
    it and hack it, and then grab the nitroglycerine. There's also a weapon upgrade
    machine right across from the nitroglycerine charge and an audio-diary (Great
    Chain Moves Slowly) on the desk.
    
    Head back out of the workshops - time to get your ionic gel. There's a lot of
    the stuff scattered all over the Hephaestus core, but you can get the two you
    need conveniently located right outside the Workshops. Head back through the
    tunnel taking you back to the main Hephaestus core area. Turn left and head
    down the stairs - there's an ionic gel behind the crates right at the foot of
    the stairs. Head past Heat Loss Monitoring, up the stairs, past the Gatherer's
    Garden, past the door to Geothermal Control and up the stairs, and you'll see
    your second ionic gel sitting on a console on the left wall.
    
    The last item you need is the R-34 wirings, which can only be found on the
    corpses of big daddies. You're own your own here - retrace your steps and find
    the corpses of the daddies you've already killed. They should be glowing gold
    and each have an R-34 wiring on them. If you don't have enough, hunt big 
    daddies until you do - they patrol through the main core area, the Heat Loss
    Monitoring area, and the Workshops area.
    
    Once you've got everything you need, follow your quest arrow back into the
    workshops and down into the secret EMP bomb room. Use the EMP bomb three times
    to install everything into it, and it will start humming and whirring. Pick it
    up - you'll get a transmission from Atlas telling you that you need to attach
    it to the core to destroy the power supply to the locks barring you from Ryan's
    offices. Follow your quest arrow back out to the main Hephaestus core (watch
    out for respawned splicers). Turn right once you get to the core, head down the
    stairs, and keep going straight (following the walkway) until you get to the
    entrance to Geothermal Control.
    
    The room's entrance splits into two paths, both of which lead to doors to the
    next room. Pick one, it doesn't matter (though there's a Gene Bank on the left
    walkway if you need to use one), and head through. There are two turrets in
    this room, one diretly down the hallway from each entrance. DON'T DESTROY THEM
    - zap them and hack them. You're going to have to withstand an attack in this
    room, and they will help you out a ton. Atlas explains what you have to do -
    set up a defensive perimeter to beat off Ryan's goons, and then turn the valve
    on the center ramp area to reroute the flow of magma. Here's your chance to
    make use of some of the more specialized ammo and plasmids you've picked up
    through the game. Use trapwires, proximity mines, and your cyclone trap plasmid
    to block off the entrances. Note that you can find some extra mines in the
    container right behind the valve, near the elevators. The turrets you hacked
    will also help you out a ton.
    
    When you're ready, start the event by turning the valve highlighted in gold.
    Note that you have to hold down the A button to keep the valve turning, so
    your security perimeter will be doing most of the fighting for you. Splicers
    will start coming in through the entrances - let your security system kill
    them, keep turning that valve. Eventually you'll turn it all the way and magma
    will start pouring down. Atlas will tell you to head down the elevator to 
    attach the bomb to the core - kill any splicers that got through your 
    perimeter, get into the elevator, and press the button. When it gets to the
    bottom, head forward down the walkway and through the door. On the floor in
    front of you will be a corpse with an automatic hack tool and a gene tonic
    (Shorten Alarms 2). Grab them and head through.
    
    This will take you up to the core. Use the core lift control on the right side
    of the walkway, and when you get to the top use the table thing to place the
    bomb on the core. It'll activate, shutting down the core, and you'll get a
    message from Atlas telling you to head back up to Ryan's office to shut down
    his security. Unfortunately it will also trigger an alarm, so watch out for
    bots on your way up. Follow the quest arrow out of the core area and back to
    the entrance to Ryan's office. Watch out for stray splicers. When you get back
    to the trophy room there'll be some splicers and security bots buzzing around.
    Try to hack some of the bots for assistance, and kill the splicers. When the
    room is clear, hit the switch by the security system blocking Ryan's door. The
    door will open for you - head on in, and go through the bulkhead to Rapture
    Control.
    
    == K. RAPTURE CONTROL [c3s11] =================================================
    
    Time to meet Andrew Ryan. This is a short level, but very important to the
    plot (if you haven't reached this part of the game yet, don't read this section
    if you don't want some MAJOR spoilers to be revealed).
    
    Head forward down the hall. As you enter the large room, Ryan will turn out the
    lights and send you a radio message. While he's ranting, turn left. On the
    table next to the Vita-Chamber is an audio-diary (The Vita Chamber). Once the
    lights come back on, there's also a Gene Bank, a U-Invent, and a vending
    machine if you need to stock up.
    
    So Ryan is trying to destroy the city - he thinks that Atlas is trying to take
    control of it from him. Head over to the east side of the room, and climb the
    stairs up the scaffolding thing. You'll see a crawlspace on the east wall -
    head through and drop down into the next room (you'll have to bash out the
    grate with your wrench). Grab the two audio-diaries (Mind Control Test and Baby
    Status) on the on the counter in front of you. Loot the room, and head through
    the south door. Follow the hallway to the large room at the end - meet Andrew
    Ryan. When he opens the door for you, walk up to him, and then watch the
    cutscene. "A man chooses - a slave obeys." Ryan chooses death - maybe the fact
    that he chooses it makes it easier for him to accept. You obtain the "Defeated
    Andrew Ryan" achievement here, worth 30 GP.
    
    Anyways, enough philosophizing. Search Ryan's desk for a bunch of cash, and
    then head into the little room with the organ-looking thing and the Ryan
    Industries logo on the video screen. Use the self-destruct override, and watch
    the cutscene. Whoops - seems Atlas has been lying to you all this time. Meet
    Frank Fontaine. Seems that he was using you all this time as a plot to take
    over Rapture. The door at the back of the room will open for you, and Fontaine
    triggers an alarm to try and kill you (shouldn't he know by now that you don't
    exactly have a ton of trouble with security bots?) Anyways. You'll see a little
    sister calling to you - follow her, she'll lead you to a crawlspace back in the
    hall to the Would You Kindly room. You'll black out once you're in the
    crawlspace, ending the level.
    
    == L. OLYMPUS HEIGHTS [c03s12] ================================================
    
    Note that by this point in the game, the splicers are becoming a LOT tougher to
    kill (Leadhead splicers can take an entire clip or more of machine gun ammo to
    bring them down). Be careful.
    
    When you wake up, you find that Tenenbaum has sent her little girls to rescue
    you. While you were asleep she's undone some of the genetic conditioning that
    bent you to Fontaine's will. When she finishes her speech, follow the little
    sister upstairs and wait for her to unlock the door for you. Head up the
    stairs and you'll come to a sewer type area. You'll get another transmission
    from Fontaine, trying to get you to kill yourself. When that doesn't work, he
    uses a code that slowly makes your heart stop working. Your maximum health will
    slowly decrease over time until you find the antidote to Fontaine's mind
    control. We need to find the antidote at Suchong's apartment.
    
    Head to the alcove at the NE corner of the sewer area. You'll find a wheel
    glowing gold - pick it up and attach it to the control console by the gate
    blocking the way out of the sewer. Turn the wheel to raise the gate and head
    up to the main street area. There's a little sister patrol route in this area,
    so watch out for big daddies.
    
    OPTIONAL: Directly ahead of you as you come up the ramp will be a crashed
    streetcar with some splicers milling around. Kill the splicers and loot the
    area for some ammo.
    
    Turn around and head back up to the barricade with the "Who Is Atlas?" posters.
    Watch out for splicers. As you round the corner, there'll be a turret shooting
    at you - when you get a chance, zap it and hack it. Clear out the Bistro Square
    area. There's a LOT of splicers, some turrets, and a security camera on the
    east wall above the bulkhead to Apollo Square, so be careful. When you're done,
    check the restaurant in the center of the square - there'll be an ammo bandito
    and an audio-diary (Mozart of Genetics) on the counter. On the west side of the
    square is a Gatherer's Garden - spend your ADAM if you have any.
    
    Head through the north archway to go to Mercury Suites, where Suchong and some
    other Rapture notables live. Head down the road - watch out for splicers.
    There's a U-Invent machine about halfway down if you have any spare junk.
    
    When you get to the end, head up past the barricade and into the Mercury Suites
    area. There will be several splicers guarding the entrance, as well as a
    security camera in the corner to your left. Take everything out, and then head
    through into the main Mercury Suites area. There will be several splicers, as
    well as a security camera on the north side of the elevator shaft in the center
    of the room. On the wall underneath the camera is a Power to the People
    machine. There's also a big daddy/little sister patrol route on the ground
    floor here. Stock up at the vending machine if you need anything.
    
    OPTIONAL: Time to revisit an old friend (and get some achievements). Go through
    the east door, into Sander Cohen's apartment. You'll get a message from Cohen
    welcoming you to his home and telling you not to interrupt the splicers dancing
    by the piano - so of course, that's exactly what we're going to do. Knock over
    the record player and kill the two splicers. Cohen will fly into a rage and
    come out of his secret area to kill you. Take him out, and snap a photo of his
    corpse to get the "Irony" achievement (10 GP). Walk up the stairs he came down
    to enter his secret area for the "Found Cohen's Room" ackievement (10 GP). You
    can also grab his muse box key off his body, so if you ever head back to Fort
    Frolic you can find out what was inside of it.
    
    OPTIONAL: Go through the north door on the main floor to enter Anna Culpepper's
    apartment. Head forward into the second room - on a coffee table to your right
    is an audio-diary (Artist Woman). Turn the corner and zap and hack the security
    camera. Watch out for splicers. Turn right at the camera and search the kitchen
    area for loot, and then head up the stairs. There's some loot in the bedroom
    area, and in the bathroom there'll be a splicer crouching over what's left of
    Anna Culpepper. Head back out to the main lobby area when you're done.
    
    Follow the quest arrow into Suchong's apartment, on the west side of the main
    lobby.
    
    OPTIONAL: Head left and down the hall to the dining room once you enter the
    apartment. Crouching behind the tables there'll be a splicer with an
    audio-diary (Fontaine's Human Jukebox). Head back out to the main area, but
    continue going straight into the kitchen. There's a splicer doing something
    with a corpse on the counter, and some loot.
    
    Follow the quest arrow to the back room. You'll find a gene tonic (Clever
    Inventor) and an audio-diary (Mind Control Antidote). Tenenbaum tells you that
    she stole a sample of the stuff you need, but that Fontaine's goons might have
    taken it back to his apartment.
    
    Head back out to the main lobby and up the ramp looping around the elevator
    shaft in the center of the room. When you reach the second floor you'll see
    Tenenbaum's apartment directly in front of you, but the door has been blocked
    from the other side, so we'll have to find another way in.
    
    OPTIONAL: Go into the apartment entrance on the second floor on the opposite
    side of the room from Tenenbaum's apartment. Kill the splicer inside, and loot
    the room. Head to the left door on the back wall - behind the bed is a safe.
    If you head back out and into the kitchen you'll also find some health and
    ammo. It's a sad commentary on the state of society in Rapture when the average
    family is forced to keep stockpiles of napalm in their apartment :P
    
    Head back out and up the ramp to the third floor. Directly across the walkway
    to the balcony ahead of you will be a security camera - zap it and hack it.
    Turn right and continue around the balcony.
    
    OPTIONAL: Go into the apartment on the east side of the floor. There'll be a
    nitro splicer dropping grenades through the hole in the ceiling down at you.
    Jump over the furniture barricade and the trapwires ahead, and turn left (watch
    out for splicers coming down the stairs behind you). Go left in the large room
    and check out the bathroom (the door at the far end of the left wall). There's
    some ammo and other loot (also make sure you check out the corpse in the far
    left corner of the bathroom). Head up the stairs by the trapwires. Kill the
    splicer, and search the room for some loot. Head back out to the balcony.
    
