Big daddy no helmet. Bioshock: The Collection - Big Daddy Delighted. Proper use of plasmids

Check if you are fully prepared for the meeting with the Big Daddy. Do you have anything from the "What do you need?" Do you have a first aid kit in case something goes wrong? Did you activate the nearest Vita-Chamber, just to be on the safe side? Once you've done everything you need to do, you'll be ready to deal with Big Daddy.

Check out your surroundings. Have you hacked turrets that can be used? Have you turned off all the annoying security cameras? Did you get rid of all splicers? Have you noticed any puddles that might come in handy? Having the advantage of the environment in which you fight Big Daddy can come in handy when the fight gets intense.

Fight with the tactics you can afford. Depending on the ammo you can afford to buy, you should try different and sometimes equally effective tactics (listed here as numbers 4-9).

If you have an exploding buckshot, use it. It usually deals more than lethal damage to small enemies. This even applies to spider splicers, so it's best to use exploding buckshot against Big Daddy. This explosive ammo will deal significant damage and set Big Daddy on fire. Before you fire your first shot, make sure you have a firing point or some kind of cover, as the explosions don't stop these monsters.

If you have an electro-buckshot, alternate its use with other weapons. An electro-buckshot will electrocute Big Daddy, giving him some time to hit him with a frag grenade a couple of times or empty the AP ammo magazine for the assault rifle. If there is a puddle nearby, you can deal even more damage by using the water as an electrical shock booster. This tactic usually requires more ammo than others, but allows you to get off with less damage in the end.

If you have a mine that reacts to movement, and a Telekinesis Plasmid, then you can take down the monster in one shot. While mines may seem like a waste of ammo, they are not. The only useful use of these mines is to guard the perimeter, but where you need to secure the perimeter, the game usually has turrets and cameras. Simply attach 3 or 4 mines to a telekinetically moveable object (an oxygen tank will be most effective) and lift it up with Telekinesis. Throwing a bomb at Big Daddy will definitely ruin his day if you don't kill him. If the monster survives the initial explosion, then nullify its remaining health with any ammo of your choice (armor-piercing ammo works best).

If you (like most conservative players) hardly ever use your RPG (Rocket Launcher) or Frag Grenades, your savings could pay off right now. For a direct hit on the Big Daddy, it is extremely important to have a high firing point. Once you're above Big Daddy thanks to the winding stairs or balcony, start with a frag grenade. This will surely anger Big Daddy, prompting him to approach you either to ram or shoot you. He will take the shortest path to you, so keep your sights on him when firing the RPG. So in theory it will be possible to kill him, unless he hides behind cover. In this case, find another firing point, otherwise he will find you. Don't use an RPG against an unsuspecting Big Daddy, because his grenades are much more expensive than standard frag grenades, but are also slightly weaker.

If you have the "Hypnotize Big Daddy" Plasmid, you can provide a captivating ending to a few Big Daddies. Once you use the Plasmid on a lone Big Daddy, lure him to Big Daddy and Little Sister and shoot him with any ammo. When Big Daddy attacks you, your Big Daddy will protect you. Once the dust settles, you will see that either yours or another Daddy has won. In any case, finish off the survivor with a shotgun or other weapon and collect your trophy in the form of a Little Sister and a wallet full of money.

2007 brought a real revolution to the gaming entertainment industry in the face of the game BioShock, which in turn was the ideological successor to the System Shock series. At that time, the project had cutting-edge graphics, fresh ideas that could not be found in other games, unique gameplay and a great atmosphere, coupled with a plot made in the best traditions of classic science fiction.

A man chooses. A slave obeys.

And then the year 2010 came. A sequel was released, which for many reasons was repeatedly postponed. Initially, it was assumed that the sequel would be a prehistory, but the developers decided to make a full-fledged sequel. BioShock 2 was created by the whole world. Unfortunately, the "father" of the original project, Ken Levine, who focused his efforts on a yet unannounced project, could not have a hand in creating the game. Therefore, we must say right away that you should not expect something supernatural from the game.

