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![]() by: sircuddles You've just crash landed in the middle of the ocean. You swam to the nearby lighthouse, but what's this you have stumbled upon? The broken dreams of a derranged psychopath, or a true utopian dream that collapsed on it's own perfection? Welcome to Rapture. This guide is both an achievement guide, and a strategy guide. What it is not, is a walkthrough. Everything else will be thoroughly covered and explored, with pictures and video to go with it when needed. If this is your first time in Rapture, fear not, for you won't find any spoilers randomly kicking you in the face. Any spoiler-related tips or achievements will be clearly labeled under the section title. BioShock is an incredible game. The immersion, atmosphere, and feel of this game is one of its strongest draws. Because of this, I highly, highly recommend playing this game through without focusing too much on achievements. You may be asking, "But sircuddles, I want my 1,000!". Don't worry, you can still get 1,000 in a single playthrough and truly experience this game the way it was meant to be, while not just going from point A to point B with achievements in the back of your mind. See the Notes on 1,000 & Adam Spending (Jump) section for more thorough information. So would you kindly take off those wet clothes, have a seat and relax. Table of Contents To jump to a section, press Jump i. Tonic, Plasmid and Gift Locations (Jump) ii. Power to the People Locations (Jump) iii. The Weapons of Rapture (Jump) iv. The Enemies & Strategies of Rapture (Jump) v. The Machines of Rapture (Jump) vi. Research (Jump) vii. Notes on 1,000 & Adam Spending (Jump) viii. The Achievement Guide (Jump) ix. The Secret Achievement Guide (Jump) x. Complete Audio Diary Guide (Jump) The Audio Diary Guide is on its own page due to the size and frequency of use it will receive. Now you can just bookmark that page and it's the first post, instead of having to scroll down through pages of stuff to find it. Not only that, but now you can easily avoid the Secret Achievement section and not spoil anything. This guide has 187 Images and 20 Videos.
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![]() . this fairytale is ending . Last edited by sircuddles : August 30th, 2007 at 01:25 PM. |
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#2
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Tonic, Plasmid and Gift Locations
Spoilers Contained: Names of Locations, Tonics, Plasmids and Characters. This section will tell you the location of every Tonic and all Plasmid. Pictures are provided where necessary, with text descriptions for each. Click on any link for a full-sized view. Plasmids (Found) Electro Bolt (Welcome to Rapture) - You get this as part of the storyline. Incinerate (Medical Pavillion) - Eternal Flame Crematorium, you get this as part of the storyline. Incinerate Location Telekinesis (Medical Pavillion) - Dandy Dental, in the left room. Telekinesis Location Security Bullseye (Neptune's Bounty) - Upper Wharf, on the awning you drop onto. Security Bullseye Location Hypnotize Big Daddy (Neptune's Bounty) - First Gift from Tenenbaum (3 Little Sisters saved). Hypnotize Big Daddy 2 (Fort Frolic) - Third Gift from Tenenbaum (9 Little Sisters saved). Plasmids (Gatherer's Garden) Locations indicate the earliest each Plasmid is available to purchase. Enrage! (Medical Pavillion) - 60 Adam Target Dummy (Neptune's Bounty) - 60 Adam Winter Blast (Neptune's Bounty) - 60 Adam Electro Bolt 2 (Arcadia) - 120 Adam Cyclone Trap (Arcadia) - 60 Adam Insect Swarm (Farmer's Market) - 60 Adam Insect Swarm 2 (Hephaestus) - 80 Adam Winter Blast 2 (Fort Frolic) - 100 Adam Incinerate 2 (Fort Frolic) - 80 Adam Cyclone Trap 2 (Arcadia) - 80 Adam Electro Bolt 3 (Olympus Heights) - 150 Adam Winter Blast 3 (Olympus Heights) - 150 Adam Insect Swarm 3 (Olympus Heights) - 120 Adam Incinerate 3 (Point Prometheus) - 150 Adam Tonics (Found) Medical Pavillion Hacker's Delight (Eternal Flame Crematorium) - In the left room near the Camera, use the furnace to push the corpse in. The Tonic comes out. Hacker's Delight Location Wrench Jockey (Kure-All) - In the room left of the RPG Turret, crouch through the vent on your left. Wrench Jockey Location Security Expert (Twilight Fields) - Farthest room beside the corpse on the hospital bed. Security Expert Location Static Discharge (Surgery Foyer) - On the floor on the right side of the hallway. Static Discharge Location Speedy Hacker (Painless Dental) - On the desk in the back corner. Speedy Hacker Location Neptune's Bounty Medical Expert (Lower Wharf) - On the ground in the middle, near a pool of water. Medical Expert Location Wrench Lurker (Lower Wharf) - On the ledge near the Gene Bank / Gatherer's Garden on your way back to Fontaine's Fisheries. Wrench Lurker Location Focused Hacker (Lower Wharf) - At the entrance to Fontaine's Fisheries where you surrender your weapons, use Incinerate to melt the ice. Focused Hacker Location Shorten Alarms (McDonagh Top Floor) - In room #7 upstairs, room code 7533. After you pick up the Audio Diary #37 it will play automatically. Once it's done, a painting will fall from the wall, revealing the Tonic. Shorten Alarms view from Bed Shorten Alarms Location Arcadia Security Evasion (Lower Concourse) - On a corpse where 3 Thuggish Splicers are fighting when you revisit the area (near Waterfall Grotto). Security Evasion Location Hacking Expert (Research Laboratories) - On the reception desk right at the entrance. Hacking Expert Location Farmer's Market EVE Link 2 (Farmer's Market) - Beside a corpse near the Circus of Values machine, down the stairs from the RPG Turret. EVE Link 2 Location Photographer's Eye (Winery Cellar Bottom Floor) - Top left-most room, looks like a little shack. Photographer's Eye Location Fort Frolic Alarm Expert (Fleet Hall Theatre) - Left side balcony, closest to the stage. Access it by going to the balcony beside it and jumping over. Alarm Expert view from Hall Alarm Expert Location Frozen Field (Frozen Tunnel) - Search Martin Finnegan after you kill him. Frozen Field Extra Nutrition 2 (Sinclair Spirits) - In the basement of Poseiden Plaza you'll find Sinclair Spirits, the Tonic is on a crate. Extra Nutrition 2 Location Electric Flesh (Fleet Hall Theatre) - In Cohen's Projection Room. You can only access this area after completing his masterpiece. Electric Flesh Location Medical Expert 2 (Main Atrium) - In the area where you construct Cohen's Masterpiece. After you do so, don't kill him and he'll walk over to a glass case and unlock it for you, allowing you to retrieve the Tonic. Medical Expert 2 Location Hephaestus Frozen Field 2 (Central Core) - In the side room out front of Ryan's Office, on a desk. Frozen Field 2 Location Security Evasion 2 (Lower Heat Loss Monitoring) - On a desk, next to an Audio Diary. Security Evasion 2 Location Damage Research (Lower Workshops) - Go through the crawlspace of the last room, Tonic is on a desk. Damage Research Location Shorten Alarms 2 (Geothermal Core) - On the way to Andrew Ryan, you'll pass this near a corpse, hard to miss as you walk over it as part of the storyline. Shorten Alarms 2 Location Olympus Heights (To access this area later, go through the bulkhead door at the very North part of Apollo Heights) Clever Inventor (Suchong's Apartment) - On a desk beside an Audio Diary in the main water-filled room. Clever Inventor Location Electric Flesh 2 (Fontaine's Apartment) - On his