    Continue around the balcony. On a storage crate near the U-Invent you'll find
    an audio-diary (Fontaine's Breakup) that has the code to Fontaine's apartment
    (5-7-4-4). Continue around the balcony until you get to the giant hole in the
    wall. This leads you into the bathroom of Tenenbaum's apartment.
    
    OPTIONAL: Use your telekinesis plasmid to grab the corpse by the bathtub and
    drag it through the trapwires to set them off. This'll let you grab the loot by
    the tub.
    
    Head down the hall into Tenenbaum's apartment. Just past the staircase is the
    library/study area you need to visit - you'll hear a splicer banging
    around inside. Kill him and head in, and you'll get a radio transmission from
    Tenenbaum updating your objectives. Head down the stairs into the flooded area
    on the lower floor of the apartment. In the room to the right of the exit door
    is a turret - try not to use electrobolt on this one as you'll likely hit the
    water and electrocute yourself. There's a safe next to the turret as well. Bash
    the lock off the door and head back out to the lobby. Kill the splicer and head
    back down to the ground floor.
    
    Go to the elevator shaft and input the code (5-7-4-4) into the combination
    lock. Take the elevator up to Fontaine's penthouse. There'll be some splicers
    wandering around, as well as a turret in the center of the room (behind the
    gigantic rocks) and a security camera above the door at the far end of the
    room. Kill the splicers and zap and hack the turret and camera. Head through
    the door and up the stairs.
    
    OPTIONAL: Turn right at the top of the stairs - you'll see an audio-diary (Sad
    Saps) on the coffee table. Search the dining room and kitchen for loot.
    
    Head up the stairs and turn left at the polar bear (not often you get to say
    that). Check out the nice view from Fontaine's windows, and then head left into
    the bedroom and through the door on the east wall. Hop over the trapwires and
    you'll find the antidote for Fontaine's mind control and a gene tonic (Electric
    Flesh 2). The antidote will restore your hit points, but as a side effect it
    makes you temporarily unable to control what plasmid you have selected. Every
    minute or so you will randomly cycle to a new plasmid (even ones which you
    haven't yet learned) and you won't be able to select any new ones. This is
    pretty annoying, but Tenenbaum thinks you can get rid of it by finding another
    dose of the antidote, in Suchong's labs in Artemis Suites in Apollo Square (the
    next level). Note that you will also be unable to use Gatherer's Garden or
    rearrange your plasmids while this effect is active. You will earn the "Broke
    Fontaine's Mind Control" achievement for 30 GP when you pick up the Lot 192.
    
    OPTIONAL: Head through the other door in the office and across the balcony.
    Enter the door on the other side. There'll be a turret to your right, on the
    other side of the bar - just destroy it since you likely won't have your
    electrobolt plasmid available. Hack and loot the safe by the pool table and
    head out.
    
    Go back down to the elevator area - watch out for splicers. Take the elevator
    down. We're done with this level, so just follow your quest arrow back to
    Bistro square. Go to the east side of the room and head through the bulkhead
    door to Apollo Square, the next level.
    
    == M. APOLLO SQUARE [c03s13] ==================================================
    
    This level can be fairly short if you skip all the optional material. Basically
    all we have to do is go to Suchong's Lab in Artemis Suites and grab a second
    dose of Lot 192 to get rid of this annoying plasmid effect, then it's time to
    face down Fontaine.
    
    Head forward through the bulkhead door, turn left, and go up the stairs. To
    your left, by the tipped-over vending machine, is an audio-diary (What's
    Happening Here?). There's also some loot scattered around this little entrance
    area. Head through the broken gates and down into the ruined street. There's a
    little sister patrol route in this area, so watch out for the big daddy.
    
    Head down the street to the first square area - there'll be a few splicers
    scattered around, so be careful. When you enter the square you'll see a gallows
    right ahead of you, with some splicers wandering around. Kill the splicers, and
    destroy the turret in the alcove on the south side of the square. In the alcove
    to the west is a regular Rapture supermarket - there's a Gatherer's Garden, a 
    U-Invent, an Ammo Bandito, and a Gene Bank if you need to stock up on anything.
    
    Follow the quest arrow through the west exit of the square - this will take you
    towards Suchong's lab. Head down the street. You'll quickly run into a splicer
    and a turret - kill them both, and then hack or destroy the camera on the
    column by the burning streetcar.
    
    OPTIONAL: Search the streetcar to find some loot.
    
    Continue on down the street. Two splicers will jump up and attack you. Kill
    them and head into the entrance to Artemis Suites. On the north wall, behind
    the column with the vending machine, will be a security camera - destroy that
    first, you really don't need bots chasing you around in here. Kill the nitro
    splicers running around on the balcony and stock up at the vending machine.
    
    Head up the stairs on the west side of the room, and turn left at the top.
    Continue around the balcony - you should find the entrance to Dr. Suchong's
    Free Clinic. Walk in and quickly destroy the security camera on the wall to
    your left. Head down the hallway going left, destroy the turret, and use the
    Gene Bank machine if you need it. Follow your quest arrow into the west room,
    where you can find the second Lot 192 batch on the counter. Whew, now you've
    got your plasmids back. You'll get a transmission from Tenenbaum updating your
    objectives - she wants you to go back to the bathysphere station and head to
    Point Prometheus to take on Fontaine.
    
    NOTE: EVERYTHING ELSE IN THIS LEVEL IS OPTIONAL CONTENT. If you want to go
    right to Point Prometheus to face down Fontaine just follow your quest arrow
    to the bathysphere station and take it to the Point Prometheus station. I won't
    bother using the optional tag for the rest of this level.
    
    On the table in the center of the room you'll find what's left of Dr. Suchong.
    Pick up the audio-diary on the ground (Protection Bond) to find out how he met
    his grisly end. Head back out into the main labs area and kill any splicers
    that have shown up. There'll also be a turret which has popped up at the west
    end of the balcony outside the lab - kill it now or later, your choice. Head
    through the door at the east end of the labs, which apparently leads to some
    sort of combination surgery/bathroom area. In one of the stalls is a gene tonic
    (Medical Expert 3).
    
    Head out of Suchong's labs and back to the balcony. Keep going to the balcony
    to the left, and head up the stairs to the third floor. Zap and hack the turret
    in the SW corner of the balcony. Head into the room on the south side of the
    floor - you'll come to a large area with a bunch of bunkbeds and mattresses.
    Kill the splicers and search the room for loot. At the west end of the suite
    you'll find what looks to be some kind of makeshift photo developing lab with
    a bunch of film lying around. There's also a safe with some money and nice loot
    inside.
    
    Head back down to the first floor. At the north end of the lobby is a door
    leading to another suite - head on in. To the west is a bathroom with a splicer
    tinkering with a turret - kill them both and loot the room. To the east is a
    sleeping area with some loot and a U-Invent machine. Head back out to the lobby
    when you're done.
    
    Follow your quest arrow back down the street to the gallows square and into
    the road to Hestia Chambers, killing splicers as you go. On the east wall of
    the road, just past the entrance, will be a security camera - zap it and hack
    it. Ahead down the road will be the entrance to the Rapture Metro with some
    splicers milling around - kill the splicers and walk up to the entrance for
    a ghost cutscene. If you want to, you can skip the rest of this level and just
    head directly to Point Prometheus now. 
    
    Head up the stairs and go into Fontaine's Home for the Poor. On the balcony
    ahead of and above you is an RPG turret. You'll also be rushed by a bunch of
    splicers. The easiest way to do this is with your telekinesis plasmid - just 
    grab the rockets it launches at you and fire them back at the splicers. When
    they're all dead, just start lobbing them back at the turret to take it out.
    
    Immediately to your right once you enter the main room, against the corner, is
    a steamer trunk with an audio-diary (Meeting Atlas) inside. You'll also find a
    big daddy/little sister patrol in this area. Stock up at the vending
    machine/U-Invent in front of you, and then head up the stairs. Go through one
    of the doors to your left and right - they both go into the same room. Clear
    the splicers out, loot the room, and then head down the stairs in the center of
    the room to get to the boiler room - you'll find some loot and a U-Invent
    machine.
    
    Head back out to the main atrium and up the stairs to the third floor. Head
    left here (the right door is jammed). You'll come to another dormitory-type
    area through the door at the end of the hall. Clear it out and grab whatever
    loot you can find. Head up to the fourth floor - the doors here are locked, so
    you have to go to the fifth floor and come back down from there.
    
    Head up to the fifth floor, and turn right. Go down the hall and through the
    door - welcome to Atlas's headquarters. Kill the splicer ahead of you, and take
    out the security camera in the southwest corner of the large room you come to.
    Across from the security camera is an armory with a broken grate door that you
    can't get through. Use your telekinesis plasmid to bring the ammo to you.
    
    Underneath the camera is a staircase that takes you back down to the fourth
    floor. Look to your right as you come down the stairs and you should see a 
    weapon upgrade machine. Turn left and you'll come to an area with several
    desks, one of which has the corpse of Diane McClintock on it. In McClintock's
    corpse you'll find an audio-diary (Today's Raid). On the other desk is another
    audio-diary (The Longest Con) and a gene tonic (Focused Hacker 2). There's also
    a safe in the corner for you to hack. 
    
    We're done with this level. Follow your quest arrow back out to the street, and
    head down into the Metro station. Take the elevator down, head over to the
    bathysphere, and head off to Point Prometheus.
    
    == N. POINT PROMETHEUS [c03s14] ===============================================
    
    The level begins with you surfacing into Point Prometheus, while Fontaine gives
    you a demonstration of what he's been doing with his ADAM horde. Head up the
    stairs and run after Fontaine. The oil slick on the ground will blow up,
    temporarily blocking you - don't bother running through it, just wait for it to
    burn down. When it does, go through the door and head down the tunnel. Fontaine
    will send some security bots after you in the next room, so zap and hack or
    just kill them. Turn right and head through the door. You'll see a little
    cutscene where Fontaine knocks down a column and heads through the door into 
    the museum area while threatening to destroy Rapture if you keep chasing him.
    Unfortunately you can't get through the door - it can only be opened by little
    sisters. The good news is that the little sisters can get it open for you - the
    bad news is that there's only one way to get the little sisters to trust you. 
    You're gonna have to become a big daddy.
    
    You'll get a message from Tenenbaum telling you to search a big daddy corpse.
    As luck would have it, there's one leaning through a window directly ahead of
    you. There's also a weapon upgrade machine here (the second last one, if you're
    keeping count). Get your upgrade and loot the big daddy for its suit control
    system. You'll get a message from Tenenbaum explaining her plan to you, and
    your objectives will update with a list of all the things you need to do.
    
    First off - smell like a big daddy (ugh). Head through the east doors of the
    room and down the hall. Note that the corpses at the end of the hall aren't
    actually corpses. Kill the splicers, and head through into the Little Wonders
    Educational Facility. Head through the door and down the tunnel, but crouch
    before you go into the next room. Once you get in, look at the windows to your
    right - there's two turrets and a splicer who will all be shooting at you as
    soon as you show your head. Stay crouched, shoot out one of the windows, and
    lob in a couple of grenades with your launcher to clear out the room (you 
    should probably make sure there's no big daddy in the room before doing this).
    Once everything's dead, hop up on the table and crawl through the window to 
    enter the facility. There's also a little sister/big daddy patrol route in this
    area, so keep an eye out for them.
    
    Head through the door and into the main area of the Little Wonders Educational
    Facility. Most of this is optional, but there's a lot of really creepy/cool
    things in here. The pheromones you need are scattered throughout this level - 
    I'll mention where you can find them below.
    