The plot of the sequel dates back to 1958, revealing the backstory of the protagonist, who this time is none other than Big Daddy. More precisely, one of the first prototypes is the Delta object (Subject Delta). After mysterious events, our hero wakes up after 10 years of sleep and discovers that the city of Rapture has changed a lot and dilapidated. Andrew Ryan (Andrew Ryan) is no longer the lord of the miracle city, but is in charge of everything and everything extravagant Sofia Lamb (Sofia Lamb).


Bioshock 2: Miracle City at its finest

The main feature of Delta is free will. The developers decided to continue developing the idea of ​​the original game ("A man chooses. A slave obeys"). Therefore, the player will increasingly face difficult moral questions, the solution of which will eventually affect the overall storyline.


Bioshock 2: First Encounter with Big Sister

The gameplay hasn't changed much. The fights became more dynamic and intense. One of Delta's features is the ability to use plasmids and weapons at the same time, without forcing the player to switch back and forth between the two. This decision greatly facilitated the gameplay, and gave more opportunities for the emergence of unique "combat combinations". Pistols and Tommy were replaced by more serious weapons. The "crown" drill is extremely dangerous in close combat. Minigun, nail gun, rocket launcher, shotgun, crossbow - that's the whole not tricky arsenal of our Daddy. This "gentleman's set" can be upgraded at will if you carefully search the levels and find weapon upgrade stations. Some plasmids have also undergone changes. So, for example, pyrokinesis can be used as a full-fledged flamethrower. And with the help of telekinesis, you can lift not only objects, but also small mutants, throwing them at opponents.


Bioshock 2: Adam's Gathering Process

Everything else was added such a useful tool as a "master key" (Hack Tool), a special pistol that shoots darts, with which you can remotely hack any mechanism. The hacking system itself has changed the notorious mini-game into a small QTE fun. In which the player needs to press the button at the time and watch that the arrow hits the green fields. If the player makes a mistake, he will immediately receive an electric discharge, or worse, raise the alarm.
The camera has been replaced by a camera that helps to capture and study all enemies in order to deal more damage and gain additional opportunities. The principle of operation of the camera has also been slightly changed. Now you do not need to look for a film and select spectacular angles. One has only to start recording, and try to destroy the enemy in the most non-trivial way, combining plasmids and firearms. The more interesting the combination, the more points you can get.


Bioshock 2: Colleague with a baby. Someone is not going well right now...

Traveling through Rapture, as before, causes a whole storm of emotions. Great design, retro music, unique style. You can pick up as many positive epithets as you like. In addition, the developers decided to significantly diversify the geography, so we will visit places such as the Fontaine Futuristics laboratory, a museum dedicated to Andrew Ryan, shopping areas and many other hitherto unseen places. Some journeys will make us wander along the ocean floor, but this is just another casually disguised corridor.


Bioshock 2: Save the Little Sister

As before, mutants (splicers) roam the ruins of the once prosperous city, who are trying to get at least a piece of Adam - life-giving substance. Without which our journey through the Rapture could end quickly.


Bioshock 2: Meeting an Old Friend

Picker girls, accompanied by colleagues in the shop, scour the place in search of corpses. Familiar situation. We can take Sister away from Daddy. After that, you can start collecting Adam yourself. At the time of the collection, we have to protect the baby from the attacks of the evil ones. And here, by the way, various traps and hacker skills will come in handy. After a successful collection, the player faces another dilemma: save or destroy. Salvation, although not such a profitable business, can pay off dearly in the future. At the same time, plasmids are not cheap.


Bioshock 2: Time to upgrade your guns!

After the raid for Adam, we should expect a visit from the Big Sister - a grown-up gatherer, a very aggressive and truly dangerous opponent.


Bioshock 2: Camera! Motor!

If in the original game in one of the missions we had the opportunity to become Daddy and see with our own eyes the process of collecting the life-giving substance, simultaneously driving away the enraged mutants. Then in BioShock 2 it turned into a routine. The first couple of times it looks quite entertaining, then later this process is simply tiring.


Bioshock 2: Remote Hack

Another innovation is multiplayer. Screwed rather for show. For the development of network fun, the answer was already held by two studios Digital Extremes and Arkane Studios. The same familiar scenery is chosen as the battlefields. This time, all events are developing during the civil war. The now classic system of experience and rewards allows you to open new perks and opportunities with the growth of the player's experience. However, numerous errors and bugs do not allow you to fully enjoy the process. And the modes do not shine with special originality.