desk, in the same room as Lot 192. Electric Flesh 2 Location Apollo Square Medical Expert 3 (Artemis Second Floor) - In the bathrooms near the middle toilet. Medical Expert 3 Location Focused Hacker 2 (Hestia Fourth Floor) - On a desk. Get to the Fourth Floor by going through the Fifth Floor and taking the stairs down. Focused Hacker 2 Location Point Prometheus Safecracker 2 (Little Wonders) - Downstairs in the Autopsy room, near the Big Daddy Pheremone. Safecracker 2 Location Damage Research 2 (Mendel Family Library) - On the desk in the middle of the room. Damage Research 2 Location Alarm Expert 2 (Optimized Eugenics) - In the Live Subject Testing room, on a filing cabinet in the back corner of the room. Alarm Expert 2 Location Hacker's Delight 3 (Failsafe Armored Escorts) - In the Candidate Induction room, on a table near the Big Daddy Helmet. Hacker's Delight 3 Location Tonics (Gatherer's Garden) Locations indicate the earliest each Tonic is available to purchase. Tonics with a * beside them are also found in the world. Do not waste Adam on them. Armored Shell (Medical Pavillion) - 20 Adam EVE Link (Medical Pavillion) - 20 Adam Extra Nutrition (Neptune's Bounty) - 20 Adam Speedy Hacker (Neptune's Bounty) - 20 Adam * Human Inferno (Arcadia) - 20 Adam Shorten Alarms (Arcadia) - 20 Adam * Hacking Expert 2 (Fort Frolic) - 50 Adam Frozen Field (Fort Frolic) - 20 Adam * Wrench Lurker 2 (Olympus Heights) - 50 Adam Speedy Hacker 2 (Olympus Heights) - 50 Adam Human Inferno 2 (Point Prometheus) - 50 Adam Tonics (Invented) Booze Hound - Glue x5, Enzyme Sample x4, Empty Hypo x3 Bloodlust - Glue x5, Enzyme Sample x4, Empty Hypo x3 Hacker's Delight 2 - Alcohol x5, Enzyme Sample x4, Empty Hypo x3 Tonics (Researched) SportBoost - Level 2 Thuggish Splicer. SportBoost 2 - Level 4 Thuggish Splicer. Scrounger - Level 2 Leadhead Splicer. Static Discharge 2 - Level 4 Leadhead Splicer. Extra Nutrition 3 - Level 4 Spider Splicer. Natural Camouflage - Level 2 Houdini Splicer. Security Expert 2 - Level 2 Security Bot. Wrench Jockey 2 - Level 2 Bouncer. Photographer's Eye 2 - Level 2 Rosie. Gifts For every 3 Little Sisters you save, Tenenbaum will give you a Gift. There are 21 Little Sisters, so a total of 7 Gifts. The location indicates the earliest possible time you can get the Gift. Tonics in orange, Plasmids in green. Gift 1 (Neptune's Bounty) - 200 ADAM, Hypnotize Big Daddy and 12 Armor-piercing Pistol rounds. Gift 2 (Arcadia) - 200 ADAM, Safecracker, 12 Electric Buck. Gift 3 (Fort Frolic) - 200 ADAM, Hypnotize Big Daddy 2, 4 First Aid Kits. Gift 4 (Hephaestus) - 200 ADAM, 4 Eve Hypo, 6 Proximity Mine. Gift 5 (Olympus Heights) - 200 ADAM, Armored Shell 2, 12 Incendiary Bolt. Gift 6 (Apollo Square) - 200 ADAM, Prolific Inventor, 150 Liquid Nitrogen. Gift 7 (Point Prometheus) - 200 ADAM, 100 Antipersonnel Auto Rounds, 4 First Aid Kits.
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![]() . this fairytale is ending . Last edited by sircuddles : August 31st, 2007 at 03:14 PM. |
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#3
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Power to the People Locations
(Back to Top) Spoilers Contained: Names of Locations. The following is a visual guide and list of each of the Power to the People stations. There are 12 in all and can only be used once to upgrade your weapon. For more information on the stations themselves, check the Weapons of Rapture (Jump) section. The text on the maps themselves are slightly blurry, that's simply due to the low budget capturing methods, but they should be clear enough for you to see where you're headed. Click on the link for a full-sized view. The location on the map is the bright red dot. Neptune's Bounty Power to the People #1 - Overhead Map Power to the People #1 - Location Arcadia Power to the People #2 - Overhead Map Power to the People #2 - Location Farmer's Market Power to the People #3 - Overhead Map Power to the People #3 - Location Fort Frolic Power to the People #4 / #5 - Overhead Map Power to the People #4 - Location Power to the People #5 - Location Power to the People #5 - Switch *Note: For #5, head into Sinclair Spirits and press the switch behind the bar counter to open the door to the basement. The station is to your left. Watch the video if you're still having troubles. Hephaestus Power to the People #6 / #7 - Overhead Map Power to the People #6 - Location Power to the People #7 - Location Olympus Heights Power to the People #8 / #9 - Overhead Map Power to the People #8 - Location Power to the People #9 - Location *Note: You cannot access #9 if you killed Cohen in Fort Frolic. Apollo Square Power to the People #10 - Overhead Map Power to the People #10 - Location *Note: For this one, go to Hestia Fifth Floor and stairs will lead you down to the Fourth Floor where the station is located. Point Prometheus Power to the People #11 / #12 - Overhead Map Power to the People #11 - Location Power to the People #12 - Location
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![]() . this fairytale is ending . Last edited by sircuddles : September 1st, 2007 at 01:00 AM. |
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#4
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The Weapons of Rapture
(Back to Top) Spoilers Contained: Names of Locations, Ammo, Weapons and Enemies. There are many weapons you'll encounter within the walls of Rapture. They're mostly what you'd expect, along with a few surprises by way of alternate ammunition. Each weapon (aside from the Wrench) has 3 ammunition types; one that can be purchased (El Bandito or Vending Machine), one that can be invented, and a standard ammo type. All types can be found lying around in crates, storage boxes, corpses, etc. You access these with the D-Pad when they're available. The weapon will 'reload' and switch ammo types, and off you go. Headshots go a long way in Rapture, more-so than a normal FPS. Always aim high, when you see the health meter flash bright red, it's a headshot. Also, always use the right ammo where you can. The damage increase is huge, a must whenever you can and are using the Pistol or Machine Gun. There are also 12 stations called Power to the People machines. These let you apply upgrades to your weapons (twice per weapon) with different bonuses. Each machine can only be used once, so choose carefully. See the Power to the People (Jump) section for a location map of each upgrade station. WRENCH Obtained: Welcome To Rapture Ahh the wrench. It's the first weapon you'll get. It can smash (some) breakable objects and deals low to decent damage. It does get a damage bonus if you hit a stunned enemy. At the start of the game, I recommend using the Wrench as much as you can to conserve ammo. Wait for the enemy to attack and step to the side at the right time and smash them in the face. You won't take much damage, and you'll save a lot of ammo. While quite useful at the start of the game, it loses it's touch over time. There are tonics that can improve the effectiveness of the Wrench, but unless you're looking for some fun or a challenge, you won't use it much later in the game. PISTOL Obtained: Welcome To Rapture Good 'ol pistol. Early on it's a great tool for one shotting unsuspecting Splicers in the head. Later in the game be sure to use the right ammo type if you're using the Pistol, as it greatly increases its effectiveness. Headshots are a must to get the most out of this weapon. Base Ammo: Pistol Rounds - Does medium damage to all enemy types.