    OPTIONAL: Head into the south room. Inside you'll find a Skinner machine used
    to condition the little sisters to avoid humans in favor of big daddies - press
    the button with the human picture and you'll get a shock. Press the button with
    the big daddy picture and you'll get a reward.
    
    OPTIONAL: Search the rooms in the center of the hallway and on the north side
    of the area. These are apparently the dorms the little sisters lived in while
    they were being conditioned. Be sure to check out the posters on the walls. 
    You'll also find some loot. There are a couple of doors with shorted out
    switches that I've been unable to get in to - if you figure out how to open
    these doors please let me know.
    
    Head to the east end of the area. Stock up at the vending machine if you need 
    anything, and then head through the door. Zap and hack the camera and head on
    in. On the other side of the wall, on the back desk by the window, you'll find
    a pheromone bottle (1/3) and a gene tonic (Safecracker 2). If you head into the
    little room to your left you'll see a ghost cutscene. This will trigger a
    couple of splicers walking into the room - let the security camera deal with
    them.
    
    Head back out to the main area, and then go up the stairs back by the entrance.
    This'll lead to a balcony area with two branches. The desks in the center of
    the north branch have a pheromone sample (2/3) and an audio-diary (Why Just 
    Girls?). The desk in the center of the south branch has your last pheromone
    sample (3/3). Watch out for splicers. When you get everything, head to the west
    wall - stock up at the vending machine, and then head through the door.
    
    When you come out of the door there will be a security camera directly above
    your head. Zap it and hack it. Head through the tunnel and out the door, and
    kill the splicer. You're now on the balcony above the main atrium area, where
    you entered the level. In the alcove to your left is an RPG turret - zap it and
    hack it. In the alcove to the left of the turret you'll find a Gatherer's
    Garden machine.
    
    OPTIONAL: Head to your right as you come out of the tunnel, towards Optimized
    Eugenics. The door in the alcove to your right is frosted shut - melt it with
    your Incinerate plasmid and head on in. Inside you'll find some loot, and
    inside the trash can with the paintings leaning against it is an audio-diary
    (Changing Employers).
    
    You can do Optimized Eugenics, Failsafe Armored Escorts, and the Mendel Family
    Library (named after Gregor Mendel?) in any order you choose, but for the
    purposes of this guide we're gonna do Optimized Eugenics first. This is where
    you get the modification which makes you sound like a big daddy.
    
    Head through one of the doors into Optimized Eugenics. The doors will slam 
    shut, locking you in briefly to "decontaminate" you, and then let you in.
    There's a big daddy/little sister route in here, so keep an eye out. If you
    head through the east door, watch out for the security camera on the right wall
    just past the entrance.
    
    OPTIONAL: Search through the "Test Subject Storage" area on the west side of
    the facility for loot, killing splicers as you go. On a console on the north
    wall of the area is an audio-diary (Marketing Gold).
    
    OPTIONAL: Head into Eugenic Analysis, the NW-most room of this area. Inside
    you'll find two turrets - zap and hack them both, and let them kill the
    splicers. Behind the turrets is a safe and your very last weapon upgrade
    machine.
    
    OPTIONAL: Head into the Backup Generator room in the very center of the
    Optimized Eugenics area. On the wall in front of you is a security camera - 
    destroy it. I have no idea how to shut down the power in this room or get to
    the area through the door in the far wall (it's blocked by some kind of
    barrier). If you know how to get in, please e-mail me so I can add it to this
    guide.
    
    OPTIONAL: Head into Plasmid Prototyping, the NE-most room. Inside there's an
    RPG turret with a splicer - zap and hack the turret and let it kill the
    splicer. On the floor by the turret is an audio-diary (Extra Munitions). This
    audio-diary has a code (1-9-2-1) that you will need later on. Search the room
    for loot.
    
    Head into Live Subject Testing, right by the security camera on the east wall
    of the hallway in the central area. Go up the stairs to your left, and through
    the door to Candidate Induction. On the wall ahead of you you'll see a filing
    cabinet with a gene tonic (Alarm Expert 2) and the machine that changes your
    voice. Grab the tonic and use the machine (ouch). You'll get a message from
    Tenenbaum telling you to head to Failsafe Armored Escorts for the suit. There's
    also a U-Invent machine in this room.
    
    Head back out. Once you leave the room you'll be ambushed by some splicers
    playing dead on the stairs - kill them and head back out to the main atrium
    area. Walk across the balcony and head into Failsafe Armored Escorts. Not
    surprisingly, there's a big daddy patrol in this area, so keep looking for
    them.
    
    OPTIONAL: Immediately to your left or right (depending on which door you go
    through to enter) when you enter the main hallway will be an entrance to this 
    area's security room. Head in and kill the splicer. You'll find a ton of 
    hackable security bots in this area, as well as some ammo. Head back out into
    the hallway.
    
    Head into Candidate Conversion, the western room of the area. In the lowered
    area in front of you you'll find two turrets - zap and hack them both. Head
    across to the other side of the lowered area and you'll get a panicked
    transmission from Tenenbaum - apparently the boots for the suit are not where
    she expects them to be. Hack the safe in the NW corner of the room, and pick up
    the audio-diary on the desk next to it (Missing Boots). This explains the
    mystery of the missing boots - they're in the Mendel Family Library. We'll go
    there later.
    
    OPTIONAL: In the SW corner of the room is a small area blocked off by
    trapwires. Get rid of the trapwires with your telekinesis plasmid and you'll
    find some ammo on and arond the corpse.
    
    Head through the door in the SE corner of the room.
    
    OPTIONAL: Turn right immediately as you come out of the tunnel in the central
    room and head up the stairs. Kill the splicer. On one of the consoles in the
    center of the room you'll find an audio-diary (Protector Smell). Head through
    the door on the north wall and head across the balcony. In the next room you'll
    find a Gene Bank machine and an audio-diary (Mistakes) sitting on the console
    next to it. Head through the door at the other end of the room and across the
    balcony again. In the SE room of the upper area you'll find another audio-diary
    (Protecting Little Ones). Head down the stairs.
    
    If you did the last optional section, you should be in a room now with big
    daddy suits hanging in the center. Pick one up to put it on. Now you just need
    a helmet and boots.
    
    OPTIONAL: Head around the corner to the left, so that you're south of the
    central room of this area. You'll come to a balcony with a door with a
    combination lock. The code (you found it earlier) is 1-9-2-1. Inside is a ton
    of ammo and weapons for you to grab. The control panels activate flamethrowers
    on the assembly line in front of you - I have no idea what these are for or why
    they're there. Head through the central circular room to get to the storage
    area on the other side of the little flooded area - watch out for the RPG
    turret. Melt the ice with your incinerate plasmid and head in. Inside you'll
    find a vending machine, some loot, and your very last audio-diary (Cheap Son of
    a Bitch). Nice job if you managed to find them all.
    
    Head over to Candidate Induction, the eastern branch of this area. On the far
    side of the room are the big daddy helmets and a gene tonic (Hacker's Delight
    3). Grab the tonic and a helmet. Unfortunately you can apparently only become
    a rosie - I didn't see any bouncer helmets around. Once you've got your stuff
    and searched the room for loot, head back out to the main atrium.
    
    So now we need to get those boots. On the west side of the balcony/atrium area
    you'll see two doors leading down to the lobby where you entered the level -
    go through the southern one. On your left you'll see the door to the Mendel
    Family Library. Head on and, and zap and hack the camera. You'll also run into
    an RPG turret behind the shelves. There's a bunch of ammo and loot on the
    shelves in this room, so keep your eyes open. In the central area of the
    library you'll find the boots, with another gene tonic (Damage Research 2) next
    to them. Pick up the boots - congratulations, you're now a gigantic disgusting
    monster. This will unlock the "Became a Big Daddy" achievement for you, worth
    30 GP. You also gain a 25% damage resistance from your suit's armor.
    
    Finish looting the room, and head back out to the hall. Turn left and head down
    the staircase - this takes you back down to the lobby where you entered the
    level. Tenenbaum explains how to summon little sisters - bash the hole with
    your wrench and one will come crawling out. The little sister will then open
    the door that Fontaine headed through, letting you follow her. Go down the
    stairs and through the bulkhead door to the Proving Grounds.
    
    == O. PROVING GROUNDS [c03s15] ================================================
    
    For this level you're basically going to be escorting the little sister to the
    end, so she can open the last door for you to take you to Fontaine. Her health
    bar is just underneath yours. The little sister is fairly fragile, so try to
    kill splicers and other enemies before they get too close to her. Don't sweat
    it too much, though - if she dies you can always summon another one by banging
    your wrench on one of the hidey-holes. Also, your little sister's location is
    noted by the "goal" marker on your map, in case you lose track of her. Another
    thing to note is that security cameras will not sound the alarm when they see
    you (since you look like a big daddy). You may still want to hack them to get
    their help fighting splicers.
    
    Follow the little sister up the stairs, around the corner past the 
    Vita-Chamber, and into the main museum area. You'll head left down the balcony
    and through a door. Keep following the little sister (I'm going to be saying
    that a lot in this level, sorry) and kill any splicers you bump into as you
    round the corner. You'll eventually come to a bend by a window with a security
    camera above it. On the ground is a corpse - this is apparently the area they
    used to train little sisters. Your little sister will stop for a while to
    try to gather ADAM from the corpse. Hack the camera so it'll help you against
    the splicers who are about to attack you.
    
    The little sister will eventually finish stabbing the corpse and start walking
    down the hall again. Right around the corner is another "test subject" with a
    security camera - same drill here. There's also a turret keeping watch at the
    end of the hall, hack it too. Kill off the splicers and wait for the little
    sister to finish up. Head around the corner with the little sister and kill the
    turret. The little sister will open the door - head on through.
    
    You'll head back out into the main open area of the museum. In an alcove to
    your right as you walk down the wall is a turret - zap it and hack it or just
    kill it. There's also another turret on the other side of the room, directly
    across from the first one and behind the skeleton, so watch out. As you enter
    the next hallway, some splicers will jump up out of the water. Kill them, and
    continue on. You'll eventually come to another "test subject", with a turret
    and camera through the alcove to your left. Let the little sister do her thing,
    then continue on down the hall. As you come around the corner you'll have to
    fight one last big daddy. Take him out, and follow the little sister through
    the door and across the balcony.
    
    You'll come to a room with a ton of loot and machines in it. This is your last
    chance - get everything that you need. Make sure that you slot in your
    elemental protection gene tonics (Human Inferno, Frozen Field, Electric Flesh)
    as you'll need them for the last boss. Other than that, just make sure you are
    well stocked up on ammo and especially first aid kits/EVE hypos.
    
    OPTIONAL: If you look at your map you'll see two little rooms just off the
    balcony you came into this room from. Each one has some loot and ammo for you.
    
    When you're ready, grab the hypodermic needle from the little sister and head
    up the elevator. Time to take down Fontaine once and for all.
    
    == P. ENDGAME [c03s16] ========================================================
    
    The game should save automatically as you get out of the elevator at the top.
    You can't save in this area, and there is also no Vita-Chamber. If you die, the
    game will automatically quit to the main menu, and you'll have to start over.
    You'll see Fontaine ahead of you, strapped into... something. Time to go to
    work.
    
    First, a little bit about the fight - basically we need to drain the ADAM from
    Fontaine using the needle the little sister gave you. The only time you can do
    this is when Fontaine is vulnerable, sitting in the machine at the center of
    the room. Once you drain him the first time, he'll jump out and attack you. To
    get him to go back to the machine, you have to reduce his health nearly to
    zero, and he'll run back to repair, letting you drain him again. You'll have to
    do this three more times in order to defeat Fontaine.
    
