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Bioshock 2
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| Contents |
+----------------------------------------------------------------------------+
1 - Intro
2 - Weapons and Upgrades
3 - ADAM, Plasmids and Gene Tonics
4 - Research and Enemy Data
5 - Main Guide
5.1 - Adonis Luxury Resort
5.2 - The Atlantic Express
5.3 - Ryan Amusements
5.4 - Pauper’s Drop
5.5 - Siren Alley
5.6 - Dionysus Park
5.7 - Fontaine Futuristics
5.8 - Outer Persephone
5.9 - Inner Persephone
6 - Audio Diaries
7 - Door Codes
8 - Power To The People Stations
9 - End
+----------------------------------------------------------------------------+
| Introduction |
+----------------------------------------------------------------------------+
Welcome to my guide to Bioshock 2!
I’ll keep this brief, as I doubt you really want to hear me go on and would
rather I just get right to the guide.
So, this guide has everything you should need to know, including Weapon
Upgrades, Plasmid Lists, Audio Diaries, etc, etc...
Oh, and I'll warn you now, while I've ketp spoilers to a minimum, they are
there, so be careful about where you read.
So, let’s get to it!
Oy
+----------------------------------------------------------------------------+
| Weapons and Upgrades - |
+----------------------------------------------------------------------------+
Drill
-----
The Drill is your basic weapon for the duration of the game. It can be swung
with a quick tap of the button, or revved for drilling damage if you hold the
button down.
Also, you’ll eventually learn the ability to Drill Dash, which requires that you
rev the drill and hit the Melee button to go zooming forward into whatever
unfortunate Splicer is in front of you.
Basic Upgrades
- Drill Fuel Efficiency – Cooling nozzles lubricate the drill, reducing the
speed of fuel consumption.
- Drill Damage Increase – Augers on the side of the Drill Increase Damage.
Damage increase applies to both Drill Spin and Melee
attacks with the drill.
Final Upgrade
- Drill Reflector Upgrade – A large electromagnetic dynamo is powered by the
drill rotation. Incoming projectiles will be
reflected back at attacker while the Drill is
spinning.
Rivet Gun
---------
The Rivet gun is essentially your handgun for the game. Accurate and powerful,
it’s best to quickly learn to get a headshot with this weapon.
With the extra inclusion of the Trap Rivet’s, which are great for aiding in
beefing up the defences of an area.
Ammunition Types
- Rivets - Rivets do a moderate amount of piercing damage.
- Heavy Rivets - Heavy Rivets do a moderate amount of armour-piercing damage.
Especially deadly with headshots.
- Trap Rivets - Trap Rivets do a moderate amount of piercing damage. When fired
they will stick to objects and shoot a secondary rivet when an
enemy nears. Unused Trap Rivets can be picked up and reused.
Basic Upgrades
- Rivet Gun Damage Increase – A high-pressure firing mechanism provides greater
penetration and Damage.
- Rivet Gun Clip Size – A larger magazine increases the clip size, resulting in
50% more shots before reloading.
Final Upgrade
- Rivet Gun Heat Upgrade – An internal heating mechanism heats rivets to a
white-hot temperature before they are fired. May
ignite living creatures on repeated shots.
Hack Tool
---------
While the Hacking Tool isn’t a weapon itself, it can be very useful for
strategically getting rid of Splicers before they even know you’re there. With a
near unlimited range, you can hack any machine and turn it to your side before
it becomes a problem.
Not to mention that you can also use it to deploy a miniature turret to aid in
the defence of an area.
Of course, hacking itself is now done in real-time, so it’s always best to fire
off your darts and then duck for cover, just in case things don’t go your way.
And if you can, always try to stop the hacking needle on the Blue section, as
it’s always worth it.
Ammunition Types
- Remote Hack Darts - Remote Hack Darts hack machines at a distance.
- Automatic Hack Darts - Bypasses a machine's defences to automatically hack
a machine.
- Miniature Turrets - Miniature Turrets automatically fire at Enemies. They
only last a set amount of time before auto-detonating.
Machine Gun
-----------
The Machine Gun pretty much speaks for itself, and fulfils the same requirement
that it did in the last game.
Just point it at a Splicer or Big Daddy and just let the bullets fly. Assuming
you can cope with the recoil that it.
Ammunition Types
- .50 calibre rounds - Deals a moderate amount of damage.
- Anti-Personnel rounds - Deals a high amount of damage against Splicers.
- Armour-Piercing rounds - Deal a high amount of damage against Security, Big
Daddies, and Big Sisters.
Basic Upgrades
- Machine Gun Damage Increase - Reinforced barrels allow for increased muzzle
pressure and a higher damage output.
- Machine Gun Recoil Reduction - A stabilization cylinder reduces the kickback
of the Machine Gun, resulting in more accurate
fire.
Final Upgrade
- Machine GunRicochet Upgrade - A high density electrical field prevents shots
from breaking up on first impact, causing them
to Ricochet.
Shotgun
-------
Switching from a pump-action in the first game to a double barrel in this; the
shotgun itself hasn’t undergone any major changes in terms of use. It’s still a
good idea to be up close and personal with your enemies, and always a good idea
to aim for the head. You just have to remember to reload a little more often.
Ammunition Types
- 00 Buck - Deals a moderate amount of damage.
- Solid Slug - Deals a high amount of damage in the form of a single shot.
- Phosphorus Buck - Deals a low amount of damage, then deals a high amount of
fire damage and ignites the target.
Basic Upgrades
- Shotgun Clip Size – A double revolver mechanism allows 6 shots before
reloading.
- Shotgun Damage Increase - A sawed off barrel increases damage of all ammo
types.
Final Upgrade
- Shotgun Tesla Upgrade - Kinetic energy from firing is used to charge several
dynamos, randomly generating an electric shock.
Research Camera
---------------
* See Research and Enemy Data Section -
Speargun
--------
Much in the same way as the Crossbow did in the previous game; this weapon is
great for pinning things to walls. The Trap Spears make a welcome return, but
now is the added bonus of the Rocket Spears, which allow for some fun in the
midst of battle.
Ammunition Types
- Spears - Deal a high amount of damage. These can be recovered after use.
- Rocket Spears - Ignites all nearby enemies, dealing a high amount of damage
and explodes after time. Splicers hit by this will run
towards other Splicers, while Splicers killed will stay
attached to it while it propels itself forward.
- Trap Spears - Deal a small amount of damage upon a direct hit and a high
amount of electrical damage once deployed. If the spear kills
and pins an opponent on impact, the electrified trip-wire will
still deploy as normal.
Basic Upgrades
- Speargun Zoom Increase - Additional scope provides increased zoom, allowing
you to aim with pinpoint accuracy.
- Speargun Damage Increase - A rotary mechanism adds spin to spears, resulting
in grater penetration and damage.
Final Upgrade
- Speargun Acceleration Upgrade - A reinforced firing spring and retooled
barrel allow for much faster spear travel and
decreased refire time. Spears will reach
their target much faster and pin enemies at
longer distances.
Launcher
--------
Speaking for itself by its name alone, the Launcher is your big explosive weapon
for the day. With explosives, mines and rockets, it’s fully equipped for a lot
of damage and fun. But getting the cluster bomb upgrade will make the fun last
longer.
Ammunition Types
- Frag Grenades - Frag Grenades do a high amount of damage in a large radius.
- Proximity Mines - Proximity Mines do a high amount of damage in a large
radius. Will Stick to floors and Walls.