Pistol Clip Size: An auto-loading clip effectively quadruples the clip size of the pistol. Pistol Damage Increase: An ammunition accelerator increases the damage done by the Pistol. MACHINE GUN Obtained: Medical Pavillion Great for laying down tons of fire, which actually isn't that useful in BioShock. Enemies tend to rush and ignore your bullets rather than ducking for cover (they are insane, after all). The Machine Gun has huge recoil, so it's suggested that you fire in bursts and get the Machine Gun Kickback Reduction upgrade before the Damage Increase. This almost eliminates the Machine Guns recoil, letting you miss less and waste less ammo. Whenever possible, use the correct ammo type, as it greatly increases damage dealt. Base Ammo: Auto Rounds - Does low damage to all enemy types.
Machine Gun Damage Increase: An acceleration framework increases the damage of the Machine Gun. Machine Gun Kickback Reduction: A stabilization cylinder reduces the kickback of the Machine Gun. SHOTGUN Obtained: Medical Pavillion One of the best weapons in the game. High damage, great ammo types, and great upgrades. As you'd expect, it fires a spray so your accuracy doesn't have to be spot on. It can kill early Splicers in one shot if they're close enough, so let them lunge before you shoot. The Shotgun has its own one-two punch, combine it with Winter Freeze and it can shatter most Splicers in a single shot. Load up some Electric Buck, fire 4 times then Electro Bolt / Winter Blast to reload. Repeat as necessary and most early Big Daddies won't have a chance. Exploding Buck is just damn powerful, use it whenever you can get some shots off, like when a Bouncer is running through a maze of your trap wires .Base Ammo: 00 Buck - Does high damage (based on distance) to all enemy types. The Shotgun Damage Increase really makes this ammo worthwhile.
Shotgun Rate of Fire: A steel gear accelerator increases the Shotgun's rate of fire. This upgrade is one of the most beneficial in the game, should be one of your first upgrades. Shotgun Damage Increase: A gas-assisted firing mechanism increases the Shotgun's damage. This is also highly recommended as one of your earlier upgrades, as it makes the 00 Buck ammo go that much farther. Grenade Launcher Obtained: Neptune's Bounty One of the best weapon options against Big Daddies. Combine Incinerate with 6 Heat-Seeking RPGs and most of the time you'll have yourself one dead Daddy. If not, it only takes a couple more Frag rounds until it's down. Base Ammo: Frag Grenade - Does very high damage to all enemy types.
Grenade Launcher Damage Increase: Incendiary injectors increase the damage of the Grenade Launcher. Make one of the hardest hitting weapons hit even harder. Grenade Launcher Damage Immunity: Autogenerated shaped charges make you immune to the damage from your own grenades. This is pretty useless, because you should never be near your own grenades when they blow up. One of the last upgrades to get. Chemical Thrower Obtained: Arcadia It's great against groups of enemies for lighting them all up, and pretty good for Daddies when using Electric Gel. In the later parts of the game there's plenty of ammo for this to go around, so use it liberally if you like it. The downside to this weapon is the range, which can be upgraded to practically quadrouple the range. Base Ammo: Napalm - Does medium damage and has a chance to incinerate.
Chemical Throw Consumption Rate: A tapered nozzle reduces the ammunition consumption rate of the Chemical Thrower. Chemical Thrower Range: A pressure-calibration hose increases the range of the Chemical Thrower. The better of the two upgrades, if you're a fan of this weapon this is a must. Crossbow Obtained: Fort Frolic Second best weapon in the game in my opinion. Can kill weak Splicers in one body shot, can kill tough Splicers in one head shot. Complete with a strong zoom function and great ammo types, this weapon is great. If you have good aim, make this your primary source of damage in the last half of the game. Sneak and headshot. All of the ammo types (except Trap Bolts) can be reclaimed from walls and corpses, making ammo go much farther. For the Trap Bolts, it creates a line from the fire point and the impact point. Crouching is a good idea when using them to ensure your trap wire isn't on an angle. Base Ammo: Steel-Tip Bolt - Does high damage and can be reclaimed from walls and corpses.