    There are three stages to the fight. In each stage Fontaine has a different
    elemental power - first fire, then ice, then electricity. The key is to attack
    him with elemental damage damage that's opposite to what he's using in this
    phase - ice or electricity in the first phase, fire or electricity in the
    second, and fire or ice in the third. Your chemical launcher and plasmids, as
    well as all your other elemental ammo, is your best friend here. Explosives
    are also extremely effective on him, especially in the final phase.
    
    The key to this fight is speed. There will be splicers and security bots
    spawning in the second and third phases - ignore them for as long as Fontaine
    is not in the machine. When he goes back to repair, you can use the bot
    shutdown panel on the north wall (and the medical station behind it), but
    ignore the splicers if you can. You don't have very much time to jab him once
    he's in the chair. If you don't hurry, he'll hop out again with full health and
    you'll have to do that phase over again.
    
    After you drain him for the fourth time the fight will end. There's two
    possible endings to the game, depending on how you treated the little sisters
    throughout the game. I won't spoil them for you, but try to check them both out
    if you can. You will also earn the "Defeated Atlas" achievement for 100 GP.
    
    So that's it, the end of the road. It's been quite a ride, I hope you enjoyed
    it as much as I did.
    
    ===============================================================================
       4. TIPS AND NOTES [c04]
    ===============================================================================
    
    - If you sit idle at the main menu screen for a few minutes, you'll see a very
       cool introductory video.
    - If you ever get stuck or not sure what to do next, hold down right on the 
       D-pad. This will bring up a tip from the status menu explaining exactly what
       you need to do and where you need to go.
    - In combat, hold down the RB and LB buttons to bring up radial selection menus
       for your weapons and plasmids. This will pause the game, and allows you to
       very quickly select what you need, much faster than by cycling through by
       clicking RB and LB.
    - Some locks can be bashed off of doors with the wrench.
    - Hitting different areas on splicers will cause different amounts of damage. 
       Go for the headshot if you can - early in the game this will result in a 
       one-shot kill, and later on it will still do massive amounts of damage.
    - You can use your electrobolt power to activate shorted-out doors - simply use
       the plasmid on the sparking handle near the door.
    - Electrobolt can also be used to electrocute enemies standing in water - just
       zap the water and watch them fry.
    - You can use the incinerate plasmid to light oil slicks on fire, creating a
       wall of flame which ignites anything that walks through it.
    - Incinerate can also be used to melt ice piles, which may sometimes reveal
       loot or new paths.
    - Your telekinesis plasmid can grab grenades and rockets and launch them back
       at whatever shot them. This is very useful for dealing with RPG turrets.
    - Telekinesis can also be used to grab loot items which are out of reach. Draw
       them in with LT, and then press A before releasing the LT to pick them up.
    - Telekinesis can be used to launch items through trapwires, disarming them.
       You can also use the telekinesis plasmid to directly pull trapwires out of
       the wall and even move them to a different location (thanks to Nitramuse for
       this tip).
    - You can use the winter blast plasmid on a device you want to hack to slow
       down the flow of energy and give you more time to complete the puzzle.
    - The electrobolt plasmid makes researching security system elements very 
       easy - just zap them and snap a bunch of photos while they're down.
    - The Natural Camouflage gene tonic can be used to evade security alarms. As
       soon as you hear the alarm, just stop moving, and you'll quickly turn
       invisible. The security bots will be unable to find you and will soon give
       up and fly away.
    - When taking photographs, try to make sure that the enemy is completely in
       view of the camera and centered. If the enemy is doing something active, or
       if there are multiple enemies in the picture, you will gain a research
       bonus.
    - To research security system elements, shock them with electrobolt and then
       snap a bunch of photos while they're shorted out. Note that you can ONLY
       research security system elements which are hostile to you - hacked elements
       will not give you any research points.
    - Hacking pauses the game, so you don't need to worry about enemies beating on
       you while you're trying to hack something.
    - Turrets and cameras drop ammo and film, respectively, when they are
       destroyed. When you're leaving an area for good you can kill your hacked
       turrets to grab the loot off of them (they won't fight back).
    - Using frost attacks on Houdini splicers while they're visible will freeze
       them in place, preventing them from teleporting and making them much easier
       to kill. (Thanks to Dan P. for this tip)
    - If you are short on research (especially for Bouncers and Rosies) you can go
       back to previously cleared levels to photograph the respawns for some extra
       research points.
    - You can still melt ice barriers if you don't have the incinerate plasmid
       slotted - pick up a flaming item with the telekinesis plasmid and drop it on
       the barrier to melt it. (Thanks to Ian T. for this tip)
    - You will occasionally find splicers wandering around with glowing red rings
       around their head. This means that they've hacked a bot and it's following
       them around. If you kill the splicer with the red ring, the bot will
       deactivate itself, letting you hack it.
    - When using the Static Discharge gene tonic with the area of effect electrical
       discharge make sure you don't stand too close to big daddies or objects that
       trigger alarms when they are damaged, or you might end up with a lot of
       extra enemies to fight.
    - Some security cameras will be located too high up on the wall for you to
       hack. Others will be low enough that you can jump and hack them if you time
       it properly.
    - Try to have the Static Discharge gene tonic slotted when you are meleeing -
       enemies will try to hit you when you get close to them and will be stunned
       by the discharge, letting you do massive damage with the wrench while they
       are stunned.
    - Use the telekinesis plasmid to pick up objects in the environment and fire
       them at your enemies. You can also use it to hold corpses and other objects
       in front of you as a shield to block incoming fire - try standing in a
       corner with the shield facing outwards for maximum effectiveness. Make sure
       you use an object that's not explosive (I made this unfortunate mistake).
       Thanks to CodeHxr for this tip.
    - Let your Natural Camouflage tonic kick in before you start hacking a safe or
       other difficult object. If you accidentally run into an alarm tile the bots
       won't see you and you won't take any damage. Thanks to Torbjorn S. for this
       tip.
    - Splicers like to play dead. Watch out for corpses hopping up and attacking
       you.
    - If you see any weird graphical artifacts on the screen (like static or colors
       changing for no apparent reason) save your game, as it might be getting
       ready to crash. The game also occasionally "hangs" or freezes for several
       seconds, especially (in my experience) when you pick up new gene tonics.
       Just let the console sit for a bit and the game should resume.
    
    More tips coming soon in future versions of this guide.
    
    ===============================================================================
       5. FREQUENTLY ASKED QUESTIONS [c05]
    ===============================================================================
    
    Q: I'm running low on health and money and I have almost no ammo left. What
       should I do?
    A: When you're running out of everything, don't be afraid to swap in some of
       the wrench tonics and go melee for a while. The wrench is startlingly
       effective when you have the right tonics installed - an enemy that takes an
       entire clip of machine gun ammo to kill will go down in just a couple of
       swings. If you have the Lurker tonic you can also often sneak up behind them
       and do massive damage when you connect. Researching the Bouncer will also
       give you a permanent 50% increase to all wrench damage.
    
    Q: I'm late in the game, and the splicers seem like they're getting a lot
       harder to kill. Am I doing something wrong?
    A: Nope, the splicers have more hitpoints and do more damage the farther you go
       in the game. You have to adjust your strategy a bit to take this into
       account. Use more anti-personnel ammo, get creative with your plasmids, etc.
    
    Q: I didn't get all of my ammo back after the Peach Wilkins encounter, is this
       a bug?
    A: No, this is apparently part of the level design. You will get all your
       weapons back but some of your ammo will be missing.
    
    Q: Where can I find [insert little sister]?
    A: Check ALL of the big daddy patrol routes listed in the reference section
       below. The little sisters have a complicated spawn system, and may or may
       not be at any given patrol route when you get there. See the little sister
       location list in the reference section for more details.
    
    Q: I killed a big daddy guarding a little sister but I died/got lost before I
       could harvest the little sister. When I got back to the area the little
       sister was gone and I couldn't find her. Am I screwed?
    A: No, they despawn after a while but will respawn again eventually. Keep
       checking the locations listed in the reference section and you will
       eventually find them.
    
    Q: How do I get down the grated staircase in front of Sinclair Spirits in
       Poseidon Plaza (Fort Frolic)?
    A: Head into Sinclair Spirits, and press the button on the back of the counter.
       This will open up a door in front of you leading to the basement of Sinclair
       Spirits. Head down, loot the room, and kill the splicer disguised as a
       statue. In my experience, it seems like killing the splicer is what triggers
       the grate out front to open, not pressing the button like some other game
       guides have suggested (*cough* GAMESPOT). Once you get it open, head down, 
       you'll find some loot and a gene tonic (and a rather creepy splicer event).
    
    Q: How do I get into the secret room near the entrance to the Arcadia level?
    A: Use your incinerate plasmid on the unlit torch to the right of the door and
       it will open for you.
    
    Q: How do I get the secret Sander Cohen achievements I've heard about?
    A: Don't kill Sander Cohen the first time you meet him. When you get to the
       Mercury Suites area of Olympus Heights, his apartment will be on the bottom
       floor. You'll get a message from him welcoming you to his home and asking
       you to not interrupt the splicers dancing. Knock over the record player or
       just attack them, Cohen will fly into a rage and come down from his area to
       attack you. Kill him and take a photo of his corpse for the Irony 
       achievement (10 GP). Head up the stairs and enter his apartment to get the
       other achievement (10 GP) for entering his secret room. Loot his body and
       grab his muse box key - you can head back to Fort Frolic on the Metro and
       unlock the box for some extra loot.
    
    Q: What's the combination for [insert door here]?
    A: Check the walkthrough section, it should tell you what the combination for
       the door is when you get to that part. If it's not listed then I haven't
       been able to figure it out yet - try hacking the lock to get through.
    
    Q: What are the weird symbols you can find in the Rolling Hills?
    A: It's never properly explained what these are, but they are apparently 
       related to the Saturnine, a cult of Houdini splicers who live in the caves
       in the Rolling Hills. Check out the audio-diary "The Saturnine" in one of
       these caves for more information about them.
    
    Q: How many X are there?
    A: There are 122 audio-diaries, 20 plasmids, 53 gene tonics, 21 little sisters,
       12 weapon upgrade machines, and 11 research categories.
    
    Q: I've photographed all the splicers and big daddies and the little sisters 
       but I can't get the Prolific Photographer achievement, what's wrong?
    A: You need to photograph the security system elements as well, take photos of
       a security camera, a bot, and a turret and it should pop up.
    
    Q: You have some tonics listed as only being obtainable if you rescue little
       sisters and get the reward packages from Tenenbaum. Is there any other way
       to get them?
    A: Not that I know of, so if you want to get the achievement you have to go the
       "good" route so that you get the packages. You also have to buy the ones
       from the Gatherer's Garden machines, so save your ADAM.
    
    Q: Atlas/Tenenbaum wants me to do something and I'm not sure if I should trust
       them. What should I do?
    A: You have to trust them, the game will not advance unless you do what they
       tell you to do. Sorry :/
    
    Q: How long did it take you to write this guide?
    A: About five or six 8+ hour days.
    
    Q: Dear God, do you have nothing better to do with your time?
    A: Sadly no :( I can't work right now since I just immigrated to the US and do
       not yet have employment authorization, so I basically spend all day playing
       video games. If you live in the Kansas City area and want to give me a job
       when I get authorization around November let me know :P
    
    ===============================================================================
       6. REFERENCE [c06]
    ===============================================================================
    
    This section contains lists of audio-diaries, plasmids, gene tonics, and other
    important items which can be found in Rapture.
    