Bioshock 2: Creating new combinations of tonics and plasmids

BioShock 2 despite the title of a sequel, I would like to call it a solid add-on. If there are practically no complaints about the visual series, then the plot component looks rather sluggish and dull compared to the original. It is not surprising, the game was created not based on new ideas, but scrupulously, with the help of tracing paper, transferring old ideas in a new way. It all looks, though quite attractive, but gives off a smell and secondary. It was not possible to jump above the head.

Bioshock 2 Walkthrough Tips:

  • Carefully inspect each nook. You can always find useful tonics in unexpected places.
  • Before you start collecting Adam, set up all the necessary traps.
  • Don't forget to study the mutants with a video camera - this will allow them to deal more damage.

Walkthrough Bioshock 2

After watching the suicidal intro cinematic, you'll wake up in a puddle of water and be ready to blunt your adventure through the city of Rapture. After walking forward a little and climbing the stairs, you will have to use your drill for the first time on the coral thickets in order to free the doorway from them. Crawling under a collapsed column, your hero will find himself in a large hall, where for the first time he will see the creation of Big sister (Big sister), which will headlong disappear from his eyes. Having collected useful household items (fuel for the drill and food) scattered around the hall, we go through the door behind which the Big Sister hid. Immediately you will witness a small shootout, in which one of its participants will die the death of the brave, and the second will need to be drilled with your drill. Here you can also pick up the "Eve Dispenser", which is necessary for the use of plasmids in the future. A little further on, your hero will have a short vision, and not far from this place is a vending machine where you can get hold of your first plasmid in the game. It will give you the ability to emit electrical discharges from your hand. A little later there will be the first opportunity to see the famous Little sister, which, however, will immediately be stolen by her big relative. There is nothing to do, you have to go in pursuit (for this you need to use your electrical abilities on the lock of the jammed door). Returning to the large hall, you need to activate the sparkling generator with the help of lightning, and then go through the previously inaccessible door, from under which water flows. Having dealt with two adversaries there, you will soon pick up a new weapon - a steam gun that shoots with rivets. You can immediately use it and pick up ammo in the next room. You will not have time to rejoice at your new find, as you will run into the same Big Sister in the next room. This time you have to fight her. Realizing that it will not work to overcome you, she will again give a tear, so rush after her in pursuit. Soon this event will lead to the fact that the villainess will break the glass and you will find yourself under water. Fearlessly walk along the seabed until you see the panorama of the city "Rapture". Now jump down and go through the door, over which the sign "Atlantic Express" flaunts. Pump out the water from the airlock and go inside.

Atlantic Express

Having made your way into the room located on the right, you will become the owner of a device with which you can break electronic locks at a distance. Shoot it through the viewing window at the sparkling panel and open the door, fixing the arrow in the green zone. Once in the hall with the locomotive, you can improve your health with the help of a medical machine, then head to the operator's cabin, bypassing the closed gate. Pulling the switch there, you will find yourself in a trap, as its doors will close, and Molotov cocktails will fly inside. Soon the floor will burn out and you will fall down. Get out of the water on the stairs and crush the next batch of opponents. A little further, a pleasant surprise awaits you in the form of the main character gaining the ability to telekinesis. Use it on enemy underdogs by throwing gas canisters at them from above. Below, right in front of your nose, the door will slam shut, but you can open it if you go into the next room and use telekinesis to pull the pipe out of the lifting mechanism. If necessary, buy yourself some ammo from the nearest vending machine and get ready for the battle that awaits you outside the nearest door. By the way, do not forget to shoot the security cameras in that room, otherwise you will have to deal with flying mini-turrets. Now enter the elevator and go upstairs. On the way to the waiting room and open the sash on the window and witness a short video. After steaming up with all the ill-wishers, go to the platform and enter the train. Move forward to the new game location.