- Heat-Seeking RPG's - Heat-Seeking RPG's do a high amount of damage in a large
radius. Will track the nearest target, even around
corners.
Basic Upgrades
- Launcher Clip Size - A larger ammo box means more bang for the buck. Also
increase the amount of each ammo type you can carry.
- Launcher Damage Immunity - A shaped deflector prevents splash damage from
your own explosives.
Final Upgrade
- Launcher Cluster Bomb Upgrade - Additional munitions are screwed into each
shot, triggering secondary explosions in a
wide radius. Perfect for clearing a room!
+----------------------------------------------------------------------------+
| ADAM, Plasmids and Gene Tonics - |
+----------------------------------------------------------------------------+
ADAM Amounts
------------
So, you want to get the maximum amount of ADAM out of the game, huh? But not
sure if you should be saving your Little Sisters or harvesting them?
Well then, here’s a quick guide to how much ADAM you can get depending on your
choices...
You’re guaranteed to get 80 ADAM when using your Little Sister to gather, and
then can either get 80 or 160 depending on if you Save or Harvest her, like so:
- Saving a Little Sister = 40+40+80=160
- Harvesting a Little Sister = 40+40+160=240
However, you can increase the amount of ADAM the Little Sister Harvest with the
Proud Parent Gene Tonic, like so:
- Saving a Little Sister = 60+60+80=200
- Harvesting a Little Sister = 60+60+160=280
And of course, you can get some from Big Sisters and Sea Slugs, as well as a
possible gift if you choose to Save them, not to mention a few other places
along the way.
So how does it all add up? Well, here’s the simple version:
|ADAM| 1 | 2 | 3 |
--------------+----+---+---+---+
SAVE | 160| 4 | 0 | 4 |
SAVE+ | 200| 8 | 0 | 0 |
HARVEST | 240| 0 |12 | 0 |
HARVEST+ | 280| 0 | 0 | 8 |
GIFT (1) | 80| 1 | 0 | 1 |
GIFT (2) | 120| 1 | 0 | 0 |
GIFT (3) | 250| 1 | 0 | 0 |
BIG SISTERS | 40| 7 | 7 | 7 |
LITTLE SISTER | 40| 3 | 3 | 3 |
RESCUE | 50| 2 | 2 | 2 |
SEA SLUGS | 10| 5 | 5 | 5 |
(The + means it uses the Proud Parent Gene Tonic)
- Option 1:
This is where you rescue all the Little Sisters. As you can see in the above
chart, you get 4 Sisters at the normal Save amount, and then 8 at the Proud
Parent Save amount. Added in with the three gifts you get for rescuing them,
and all the extra stuff, you get:
3240 ADAM
- Option 2:
This one has you Harvesting all of the Little Sisters. As you don’t get the
Proud Parent Gene Tonic as a gift, all 12 Sisters give you the standard
Harvest amount. Added to the other stuff, but with no gifts,
you get:
3430 ADAM
- Option 3:
The third option is to Save 4 Little Sisters to obtain the Proud Parent Gene
Tonic, and then Harvest the remaining 8 Little Sisters at the higher level.
Adding in the single gift you get, and all the extra stuff, you get:
3510 ADAM
So what you decide to do is up to you.
Plasmid List
------------
Cyclone Trap
- Level One (60): Able to set a trap, which Propels Splicers through the air.
- Level Two (120): Traps can be charged with another Plasmids.
- Level Three (140): Traps can be set on walls and ceilings, allowing for
'combo' Traps.
Location: First available for purchase at the Gatherer's Garden in Siren Alley.
Decoy
- Level One (60): Allows the user to spawn a decoy, attracting enemies to it.
- Level Two (100): Damage dealt to the Decoy is reflected back towards the
enemy.
- Level Three (120): Player is healed a little when enemies attacks are
reflected.
Location: First available for purchase at the Gatherer's Garden in Siren Alley.
Electro Bolt
- Level One (0): Electrocute enemies, increasing damage delt.
- Level Two (120): Can be charged to cause "Chain Lightning" shocking
everything at a radius from the target.
- Level Three (255): Electro Bolt can be charged up to fire in a continuous
arc. Uncharged attacks now act like charged Level 2.
Location: Found at a Gatherer's Garden in Adonis Luxury Resort.
Hypnotize
- Level One (0): Targeted Splicer or Big Daddy attacks the nearest enemy.
- Level Two (120): Targeted Splicer becomes temporarily friendly to the player,
and will fight by their side for a time.
- Level Three (200): Hypnotized Big Daddies, Brute Splicers, and Alpha Series
can now be turned into temporary allies
Location: Found in the lower level of the Limbo Room in Pauper's Drop.
Incinerate!
- Level One (90): Set enemies on fire.
- Level Two (120): Charged up into a fireball.
- Level Three (200): Charged up to fire in a continuous jet of flame. Uncharged
attacks now act like charged Level 2.
Location: Bought at Gatherer's Garden in Hall of the Future in Ryan Amusements.
Insect Swarm
- Level One (60): Allows the user to create a swarm of hornets, which target
the nearest enemy causing continuous damage and distraction
- Level Two (100): Swarm can target multiple enemies at a time.
- Level Three (130): Corpses killed by this plasmid will spawn a new swarm if
an Splicer passes over them.
Location: First available for purchase at the Gatherer's Garden in Siren Alley.
Scout
- Level One (40): Allows the user to deploy a ghost-like projection able to use
plasmids. Body remains vulnerable during use.
- Level Two (60): User can hack devices while in Scout form.
Location: First available for purchase at the Gatherer's Garden in Siren Alley
Security Command
- Level One (0): You can set every Security Device in the area on a designated
target.
- Level Two (75): Charging the plasmid will summon a Security Bot, max of two.
- Level Three (100): Summoned Security Bots are fully upgraded.
Location: Found in the Maintenance Area in Siren Alley
Telekinesis
- Level One (0): Able to pick up and throw objects.
- Level Two (100): Able to pick up Splicers frozen with Winter Blast 2.
- Level Three (250): Able to pick up and throw live Splicers.
Location: A gift from Eleanor in the Jet Postal station in The Atlantic Express.
Winter Blast
- Level One (60): Able to freeze enemies.
- Level Two (100): Can be charged, encasing foes in a block of ice. Shattered
enemies leave a lockbox containing loot and will spray ice
shards at foes, freezing them too.
- Level Three (200): Charging up Winter Blast 3 will result in a stream of
frozen shards. These freeze enemies solid and do damage.
Location: First available at a Gatherer's Garden in Ryan Amusements.
Summon Eleanor
- Level One (0): Temporarily summons Eleanor to battle alongside you.
Location: Given to the player by Eleanor in Persephone.
Gene Tonics List
----------------
Armoured Shell
Effect: Reduces physical damage taken.
Location: Bought at a Gatherer's Garden, Ryan Amusements onwards.
ADAM: 45
Armoured Shell 2
Effect: Further reduces physical damage taken.
Location: Research the Brute Splicers to the maximum level.
ADAM: 0
Arms Race
Effect: You find more ammo when looting bodies or containers.
Location: Research the Big Daddies to the maximum level.
ADAM: 0
Booze Hound
Effect: Alcohol restores a small amount of EVE, rather than draining it.
Location: Through a locked door at the beginning of the 'Journey to the Surface'
ride in Ryan Amusements, or bought at a Gatherer's Garden after that
point.
ADAM: 40
Careful Hacker
Effect: The hacking needle moves slightly slower.
Location: Bought at Gatherer's Garden, Ryan Amusements onwards.