    == A. LIST OF AUDIO-DIARIES [c06s01] ==========================================
    
    There are a total of 122 audio-diaries in Rapture. If you collect them all you
    will earn the Historian achievement, which is worth 50 GP. All the
    audio-diaries are listed in this section, along with their speaker and where
    to find them.
    
    WELCOME TO RAPTURE (2)
    - New Year's Eve Alone (Diane McClintock) - on the table in the pool of water 
       in the basement of the Kashmir restaurant.
    - Hole in Bathroom Wall (Steve Barker) - on the rubble at the back of the 
       women's bathroom in the Kashmir restaurant.
    
    MEDICAL PAVILION (17)
    - Released Today (Diane McClintock) - on the receptionist's table in the foyer 
       of the Medical Plaza.
    - Adam's Changes (Dr. Steinman) - on the desk past the first corner in 
       Emergency Access.
    - Higher Standards (Dr. Steinman) - on the wall at the entrance to the Medical
       Pavilion, past the door with the ghost scene.
    - Limits of Imagination (Dr. Steinman) - on the south wall of the main area of 
       the Medical Pavilion. 
    - Love for Science (Tenenbaum) - on a storage crate next to the medical station
       in the main area of the Medical Pavilion.
    - Parasite Expectation (Andrew Ryan) - on the desk behind the wall immediately
       in front of you as you enter the main Medical Pavilion area.
    - Vandalism (Andrew Ryan) - in the alcove on the north side of the main Medical
       Pavilion area, sitting on a chair next to a vending machine.
    - Freezing Pipes (McDonagh) - in the ice pile at the entrance to Dental 
       Services.
    - Surgery's Picasso (Dr. Steinman) - hanging underneath the photograph to your
       left as you enter the Eternal Flame crematorium.
    - Useless Experiments (Tenenbaum) - on the floor in front of the door to Dandy
       Dental in the Dental Services area.
    - Testing Telekinesis (Dr. Suchong) - at the control panel for the tennis 
       machine in the Dandy Dental clinic.
    - Plasmids are the Paint (Dr. Suchong) - on the desk in the SE corner of the
       Painless Dental operating room in the Dental Services area.
    - Enrage Trial (Dr. Suchong) - in the back room of the Kure-All clinic in the
       Dental Services area.
    - Symmetry (Dr. Steinman) - on the wall next to the corpse in the wheelchair
       immediately past the debris blocking the area into Dr. Steinman's area.
    - Aphrodite Walking (Dr. Steinman) - on the cabinet next to the operating table
       in the side room down the hall to the Dr. Steinman encounter.
    - Not What She Wanted (Dr. Steinman) - on the corpse on the operating table in
       the room where you fight Dr. Steinman.
    - Gatherer Vulnerability (Dr. Steinman) - leaning against a briefcase by the
       Gatherer's Garden machine after your first little sister encounter.
    
    NEPTUNE'S BOUNTY (19)
    - Bathysphere Keys (Sullivan) - behind a turret underneath the wharf at the
       south end of the lower wharf area.
    - Timmy H. Interrogation (Sullivan) - in the interrogation room underneath the
       Fontaine Fisheries sign - see the walkthrough for more details.
    - Fontaine Must Go (Andrew Ryan) - in a crawlspace underneath the hallway
       leading up to the upper wharf.
    - Finding the Sea Slug (Tenenbaum) - on a fish cleaning table across from the
       door to the upper wharf, near where you find the third little sister.
    - Masha Come Home (Mariska Lutz) - on the floor on the west side of the first
       upper wharf room, beneath the hole where the little sister crawls out of.
    - Picked Up Timmy H. (Sullivan) - 
    - Watch Fontaine (Andrew Ryan) - near the vending machine at the foot of the
       stairs on the way to the wharfmaster's office.
    - Have My Badge (Sullivan) - in the room through a crawlway in the jail in
       the wharfmaster's office.
    - ADAM Discovery (Tenenbaum) - on a crate on the west wall of the room you jump
       down to from the wharfmaster's office.
    - Eden Leaking (McDonagh) - right through the door past the sign to Fighting
       McDonagh's/Jet Postal, near the last diary.
    - Fontaine's Smugglers (Tenenbaum) - on the bench underneath the security
       camera in the tunnel to Fighting McDonagh's/Jet Postal.
    - Death Penalty in Rapture (Andrew Ryan) - on a desk immediately to the left of
       the entrance to Jet Postal.
    - Smuggling Ring (Sullivan) - on a table underneath the 123 Beer sign in the
       Fighting McDonagh's.
    - Working Late Again (Andrew Ryan) - on a table near the window in the Fighting
       McDonagh's.
    - Rapture Changing (McDonagh) - in the basement of the Fighting McDonagh's bar.
    - Meeting Ryan (McDonagh) - in the crawlspace behind the bar in the Fighting
       McDonagh's.
    - Saw Masha Today (Mariska Lutz) - in a room on the top floor of the Fighting
       McDonagh's.
    - Arresting Fontaine (McDonagh) - in a room on the top floor of the Fighting
       McDonagh's.
    - Putting the Screws On (Peach Wilkins) - in the east room of the basement of
       the freezer after the Peach Wilkins fight, next to a safe.
    
    SMUGGLER'S HIDEOUT (3)
    - Meeting with Fontaine (Peach Wilkins) - in the storage cave, leaning against
       some crates by the turret.
    - Kraut Scientist (Frank Fontaine) - in a side room in the staircase leading
       from the control room to the main submarine bay.
    - Offered a Deal (Peach Wilkins) - in the hallway leading to Arcadia.
    
    ARCADIA (16)
    - Seeing Ghosts (McDonagh) - next to a park bench in the entrance area. 
    - Big Night Out (Dieter Sonnekalb) - next to a park bench in the Arcadia Glens
       antechamber area.
    - Mass Producing ADAM (Tenenbaum) - next to the chair and knocked over table in
       the Arcadia Glens antechamber area.
    - Arcadia Closed (Julie Langford) - in the gardener's supplies storage area 
       where you fight the first Houdini splicer, on a table by the Gene Bank.
    - The Market is Patient (Andrew Ryan) - on a park bench near the entrance to
       Waterfall Grotto.
    - Offer a Better Product (Andrew Ryan) - on a brick in the flooded area at the
       bottom of Waterfall Grotto.
    - Early Tests Promising (Julie Langford) - on a crate next to the water wheel
       in the flooded area of Waterfall Grotto.
    - Heroes and Criminals (Diane McClintock) - in the back room behind the shorted
       out door in Waterfall Grotto.
    - Shouldn't Have Come (Mariska Lutz) - next to a park bench in the entrance to
       Rolling Hills.
    - The Saturnine (Julie Langford) - in the cave by the stairs in the lower
       Rolling Hills.
    - What Won't They Steal (Julie Langford) - on the floor inside the entrance to
       Julie Langford's offices.
    - Teaching an Old Hound (Julie Langford) - on a desk in the second room of
       Langford's offices. 
    - The Lazarus Vector (Julie Langford) - on Langford's corpse in her office.
    - Lazarus Vector Formula (Julie Langford) - in the safe in Langford's office.
    - Arcadia and Oxygen (Julie Langford) - leaning against a crate near the
       entrance to the Tree Farm.
    - Maternal Instinct (Tenenbaum) - on the stairs leading to the Farmer's Market
       in the Tree Farm.
    
    FARMER'S MARKET (8)
    - Bee Enzyme (Tasha Denu) - on the ground by the pneumo tube right at the start
       of the level.
    - Pulling Together (Andrew Ryan) - on a counter down the hall to the left at
       the start of the level.
    - First Encounter (Andrew Ryan) - in a storage room behind the counter in the
       lower courtyard.
    - Hatred (Tenenbaum) - in the same storage room, on a desk in the back of the
       flooded area.
    - Desperate Times (Andrew Ryan) - in a crawlspace behind the Employees Only
       area at the top of the stairs from the lower courtyard.
    - Water in Wine (Pierre Gobbi) - in front of the entrance to the tunnel leading
       to the Apiary and Winery.
    - ADAM Explained (Tenenbaum) - on the counter at the entrance of the Silverwing
       Apiary.
    - Functional Children (Tenenbaum) - on a table in the main room of the Worley
       Winery.
    
    ARCADIA PT. 2 (1)
    - The Great Chain (Andrew Ryan) - on the bench immediately to the right of the
       entrance to the Rapture Metro.
    
    FORT FROLIC (15)
    - Come to the Record Store (Cobb) - on a stool by the flaming sign at the
       entrance to the South Mall.
    - The Wild Bunny (Sander Cohen) - in the back room of the Sofia Salon in the
       south mall.
    - Artists' Feud (Sullivan) - on the bar counter in the cocktail lounge in the
       south mall.
    - Fancy Cigarettes (Albert Milonakis) - in the basement of the Marquis D'Epoque
       cigar store in the south mall.
    - The Doubters (Sander Cohen) - on a table in Cohen's Collection in the upper
       atrium.
    - Stood Up Again (Diane McClintock) - at the top of the stairs in the upper
       atrium, sitting by a trash can near the entrance to the Fleet Hall.
    - Musical Insult (Sander Cohen) - in the storage room at the top of the stairs
       from the concession area in the Fleet Hall.
    - The Iceman Cometh (Martin Finnegan) - frozen to the wall in the tunnel to
       Poseidon Plaza.
    - Guns Blazing (McDonagh) - on the coffee table in Robertson's Tobaccoria in
       Poseidon Plaza.
    - Pregnancy (Jasmine Jolene) - in the bedroom down the hallway behind the stage
       in Eve's Garden.
    - It's All Grift (Hector Rodriguez) - on the bar counter in Eve's Garden.
    - Bump Culpepper? (Sullivan) - on a pool table on the second floor of the
       Pharoah's Fortune casino in Poseidon Plaza.
    - Fontaine's Army (McDonagh) - in a box on the lower floor of the Sir-Prize
       casino in Poseidon Plaza.
    - Ryan's Stableboy (Anna Culpepper) - underneath the counter to the left of the
       entrance, inside Rapture Records in Poseidon Plaza.
    - Requiem for Andrew Ryan (Sander Cohen) - in the projector room of the Fleet
       Hall. You can only access this room after you complete Cohen's work of art.
    
    HEPHAESTUS (17)
    - Ryan Takes F Futuristics (McDonagh) - in the NE corner of the second room in
       the level, in a crate by the vending machine next to the broken pipe. Note 
       that it's NOT located in the bathysphere station, like some people have 
       said.
    - Scoping the Gate (Kyburz) - on the floor between the vending machine and the
       Vita-Chamber in the third room.
    - Stopping Ryan (McDonagh) - in the first corpse hanging on the right in Ryan's
       "trophy room".
    - Going to Heat Loss (Anya Andersdotter) - in the third corpse hanging on the
       right in Ryan's "trophy room".
    - A Man or a Parasite (Andrew Ryan) - on the desks in the side room to the
       south of Ryan's "trophy room".
    - Fontaine's Legacy (McDonagh) - at the end of the first walkway in the
       Hephaestus core, near the Vita-Chamber.
    - Running Short on R-34s (Pablo Navarro) - on a desk in an alcove below a
       security camera by the entrance to the workshops in the Hephaestus core.
    - Impossible Anywhere Else (Andrew Ryan) - on a desk in the area down the
       stairs from the entrance to Heat Loss Monitoring in the Hephaestus core.
    - Assassin (Anya Andersdotter) - next to the Gatherer's Garden machine in the
       Hephaestus core.
    - Kyburz Door Code (Pablo Navarro) - in the SW corner of upper Heat Loss
       Monitoring in the Hephaestus core.
    - Getting a Break (Pablo Navarro) - on a desk in the lower Heat Loss Monitoring
       area in the Hephaestus core.
    - Genetic Arms Race (McDonagh) - on a desk in the far left corner of the
       flooded area in the lower Heat Loss Monitoring area.
    - Device Almost Enabled (Kyburz) - on a desk in the little room at the bottom
       of the stairs near the entrance to Kyburz's office.
    - Market Maintenance Code (Pablo Navarro) - underneath the stairs leading down
       from the workshops to Kyburz's office. See the walkthrough for more details.
    - The Dream (Kyburz) - on a corpse in the hall between Kyburz's office and the
       EMP bomb room.
    - Assembling the Bomb (Kyburz) - on a desk in the secret room with the EMP bomb
       in the Workshops.
    - Great Chain Moves Slowly (Andrew Ryan) - on the desk in Kyburz's office in
       the basement of the Workshops.
    