Ryan Amusements

Exit the train and go up the stairs. There on the way you will meet vending machines for the sale of ammunition and weapon upgrades. Not far from this place, we remotely break open the door and pick up a ticket in a previously inaccessible room (alas, not for football). Returning to the train parking lot and scattering a batch of crazy scientists there, you need to use the ticket on the control device located next to the closed door. After this action, the sim-sim will open and you can go further. You will find yourself in the hall of the memorial museum, dotted with numerous diarams. Ignore the doors with the loud "Future arena" sign for now. If you want, you can go into the room opposite and collect numerous useful things there. Having dealt with this, head to the opposite end of the main hall to the section called "Eldorado". Having received the task there to find the Little Sister and beat her off from the Big Dad, proceed to its implementation. Walking a little forward, you will find this sweet couple in one of the rooms. Take the girl for yourself, having previously dealt with her bodyguard, and go in search of precious ADAM. Just follow the direction she points to (to do this, you need to hold down the R button) and pretty soon you will come to the first corpse containing this resource. While your young companion will be mining ADAM, you will have to repulse numerous attacks of pressing opponents. Having coped with this task, in the same way go in search of the second corpse. On the way to it, you will become the owner of a three-barreled mini-gun, which you can test on adversaries who have come running. A little further on, a piece of scenery will fall on you, so be on the lookout. After sucking ADAM out of the second body, defeating a bunch of degenerates, you can send the girl through the nearest portal and get some of the loot as a reward. However, you can not bother, but in the most barbaric way to "seize" all the reserves of the resource from her. Please note, however, that depending on the decisions you make during the game, the final ending of the story will depend. Now fight your way to the main museum hall, improving one of your guns in the next machine along the way. Having reached the goal, go to the previously named "Future arena". There, in addition to a couple of psychos, you will also be met by a machine gun turret, so do not yawn. Get to the plasmid vending machine and acquire the ability to pyrokinesis there. Now return to the main hall and fight the Big Sister. It will be quite difficult to defeat her, as she is much more maneuverable than the main character. Having dealt with it, go to the train parking lot, where, with the help of a flame, melt the ice that prevented the gate from opening along the train route. Go to the control room and activate the line with the knife switch. After a short hitch, you can go into the locomotive and move towards a new level.

Pauper's Drop

Arriving at the station, you will witness a scene in which a hitherto unseen miracle Yudo will deal with one of your old "friends". Get out of the train and, breaking the door, go forward. After passing several corridors and sending the oncoming enemies to the other world, you go out into the hall, where you will once again see a healthy bull, "lit up" at the beginning of the level. Big Daddy wanders around here along with Little Sister. You can eliminate the big man and decide the fate of the girl, or you can simply ignore this company. On the roof of the cafeteria, located in the middle of this hall, there is a turret, so be careful. However, thanks to the abundance of various vending machines, you can easily improve your health and ammunition. After collecting all the supplies, go to one of the doors with the sign "Sin Clair". After passing through the glass tunnel, you will see how the aforementioned bully will create a blockage that prevents you from moving forward. Head back to the vending machine room and go down the opening next to the plasmid vending machine. Below you will jump one of the big guys, which up to this point you admired only from a distance. Here you will have to enter into an open confrontation with him and with a couple of smaller rivals. You can’t go further until you can, since the desired door is locked with a combination lock. You will have to go back again in order to find a corpse with a piece of paper on which the desired code is written in one of the cafeteria rooms. Also here you will get hold of a sawn-off shotgun, which you can immediately try out in action, destroying the adversaries who have flooded into the room. After opening the door using the previously obtained code, dodge the barrel flying from above and get ready to destroy another turret behind the next door. Jump from there into the breach, where you will become the owner of a miracle camera. With its help, it will be possible to identify the vulnerable points of your enemies, having previously photographed them. Now go through the next door and pass another transparent corridor located behind it. In the next room you will meet the new Dad with his ward. It's up to you to attack him or not. However, it is worth noting that you cannot patronize two girls at the same time. Therefore, first deal with one, and only then take on the second. Once in the hall with working piston installations, deal with two excessively well-fed dorks, and then with the next Papa, who will be without a companion. Having collected plenty of ADAM, you can go back to the blockage that prevented your progress at the very beginning of the level. Use the upgraded drill to cut your way further (to do this, hold down the Shift key while drilling). Now you have to climb the stairs next to the elevator shaft. Having overcome a series of steps, you will find yourself in a dark corridor littered with numerous corpses, some of which have an unpleasant ability to resurrect. Having reached the collapsed parquet flooring, climb it to the next floor. Then repeat this trick again until you find yourself at the very top under the roof of the hall. From there, blow into room 307 and, having torn off the poster from the wall and pressing the button under it, go into the opened secret passage. After a heart-to-heart conversation with a black woman, take the key from the table and leave the room. Having penetrated into another room on the floor, start the downhill skiing, using the gaps in the floor. On the first floor, you will need to go through the doors located directly opposite the elevator and destroy the machine gun turret behind them. Behind the glass corridor, you will have to cope with another bull, and a little later you will meet Big Daddy with a girl. Whether you contact him or not is an open question. Just keep in mind that almost immediately after a possible battle with him, you will have to fight with the Big Sister, so correctly calculate your strength. Having won, go to the train parking lot and go into the control room, using the ticket found there earlier. Now you can, with a clear conscience, get on the train and move on.