ADAM: 25
Careful Hacker 2
Effect: The hacking needle moves even slower.
Location: In Fontaine Futuristics, behind code door in the Plasmid Demonstration
area.
ADAM: 0
Cure All
Effect: Health Stations also refill your EVE.
Location: In the back room of Joe's Green Groceries in Siren Alley, or bought at
a Gatherer's Garden after that point.
ADAM: 0
Damage Research
Effect: Increases research damage bonuses.
Location: A gift from Eleanor at the beginning of Fontaine Futuristics.
ADAM: 0
Deadly Machines
Effect: Friendly turrets and bots deal more damage.
Location: Obtained by researching Security to the maximum level.
ADAM: 0
Demanding Parent
Effect: Little sisters harvest bodies faster.
Location: A Little Sister gift after rescuing 8 little sisters.
ADAM: 0
Drill Lurker
Effect: Quiets your footsteps, and increases damage from melee attacks on
unaware opponents, especially with the drill swing.
Location: Bought at a Gatherer's Garden, Pauper's Drop onwards.
ADAM: 30
Drill Power
Effect: Increases damage dealt by the Drill.
Location: Just inside the El Dorado Lounge in Ryan Amusements.
ADAM: 0
Drill Power 2
Effect: Further increases damage dealt by the Drill.
Location: Fontaine Futuristics, in the room directly across from where you enter
the main facility. Enter from a hole in the wall on the second floor.
ADAM: 0
Drill Specialist
Effect: Significantly decreases EVE cost of Plasmids, but limits weapon
selection to the Drill, Hack Tool and Camera.
Location: In Dionysus Park at the J.Fischer Gallery in the back room
ADAM: 0
Drill Vampire
Effect: Gain health and eve when attacking with the drill.
Location: Obtained by researching Big Sisters to the maximum level.
Price: 0
Electric Flesh
Effect: Stops any electric damage being taken and increases electrical damage
dealt.
Location: Bought at Gatherer's Garden, Siren Alley onwards.
ADAM: 35
Electrical Storm
Effect: Causes you to emit a burst of electricity when struck by a melee attack.
Location: In the ladies room of Triton, the theatre in Dionsyus Park.
ADAM: 0
Elemental Sponge
Effect: When damaged by elemental attacks, you gain a small amount of EVE.
Location: Found in Inner Persephone
ADAM: 0
Elemental Storm
Effect: You emit a random burst of FIRE, ICE, or ELECTRICITY when struck by a
melee attack, damaging all around you.
Location: Research the Alpha Series to the maximum level.
ADAM: 0
Elemental Vampire
Effect: Your Level 3 element streams siphon off HEALTH from your enemies.
Location: Solitary Confinement in Cell Block North Quad of the Holding wing at
Inner Persephone
ADAM: 0
EVE Expert
Effect: Increases EVE Hypo carry capacity by 1.
Location: Can be found in Dionysus Park in the lobby of Lamb's Garden in the
door that won't open with water pouring out of it, or bought at a
Gatherer's Garden after that point.
ADAM: 50
EVE Link
Effect: First Aid Kits also give a small amount of EVE.
Location: Bought at Gatherer's Garden, Ryan Amusements onwards.
ADAM: 30
EVE Saver
Effect: Reduces EVE consumption of all plasmids.
Location: Bought at Gatherer's Garden, Pauper's Drop onwards.
ADAM: 50
EVE Saver 2
Effect: Further reduces EVE consumption of all plasmids.
Location: Bought at Gatherer's Garden.
ADAM: 75
Extended Reel
Effect: Increases the time you have when researching.
Location: In Dionysus Park at the Triton Theatre in the projector room on the
top floor
ADAM: 0
Extra Nutrition
Effect: Gain a small increase in health from consumables.
Location: Bought at Gatherer's Garden, Ryan Amusements onwards.
ADAM: 20
EZ-Hack
Effect: Hacking success zones become a little larger.
Location: Bought at Gatherer's Garden, Siren Alley onwards.
ADAM: 55
Fire Storm
Effect: Causes the user to emit a burst of fire when struck by a melee attack.
Location: Found in Pauper's Drop right before the door to the rooftop walkway.
ADAM: 0
Fountain of Youth
Effect: You gain health and eve slowly, when standing in lots of water.
Location: Research Spider Splicers to the maximum level.
ADAM: 0
Freezing Drill
Effect: Increases the duration for which enemies are frozen, and gives the Drill
a chance to freeze the enemy upon impact.
Location: Altar in Pauper's Drop, or bought at a Gatherer's Garden after that
point.
ADAM: 0
Hacker's Delight
Effect: Some health and EVE are gained after a successful hack.
Location: Located in a small hole in the wall accessed by a wooden plank
extending off the roof of the Fishbowl Diner in Pauper's Drop, or
bought at a Gatherer's Garden after that point.
ADAM: 0
Hacker's Delight 2
Effect: More health and EVE are gained after a successful hack.
Location: Bought at a Gatherer's Garden, Siren Alley onwards.
ADAM: 0
Handyman
Effect: Repair damaged bots and turrets with a small eve cost. Also gives random
names to friendly bots and turrets.
Location: Bought at a Gatherer's Garden, Siren Alley onwards.
ADAM: 0
Hardy Machines
Effect: Friendly turrets and bots have more health.
Location: In Dionysus Park at the Imago Fine Arts in front of Safe in the back
room.
ADAM: 0
Headhunter
Effect: Your headshots do more damage.
Location: Bought at a Gatherer's Garden, Pauper's Drop onwards.
ADAM: 35
Hurried Hacker
Effect: Landing in a blue bonus zone completes a hack instantly.
Location: Bought at a Gatherer's Garden.
ADAM: 45
Ice Storm
Effect: You emit a burst of ice when struck by melee attacks, with a chance to
freeze enemies.
Location: Bought at a Gatherer's Garden, Dionysus Park onwards.
ADAM: 35
Keen Observer
Effect: Increases the research score gained by damaging enemies.
Location: Table with a microscope in Pauper's Drop (near Grace's room).
ADAM: 0
Keen Observer 2
Effect: Further increases the research score gained by damaging enemies.
Location: Bought at a Gatherer's Garden, Dionysus Park onwards.
ADAM: 50
Machine Buster
Effect: Deals more damage to turrets, cameras and bots.
Location: Bought at a Gatherer's Garden, Pauper's Drop onwards.
ADAM: 45
Medical Expert
Effect: Increases First Aid Kit carry capacity by 1.
Location: Bought at a Gatherer's Garden, Siren Alley onwards.
ADAM: 25
Natural Camouflage
Effect: Grants invisibility when standing still for a period of time.
Location: Obtained by researching Houdini Splicers to the maximum level.
ADAM: 0
Proud Parent
Effect: Increases the amount of ADAM gained by 20 when accompanied little sister
harvests a corpse.
Location: After successfully rescuing 4 little sisters, player gets this as a
present in front of the nearest Gatherer's Garden.
ADAM: 0
Quik-Hack
Effect: Hacking has fewer stages.
Location: Bought at a Gatherer's Garden, Dionysus Park onwards.
ADAM: 45
Scrounger
Effect: Search corpses and containers a second time to get different loot.
Location: Obtained by researching Thuggish Splicers to the maximum level.
ADAM: 0
Security Evasion
Effect: Security Cameras and Turrets take two seconds longer to spot the player.
Location: Bought at Gatherer's Garden.
ADAM: 45
Short Circuit
Effect: Security is disabled for longer when hit with electricity.