Crossbow Breakage Chance: An automatic tension adjuster greatly reduces the chance of bolts breaking on impact. I would suggest this before the Damage Increase to help conserve ammo as much as possible, since the Crossbow is already extremely powerful. Crossbow Damage Increase: A high-tensile bow increases the damage done by crossbow bolts. Get this ASAP if you're in the last half of the game, as it helps greatly with the tougher Splicers you come across. RESEARCH CAMERA Obtained: Fort Frolic While it doesn't do damage, it does count as a weapon. You equip it like any other, and it uses ammo like any other. See the Research (Jump) section for more details. Base Ammo: Film
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![]() . this fairytale is ending . Last edited by sircuddles : August 30th, 2007 at 01:14 PM. |
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#5
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The Enemies & Strategies of Rapture
(Back to Top) Spoilers Contained: Names of Locations, Ammo, Weapons and Enemies. This is one game where you really notice your enemies getting stronger. You'll go from 2-4 Pistol shots to 8-10 in the later levels. You'll notice when it happens, so be sure to have the right ammo on hand and be a bit more careful about how fast you're running through levels. Thuggish Splicer Vulnerable to Antipersonnel Rounds Weapons Used: Lead pipes, clubs, blunt objects. Places Found: Everywhere. These are the basic enemy type in Rapture. They use blunt objects and do a sort of jumping lunge at you when they attack. Early on, I highly recommend using the Wrench on them. Just dodge their attack and circle-strafe (run circles) around them whacking them with the Wrench. This'll save you a lot of ammo early on. Once you get to a point where the Wrench isn't doing so well, stick with base ammo. In the later parts of the game they'll have spliced electricity and will be immune to Electro Bolt as well as do electric damage to you. These types are more dangerous, and you'll definitely want to stick with antipersonnel rounds. A Shotgun to the face always works wonders. Leadhead Splicer Vulnerable to Antipersonnel Rounds Weapons Used: Pistols, Machine Guns. Places Found: Everywhere. Another basic enemy type. They'll fire from afar and strafe back and forth. They're easy to take down, except later in the game when they're weidling Machine Guns and take 20 shots to kill. Stick with base ammo early on, and switch for antipersonnel when they start taking too many shots to kill. I highly recommend rushing these guys when you can, they'll try to melee with their weapon, but usually fail at it. Run in close and shoot them with a Shotgun for (usually) a one-hit kill. Nitro Splicer Vulnerable to Antipersonnel Rounds Weapons Used: Frag Grenades and Smoke Grenades. Places Found: Neptune's Bounty and above. These guys are like walking mortar teams, except they're alone... and don't use a mortar. They'll throw their Frag Grenades at you from afar, but you'll hear the telltale whistle before it gets too close. Dodge their Frag Grenades or use Telekinesis to throw them back. If you get close they'll drop a Smoke Grenade and try to get some more distance. If you chase them, they'll drop Frag Grenades behind them as they run. If you're running close enough to them the Frag Grenades they drop won't ever hurt you, so get close and chase them through the Smoke Grenades for an easy kill. Spider Splicer Vulnerable to Antipersonnel Rounds Weapons Used: Meat Hooks (melee and ranged). Places Found: Neptune's Bounty and above. One of the more dangerous Splicer types, these guys have a lot of health, are agile, and are strong. They crawl on the cielings and throw their Meat Hooks down at you. When they hop down to the ground, they close in for melee attacks and flee back to the cieling in a series of cartwheels. Listen for the sound of them on the cielings, sounds sort of like rocks shifting around. Look up and try to spot them early. Dodge their attacks and shoot while they're on the cieling and try to dodge their melee lunges. Winter Blast or Electro Bolt for a quick stun works well. Always use antipersonnel ammo when available. Thankfully, with Research Level 2 you'll get First Aid Kits from their organs to replenish your health after fighting them. Houdini Splicer Vulnerable to Antipersonnel Rounds Weapons Used: Plasmids (Fire and Ice projectiles), Teleportation. Places Found: Arcadia and above. The most annoying enemies in Rapture, while not having all that much health, are hard to hit. Research them as soon as you can so you can more easily predict where they'll Teleport to. Strafe while they hurl their projectiles and get as many shots in as you can. Most of the time after a good Shotgun blast they'll vanish right away. Winter Blast is great for keeping them in one spot to lay down the damage. Antipersonnel is a must, and feel free to drop some Electric Buck or Frag Grenades every once in a while, they're worth it. Tips for All Big Daddy Types There are a few methods that work just as well for both types that I'll describe here. A lot involve plain fun, and a lot of them are a great way to conserve ammo, while others are straight up damage tactics. The difference between Daddies and Elite Daddies is just their health, speed, and aggressiveness.
Vulnerable to Armor-piercing Rounds Weapons Used: Slo-mo stomp, Drill melee, shoulder charge. Places Found: Medical Pavillion and above. The easier of the two Big Daddies. The Bouncer is all about close range combat. It has a charging move that sends them flying at you at extremely high speeds, also doing loads of damage. That is great news for you though, because it makes dealing with them much easier. Since they chase you to get into close range, you have all sorts of options for how to take them out.
Vulnerable to Armor-piercing Rounds Weapons Used: Rivet Gun, Proximity Mine. Places Found: Neptune's Bounty and above. The more annoying Daddy, simply because a lot of easy tactics don't work against this ranged-based opponent. They keep distance whenver possible and fire their slow, yet extremely powerful, Rivet Gun. Two shots from this will take you out, so be quick on the First Aid Kits. They'll also throw Proximity Mines at you, and if you're fast enough on the LB, you can use Telekinesis to grab them from the air and throw them back. Most of the time I find I'm too busy dodging in and out of cover to pull it off, but it's an option. You'll always want to pre-plan your attack on Rosies unless you have Grenades to spare, in that case you can just go all out. Traps don't work as well as you'd like, but Electric and Exploding Shotgun shells do wonders. Strategies This is the first Big Daddy you run into. I kite him around the main area while using Electro Bolt and Electric Buck to keep him at bay. This video shows a fight with an Elite Bouncer in Hephaestus done 4 different ways. This video shows how Security Bullseye > Rosie. You don't even have to fire a bullet if you don't want. This further illustrates how Security Bullseye in the right places saves you tons of Health and Ammo. If a Big Daddy gets stuck - take advantage! A strategy for the first Elite Bouncer you come across. I quite like this one. A strategy for the second Elite Bouncer. A strategy for the third Elite Bouncer. Hacked RPG Turret + Electro Bolt = Dead Daddy.