    RAPTURE CONTROL (3)
    - The Vita Chamber (Suchong) - on a table to the left of the entrance to the
       Rapture Control level, next to the Vita-Chamber.
    - Mind Control Test (Suchong) - in the "Would You Kindly" room through the
       crawlspace.
    - Baby Status (Suchong) - in the "Would You Kindly" room through the
       crawlspace.
    
    OLYMPUS HEIGHTS (6)
    - Mozart of Genetics (Suchong) - on a counter in the Bistro Square restaurant
       at the beginning of the level.
    - Artist Woman (Sullivan) - on a coffee table in the corner of the second room
       of Anna Culpepper's apartment in Mercury Suites.
    - Fontaine's Human Jukebox (Suchong) - in the dining room of Suchong's
       apartment (turn left from the entrance door).
    - Mind Control Antidote (Suchong) - on the desk in the SW room of Suchong's
       apartment.
    - Fontaine's Breakup (Paparazzi) - sitting by a camera set up on the balcony
       of the top floor of the Mercury Suites.
    - Sad Saps (Frank Fontaine) - on a coffee table in the side room up the stairs
       into Fontaine's penthouse.
    
    APOLLO SQUARE (6)
    - What's Happening Here (Diane McClintock) - by the tipped-over vending machine
       at the entrance to Apollo Square.
    - Atlas Lives (Diane McClintock) - next to the Gatherer's Garden in the square
       with the gallows.
    - Protection Bond (Suchong) - in the room with the second Lot 192 batch in Dr.
       Suchong's labs in Artemis Suites.
    - Meeting Atlas (Diane McClintock) - in a steamer trunk immediately to the
       right of the entrance to Fontaine's Home for the Poor.
    - Today's Raid (Diane McClintock) - on a corpse on a desk on the fourth floor
       of Fontaine's Home for the Poor. 
    - The Longest Con (Frank Fontaine) - on a desk on the fourth floor of
       Fontaine's Home for the Poor. 
    
    POINT PROMETHEUS (9)
    - Why Just Girls? (Tenenbaum) - on a desk in the north branch of the balcony
       area of the Little Wonders Educational Facility.
    - Changing Employers (Suchong) - in the trash can in the room with the frozen
       door just outside of Optimized Eugenics.
    - Marketing Gold (Andrew Ryan) - on a console along the north wall of the Test
       Subject Storage area of Optimized Eugenics.
    - Extra Munitions (Suchong) - on the floor behind the RPG turret in the Plasmid
       Prototyping area of Optimized Eugenics.
    - Missing Boots (Suchong) - on a desk on the west wall of the Candidate
       Conversion area of Failsafe Armored Escorts.
    - Protector Smell (Suchong) - on a console in the SW room of the upper Failsafe
       Armored Escort area.
    - Mistakes (Andrew Ryan) - on a console in the north room of the upper Failsafe
       Armored Escort area, next to the Gene Bank.
    - Protecting Little Ones (Suchong) - on top of a filing cabinet in the SE room
       of the upper Failsafe Armored Escort area.
    - Cheap Son of a Bitch (Suchong) - on a table in the storage room at the SW
       corner of the Failsafe Armored Escort area.
    
    PROVING GROUNDS AND ENDGAME (0)
    
    == B. LIST OF PLASMIDS [c06s02] ===============================================
    
    Plasmids in this list are organized by how they are obtainable. Plasmids
    purchasable from Gatherer's Garden machines are listed in the first level they
    become available in, but if you choose not to purchase them there they will
    still be available in all subsequent Gatherer's Garden machines.
    
    PLASMIDS FOUND AS LOOT (3)
    - Electrobolt - shoots lightning from fingertips. Can be used to break through
       shorted-out doors, stun splicers and electrical equipment, and electrocute
       enemies standing in water. Found at the Gatherer's Garden machine in the
       Rapture Transit station immediately after entering the city in the Welcome
       to Rapture level.
    - Incinerate - shoots flame from fingertips. Can be used to light oil slicks,
       foliage, and people on fire. Found upstairs in the Eternal Flame crematorium
       next to the broken Gatherer's Garden machine in the Medical Pavilion level.
    - Telekinesis - moves items from a distance. Press and hold left trigger to 
       grab an item, and release it to toss it. Found in the Dandy Dental clinic, 
       near the tennis machine, in the Medical Pavilion level.
    
    TENENBAUM REWARDS FOR SAVING LITTLE SISTERS (2)
    - Hypnotize Big Daddy - you obtain this plasmid from rescuing little sisters -
       it appears in the first care package sent to you by Tenenbaum. Saving little
       sisters is the ONLY way to obtain this plasmid.
    - Hypnotize Big Daddy 2 - same as above, but has a longer effect. Also sent to
       you by Tenenbaum.
    
    PURCHASABLE PLASMIDS (15)
    - Enrage - enrages an enemy, causing it to attack someone other than you. Can
       be purchased from the Medical Pavilion level on.
    - Target Dummy - creates a decoy which draws attacks away from you. Can be
       purchased from the Neptune's Bounty level on.
    - Winter Blast - freezes enemies in place and does frost damage. Can be
       purchased from the Neptune's Bounty level on.
    - Security Bullseye - enemies targeted with this plasmid will be attacked by
       the security system. Can be purchased from the Neptune's Bounty level on.
    - Electrobolt 2 - stuns for longer than regular electrobolt. Can be purchased
       from the Arcadia level on.
    - Cyclone Trap - hurls enemies in the air and wounds them when they hit the
       ground. Can be purchased from the Arcadia level on.
    - Insect Swarm - releases a swarm of insects to attack your enemies. Can be
       purchased from the Farmer's Market level on.
    - Insect Swarm 2 - releases a more dangerous swarm of insects. Can be purchased
       from the Fort Frolic level on.
    - Winter Blast 2 - freezes enemies for longer than Winter Blast. Can be
       purchased from the Fort Frolic level on.
    - Incinerate 2 - does more damage than incinerate. Can be purchased from the
       Fort Frolic level on.
    - Cyclone Trap 2 - launches splicers higher and does more damage. Can be
       purchased from the Hephaestus level on.
    - Electrobolt 3 - damage and stun length increase. Can be purchased from the
       Hephaestus level on.
    - Winter Blast 3 - upgrade from level 2. Can be purchased from the Olympus
       Heights level on.
    - Insect Swarm 3 - upgrade from level 2. Can be purchased from the Olympus
       Heights level on.
    - Incinerate 3 - upgrade from level 2. Can be purchased from the Olympus
       Heights level on.
    
    == C. LIST OF GENE TONICS [c06s03] ============================================
    
    Gene tonics in this list are organized by how they can be obtained. Purchasable
    gene tonics are listed in the first level they become available at - you can
    still purchase them in all subsequent levels if you choose not to in the first
    level they become available. Same goes for the inventable tonics. There are a
    total of 53 gene tonics available throughout the game. There are also several
    achievements related to gene tonics available...
    
    Bought One Slot (5 GP) - purchase a gene tonic or plasmid slot from a
     Gatherer's Garden machine.
    Maxed One Track (20 GP) - purchase every slot for one of the gene tonic or
     plasmid tracks (plasmid, combat, physical, or engineering)
    Maxed All Tracks (50 GP) - purchased every slot for every track
    Tonic Collector (50 GP) - buy, find, and invent all 53 gene tonics available
     in the game.
    
    The gene tonics which can be found in Rapture are...
    
    TONICS FOUND AS LOOT (29)
    - Hacker's Delight (physical) - successfully hacking an object results in a 
       gain of health. Found at the Eternal Flame crematorium in the Medical
       Pavilion by pressing the furnace control button.
    - Speedy Hacker (engineering) - slows the rate that energy flows in the hacking
       minigame. Found on the desk in the SE corner of the Painless Dental office's 
       surgery room in the Dental Services area of the Medical Pavilion.
    - Wrench Jockey (combat) - increase damage done with melee weapons. Found in 
       the storage room of the Kure-All clinic in the Dental Services area of the
       Medical Pavilion.
    - Static Discharge (combat) - does electrical damage to any enemy who touches
       you. Found by a corpse in the hallway leading to the Dr. Steinman encounter
       in the Medical Pavilion level.
    - Medical Expert (physical) - first aid kits heal more damage. Found in the mud
       in the middle of the lower wharf area of Neptune's Bounty.
    - Shorten Alarms (engineering) - reduces the length of security camera alarms.
       Found in Mariska Lutz's room in the top floor of the Fighting McDonagh's in
       Neptune's Bounty.
    - Wrench Lurker (combat) - increases damage done with the wrench when your
       opponent is unaware of you. Found near the Gatherer's Garden/Gene Bank
       machines in the lower wharf balcony after you get the spider splicer photos
       in Neptune's Bounty.
    - Focused Hacker (engineering) - You have two fewer overload tiles show up in 
       hacking puzzles. Found in an ice pile in the entrance room to Fontaine's 
       Fisheries in Neptune's Bounty.
    - Security Evasion (physical) - makes cameras and turrets take longer to
       respond to your presence. Can be found by a corpse when you return to
       Waterfall Grotto after visiting Julie Langford's office in Arcadia.
    - Hacking Expert (engineering) - 1 fewer alarm tile and 1 fewer overload tile
       in all hacking puzzles. Found on the desk just inside the entrance to Julie
       Langford's office in Arcadia.
    - EVE Link 2 (physical) - increases the amount of EVE you gain from first aid
       kits beyond that given by regular EVE Link. Found at the bottom of the
       stairs to the right of the entrance to the Farmer's Market level, near the 
       vending machines.
    - Photographer's Eye (combat) - increases research score for all photos taken.
       Found in the little bedroom area in the basement of the Worley Winery in the
       Farmer's Market.
    - Alarm Expert (engineering) - 2 fewer alarm tiles in hacking puzzles. Found in
       the locked theater box in the Fleet Hall in Fort Frolic.
    - Frozen Field (combat) - increases your frost damage and resistance to frost
       damage. Found on Martin Finnegan's corpse in the tunnel to Poseidon Plaza in
       Fort Frolic.
    - Extra Nutrition 2 (physical) - found down the staircase across from Sinclair
       Spirits in Poseidon Plaza of Fort Frolic. See the walkthrough for more
       details.
    - Medical Expert 2 (physical) - first aid kits heal more damage. Given to you
       by Sander Cohen after you finish his work of art for him.
    - Electric Flesh (combat) - increases electrical damage you deal and decreases
       electrical damage you take. Found in the projector room of the Fleet Hall in
       Fort Frolic after you complete Cohen's work of art.
    - Frozen Field 2 (combat) - increases frost damage you deal and decreases frost
       damage you take. Found on the desk in the side room to the south of Ryan's
       "trophy room" in Hephaestus.
    - Security Evasion 2 (physical) - security cameras and turrets take longer to
       see you. Found on the desk in the lower Heat Loss Monitoring area in the
       Hephaestus core.
    - Damage Research (combat) - increases damage bonuses you gain from research.
       Found in the secret room with the EMP bomb in the Workshops off the
       Hephaestus core. 
    - Shorten Alarms 2 (engineering) - reduce the length of alarms. Found on the 
       walkway to attach the EMP bomb to the core in the Hephaestus level.
    - Clever Inventor (engineering) - reduces the number of materials required for
       crafting. Found on a desk in the SW room of Suchong's apartment (on the main
       floor of Mercury Suites).
    - Electric Flesh 2 (combat) - reduces electrical damage taken and increases
       electrical damage dealt. Found in the room in Fontaine's penthouse with the
       mind control antidote.
    - Medical Expert 3 (physical) - greatly increases health restored by first aid
       kits. Found in the bathroom of Dr. Suchong's labs in Artemis Suites in the
       Apollo Square level.
    - Focused Hacker 2 (engineering) - 4 fewer overload tiles when hacking. Found
       on the fourth floor of the Fontaine Home for the Poor in the Apollo Square
       level.
    - Safecracker 2 (engineering) - reduces difficulty when hacking safes. Found in
       the autopsy room of Little Wonders in Point Prometheus.
    - Damage Research 2 (combat) - does a larger increase to damage bonuses gained
       from research. Found in the Mendel Family Library in Point Prometheus near
       the boots.
    - Alarm Expert 2 (engineering) - 4 fewer alarm tiles when hacking. Found in the
       Live Subject Testing area of Optimized Eugenics in the Point Prometheus 
       level.
    - Hacker's Delight 3 (physical) - increases the health and EVE restored from a
       successful hack. Found in Failsafe Armored Escorts in Point Prometheus, near
       to the helmets.
    