Siren Alley

On the way, your train is torpedoed, and you will find yourself in the open ocean. The door located nearby will be locked, so you will have to take a short walk along the seabed. As soon as you get to another entrance into the city, you will immediately become a witness to the battle of Big Daddy with enemies pressing on him. Having made a decision regarding his fate and going further, you will encounter a man dressed all in black, whose jumping ability even Chinese acrobats would envy. After seeing him off, enter the doors located opposite the vending machines (you can buy new plasmids in them if you didn’t disdain collecting ADAM). There you will find a rather hot fight, after which you need to climb up the stairs and deal with the machine gun turret. There will be a door next to it with a combination lock, so go back to the main hall and go in search of the required combination. In it you will see how another bull will break into one of the doors. That's where you need to go (lovers of collecting ADAM can beat off one more girl before that). First of all, pick up an ownerless crossbow there and collect the arrows sticking out of the corpses. It will be possible to test your new toy in the next room, poking enemies with medieval shells. Climb up, first to the second, and from there to the third floor. Do not forget to shoot the stretched wires on the way, through which the current is passed. Here, a new type of opponents will fall on your head and other parts of the body, who prefer to attack from somewhere from the ceiling, from hatches or other nondescript places. After entering one of the rooms with a hole in the floor, from which another pest will jump out, jump down. Having done this, you will find yourself in pitch darkness until you reach a room with two turrets at once. It is best to deal with them if you have a plasmid that allows you to lure enemy vehicles to your side (in this case, the turrets will shoot each other). Having dealt with them, you will encounter a certain Daniel Wells, who turns out to be an extremely tenacious son of a bitch. Having finished it, search the corpse, as a reward for which you will receive the necessary code. By the way, there will be another sweet couple of ADAM gatherers wandering around here, so keep that in mind. With your find, go to the main hall, where, having coped with a new wave of enemies, go to the previously inaccessible door and apply the received code on it. But after that, it will not open, but will only rise a little, but the electricity will be cut off and hordes of enemies will fall on you. After defeating them, the energy supply will be restored and it will be possible to go through the ill-fated door. Follow on, bypassing the room in which there are devices similar to large electric motors, until you reach a small hall that resembles a chapel. There you will find a serious fight, both with already familiar opponents, and with the same bouncy man in black, whom you saw at the beginning of the level. Having defeated everyone, leave here through the door located to the right of the altar. Activate the switch in the next room, which will flood the entire location. At the pace of the waltz, return to the very beginning of the level (at some point you will still be under water, but don't worry about it). After passing along the seabed to the very door that was closed at first, go into it and pump out the water.