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![]() . this fairytale is ending . Last edited by sircuddles : August 30th, 2007 at 01:06 PM. |
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The Machines of Rapture
(Back to Top) Spoilers Contained: Names of Locations, Machines, Items, Plasmids and Tonics. You'll find lots of machines around Rapture, and most of them can be hacked. Hacking will result in a lower price and often opens up new items for purchase. While most machines let you buy things, a few, like Gene Banks, have other uses. You use money to buy things from most machines, and there's tons of it to go around so don't be stingy. Especially towards the end of the game, your wallet will probably almost always be full. Money is only spent at vending machines so don't bother saving it for anything in particular, blow it on ammo! Circus of Values Listed in order of appearance. Hacked prices in green. This machine uses money. Each machine has different inventory. They are very common. First Aid Kit - $20 ($16) EVE Hypo - $25 ($20) Chechnya Vodka - $3 ($2) Pistol Rounds x6 - $25 ($20) Electric Buck x6 - $72 ($54) Armor-Piercing Pistol Rounds x6 - $60 ($48) 00 Buck x6 - $54 ($41) Machine Gun Rounds x40 - $60 ($45) Potato Chips - $3 ($2) Frag Grenade x3 - $60 ($45) Film x15 - $15 ($12) Proximity Mine - $75 ($57) Automatic Hack Tool - Only available if hacked ($60) Liquid Nitrogen x100 - $100 ($75) Napalm x100 - $75 ($57) Coffee - $5 ($4) Pep Bar - $8 ($6) Incendiary Bolt x6 - $80 ($60) Antipersonnel Auto Rounds - Only available if hacked ($75) Steel-Tip Bolt x6 - $30 ($24) El Ammo Bandito! Listed in order of appearance. Hacked prices in green. This machine uses money. Each machine has different inventory. They are not very common, but carry a great selection. Pistol Rounds x6 - $25 ($19) 00 Buck - $54 ($41) Machine Gun Rounds x40 - $60 ($45) Armor-Piercing Pistol Rounds x6 - $60 ($30) Antipersonnel Auto Rounds x40 - $100 ($50) Frag Grenade x3 - $60 ($45) Napalm x100 - $75 ($57) Proximity Mine x3 - $75 ($38) Steel-Tip Bolt x6 - $30 ($23) Incediary Bolt x6 - $80 ($40) Gatherer's Garden Listed in order of appearance. This machine uses Adam. Each machine has different inventory. There are usually 1-2 per area. With items that are available multiple times, you need to progress in the story to unlock more. As you come across the Garden's, you will notice them appearing again. Enrage! - 60 Armored Shell - 20 EVE Link - 20 Health Upgrade - 80 (4 total available) EVE Upgrade - 80 (4 total available) Plasmid Slot - 100 (4 total available) Target Dummy - 60 Winter Blast - 60 Extra Nutrition - 20 Speedy Hacker - 20 Physical Tonic Slot - 80 (4 total available) Engineering Tonic Slot - 80 (4 total available) Combat Tonic Slot - 80 (4 total available) Electro Bolt 2 - 120 Cyclone Trap - 60 Human Inferno - 20 Shorten Alarms - 20 Insect Swarm - 60 Insect Swarm 2 - 80 Winter Blast 2 - 100 Incinerate 2 - 80 Hacking Expert 2 - 50 Cyclone Trap 2 - 80 Electro Bolt 3 - 150 Frozen Field - 20 Wrench Lurker 2 - 50 Winter Blast 3 - 150 Insect Swarm 3 - 120 Incinerate 3 - 150 Speedy Hacker 2 - 50 Human Inferno 2 - 50 U-Invent Listed in order of appearance. This machine uses raw materials to create items. Each machine has different inventory. These are common starting in Arcadia, where you first find materials. Hacking reduces each material needed by 1, with a minimum of 1. Values listed are un-hacked quantities. Automatic Hack Tool - Rubber Hose x4, Battery x4, Brass Tube x1 Ammo Armor-Piercing Auto Rounds x20 - Kerosene x2, Shell Casing x3, Brass Tube x1 Exploding Buck x3 - Kerosene x3, Shell Casing x2, Steel Screw x1 Antipersonnel Pistol Rounds x6 - Rubber Hose x2, Shell Casing x3, Steel Screw x1 Heat-Seeking RPG x2 - Distilled Water x3, Kerosene x2, Brass Tube x1 Trap Bolt x6 - Batter x2, Glue x3, Alcohol x1 Electric Gel x25 - Distilled Water x3, Battery x2, Alcohol x1 Tonics Booze Hound - Glue x5, Enzyme Sample x4, Empty Hypo x3 Bloodlust - Glue x5, Enzyme Sample x4, Empty Hypo x3 Hacker's Delight 2 - Alcohol x5, Enzyme Sample x4, Empty Hypo x3 Gene Banks These are somewhat common in all areas starting in Neptune's Bounty. Use this machine to swap your equipped Plasmids and Tonics. Security Bot Shutdown Panels Use this to turn off alarms and disable Security Bots. Costs $20 per use. Health Stations These are very common and heal you when used ($16). If you hack them, they'll provide a full heal for $10, and poison any enemies who try to use them.
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![]() . this fairytale is ending . Last edited by sircuddles : August 30th, 2007 at 01:07 PM. |
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#7
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Research
(Back to Top) Spoilers Contained: Names of Locations, Enemies, Plasmids and Tonics. Once you hit Neptune's Bounty you'll get the Research Camera during the storyline. You equip it like any other weapon and use the RT to snap pictures. The Camera will only take pictures of things that can be researched and give enough points, so don't worry about wasting Film. You can have up to 100 Film at a time. There are 5 levels of research for each enemy type, and each level gives you significant bonuses. Once you get the Research Camera, start taking pictures of everything. Keep snapping shots until it says Score is Too Low. You'll probably take a lot of damage during these times, but the earlier you get Research finished, the better. There are also a lot of Tonics that are only obtained through research. While aiming with the Research Camera, a circular reticle will appear as your crosshair. There's also a larger circular reticle that moves and resizes depending on the shot quality. The closer to the center, the more points you'll get. Getting more points causes the research bar to fill faster, letting you get more levels faster. When the reticle is spinning, you'll get a Grade A shot, giving you the most amount of points. So what affects your points? + Having the enemy/object centered. + Having more than one enemy. + Having the enemy/object close, but not too close. + Having the enemy/object in action, usually this means attacking you or others. + Photographer's Eye 1/2 Tonics (25% bonus if both active) - Having already shot the enemy/object. This means that particular enemy, not enemy type. - Having the enemy/object dead or destroyed. Photography Tips
Tonics are listed in orange for easier identification. Thuggish Splicer Level 1: Increased Damage + Level 2: SportBoost Tonic Level 3: Increased Damage ++ Level 4: SportBoost 2 Tonic Level 5: Increased Damage +++ Leadhead Splicer Level 1: Increased Damage + Level 2: Scrounger Tonic Level 3: Increased Damage ++ Level 4: Static Discharge 2 Tonic Level 5: Increased Damage +++ Spider Splicer Level 1: Increased Damage + Level 2: Spider Splicer Organs are turned into First Aid Kits. Level 3: Increased Damage ++ Level 4: Extra Nutrition 3 Tonic Level 5: Increased Damage +++ Nitro Splicer Level 1: Increased Damage + Level 2: Permanent 15% chance that any enemy grenade is a dud. Level 3: Increased Damage ++ Level 4: Permanent 35% chance that any enemy grenade is a dud. Level 5: Increased Damage +++ Houdini Splicer Level 1: Increased Damage + Level 2: Natural Camouflage Tonic Level 3: Increased Damage ++ Level 4: Easier to see where Houdini Splicers will re-appear. Level 5: Increased Damage +++ Security Camera Level 1: Increased Damage + Level 2: Twice as much Film found on destroyed Cameras. Level 3: Increased Damage ++ Level 4: Flow Speed reduced while hacking any Camera. Level 5: Increased Damage +++ Security Bot Level 1: Increased Damage + Level 2: Security Expert 2 Tonic Level 3: Increased Damage ++ Level 4: Hacking Security Bots is instant and automatic. Level 5: Increased Damage +++ Turret Level 1: Increased Damage + Level 2: Twice as much Machine Gun ammo found on destroyed Turrets. Level 3: Increased Damage ++ Level 4: Hacking Turrets is instant and automatic. Level 5: Increased Damage +++ Note: All types of Turrets are in the same category. Little Sister Level 1: Small increase to your maximum Health and EVE. Level 2: Small increase to your maximum Health and EVE. Level 3: Small increase to your maximum Health and EVE. Level 4: Small increase to your maximum Health and EVE. Level 5: Small increase to your maximum Health and EVE. Bouncer Level 1: Increased Damage + Level 2: Wrench Jockey 2 Tonic Level 3: Increased Damage ++ Level 4: Permanent 50% increase to Wrench damage. Level 5: Increased Damage +++ Rosie Level 1: Increased Damage + Level 2: Photographer's Eye 2 Tonic Level 3: Increased Damage ++ Level 4: Rosie drops almost always contain rare invention parts. Level 5: Increased Damage +++
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![]() . this fairytale is ending . Last edited by sircuddles : August 30th, 2007 at 01:07 PM. |
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Notes on 1,000
(Back to Top) Spoilers Contained: Names of Locations, People and Diaries. It is very possible to get 1,000 on your first and only playthrough of this game. As I said in the introduction, I do feel there is a right and wrong way to go about this. You will enjoy the game and get the true feel of it if you follow this pattern;
Alright with that out of the way, here are the hard facts you need to know to get your 1,000. Aside from these points, there's nothing special you have to do. DO NOT MISS!