Location: Bought at Gatherer's Garden, Pauper's Drop onwards.
ADAM: 35
Short Circuit 2
Effect: Security is disabled permanently when hit with electricity.
Location: Bought at Gatherer's Garden
ADAM: 65
Shorten Alarms
Effect: Reduces the length of hostile security alarms.
Location: Northern most room on the roofs of Town Square in Pauper's Drop. On
top of one of two cabinets.
ADAM: 0
Shorten Alarms 2
Effect: Further reduces the length of hostile security alarms (40 seconds).
Location: Bought at Gatherer's Garden, Dionysus Park onwards.
ADAM: 50
Sports Boost
Effect: Slightly increases movement speed
Location: At the beginning of Ryan Amusements, under the sign "Memorial Museum".
ADAM: 0
Thrifty Hacker
Effect: Hacked vending prices are even cheaper.
Location: Obtained by researching Leadhead Splicers to the maximum level.
ADAM: 0
Vending Expert
Effect: Provides a slight reduction to prices in vending machines.
Location: Downstairs in a flooded section of Siren Alley.
ADAM: 0
Vending Expert 2
Effect: Provides a substantial reduction to prices in vending machines.
Location: Reward for "following" the Unstable Teleportation Plasmid in Fontaine
Futuristics.
ADAM: 0
Walking Inferno
Effect: You take less damage from fire and inflict more damage when using fire.
Location: Bought at Gatherer's Garden, Siren Alley onwards.
ADAM: 40
+----------------------------------------------------------------------------+
| Research and Enemy Data - |
+----------------------------------------------------------------------------+
The Research camera returns, although now as a Film Camera rather than a
Polaroid.
When you spot a Splicer, just select the camera and set it rolling, and then lay
waste to the fool in any way possible. The more you differ in your ways of
execution, the quicker you’ll gain points to level up your Research.
Which is a good thing, as you get lots of goodies for it...
Thuggish Splicer
----------------
Thuggish Splicers are your basic melee opponents. They’re easy to kill from a
distance, and don’t cause too much of a problem. Just stay calm and aim for the
head.
Research
- Level 1: Increased damage against Thuggish Splicers
- Level 2: Increased wallet cap from 600 dollars to 800
- Level 3: Increased damage against Thuggish Splicers
- Level 4: Scrounger gene tonic
Leadhead Splicer
----------------
Leadhead‘s come in many varieties; some wielding pistols, machine guns and even
shotguns. While neither one is more or less dangerous than the other, they can
do some damage when they jump you in large numbers. It’s usually best to take
care of nearby ones first, as they’re more likely to hit you. Just zero in on
them and take ‘em down one at a time.
Research
- Level 1: Increased damage against Leadhead Splicers
- Level 2: Slowed security response
- Level 3: Increased damage against Leadhead Splicers
- Level 4: Thrifty Hacker gene tonic
Houdini Splicer
---------------
Houdini Splicers haven’t changed all that much from the previous game. They can
teleport around the place, jumping you from behind as well as above. Keep an eye
out for their telltale smoke signal for when they’re teleporting in. They’ll
usually stick to hurling fireballs at you from a distance, which can do some
damage, so it’s best to keep moving and keep attacking them.
Research
- Level 1: Increased damage against Houdini Splicers
- Level 2: Easier to spot Houdini Splicers when teleporting
- Level 3: Increased damage against Houdini Splicers
- Level 4: Natural Camouflage gene tonic
Brute Splicer
-------------
Brute Splicers can be tough nuts to crack if you’re not careful. Being as strong
as a Big Daddy, even able to charge you at speed, with the added ability to
throw things at you, if you’re unprepared you’ll be in for a world of hurt.
Anti-Personal rounds work the best, but these guys have a lot of health, so make
sure you’re carrying a lot of them. They can also be quite vulnerable to
Plasmids, so be sure to use them both in combination.
Research
- Level 1: New Drill Dash ability
- Level 2: Increased melee damage
- Level 3: Increased damage against Brute Splicers
- Level 4: Armoured Shell 2 gene tonic
Spider Splicer
--------------
Spider Splicers can be more annoying that tough. With their quick reflexes and
ability to jump from wall to wall, they can be hard to hit. Stunning them with
Electro-bolt will help to slow them down enough to pelt them with bullets, and
other Plasmids can be effective at whittling down their health too.
Research
- Level 1: Faster movement speed
- Level 2: Spider Splicer organs act as first aid kits
- Level 3: Even faster movement speed
- Level 4: Fountain of Youth gene tonic
Alpha Series
------------
The Alpha series are quicker, but more susceptible versions of Big Daddy’s.
Usually coming equipped with a Launcher or a Machine Gun, they’ll use all your
own tricks back at you to try to take you down. However, their lack of armour
makes them rather easy to take down, especially with Armour Piercing rounds, and
they’re still vulnerable to Plasmids.
Research
- Level 1: Increased damage against the Alpha Series
- Level 2: Increased ammo carrying capacity
- Level 3: Increased damage against the Alpha Series
- Level 4: Elemental Storm gene tonic
Big Daddy
---------
Big Daddies now come in three different varieties. The Bouncer is your standard
melee attacker, with the trademark drill and Drill Dash attack. The Rosie still
wields a Rivet gun, allowing them to shoot at you from a distance. But the
newest addition to the Big Daddy family is the Rumbler. Able to fire rockets at
you, and deploy Mini Turrets to shoot you, it can make for some hectic fights
where you’ll have to think quickly to take them down. All Big Daddies are
vulnerable to Armour Piercing rounds, and using the Security Command Plasmid can
turn a Rumbler’s turrets back at them.
Research
- Level 1: Increased damage against big daddies
- Level 2: Increased drill damage
- Level 3: Increased damage against big daddies
- Level 4: Arms Race gene tonic
Big Sister
----------
Certainly the toughest enemy you’ll face in the game. While being quick and able
to jump at you from walls, they can also throw fireballs at you, pick up several
pieces of debris to hurl your way, and even pick up and drain a wandering
Splicer to regain health. You’ll always have a little warning before they show
up, although their appearances are rather predictable anyway, in which you can
set traps and get prepared. With a huge health bar to whittle down, it’s best to
let rip with Armour Piercing rounds from the Machine Gun and let her have it as
quick as possible. But don’t forget that stunning her can be effective too.
Research
- Level 1: Increased maximum EVE capacity
- Level 2: Free health restoration after gathering ADAM
- Level 3: Increased maximum EVE capacity
- Level 4: Drill Vampire gene tonic
Security
--------
Security can mean any piece of malicious tech you happen to stumble upon on your
journey. Machine Turrets, Rocket Turrets, Security Camera’s; all count towards
this one area, and all of them can be tackled in the same basic way. Zap or
Freeze them, and then either hack directly or fire a hacking dart at it, the
latter of which can be useful for dealing with Splicers before they know you’re
there.
Research
- Level 1: Increased damage against security
- Level 2: Double ammo on destroyed security
- Level 3: Increased damage against security
- Level 4: Deadly Machines gene tonic
+----------------------------------------------------------------------------+
| Main Guide - |
+----------------------------------------------------------------------------+
So, here it is, the main guide for the game!
I’ve given you information in small bite-sized sections that should be easy to
follow, but bear in mind that this is a bear bones guide. Feel free to wander
off and do some exploring.
That’s half the fun of the game!