Dionysus Park

Going inside, we find out that we need to go to the train station. From the entrance we turn to the right side and go through the dark corridors, not being afraid of light and noise effects. So we will reach the next vending machine and a locked grate. We pass into the only available room, where we are attacked by the first enemy in this location. From here we go up the stairs and make our way through the side room, not forgetting to destroy the security camera in it, until we get to the stairs leading up. When we get up, the first thing we see is how the brainless person is roasted when she collides with the stretched wires, which are energized. Having prudently knocked down these extensions, move forward, requisitioning all opponents on your way. From here, go further to the hall with the non-working children's carousel, where you can buy new plasmids. Now your way lies through the door with the sign "Employees only". Having mastered the three savages, you will need to go through the door behind the waterfall and cross two glass tunnels. Having done this trick, you will find yourself in a room where the desired grenade launcher is waiting for you, and a little further away is the desired station. There we will receive new edifications. We are required to find three Little Sisters in this location. In principle, you can pick them up in any sequence convenient for you, orienting yourself on the map, but I will offer the following option. To meet with the first sister, we return back through the double tunnel to the hall with a children's carousel. Having reached it, we dive into the door with the sign "Lambs garden", after passing through which you will beat off the first baby. Having decided her fate, start looking for the second one. To do this, go to the carousel again, and from there climb the small ladder and get ready to meet the Big Sister. After defeating her, make your way through the hall, filled with statues of wolves and filled with crazy scientists, to the door with the inscription "J. Fisher gallery". Do not forget, having entered this room, to eliminate the surveillance camera, and then proceed to beat the father and take the girl from him. Finally, in order to find the last Little Sister, you first need to get to a hall with a high ceiling and a large statue depicting two female figures. Then break through to the southernmost room indicated on the map, where the last pair of "Daddy - Sister" will be waiting for you. By the way, it may happen that while you are exploring nearby areas, this duo will make their legs in a random direction. Do not be afraid of this, as you can quickly overtake them, guided by a guide sign. Having completed this task, it will be possible with a clear conscience to return by a well-known road to the train parking lot. Although I strongly recommend that you buy new abilities with the obtained ADAM before leaving (this can be done in the hall with a carousel), as well as thoroughly stock up on ammunition. Having reached the train, with a sense of accomplishment, go to the next level.

Fontaine Futuristics

Arriving at the station, go forward a little until you come to a small balcony, from which your opponents will be seen at a glance. Take advantage of this and destroy them from a vantage point, and then go down. Enter the door and continue down the iron stairs to listen to a message from one Alexander Gilbert. Alas, the information turned out to be incomplete, so now you have to go in search of its second part. To do this, go into the lock chamber and launch into the water, after which you will again go for a walk in the open ocean. Soon your hero will reach another entrance to the complex and find himself in a spacious hall with a large globe in the middle. Besides you, a large number of local punks came to admire this marvel, so be prepared for a warm welcome. After replenishing your supplies after the battle with the help of vending machines, follow the stairs to the second floor, where you will need to pull the switch near the lattice door. After that, a hefty fellow with clearly unfriendly intentions jumps up to you from somewhere above. After talking with him, go through the opened door and get the opportunity to listen to the desired recording. Nearby it will be possible to profit from a large number of useful things, as well as crack the safe. After finishing the robbery, use the password obtained from the message you listened to on the door nearby and go inside. Alas, you will not be able to use the same voice password on the next electronic lock, so go further, finding yourself in the next room with a staircase leading up. There will also be another Heffalump with a Little Sister wandering around. You can take advantage of this, since this room is simply littered with numerous machine guns for various purposes, and both corpses with ADAM and the portal are located here. After saying goodbye to the girl, be prepared to greet her enlarged copy again, as always very unfriendly. After that, you need to destroy the first of the four relays, located right around the corner. Not far from this place, look for a side corridor in which the curtain will rise and confetti will fall from there. A little later you will find yourself in a concert hall with a microphone stand and a large panoramic glass. It is through it that uninvited guests will break through to you, led by the lonely Big Daddy, who will smash this glass to smithereens. Take advantage of this and go forward, where you can break another relay. Go back to the hall where you met the little and big sisters, and then go up to the second floor. After going through the nearest door, the first thing you will encounter is a trio of psychos in the middle of the boardroom. But further you will have to move carefully, since the water in the room is energized, so it is better to move by jumping on the boxes. You can stop this disgrace by breaking into the switchboard in an already well-mastered way. A surveillance camera is also spinning nearby, and a third repeater is nearby. When done with it, be vigilant. In the previously cleared meeting room, a rocket turret and a new batch of enemies appear as if by magic. Once in the corridor and go a little forward, you will come across a room with a small amount of useful things guarded by a turret, and the last relay, located next to the bear statue. Be careful, because before you get close to him, you will be attacked by a strong man in a diving suit. Having coped with the task, go to the previously impregnable door, on which it will now be possible to apply the voice password without any problems. There you will receive instructions obliging you to infiltrate the laboratory. But, before that, you have the opportunity to make a planned upgrade of weapons here and stock up on ammunition. Do not forget to activate the switch before leaving. Having reached your destination with battles, you will enter a completely dark room, opposite the entrance to which the main control panel is located. To get started, find, moving almost by touch, two switches located on either side of the remote control. Having coped with this dilemma, you will need to pull the switch on the main console. It's time to exclaim: "Let there be light!". Now you will be given the task to collect four samples of "wild" ADAM. You will get hold of the first of them right there, then fighting off the attacks of two divers. After that, go downstairs and go to the showers, where you will get the second ADAM. By doing this, you will again be attacked by a group of your fans. Having greeted them, you need to go back to the room with the central console, which now walks the tandem "Dad - Sister". And going a little forward, you will have a feeling of deja vu, because you will encounter another inseparable couple. By the way, next to them is the third sample of ADAM. Having torn it off, fearlessly jump into the gap in the floor and carefully examine the local corridor, which is full of an abundance of useful things (although in one of the rooms an automatic turret is waiting for you). Having obtained the last ADAM here, head to the exit from this narrow room, passing through one of the doors and rising back to the control panel. There you will have to activate another switch. It is already traditional for you, like vultures, monsters of all stripes will fly at you. There's nothing you can do, it's time to get used to it. After the slaughter, drop the collected samples, and in return you will receive a genetic key. Move towards the lock chamber and use it to go out into the open ocean. Turn your gaze over your left shoulder, where you will see a certain structure on which you need to apply the received key. By doing this, you will witness how the stone wall descends, giving you the opportunity to go to the next room and use the elevator that sends you to a new level.