    TENENBAUM REWARDS FOR SAVING LITTLE SISTERS (3)
    - Armored Shell 2 (combat) - does a larger decrease to damage done to you. 
       Reward from Tenenbaum for saving little sisters.
    - Prolific Inventor (engineering) - doubles the number of items you create from
       inventing. Reward from Tenenbaum for saving little sisters.
    - Safecracker (engineering) - reduces difficulty when hacking safes. Reward
       from Tenenbaum for saving little sisters.
    
    TONICS PURCHASABLE AT GATHERER'S GARDEN (9)
    - Armored Shell (combat) - decreases physical damage done to you. Purchasable
       from the Medical Pavilion level on.
    - EVE Link (physical) - first aid kits also give you more EVE. Purchasable from
       the Medical Pavilion level on.
    - Security Expert (engineering) - reduces difficulty when hacking security
       system elements. Purchasable from the Neptune's Bounty level on.
    - Extra Nutrition (physical) - you gain extra health and EVE from food.
       Purchasable from the Neptune's Bounty level on.
    - Human Inferno (combat) - reduces fire damage you take and increases fire
       damage you deal. Purchasable from the Arcadia level on.
    - Hacking Expert 2 (engineering) - 2 fewer alarm tiles and 2 fewer overload
       tiles when hacking. Purchasable from the Fort Frolic level on.
    - Wrench Lurker 2 (combat) - quiets your footsteps and increases melee damage
       done with the wrench against enemies who don't sense your presence.
       Purchasable from the Hephaestus level on.
    - Speedy Hacker 2 (engineering) - further reduces flow speed for the hacking
       minigame. Purchasable from the Olympus Heights level on.
    - Human Inferno 2 (combat) - further decreases fire damage taken and increases
       fire damage dealt. Purchasable from the Point Prometheus level on.
    
    RESEARCH REWARD TONICS (9)
    - Sportboost (physical) - increases movement speed and wrench swing speed.
       Level 2 research reward for Thuggish splicers.
    - Sportboost 2 (physical) - like Sportboost, only more so. Level 4 research
       reward for Thuggish splicers.
    - Scrounger (physical) - lets you search containers a second time for different
       loot. Level 2 research reward for Leadhead splicers.
    - Static Discharge 2 (combat) - does electrical damage to enemies that touch
       you. Level 4 research reward for Leadhead splicers.
    - Natural Camouflage (physical) - you turn invisible if you remain motionless
       for several seconds. Level 2 research reward for Houdini splicers.
    - Photographer's Eye 2 (combat) - increases research score from all photos.
       Level 2 research reward for Rosies.
    - Wrench Jockey 2 (combat) - greatly increases wrench damage. Level 2 research
       reward for Bouncers. 
    - Extra Nutrition 3 (physical) - increases the health bonus you gain from
       eating food. Level 4 research reward for spider splicers.
    - Security Expert 2 (engineering) - reduces difficulty when hacking security
       system elements. Level 2 research reward for security bots.
    
    INVENTABLE TONICS (3)
    - Hacker's Delight 2 (engineering) - you gain health and EVE with each
       successful hack. Inventable from Fort Frolic level on.
    - Booze Hound (physical) - you gain a small amount of EVE (instead of losing
       it) when drinking alcohol. Inventable from Fort Frolic on.
    - Bloodlust (combat) - you gain small amounts of health and EVE when inflicting
       damage with the wrench. Inventable from Fort Frolic on.
    
    == D. LITTLE SISTER LOCATIONS [c06s04] ========================================
    
    The big daddies and little sisters have a rather complicated spawn system which
    is worth explaining to prevent confusion. Basically each level has several
    patrol routes where the little sisters may be found. There will ALWAYS be a big
    daddy somewhere along the patrol route - they quickly respawn after you kill
    them, even if all the little sisters in the level are dead. They may or may not
    have a little sister with them when you encounter them. If they do not, they
    will eventually go to one of the little sister holes in the wall and bang on it
    to summon a little sister. The big daddy/little sister will then patrol for a
    while, and the little sister will eventually crawl back into the wall. The big
    daddy will then start wandering the area again, and eventually head back to a
    little sister hole to summon another little sister.
    
    Each level has a set number of little sisters (from 0 to 3) that you can kill.
    The big daddies will be able to summon the little sisters until you have 
    harvested the number alotted for that level, and then no more will come out
    when they bang on the holes (they'll keep trying, though).
    
    A simple (but time-consuming) way to easily find ALL of the little sisters for
    a level is to locate a big daddy patrol area, and just follow him until he
    summons a little sister. Kill the big daddy, harvest the little sister, and 
    then wait and listen in the same area for the big daddy to respawn. Find him 
    and repeat the process, and you should be able to get all of the little sisters
    for that level.
    
    The areas listed below are known big daddy patrol routes/little sister spawn
    areas. If you find a big daddy or little sister in an area not in this list,
    please e-mail me and let me know so I can add it.
    
    There are a total of 21 little sisters in the game for you to rescue. There are
    also several achievements you can earn from the little sisters...
    
    Dealt with every Little Sister (40 GP) - harvest or rescue all 21 little
     sisters.
    Little Sister Savior (100 GP) - complete the game without harvesting any little
     sisters.
    
    The little sister/big daddy patrol routes are located in the following areas...
    
    WELCOME TO RAPTURE (0 little sisters)
    - None
    
    MEDICAL PAVILION (2 little sisters)
    - In the lounge on the way back to the foyer after killing Dr. Steinman (this
       is a scripted event, and you don't have to kill the big daddy).
    - In the main Medical Pavilion area AFTER you harvest the first little sister.
    
    NEPTUNE'S BOUNTY (3 little sisters)
    - In the lower wharf area at the beginning of the level.
    - Near the entrance to the wharfmaster's office in the upper wharf.
    - In the Fighting McDonagh's bar.
    
    SMUGGLER'S HIDEOUT (0 little sisters)
    - None
    
    ARCADIA (2 little sisters)
    - Down the hall to the left after you enter Arcadia Glens, near to the
      Gatherer's Garden machine.
    - Patrolling through the Rolling Hills area.
    - In Julie Langford's offices after she dies (possibly the same route as 
       above?)
    
    FARMER'S MARKET (1 little sister)
    - In the lower courtyard down the hall from the vending machines at the bottom
       of the stairs near the entrance.
    - In the Worley Winery.
    
    FORT FROLIC (3 little sisters)
    - In the main atrium area and the entrance to the south mall.
    - In the entrance area of Poseidon Plaza.
    
    HEPHAESTUS (3 little sisters)
    - In the walkways surrounding the Hephaestus core.
    - In Heat Loss Monitoring.
    - In the Workshops area.
    
    RAPTURE CONTROL (0 little sisters)
    - None
    
    OLYMPUS HEIGHTS (2 little sisters)
    - Bistro Square and the street near the beginning of the level.
    - Ground floor of Mercury Suites.
    
    APOLLO SQUARE (2 little sisters)
    - In the ruined street immediately past the entrance to the level and in the
       Gallows square.
    - Fontaine's Home for the Poor.
    
    POINT PROMETHEUS (3 little sisters)
    - In the Little Wonders Educational Facility.
    - Inside Optimized Eugenics.
    - Inside Failsafe Armored Escorts.
    
    == E. WEAPON UPGRADE LOCATIONS [c06s05] =======================================
    
    Power to the People machines are not shown on the map, and are therefore 
    usually quite hard to find. There are exactly enough Power to the People
    machines in Rapture to complete all of the available weapons upgrades in one
    playthrough. Note that this means that you CANNOT kill Sander Cohen in Fort
    Frolic if you want to get the achievement for fully upgrading all of your
    weapons. See the walkthrough if you need more details on how to find these.
    The achievements you can earn from upgrading your weapons are...
    
    Upgraded a Weapon (5 GP) - get one weapon upgrade
    One Fully Upgraded Weapon (5 GP)
    Two Fully Upgraded Weapons (5 GP)
    Three Fully Upgraded Weapons (10 GP)
    Four Fully Upgraded Weapons (10 GP)
    Five Fully Upgraded Weapons (10 GP)
    Weapon Specialist (20 GP) - fully upgrade all weapons.
    
    The weapon upgrade machines are located in the following areas...
    
    WELCOME TO RAPTURE
    - None
    
    MEDICAL PAVILION
    - None
    
    NEPTUNE'S BOUNTY
    - In the basement of the freezer, right after you kill Peach Wilkins.
    
    SMUGGLER'S HIDEOUT
    - None
    
    ARCADIA
    - In the Tree Farm on the left wall near the SW corner of the room.
    
    FARMER'S MARKET
    - In the basement of the Worley Winery in an alcove.
    
    FORT FROLIC
    - In the basement of the Marquis D'Epoque cigar store in the south mall.
    - In the basement of Sinclair Spirits in Poseidon Plaza. Press the button
       behind the counter to open the door to the basement.
    
    HEPHAESTUS
    - In the Hephaestus core, across from the Gatherer's Garden machine.
    - In Kyburz's office in the basement of the Workshop areas.
    
    OLYMPUS HEIGHTS
    - On the north side of the elevator shaft column on the ground floor of the
       Mercury Suites area.
    - In Sander Cohen's secret area in the Mercury Suites.
    
    APOLLO SQUARE
    - On the fourth floor of Fontaine's Home for the Poor.
    
    POINT PROMETHEUS
    - In the second room of the level, right next to the big daddy corpse.
    - In the Eugenic Analysis room (the most NW room) of the Optimized Eugenics
       area.
    
    == F. RESEARCH REWARDS [c06s06] ===============================================
    
    This section lists all of the research rewards obtainable by photographing the
    game's enemies. See the section on research above if you need more details on
    how this works. There are 11 categories of enemies to photograph. There are
    several achievements you can earn based on photography...
    