------------------------------------------------------------------------------
Adonis Luxury Resort -
-----------------------------
Find A Way Out Of Here
- Walk Upstairs and Smash the Coral
- Head through the area
- Find the Electro Bolt Plasmid
- Use Electro Bolt on the door to reopen it
- Use Electro Bolt on the generator to restore power.
Find Tenenbaum
- Head through the area to the Main Lobby
- Defeat the Big Sister
- Follow the Big Sister to Demeter’s Banquet Hall
- Walk through the Ocean Floor
- Find the entrance to The Atlantic Express
The Atlantic Express -
-----------------------------
Get To Brigid Tenenbaum
- Head through the Atlantic Express maintenance facility
- Hack the machine to open the door
- Continue through the area
- Flip the Switch
- Head through the flooded area and the area beyond
- Pick up the Telekinesis Plasmid
- Continue through the area
- Remove the pipe when the Splicer blocks the door
- Continue forward and up the stairs
- Enter the lift and press the button
- Continue through the area
- Press the button on the Ticket Booth
Defend Against The Splicer Attack
- Fight off the Splices
Board The Train
- Press the Switch to start the train.
Ryan Amusements -
------------------------
Get A Ticket
- Head into Ryan Amusements
- Go behind the Ticket Booths
- Follow the area down
- Hack open the door
- Pick up the Ticket
Get Into The Park
- Head back the way you came
- Use the Ticket to enter the Park
Find A Little Sister In El Derado
- Head inside Ryan Amusements
- Go around the Main Hall and into El Derado Lounge
- Head into the El Derado Lounge
- Kill the Big Daddy
Adopt The Little Sister
- Adopt the Little Sister
Gather ADAM From 2 Bodies
- Leave the El Derado Lounge
- Head back into the Main area
- Go down the stairs and find the Body
- Harvest from the Body, and defend the Little Sister
- Head into Journey To The Surface
- Follow the track around
- Find the next Body
- Harvest from the Body, and defend the Little Sister
Harvest Or Save The Little Sister
- Continue following the track
- Head into the Maintenance section
- Follow the path down to the Little Sister Vent
- Harvest or Rescue the Little Sister
By The Incinerate! Plasmid At The Hall Of The Future
- Head back up out of the Maintenance area
- Follow the tracks back out
- Flip the switch to open the Maintenance doors
- Leave Journey To The Surface
- Head upstairs and into The Hall Of The Future
- Go through The Hall Of The Future Area
- Buy Incinerate! from the Gathers Garden
Thaw The Frozen Door
- Leave The Hall Of The Future
- Defeat the Big Sister
- Head back to the Train
- Thaw the Ice
Restart The Train Line
- Head into the Security Booth
- Flip the Switch
Get On The Train
- Defeat the Splicers
- Board the Train
- Flip the Switch
Pauper’s Drop -
----------------------
Go To The Sinclair Deluxe Hotel
- Leave the Train
- Hack the Machine
- Head through to the Fishbowl Diner area
- Head left toward the Sinclair Deluxe
- Head into the Sinclair Deluxe
Search The Pawn Shop Downtown For The Research Camera
- Leave the Sinclair Deluxe
- Go around the Fishbowl Diner to the left
- Follow the path to the Town Square
- Pick up the Audio Diary outside Fontaine Clinics
Look For The Clinic Code In The Diner
- Head back to the Fishbowl Diner
- Enter through the Kitchen
- Find the Code next to the body
- Head back to Fontaine Clinics
- Open the door to Fontaine Clinics
Retrieve the Research Camera From The Pawn Shop
- Head upstairs
- Head to the Left
- Drop down the hole in the floor
- Pick up the Research Camera
Research Splicers With The Research Camera
- Head to the door of the Pawn Shop
- Activate the Camera on the Splicer outside
- Kill the Splicer to gain Research
Research Brute Splicer
- Head to the Market/Skid Row
- Go around to The Limbo Room Entrance
- Start the Camera rolling on the Brute Splicer
- Kill Him
Clear The Rubble At The Sinclair Deluxe
- Head back through the Market/Skid Row
- Head straight on at the fork through the now open shortcut
- Go into the Sinclair Deluxe
- Use the Drill Dash to destroy the rubble
Go To Grace’s Apartment
- Head up the stairs
- Go down the long corridor
- Work your way through the rooms and upstairs
- Continue forward, through the room
- Head upstairs again
- Head around the large room and into Grace’s Appartment
Get The Override Key Frome Grace
- Search Grace’s apartment
- Destroy the poster
- Press the hidden switch
- Head into the secret room
- Confront Grace, Kill her or Let Her Live
- Pick up the key
Use The Override Key To End The Lockdown
- Leave Grace’s Apartment
- Head out and down through the now opens rooms for a shortcut
- Leave the Sinclair Deluxe
- Head back to the Train Station
- Insert the key to end the lockdown
Ride The Train Out Of Pauper’s Drop
- Board the Train
- Flip the Switch
Siren Alley -
--------------------
Find Pumping Station #5
- Walk through the ocean floor
- Enter the airlock and flip the switch
- Head through Little Eden Plaza
- Enter the Maintenance Area
- Check the door upstairs
- Pick up the nearby Holotape
Find Daniel Wales At The Pink Pearl
- Head back to Little Eden Plaza
- Find and enter The Pink Pearl
- Head up to the top floor
- Find and enter Daniel Wales’ Office
- Drop down the hole
- Leave the room, and kill Daniel Wales
- Pick up the Holotape from his body
Use The Keycode To Access The Plaza Hedone
- Leave The Pink Pearl
- Head through Little Eden Plaza and back to the Maintenance Area
- Enter the code on the door
Defeat Simon’s Followers
- Kill the Splicers that attack you
Enter Pumping Station #5
- Head into Plaza Hedone
- Head through the area and into the Pumping Station section
Defeat Simon Wales
- Kill Simon Wales and all his Splicers
Divert The Emergency Pumps
- Pick up the key from Simon Wales
- Enter Pumping Station #5
- Use the key
Get To Dionysus Park
- Leave Pumping Station #5
- Head through the area, back the way you came in
- Head through Plaza Hedone
- Head through the Maintenance Area
- Head through Little Eden Plaza
- Go through the now open airlock and walk through the ocean floor
- Flip the switch to enter Dionysus Park
Dionysus Park -
----------------------
Locate The Train Station
- Move forward and around the area
- Head through the Cohen’s Collection area
Meet Stanley In The Train Station
- Head past the carousel
- Follow the path to the station
- Meet Stanley in the Control Booth
Rescue Or Harvest Three Little Sisters
- Triton Theatre, down in front of the stage
- J. Fischer Gallery, in the main room with the camera
- Park, in the large room along with a second Big Daddy
Board The Train To Fontaine Futuristics
- Head back to the train station
- Kill Stanley or let him live
- Board the train
- Flip the switch
Fontaine Futuristics -
-----------------------------
Break Into Fontaine Futuristics
- Head forward and through the area
- Listen to Gil Alexander’s Message
Find Gil Alexander’s Next Recording
- Flip the switch in the Airlock
- Walk through the sea floor
- Flip the switch in the Airlock
- Move forward and head upstairs
- Start the Bio-scan by flipping the switch
Enter Fontaine Futuristics
- Defeat the Alpha Series
- Listen to Gil Alexander’s Next Message
- Pick up the Agnus Dei Tape
Access The Security Office
- Move around the room
- Press the switch
- Move around the room