Persephone Outer

Leaving the cockpit and passing some sort of reception area, you will have to overcome a glass tunnel, at the end of which you will find machines for upgrading weapons and selling ammunition. When you reach the large hall, you will see in the opposite part of it a quarantine zone with Eleanor languishing in it. By activating the switch, you, without suspecting it, will challenge two Big sisters to fight at once. Having sent them to a knockout, go into an isolated cell and watch a video, after which you will wake up chained to a bed with a Little Sister hanging over you, with a syringe brought in. After her actions, for a short period of time, Little Sister will become the main character of the game. To get started, climb into the nearby portal and get out already outside the hospital room. After a short period of time, repeat this trick again and fearlessly go forward along the corridors, simultaneously turning off the switch blocking the doors. Now you need to find three pieces of Big Sister's ammunition. Climbing up the stairs, you can admire the sculpture depicting the fight between Big Daddy and the sea monster. A body containing ADAM is lying on the floor nearby. Do not miss such a moment and fence it, and when you find yourself in a room with a fireplace, you will pocket the Big Sister costume. After taking it, go through the opening overgrown with vines to the room with another red statue, where Big Sister's helmet is lying unattended on the table. Get out of this room along the stairs and, after walking along the hall, go through another opening overgrown with plush, where you will get the Big Sister's weapons. Run back with these finds to give them to Eleanor. Having accepted the offering, she will take and tear out the mollusk from the Little Sister as a reward for her labors (so help the elders after that). But Eleanor will free the protagonist from the shackles of imperialism and give him a plasmoid, allowing her to call for help if necessary. After this conversation, she will leave you, and you just have to roll a couple of opponents around the hall and go through the door located at the other end of the hall to go to the final level of the game.