Since Adam is finite and there's more out there to buy than you have to spend, you need to be aware of this while playing. If you aren't careful, you'll end up with not enough Adam to buy everything you need. Here's the rundown of raw numbers: Slots Plasmid Slot x4 - 400 Combat Tonic Slot x4 - 320 Physical Tonic Slot x4 - 320 Engineering Tonic Slot x4 - 320 Total for Maxed All Tracks achievement: 1,360 Adam Tonics Armored Shell - 20 EVE Link - 20 Extra Nutrition - 20 Speedy Hacker - 20 * Human Inferno - 20 Shorten Alarms - 20 * Hacking Expert 2 - 50 Frozen Field - 20 * Wrench Lurker 2 - 50 Speedy Hacker 2 - 50 Human Inferno 2 - 50 *Note: These 3 tonics are available lying around the game world. Do not purchase them. Total for Tonic Collector achievement: 280 Adam Plasmids Enrage! - 60 Target Dummy - 60 Winter Blast - 60 Electro Bolt 2 - 120 Cyclone Trap - 60 Insect Swarm - 60 Insect Swarm 2 - 80 Winter Blast 2 - 100 Incinerate 2 - 80 Cyclone Trap 2 - 80 Electro Bolt 3 - 150 Winter Blast 3 - 150 Insect Swarm 3 - 120 Incinerate 3 - 150 *Note: Buying Plasmids is not related to any achievements. Total for all Plasmids: 1,330 Adam Upgrades Health Upgrade - 80 (4 total available) EVE Upgrade - 80 (4 total available) Total for all Upgrades: 640 Adam Maxed Tracks: 1,360 Tonics: 280 Plasmids: 1,330 Upgrades: 640 Total Buyable Stuff: 3,610 Saving all Little Sisters: 3,080 Harvesting all Little Sisters: 3,360 So, as you can see, if you're saving all Little Sisters you'll need to spare some Adam at some point. 530 worth to be exact. I suggest skipping some of the earlier Plasmids and waiting for their upgrades. Not buying Winter Blast 2 and just buying 1/3 when it's available saves you 100 Adam. I'd also recommend skipping on most of the Tonics except Armored Shell and EVE Link as they're not all that particularly useful. Then when you reach the end of the game you'll have enough Adam left to save your game, buy them all to get the achievement, and reload your save to buy what you really want. However, the most straight-forward easiest way to do this is to play the game as you normally would, buying all the slots as you go since they should be a big priority (they really help) and whatever else you'd like. When you get to Point Prometheus, create a save. You're going to get 440 total Adam in this area, not including what you already have on you. Since you already have all tracks maxed, all you need to worry about is buying the Tonics, which only cost 280 total. So, save all 3 sisters in this area and find the final Tonics hidden in the game and save. Buy all the Tonics (you may have to revisit older machines to get the older Tonics), which will cause the achievement to pop. Reload your save. Now you can ignore all the crappy Tonics and just buy what you want. Plasmids, finishing off the Upgrades, etc. This way works best since you can ignore it all together until you're in Point Prometheus. Even then all you need to do is hold off spending your Adam until you have found all the Tonics in the area and saved all the Little Sisters. If you're already in Point Prometheus or finished it, these raw numbers should help you figure out what you need to do to ensure you get Tonic Collector and Max Tracks.