- Press the next switch
Break Gil’s Control Over Security
- Move into the next room
- Go around to the back
- Destroy the signal relay
Destroy The Signal Relays
- Theatre
- Offices
- Frank Fontaine’s Office
Enter The Security Office
- Return to the Security Office
- Press the switch
- Enter the Security Office
- Listen to Gil Alexander’s Next Message
- Press the switch
Head To The Plasmid Laboratory
- Leave the Security Office
- Move forward and to the left
- Enter the Employees Only area
- Enter the Airlock and flip the switch
Find The Entrance To The Hidden Plasmid Laboratory
- Move through the Ocean Floor
- Enter the Airlock and flip the switch
- Move forward
- Listen to Gil Alexander’s Next Message
Find And Activate The Circuit Breakers
- One on the Left side of the room
- One on the Right side of the room
Activate The Power Mains
- Return to the Main Control
- Flip the switch
Collect 4 ADAM-Infused Plants
- Listen to Gil Alexander’s Next Message
- Pick up the nearby ADAM-Infused Plant
- Showers, at the back of the area
- Live Test Facility, upper section near a chair
- Live Test Facility, in the lower cells
Lure Gil Out Of Hiding
- Head back to the Main Control station
- Flip the Switch
- Defeat the Splicer attack
Extract Gil’s Genetic Key
- Flip the switch on the Main Control panel
- Take the Key
- Kill Gil or let him live
Unlock The Hidden Elevator
- Head back to the airlock
- Flip the switch
- Use the Key on the Oxy-Fill Station
Take The Elevator Down
- Enter the Airlock
- Flip the Switch
- Move forward
- Press the elevator button
Outer Persephone -
-------------------------
Find Eleanor Lamb
- Follow the only path forward
- Get to the Main Atrium
Activate The Quarantine Chamber
- Flip the switch
Defeat The Big Sisters
- Kill the two Big Sisters that attack
Enter The Quarantine Chamber
- Walk into the Quarantine Chamber
Escape The Holding Room
- Enter the nearby Vent
Infiltrate Lamb’s Office
- Walk through the Main Atrium
- Enter the Vent
Use The Security Release Lever
- Move forward
- Flip the switch
Find The Big Sister Armour
- Continue forward and up the stairs
- Move left and continue forward
- Head around and into the room
- Pick up the Big Sister Suit
Find A Big Sister Helmet
- Continue forward
- Find the Helmet
- Pick up the Big Sister Helmet
Find A Big Sister Weapon
- Head up the stairs
- Continue forward
- Find the Weapon
- Pick up the Big Sister Weapon
Bring The Big Sister Suit To Eleanor
- Head back and to the left
- Head downstairs
- Continue back the way you’ve come
- Go through the Vent
- Head into the Quarantine Chamber
- Give the Suit pieces to Eleanor
Pick Up The Summon Eleanor Plasmid
- Pick up the Plasmid Eleanor is holding for you
Exit The Area
- Head back to the Main Atrium
- Kill the Splicers
- Head to Inner Persephone
Inner Persephone -
-------------------------
Head To The Docking Platform
- Head around and upstairs
Get To The Holding Wing
- Head upstairs
- Go across the room and into Holding
- Hack the door lock
Override The Security Curfew
- Move forward
- Press the switch by the window
Get The Key From Sinclair
- Move forward and downstairs
- Go through the Kitchen and through the back
- Continue forward through the Laundry Room
- Reach the main cellblock
Defeat Sinclair
- Find a way into the Security Room
- Kill Sinclair
- Search his body for the key
Use Sinclair’s Key In The Tower
- Use the key on the slot
Return To The Docking Platform
- Head back through the Laundry Room
- Continue forward
- Head back through the Kitchen
- Continue Forward
- Reach the Docking Platform
Find The Paediatric Ward In The Therapy Wing
- Head into the Therapy section
- Continue forward
- Enter the Paediatric Ward
Secure The Paediatric Ward In The Therapy Wing
- Kill all the Splicers that attack
Signal Eleanor In The Therapy Paediatric Ward
- Press the Call Button switch
Find The Paediatric Ward In The Infirmary Wing
- Head back the way you’ve come
- Head back to the Docking Platform
- Enter the Infirmary Wing
- Continue forward
- Go through Ward A
- Go through Ward B
- Head upstairs
- Go through the Infirmary
- Continue Forward
- Enter the Paediatric Ward
Secure The Paediatric Ward In The Infirmary Wing
- Kill all the Splicers that attack
Signal Eleanor In The Infirmary Paediatric Ward
- Press the Call Button switch
Return To The Docking Platform
- Head back the way you’ve come
- Drop down for a quick route back
- Head back to the Docking Platform
- Go downstairs
- Head up to the glass when ready
Survive Lamb’s Final Assault
- Kill all the Splicers that attack
Throw The Vessel Release Lever
- Flip the switch on the upper control panel
Flood The Docking Platform
- Destroy the two glass pipes
Get To The Elevator
- On the upper floor, head to the left side
- Enter the elevator
------------------------------------------------------------------------------
And that’s your lot!
Congratulations on beating Bioshock 2!
Now all there is to do is to play it again for all the other endings, and wait
for the inevitable Bioshock 3...
+----------------------------------------------------------------------------+
| Audio Diaries - |
+----------------------------------------------------------------------------+
Here’s a list of all the Audio Diaries in the game!
Remember that these are listed alphabetically, not in find order, as there’s no
real order to finding them.
Adonis Luxury Resort
--------------------
"Big Kate" O'Malley - Attention: Workers!
- To the left of the generator in Adonis Baths.
Andrew Ryan - Generation
- On a counter in the lobby where a Big Sister attacks.
Brigid Tenenbaum - Return
- In the area with two Splicers in the water, on a bench to the
right.
Mark Meltzer - They Called It Rapture
- Next to an open suitcase in the blocked entryway to the Rapture
Metro Station.
Rachelle Jaques - Fitness
- In the locked sauna room of Adonis Baths.
Sammy Fletcher - Escape From Rapture
- On a corpse in a crashed Bathysphere during the ocean walk.
Sofia Lamb - To My Daughter
- In the women's restroom.
The Atlantic Express
--------------------
Andrew Ryan - The Great Chain Rattles
- On a desk in Workshop 6A.
Brigid Tenenbaum - The Situation
- On a bench in the Train Station.
Eleanor Lamb - Mr. Tape Recorder
- Behind the fan at the end of the Maintenance Runoff Pumping
Station tunnel. Telekinesis needed to get it.
Gil Alexander - Improving on Suchong's Work
- In a filing cabinet in the Manager's Office.
Mark Meltzer - What Happened to the People?
- Next to a mattress in a corner of Workshop 6B.
Prentice Mill - Just a Fad
- On a desk in the upper balcony of Workshop 6B.
Sofia Lamb - Know the Beast
- On a fallen filing cabinet in the Control Room.
Sofia Lamb - Ryan vs. Lamb: Reality
- In the storage room of the Railway Cafe.
Ryan Amusements
---------------
Andrew Ryan - Efficacy
- In the maintenance hallway across from the Lighthouse at the end
of Journey to the Surface.
Andrew Ryan - Lamb the Problem, Sinclair the Solution
- On crates in front of Conformity & Co. exhibit of Journey to the
Surface.
Augustus Sinclair - Wooden Nickels
- In the room that Sinclair comes out of in the train station.
Carlson Fiddle - Escape Plan
- Beside the gatherable corpse in the Ride Maintenance area of
Journey to the Surface.
Carlson Fiddle - The Old Sheepdog
- On a desk in the Manager's Office.