    Researched a Splicer (5 GP) - take a photograph of any splicer.
    Quality Research Photo (20 GP) - take a photograph which earns an "A" grade.
    Prolific Photographer (5 GP) - take at least one photograph in each of the 11
     research categories.
    Research PhD (20 GP) - fully max out all 11 research categories.
    
    The following achievements are awarded for getting to research level 5 for the
    indicated enemy...
    
    Fully Researched Bouncer (10 GP)
    Fully Researched Gun Splicer (10 GP)
    Fully Researched Houdini Splicer (10 GP)
    Fully Researched Little Sister (10 GP)
    Fully Researched Nitro Splicer (10 GP)
    Fully Researched Rosie (10 GP)
    Fully Researched Spider Splicer (10 GP)
    Fully Researched Thug Splicer (10 GP)
    
    The research rewards are as follows...
    
    THUGGISH SPLICERS
    Level 1 - Increased damage +
              Thug splicers are vulnerable to anti-personnel ammo.
    Level 2 - New physical gene tonic: Sportboost
    Level 3 - Increased damage ++
    Level 4 - New physical gene tonic: Sportboost 2
    Level 5 - Increased damage +++
    
    LEADHEAD SPLICERS
    Level 1 - Increased damage +
              Leadhead splicers are vulnerable to anti-personnel ammo.
    Level 2 - New physical gene tonic: Scrounger
    Level 3 - Increased damage ++
    Level 4 - New combat gene tonic: Static Discharge 2
    Level 5 - Increased damage +++
    
    NITRO SPLICERS
    Level 1 - Increased damage +
              Nitro splicers are vulnerable to anti-personnel ammo.
    Level 2 - Permanent 15% chance that any enemy grenade will be a dud.
    Level 3 - Increased damage ++
    Level 4 - Permanent 35% chance that any enemy grenade will be a dud.
    Level 5 - Increased damage +++
    
    SPIDER SPLICERS
    Level 1 - Increased damage +
              Spider splicers are vulnerable to anti-personnel ammo.
    Level 2 - Spider splicer organs can be used like first aid kits.
    Level 3 - Increased damage ++
    Level 4 - New physical tonic: Extra Nutrition 3
    Level 5 - Increased damage +++
    
    HOUDINI SPLICERS
    Level 1 - Increased damage +
              Houdini splicers are vulnerable to anti-personnel ammo.
    Level 2 - New physical gene tonic: Natural Camouflage
    Level 3 - Increased damage ++
    Level 4 - Easier to predict Houdini splicers' teleportation destinations.
    Level 5 - Increased damage +++
    
    ROSIES
    Level 1 - Increased damage +
              Rosies are vulnerable to armor piercing ammo.
    Level 2 - New combat gene tonic: Photographer's Eye 2
    Level 3 - Increased damage ++
    Level 4 - Rosie loot almost always contains rare invention materials.
    Level 5 - Increased damage +++
    
    BOUNCERS
    Level 1 - Increased damage +
              Bouncers are vulnerable to armor piercing ammo.
    Level 2 - New combat gene tonic: Wrench Jockey 2
    Level 3 - Increased damage ++
    Level 4 - Permanent 50% increase to all wrench damage.
    Level 5 - Increased damage +++
    
    LITTLE SISTERS
    Level 1 - Small increases to max health and EVE
    Level 2 - Small increases to max health and EVE
    Level 3 - Small increases to max health and EVE
    Level 4 - Small increases to max health and EVE
    Level 5 - Small increases to max health and EVE
    
    TURRETS
    Level 1 - Increased damage +
              Turrets are vulnerable to armor piercing ammo and electricity.
    Level 2 - You find twice the ammunition on destroyed turrets.
    Level 3 - Increased damage ++
    Level 4 - Hacking a turret automatically succeeds.
    Level 5 - Increased damage +++
    
    SECURITY CAMERAS
    Level 1 - Increased damage +
              Security cameras are vulnerable to armor piercing ammo and
               electricity.
    Level 2 - You find twice the film on destroyed cameras.
    Level 3 - Increased damage ++
    Level 4 - Flow speed reduced when hacking any security camera.
    Level 5 - Increased damage +++
    
    SECURITY BOTS
    Level 1 - Increased damage +
              Security bots are vulnerable to armor piercing ammo and electricity.
    Level 2 - New engineering gene tonic: Security Expert 2
    Level 3 - Increased damage ++
    Level 4 - Hacking a security bot automatically succeeds.
    Level 5 - Increased damage +++
    
    == G. INVENTABLE ITEMS [c06s07] ===============================================
    
    This section lists all of the items which can be invented at a U-Invent
    machine, along with all of the items required to make them. They are organized
    according to the level at which they first become available in U-Invent
    machines (they will be available in all subsequent U-Invent machines after they
    first become available). There are several achievements available for inventing
    items...
    
    Basic Inventor (5 GP) - invent one item.
    Avid Inventor (10 GP) - invent 100 items.
    Ammo Inventor (25 GP) - invent all possible ammo types.
    
    INVENTABLE FROM ARCADIA LEVEL ON:
    - Automatic Hack Tool - 4 rubber hose, 4 batteries, 1 brass tube
    - Armor-piercing Auto Rounds x20 - 2 kerosene, 3 shell casing, 1 brass tube
    - Exploding Buck - 3 kerosene, 2 shell casing, 1 steel screw
    - Anti-personnel Pistol Rounds x5 - 2 rubber hose, 3 shell casing, 1 steel 
       screw
    - Lazarus Vector (quest item) - 7 distilled water, 7 bee enzyme, 7 chlorophyll
       solution
    
    INVENTABLE FROM FORT FROLIC LEVEL ON:
    - Hacker's Delight 2 (gene tonic) - 5 alcohol, 4 bee enzyme, 3 empty hypo
    - Booze Hound (gene tonic) - 5 glue, 4 bee enzyme, 3 empty hypo
    - Bloodlust (gene tonic) - 5 glue, 4 bee enzyme, 3 empty hypo
    - Heat-seeking RPG x2 - 3 distilled water, 2 kerosene, 1 brass tube
    - Trap bolt x5 - 2 battery, 3 glue, 1 alcohol
    - Electric gel x25 - 3 distilled water, 2 battery, 1 alcohol
    
    ===============================================================================
      7. ACHIEVEMENT INFORMATION [c07]
    ===============================================================================
    
    BioShock has a total of 50 achievements, allowing you to earn a total of 1000
    GP (gamerpoints). This section lists all of the achievements, how many GP they
    are worth, and how to get them. Unless otherwise noted, all of the achievements
    require everything to be accomplished in one playthrough (i.e., if you obtain
    half the audio-diaries, restart, and then obtain the other half of the diaries,
    you won't get the historian achievement, etc.) This section has some major
    spoilers, so don't read if you don't want to find out what happens later on in
    the game.
    
    Ammo Inventor (25 GP) - You need to invent all of the possible inventable
     ammunitions - armor-piercing auto, explosive buck, anti-personnel pistol,
     heat-seeking RPG, trap bolt, and electric gel.
    Avid Inventor (10 GP) - Invent 100 separate items of any type.
    Became a Big Daddy (30 GP) - Obtained when you successfully assemble all parts
     of the big daddy suit in the Prometheus Point level.
    Bought One Slot (5 GP) - Purchased a new plasmid or gene tonic slot from a
     Gatherer's Garden machine.
    Broke Fontaine's Mind Control (30 GP) - Obtained when you get the first Lot 192
     batch from Fontaine's penthouse in Olympus Heights.
    Completed Cohen's Masterpiece (30 GP) - Obtained when you put all the required
     photographs into Cohen's work of art in Fort Frolic.
    Completed Welcome (10 GP) - Obtained when you finish the "Welcome to Rapture"
     level.
    Dealt with every Little Sister (40 GP) - You need to either rescue or harvest
     every little sister in Rapture. 
    Defeated Andrew Ryan (30 GP) - Obtained after you confront Ryan in the Rapture
     Control level.
    Defeated Atlas (100 GP) - Obtained after you defeat Atlas to win the game.
    Defeated Dr. Steinman (15 GP) - Obtained after you kill Dr. Steinman in the
     Medical Pavilion level.
    Defeated Peach Wilkins (15 GP) - Obtained after you defeat Peach Wilkins in the
     Neptune's Bounty level.
    Five Fully Upgraded Weapons (10 GP) - Get both upgrades for five different
     weapons.
    Found Cohen's Room (10 GP) - you entered Cohen's secret room in Olympus
     Heights. You cannot get this achievement if you kill Cohen in Fort Frolic. See
     the walkthrough for more details.
    Four Fully Upgraded Weapons (10 GP) - Get both upgrades for four different
     weapons.
    Fully Researched Bouncer (10 GP) - Self-explanatory.
    Fully Researched Gun Splicer (10 GP) - Self-explanatory.
    Fully Researched Houdini Splicer (10 GP) - Self-explanatory.
    Fully Researched Little Sister (10 GP) - Self-explanatory.
    Fully Researched Nitro Splicer (10 GP) - Self-explanatory.
    Fully Researched Rosie (10 GP) - Self-explanatory.
    Fully Researched Spider Splicer (10 GP) - Self-explanatory.
    Fully Researched Thug Splicer (10 GP) - Self-explanatory.
    Hacked a Safe (10 GP) - Successfully hacked a safe.
    Hacked a Security Bot (10 GP) - Successfully hacked a security bot.
    Hacked a Turret (10 GP) - Successfully hacked a turret.
    Hacked a Vending Machine (10 GP) - Successfully hacked a vending machine.
    Historian (50 GP) - Collected all 122 audio-diaries in Rapture.
    Irony (10 GP) - Take a photograph of Sander Cohen's corpse.
    Little Sister Savior (100 GP) - Complete the game without harvesting any little
     sisters. Note that you don't have to rescue EVERY little sister - just don't
     harvest any.
    Lucky Winner (10 GP) - Hit the jackpot at a slot machine.
    Maxed All Tracks (50 GP) - Purchased all slots for plasmids and gene tonics.
    Maxed One Track (10 GP) - Purchased all slots for plasmids, combat gene tonics,
     physical gene tonics, or engineering gene tonics.
    One Fully Upgraded Weapon (5 GP) - Get both upgrades for one weapon.
    Prolific Photographer (5 GP) - Take at least one photo in all 11 research 
     groups.
    Quality Research Photo (20 GP) - Take a photo which earns an "A" grade.
    Research PhD (20 GP) - Max out your research level in all 11 categories.
    Researched a Splicer (5 GP) - Take a photograph of a splicer.
    Restored the Forest (15 GP) - Released the Lazarus Vector into the Rolling
     Hills from Langford's office.
    Seriously Good at This (40 GP) - Complete the game on the hard difficulty
     setting.
    Skilled Hacker (40 GP) - Complete 50 successful hacks.
    Toaster in the Tub (10 GP) - Shock an enemy standing in water with electrobolt.
    Tonic Collector (50 GP) - Find, buy, and invent all 53 gene tonics.
    Two Fully Upgraded Weapons (5 GP) - Get both upgrades for two different 
     weapons.
    Upgraded a Weapon (5 GP) - Get a weapon upgrade from a Power to the People
     machine.
    Weapon Specialist (20 GP) - Fully upgrade all of your weapons.
    
    ===============================================================================
      8. CONCLUSION [c08]
    ===============================================================================
    
    I hope you found this guide useful in your explorations of Rapture. This is the
    first guide I've ever written, so I would appreciate any comments or 
    corrections, or additional info you think should be added to the guide. Good
    luck and have fun!
    
    Chris Vig
    Xbox gamertag TheCrimsonOmen
    chris.vig@gmail.com