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![]() . this fairytale is ending . Last edited by sircuddles : August 31st, 2007 at 03:16 PM. |
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The Achievement Guide
(Back to Top) Spoilers Contained: Anything related to non-secret achievements. There are no plot spoilers, but there are location and name spoilers. As a quick note before we go onto the achievements, none of these are cumulative. Meaning, the stats are not saved to your profile, they're on the save game itself. So you can't invent 50 items, load a save and invent 50 more. All of these must be obtained in a single playthrough, on the requirements for each (like Diaries / Avid Inventor, etc) must be met on one save. 1. Completed Welcome (10 pts) Successfully complete the Welcome to Rapture Level. This will unlock when you reach the Medical Pavillion, as the area is loading. 2. Maxed One Track (20 pts) Purchased every slot in one of the Plasmid or Tonic tracks. 3. Maxed All Tracks (50 pts) Purchased every slot in all four Plasmid and Tonic track There are 4 'tracks' in the game. One for Plasmids, and one for Engineering, Physical, and Combat Tonics. Each track has 4 unlockable slots. These will unlock immediately once you purchase the last slot needed. A total of 1,360 Adam is required to purchase all of the slots. See Notes on 1,000 & Adam Spending (Jump) for more information on how to ensure you have enough Adam. 4. Bought One Slot (5 pts) Purchase one slot in any Plasmid or Tonic track. As soon as you buy your first slot, this will unlock. The earliest you can get this is in Neptune's Bounty, at the Gatherers Garden in front of Fontaine's Fisheries. 5. Upgraded a Weapon (5 pts) Acquire at least one weapon upgrade. 6. One Fully Upgraded Weapon (5 pts) Fully upgrade one weapon. 7. Two Fully Upgraded Weapons (5 pts) Fully upgrade two weapons. 8. Three Fully Upgraded Weapons (10 pts) Fully upgrade three weapons. 9. Four Fully Upgraded Weapons (10 pts) Fully upgrade four weapons. 10. Five Fully Upgraded Weapons (10 pts) Fully upgrade five weapons. 11. Weapon Specialist (20 pts) Acquire all upgrades for all weapons. These unlock as soon as you use the Power to the People machine. Your first upgrade comes in Neptune's Bounty. These will unlock naturally as you progress through the game. See the Power to the People (Jump) section for all 12 locations. 12. Fully Researched Thug Splicer (10 pts) Fully research the Thuggish Splicer. 13. Fully Researched Gun Splicer (10 pts) Fully research the Leadhead Splicer. 14. Fully Researched Spider Splicer (10 pts) Fully research the Spider Splicer. 15. Fully Researched Houdini Splicer (10 pts) Fully research the Houdini Splicer. 16. Fully Researched Nitro Splicer (10 pts) Fully research the Nitro Splicer. 17. Fully Researched Rosie (10 pts) Fully research the Rosie. 18. Fully Researched Bouncer (10 pts) Fully research the Bouncer. 19. Fully Researched Little Sister (10 pts) Fully research the Little Sister. These will unlock as soon as the final bar fills up for your research. See the Research (Jump) section for more in depth information. 20. Prolific Photographer (5 pts) Take at least one photo in every research group. Once you take one photo from each group, this will unlock. The earliest you can get it is Fort Frolic when you take a picture of a Bouncer, assuming you've taken pictures of everything as you go along. 21. Research PhD (20 pts) Max out all possible research. This will unlock once you full research the last enemy type. If it doesn't unlock, you've missed a type, so double check each enemy type by using your camera to find what one you're missing. Even if you have all of the individual achievements, you still missed one of them somewhere (this happened to me). Especially when you have multiple saves, this can become very confusing as to what you have and haven't taken pictures of. For more information, check the Research (Jump) section. For both Prolific Photographer and Research PhD, these are the enemy types:
Take a Research Photo of the highest grade. 23. Researched a Splicer (5 pts) Take at least one Research Photo of a Splicer. You can obtain these as soon as you get the Research Camera in Neptune's Bounty. Take a picture of the Splicer through the glass and make sure the reticle is spinning before you snap the shot. It should be a Grade A shot and the achievements will unlock. If you don't get a Grade A shot, you can get it easily with Big Daddies or Little Sisters, since you have time to line up and plan the shot. 24. One Successful Hack (5 pts) Perform at least one successful hack. This will unlock as soon as you complete the hack. The earliest time you can get this is in the Medical Pavillion, right when you enter there is a downed bot to your left, hack it and you'll also get... 25. Hacked a Security Bot (10 pts) Successfully hack a security bot. ... this one. 26. Hacked a Security Camera (10 pts) Successfully hack a security camera. 27. Hacked a Turret (10 pts) Successfully hack a turret. 28. Hacked a Vending Machine (10 pts) Successfully hack a vending machine. 29. Hacked a Safe (10 pts) Successfully hack a safe. These can all be obtained in the Medical Pavillion. There's a Camera in the Eternal Flame Crematorium, and a Safe in Dandy Dental. 30. Skilled Hacker (40 pts) Successfully complete 50 hacks. You should be hacking everything you come across, not only for this achievement, but because it's damn useful. If you are hacking pretty much everything, this should unlock near the end of Neptune's Bounty or near the start of Arcadia. 31. Basic Inventor (5 pts) Successfully invent at least one item. This will unlock when you invent your first item. The earliest you can get this is in Arcadia, where you encounter your first U-Vent machine. 32. Avid Inventor (10 pts) Successfully invent at least 100 items. As stated above, this isn't cumulative. You have to have 100 total items invented on the same save. The best way to get this is to explore everywhere and only invent stuff you absolutely need. Do not waste materials on stuff just to get your numbers up. Wait until you get Clever Inventor in Olympus Heights, equip the Tonic and hack a U-Vent. Save your game (so you keep your materials), go down the list and invent everything. If you've been collecting enough and saving properly, this will unlock. If you can't get it quite yet, reload your save and keep playing and wait a while until you have more materials. This should be an easy one to get by the time you finish the game. 33. Ammo Inventor (25 pts) Successfully invented all possible ammo types. Earliest available in Fort Frolic. By this point you should have all the materials you need for every ammo type, just go through the list and invent one of each. Save your game before you do so if you want to save your materials and don't need the ammo. See the Machines of Rapture (Jump) section for the full list of inventable ammo. 34. Little Sister Savior (100 pts) Complete the game without harvesting any Little Sisters. This will unlock during the final cutscene to the game. You need to finish the game without having harvested any Little Sisters. To my knowledge, you do not have to have dealt with all the Little Sisters to get it, although I don't know why you'd miss any. 35. Tonic Collector (50 pts) Collect or Invent 53 Tonics in the Physical, Engineering and Combat tracks. Once you obtain the last Tonic, this will unlock. View the Tonic, Plasmid and Gift (Jump) section for locations of all 53 Tonics. Also I highly recommend you view the Notes on 1,000 & Adam Spending (Jump) section to ensure you have the Adam available to buy all purchasable Tonics. 36. Historian (50 pts) Find every audio diary. This will unlock as soon as you pick up the 122nd Audio Diary. View the Audio Diary Guide (Jump) on Page 2 for locations. Not only does this get you the achievement, but it also adds a lot to the story of the game. 37. Seriously Good At This (40 pts) Complete the game on the hardest difficulty setting. Play the game from start to finish on Hard. There are no cheap tricks to get it, you just have to play the game. It will unlock during the final cutscene. 38. Dealt with every Little Sister (40 pts) Either Harvest or Rescue every Little Sister in the game. There are 21 Little Sisters in the game. As soon as you've dealt with all of them, the achievement will pop. To see how many you've dealt with in an area, press Start and they will be displayed at the bottom. There's a different icon for Saved, Harvested, and Active. If you're having trouble simply finding a sister, roam around until you hear or see a Big Daddy and follow them to a hole. If a Little Sister doesn't come out, you've dealt with that one already, so try to find the other one(s). Little Sisters by Area Medical Pavillion - 2 Neptune's Bounty - 3 Arcadia - 2 Farmer's Market - 1 Fort Frolic - 3 Hephaestus - 3 Olympus Heights - 2 Apollo Square - 2 Point Prometheus - 3 39. Lucky Winner (10 pts) Hit the jackpot at a slot machine. When you enter Fort Frolic look to your left or right. You'll see slot machines. Save your game and press A until you get $ $ $ (3 dollar signs) and a payout of $250, the achievement will unlock. If you run out of money, reload your save and keep going. It can take a very, very long time for this to happen and there are no tricks, just keep trying. 40. Toaster in the Tub (10 pts) Shock an enemy in the water. This should be the first achievement you get. In Welcome to Rapture you'll actually be told to zap the water while two Splicers are in it (near fallen the Happy New Years 1959 sign).