Devin LeMaster - Dating Tip
- In the locked employees only room at the beginning of Journey
to the Surface.
Eleanor Lamb - Eat Dog
- In the hallway leading to the El Dorado Lounge.
Gil Alexander - A Father's Love
- Beside the Vita-Chamber in Hall of the Future.
Grace Holloway - Disappeared
- Inside the frozen ice block at the Park Entrance.
Mark Meltzer - "Child" and Guardian
- On a counter in the far alcove of the El Dorado Lounge.
Mike Novak - Doctor Lamb
- Near the security camera, in a small room blocked by breakable
wooden boards in Journey to the Surface.
Nina Carnegie - Deterioration
- Beside a corpse on a ledge, accessed by climbing up a hand in a
storage rack at the back right of the family exhibit.
Nina Carnegie - Volunteer
- Under a bench in the top central area of the Rapture Museum.
Nina Carnegie - You, Me, and 1959
- On a desk in the Ride Maintenance room at the entrance of
Journey to the Surface.
Silas Bantam - Cutting Corners
- In a crate next to a safe in the Gift Shop.
Sofia Lamb - Eleanor's Progress
- On a crate with candles in the Park Entrance area.
Sofia Lamb - Rapture is Deliverance
- On a shrine in the ladies restroom of the Gift Shop.
Sofia Lamb - Truth is in the Body
- On desk in the workshop room above Collapse Ave. in Journey to the
Surface.
Stanley Poole - Working for Sinclair
- In an alcove of the flooded room with a Power to the People
machine in Journey to the Surface.
Pauper's Drop
-------------
Andrew Ryan - Pauper's Drop
- In the small room above Doc. Hollcroft's Pharmacy.
Augustus Sinclair - Profit Coming, Profit Going
- On the floor above the vent shrine in Sinclair Deluxe.
Augustus Sinclair - Wrong Side of the Tracks
- Behind the Sinclair Hotel reception desk, left side.
Eleanor Lamb - Barbarism
- Under the bed in Eleanor's room.
Elliot Nelson - What a Snap
- Beside a wheelchair on the top level of the atrium of Sinclair
Deluxe.
Gideon Wyborn - The Butterfly
- Room 212 of Sinclair Deluxe in the area with butterflies.
Gloria Parson - Where has Harry Gone?
- In Room 213 of Sinclair Deluxe near a safe and turret.
Grace Holloway - A Gift from Lamb
- In the bathroom of Room 106 of the Sinclair Deluxe.
Grace Holloway - Better Times With Lamb
- On the roof of Marine's Flower Emporium.
Grace Holloway - Closing the Limbo Room
- In the dressing room of the Limbo Room.
Grace Holloway - Failing Lamb
- On the bed next to the window in Grace Halloway's room.
Jackie Rodkins - Sunday Services
- Exit the Limbo Room, head left, and take the stairs on the left
continue until you find it next to a gatherable corpse.
Leo Hartwig - Field Trial #1
- On the corpse of a hostile Brute Splicer on the Fishbowl Diner
on the way out of Pauper's Drop.
Mark Meltzer - Blood and Lamb
- In the locked room accessible from a hole in Doc. Hollcroft's
Pharmacy.
Prentice Mill - The End of the Line
- On the shrine to Prentice Mill in Town Square.
Rock Flanagan P.I. - Camera in Hock
- On the desk in the office of R. Flanagan.
Sofia Lamb - Arrangements
- Beside the vent shrine on the roof area of Town Square.
Sofia Lamb - Ryan vs. Lamb: Religious Rights
- On a cabinet in Marine's Flower Emporium.
Sofia Lamb - Therapy with Grace 1
- On a cabinet in the upper level of an unnamed hotel in Town Square.
Stanley Poole - Mole
- Beside a Rosie corpse in the tunnel between Market and the plaza
in front of the Limbo Room.
Tobias Riefes - Clinic Code at the Fishbowl
- Beside the locked door to Fontaine Clinics.
Siren Alley
-----------
Andrew Ryan - Bury Her Memory
- On a desk beneath a poster of Jasmine Jolene in the apartment in
the NW corner of Plaza Hedone.
Augustus Sinclair - Farther to Fall
- In the locked room with a Power to the People machine in the
Mermaid Lounge.
Daniel Wales - Father Simon Wales
- On a desk in the office on the ground floor of the Pink Pearl.
Daniel Wales - The Date is the Code
- On Daniel Wales' corpse.
Daniel Wales - Wales an' Wales
- On the desk in Daniel Wales' office.
Dusky Donovan - Double Standard
- Beside a phonograph in a bedroom on the second floor of the Pink
Pearl.
Eleanor Lamb - Misbehaving
- On a counter in the locked lower area of Poisoned Apple in Little
Eden Plaza.
Eleanor Lamb - My Name is Eleanor
- In the dormitory room of the Little Sister's Orphanage.
Frank Fontaine - An Empty Niche
- In the Illegal Plasmid Lab hidden behind Joe's Green Groceries.
Gil Alexander - The Pair Bond Mechanism
- On the stacked cinder blocks in front of the Gatherer's Garden
in Plaza Hedone.
Gil Alexander - The Rumbler
- In the restroom of the Mermaid Lounge.
Jamie Byass - Plasmid Shipment
- On a table below a turret in the gambling room of the Mermaid
Lounge.
Mark Meltzer - Lamb's Operation
- On a crate in the Smuggler's Hideout in Plaza Hedone.
Simon Wales - A Silent God
- Hanging beside a painting of the plane crash in the entrance
hallway.
Simon Wales - Guidance of Lamb
- Leaning against a trunk by the door to Pump Control Substation 5.
Simon Wales - Lamb's Salvation
- Beside the keypad of the locked door to Plaza Hedone.
Simon Wales - The Creed of the Faithful
- On the alter Father Wales presides over in the Temple of the Lamb.
Sofia Lamb - Shackled to the Great Chain
- In the office on the 2nd floor of Pump Station Access.
Sofia Lamb - The Requirements of Utopia
- On a cinder block under the stairwell in the SW corner of Plaza
Hedone.
Sofia Lamb - Therapy With Grace 2
- In Lamb's office inside the Pump Station Access area.
Dionysus Park
-------------
"Big Kate" O'Malley - Dionysus Park's Weakness
- In the first room of Lamb's Garden on the second level,
leaning on the flooding doors.
Andrew Ryan - Lamb's Idea of Art
- As soon as you enter Cohen's Collection, turn left and it is next
to a water leak.
Andrew Ryan - Lamb's Time is Over
- In the locked room with the Power to the People machine.
Billy Parson - A Gift from Billy
- Instead of turning left and going into Carousel room, follow and
find it at bottom of blocked off stairs.
Frank Fontaine - Falling Into Place
- In Imago Fine Arts, use Incinerate to melt ice covering it.
Gil Alexander - A Secular Saint
- In the backstage area of the Triton Theatre, lying next to stack
of reels.
Gil Alexander - Growing Up
- In the cinema hallway leading to the projection booth.
Mark Meltzer - Lost and Found
- Inside of the booth in the carousel.
Sofia Lamb - A Spy
- In the Triton Theatre, on the ledge on the balcony.
Sofia Lamb - Learning Poker
- In a bar with two dancing Splicers, through a locked door to the
right in a flooded room on top of a filing cabinet.
Sofia Lamb - The Voice of the Self
- In the Piano Bar, on top of the piano.
Stanley Poole - A Plan -After you get access to Stanley
- in his room on the floor.
Stanley Poole - Gotta Keep it Together
- In Fischer Gallery, on the second level by the coral.
Stanley Poole - Lamb Flouts the System
- In the gallery entrance, the room to the west of the train
station, at the base of the statue.
Stanley Poole - Patronage
- On a wooden rectangular box in the room with stairs in Basement
Storage.
Fontaine Futuristics
--------------------
Andrew Ryan - Alone at Last
- Through the first door, on some crates.
Andrew Ryan - Betrayal
- Drop down into the cells, in a block of ice - you must go behind
the cell via broken cell and melt the ice on the door.
Eleanor Lamb - Goodbye, Dr. Alexander
- From where you have a vision about being connected to a Little
Sister, straight, then right, it will be next to a vent.
Eleanor Lamb - Life After Sisterhood
- Up the stairs to the left, next to the vent.
Frank Fontaine - Goodbye to Fontaine
- Turn the boar head in Frank Fontaine's office to reveal the
secret stash.
Gil Alexander - Abort the Experiment
- On a table on your left as you're going into the Laboratory.
Gil Alexander - Agnus Dei
- Story related, the player is guided to it.
Gil Alexander - Big Sister
- Shoot the door panel to unlock the door, in that room.
Gil Alexander - Outlived Usefulness
- Down in the pacification chamber area, on the control pane.
Gil Alexander - Prototype
- In the room with the key code 5254, right at the back.
Gil Alexander - Solving for X
- Just under the circuit breaker on the left of the area.
Gil Alexander - Source of Volunteers
- In the room with the flooded and electrified floor, on a box.
Sofia Lamb - A New Cognitive Model
- At the top of the stairs, kneel down in to the hole and drop down
into the flooded room.
Sofia Lamb - Gil's Place in the Plan
- By the Gatherer's Garden on a box, just under the control
panel/switch.
Sofia Lamb - Means of Control
- Just after Gil opens the doors, on a couch to the right of the
Splicer stuck to the wall with spears.
Sofia Lamb - Meltzer's Choice
- Search the Rumbler named Mark Meltzer at the ADAM Research
Laboratory.
Sofia Lamb - The People's Daughter
- At the end of the level, just before you use the elevator, on the
floor near table with a Big Daddy helmet.
Outer Persephone (aka Lamb)
---------------------------
Augustus Sinclair - Selling Ryan Short
- The first room you come across on your right (after walking
down the long hall).
Eleanor Lamb - Behind Mother's Back
- Right next to a Big Sister helmet.
Eleanor Lamb - Blessing in Disguise
- In front (to the left) of the big statue of the Big Daddy/Sister.
Eleanor Lamb - Freeing Father
- Under Eleanor's bed in the Quarantine Chamber.
Sofia Lamb - Withholding Visitation
- In Lamb's office, just past the switch.
Inner Persephone (aka Persephone)
---------------------------------
Andrew Ryan - A Stratagem for Sinclair
- In the basement of the administration area.
Augustus Sinclair - Sacrifices
- Enter the administration offices, first room on your right.
Connor - Last Two Digits
- At sign that says cell block south quad, second cell on your right,
crouch to get into the hole.
Dodge - A Trade
- In block D, on the right .
Dr. Edward Grimes - A Simple Question
- In the therapy room around the camera, by the operation
chair.
Dr. Edward Grimes - Alleviating Pain
- On the sink inside the Autopsy Room.
Dr. Edward Grimes - They Feel Pain
- In the room with the X-Ray photos.
Eleanor Lamb - Destructive Learning
- Take a right at the sign that says paediatric care next to the
vita chamber - through the door.
Harold Darby - Legs, Mouths, Arms, and Eyes
- Search the corpse in the Recreational Therapy arts room.
Mattson - First Two Digits
- In block D, on the left.
Murphy - A Generous Offer
- In the cell with the whole in the wall in Block A.
Parson - No More Hope Left
- On a prisoner's corpse (hung himself) in cellblock C.
Thomas - The Definition of Despair
- On a table just past a camera in the cafeteria.
Warden Nigel Weir - Magic Sauce
- After you gain access to the room Sinclair is in, in that
room.
Warden Nigel Weir - My Prison
- After ward B, there will be a rocket turret, in that room
(jump through hole in wall).
Warden Nigel Weir - Out With the Old...
- Just after security lockdown, it will be just past the
gather's garden.
Wilson - Such Freedom
- Last cell on the left in the infirmary toward ward A.
+----------------------------------------------------------------------------+
| Door Codes - |
+----------------------------------------------------------------------------+
Adonis Luxury Resort
- Sauna: 1540
Pauper's Drop
- Fontaine Clinics: 0047
Siren Alley
- Hidone Plaza Access: 1919
Dionysus Park
- Storage Area Gate: 1080
Fontaine Futuristics
- Theatre Storage: 5254
Inner Persephone
- Security Office: 2673
- Therapy Wing Painroom Storage: 4146
+----------------------------------------------------------------------------+
| Power To The People Stations - |
+----------------------------------------------------------------------------+
Ryan Amusements
- When you’re getting the Ticket, it’s across from where the Machine Gun is
located.
- When leaving the ride after taking the Little Sister to her Vent, it's in a
room full of water.
Pauper's Drop
- Hamilton building. 2nd floor, down the hall from the Ammo machine.
- In the Limbo Room club, behind the stage in one of the side rooms.
- Once you reach the vent with the blue sheets near it, turn around and go down
the corridor past the SMG, in that room is the Power to the People.
Siren Alley
- In Mermaid Lounge. Hack the door open, and drop down the hole.
- Just before pump station 5, in a side room.
Dionysus Park
- Behind the door in the basement storage area.
- On the path to the train. Hard to miss.
Fontaine Futuristics
- In the locked security room accessible with the Agnus Dei tape.
- After you turn on the lights, it will be in the bottom of the holding cells
area. You have to hack the door from the broken window.
Outer Persephone
- In the main hall, on your left. Hard to miss.
Inner Persephone
- After you gain access to Sinclair in the Prison, check the back of the room.
- Just after Ward B in the room with the rocket turret.
+----------------------------------------------------------------------------+
| End - |
+----------------------------------------------------------------------------+
Thanks
------
Big thanks have to go to the Bioshock Wiki for filling in all the missing info
for the guide.
Check them out!
http://bioshock.wikia.com/wiki/BioShock_Wiki
Contact
-------
--Reasons for Contacting Me--
-The Guide-
If you want to use my guide on your site, just E-mail me and ask for my
permission. It shouldn't be a problem as long as I know about it.
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If you have some information, say a speed tip or an easier way to defeat a boss,
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will get the credit for it. It’ll be above us, in the 'Thanks' section.
-You want to comment on my guide-
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Is it's style ok? what about the information? Stuff like that.
Don't send anything rude, but some general information, good or bad, would be
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--E-mail--
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Thanks.
Copyright
---------
This Guide and all it's content are copyrighted by me.
If you want to use it on your site somewhere ask me first.
If I find it on your site and I didn't give you permission, I'll be very annoyed
and will most likely pursue legal action.
--Allowed Sites--
These are the Sites that have been given permission to post this guide:
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- Cheat Code Central - http://www.cheatcc.com/
- Super Cheats - http://www.supercheats.com
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- Cheat Channel - http://www.cheatchannel.com/
- Cheat Book - http://www.cheatbook.de/
End
---
And with that, this guide comes to an end.
I hope that it was useful to you, and that you can now complete Bioshock 2
without pulling your hair out.
See you around, maybe in my next guide.
GOODBYE!
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