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![]() . this fairytale is ending . Last edited by sircuddles : September 1st, 2007 at 03:13 PM. |
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The Secret Achievement Guide
(Back to Top) Spoilers Contained: Everything. The entire plot and storyline will be spoiled if you read or watch this section, you have been warned. With the following achievements, I give the strategy that I used or that I found works best. With this game there are countless ways to do things, so feel free to do whatever you like and use any tactics you want. 41. Defeated Dr. Steinman (15 pts) The player has defeated the crazed Dr. Steinman. There are lots of ways to take this guy out. You can just shoot/plasmid him down, or get more inventive. Use Incinerate on the oil spill to light him up, or use Telekinesis to throw a propane tank or two t at him. Once he's on fire, he'll run to the water below. Zap it with Electro Bolt and pump him with bullets, he'll go down without a fuss. Just make sure he's fully dead before you let him get back up 42. Defeated Peach Wilkins (15 pts) The Player had defeated Peach Wilkins Make sure you have Incinerate, Enrage and Electro Bolt. Run into the room and immediately hack the Security Camera to the right. Use Enrage on the other splicers and hit Peach with Incinerate and use a Wrench when he gets close. Be wary of the turret on the opposite side of the room, use Electro Bolt to disable it, stay near the entrance during the fight or even use Security Bullseye on Peach. 43. Restored the Forest (15 pts) The player has restored the forests of Arcadia. This fight is made much easier if you didn't destroy the turrets and security in Julie's office and hacked them instead. Also, hack the vending machine before you hit the left lever in Julie's office to get started. There should be a Rosie roaming this area, use Hypnotize Big Daddy on it and use Enrage on any splicer you see. You can use Proximity Mines, especially if you don't have Hypnotize Big Daddy, but be careful you don't walk over them with the Daddy following you or it will start attacking you. Also be careful not to hit the Big Daddy with your own bullets, or it will turn on you. Use your preferred weapon to help out the Daddy, but be careful that you don't get into his line of fire, especially his Proximity Mines (ouch). Once 3 waves have come, deploy the vector back at Julies office using the right control panel and clean up any remaining enemies. Be sure to loot all the bodies, and if your Daddy was damaged enough during the fight, take it down quickly for some quick cash. If you need health or EVE during the fight, use the Vending Machine. If you use Hypnotize Big Daddy, try not to get stuck like I do in the above video ![]() 44. Completed Cohen's Masterpiece (30 pts) The player has completed Sander Cohen's great masterpiece. 50. Irony (10 pts) The player has taken a picture of Sander Cohen's corpse. In Fort Frolic you'll kill 4 people and take pictures of them to be placed in the main Atrium. After you place the 4th, Completed Cohen's Masterpiece will unlock. You can wait to get the Irony achievement later, but since you're reading this, you probably want it now. Save your game and then feel free to kill Cohen. He's a Houdini type, but not that hard to take out. Enlist the help of a wandering Elite Bouncer with Hypnotize Big Daddy to make things even easier. After you take him down, snap his shot and press A, the achievement will unlock. Then load your save and continue playing (you need him alive to access a Power to the People station and an achievement later on). His Muse Box contains 100 Dollars, 8 Incendiary Bolts and 3 Spider Splicer Organs, so it's really not worth it. 45. Defeated Andrew Ryan (30 pts) The player has defeated Andrew Ryan. Once you finish everything in Hephaestus, this cutscene will play out. You'll get the achievement near the end. 46. Broke Fontaine's Mind Control (30 pts) The player has broken Fontaine's mind control. In Apollo Square when you get the second batch of Lot 192, the achievement will unlock. It's in Suchong's Lab on the second floor of Artemis Suites. 48. Became a Big Daddy (30 pts) The player has become a Big Daddy. Once you find all the pieces of the suit and wear it, the achievement will unlock. As a Big Daddy, Splicers will not attack you and you'll have free roam without wasting ammo or needing health. This is a great time to backtrack and finish up Audio Diaries, Research and Tonics. 49. Found Cohen's Room (10 pts) The player has entered Sander Cohen's personal quarters. You can find his room Olympus Heights (near the end of the game). When you enter his apartment he'll greet you over the radio and tell you not to disturb his dancers. Naturally, kill his dancers and he'll come from his locked private quarters to kill you. Kill him, take the key, and head up the stairs into his room, the achievement will unlock when you enter the room. You can also take a picture of his corpse at this time if you still need the Irony achievement. 47. Defeated Atlas (100 pts) The player has defeated Atlas. Don't watch this video unless you want to see the final boss fight and the Good (all Sisters saved) ending. I recommend having Enrage, Telekinesis, Winter Blast 3, Incinerate 3, and the SportBoost 2 Tonic equipped. Fontaine comes in three phases. The first phase is Fire-based attacks and damage. He'll do a charging lunge at you as well as hurl fireballs from a distance. Any method of damage works here, just deplete his health. You can freeze and Shotgun, use Frag Grenadess, whatever you feel like, it's pretty basic. Just keep moving at all times and you shouldn't have much to worry about. Once you deplete his health he'll Houdini-style teleport back to the chair. Run up to him and press A to drain his Adam. In phase two he'll trip a security alarm, so immediately head to the wall on the left and use the Security Bot Shutdown Panel. Hack any turrets that were after you while keeping on the move. His attacks in this phase are ice based, throwing a line of ice at you and doing a charge. What really works wonders here is Incinerate 3 + Heat-Seeking RPGs. Exploding Buck always helps as well. Once he's done, he'll go back to the chair. Run up to him and press A, one more phase to go. This phase is the hardest of them all, but it isn't too bad. He'll call on Splicers to come and aid him and start firing plasmid-based energy attacks at you. He'll hurl huge balls of the stuff at you as well as charge you. Keep moving and try to keep away from the walls since the plasma does splash damage. When it comes to the Splicers, either ignore them and circle-strafe concentrating on Fontaine or use Enrage on them to have them lend a hand. Take him down with more Frag Grenades or Antipersonnel Auto Rounds, if you're good with a Crossbow that'll work as well. Once he's done he'll head back to his chair, press A to end the fight and end the game.
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![]() . this fairytale is ending . Last edited by sircuddles : August 30th, 2007 at 01:13 PM. |
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