Inner Persephone

Having reached the destination by the elevator, we leave the cabin and make a couple of turns to the right until we reach a spacious room with a large panoramic glass. After admiring the view, get ready for the battle with the next ill-wishers, having risen to the upper level to the control panel. Here you will have the opportunity to stock up on new plasmids in the machine standing next to it. Now we go into the door closest to this trading kiosk, behind which we will have to crack the electronic door lock with a deft movement of the hand in order to go further. Following through the glass corridor, you will reach a room in which you need to press a button on the wall. After this action, another Big Daddy will appear on the other side of the viewing glass, in whose hands is the key you need. As soon as the door opens, start chasing the plunderer of socialist property. After passing the cafeteria and kitchen premises, shooting back from annoying catering visitors, dive into a hole in the wall, from which you will get into a darkened corridor. Do not forget to shoot the stretched electric wires along the way and go further past the showers (you can collect useful things in them) into the hall with an ammunition vending machine. Climbing up, you will come across a door closed with a combination lock, behind which the sought-after kidnapper is hiding. On the second floor we find a doorway with a sign "Block D". There you will be hospitably greeted by a machine gun turret. But further, leaking through the wall gap, you will see a digital combination written on the wall. Return with this knowledge to the code lock and open the door. By explaining to a diving enthusiast that it is not good to take someone else's, it will be possible to upgrade your weapon in a machine gun nearby. After that, we insert the selected key into the control panel and prepare for a new battle. After finishing with everyone, go in the opposite direction, alternately passing a dark corridor, a kitchen with a cafeteria and a glass tunnel, until you reach the docks, where you were at the beginning of the level. From here you need to make your way towards the area called "Pediatric ward", bypassing another underwater tunnel. Having reached your destination, it makes sense to call Eleanor for help, as here you will have a serious brawl involving a wide variety of characters. Before leaving this cute place, don't forget to activate one of the switches. Now your path lies in the direction of the "Infirmary" area, where you can go through the door located opposite the control room of the well-known docks. Having eliminated the stubborn camera, move through the dark corridor, periodically glancing at the side rooms, because you can get hold of valuable things in them. Next you will find the hospital room "Ward A", filled with harmless crazy patients. From it we move through the already rather disgusting glass tunnel, and from there to the ward "Ward B". Having shot the adversaries who came running out of it, we go into the surgery department - "Surgery", not forgetting to smash the security cameras at the entrance. After passing through it and getting into the "Auto Psy" room, where you can replenish your depleted supplies, fearlessly break into a large two-story hall. There you will be hospitably greeted, so it is better to call your fighting friend for help. Now, together, go down to the first floor and let your partner into the isolated box where the Little Sisters lie. While she is administering total terror there, your task will be to return to the docks that have already become native. Approaching the observation window, you will see how your counterpart, once on the other side of the glass, goes under water. Meanwhile, she does it completely in vain, since it seems that all the surviving inhabitants of the city will attack your lone hero. With the help of a plasmoid, call her back and proceed to a systematic cleaning of the room. Having dealt with this, make your way to the central panel and pull the switch on it. Water will rush into the hall, but will not flood it entirely. For this to happen, you need to shoot a pipe next to the control panel, glowing with a golden glow (until you do this, the enemies will attack endlessly). When the room is completely flooded, you will have to get to the elevator in order to go upstairs with Eleanor. As soon as you feel the taste of long-awaited freedom, you will run into a mountain of dynamite in a tunnel that exploded at the most inopportune moment. Now you can sit back in your chair and enjoy the final cutscene of the game.

Bioshock 2 Video Review - Sinclair Solutions Tester Pack DLC

System requirements
bioshock

Characteristic Minimum Requirements Recommended Requirements
CPU Intel Pentium 4 2.4 GHz Intel Core 2 Duo
RAM 1 GB RAM 2 GB RAM
video card NVIDIA 6600
ATI X1300
DirectX 11, 128 MB
NVIDIA GeForce 7900 GT
ATI X1300
DirectX 11, 512 MB
8 GB 8 GB
Operating system Windows 32-bit: XP/7/8.1 Windows 64-bit: XP/7/8.1

1. Collect our everything. We collect things from dead enemies, from ashtrays and garbage cans, boxes and other things. There are always a lot of things around, you just have to look carefully. Sometimes, we may need the help of telekinesis.


2. Differences between ammo types really matter. Anti-personnel and incendiary are effective against living flesh-and-blood foes. And armor-piercing and electricity are good against mechanisms and big daddies.


3. Hacking is essential. With it, we can open access to unique goods in the store, receive fire support from turrets, robots and security cameras, and open locked doors.

Passing levels

1. Prologue
Bioshock. Passage. plane crash

1960 Atlantic Ocean. We play as a man named Jack. While on the plane, he pulls out a photo of his family and a gift box. He manages to remember what his parents told him: “You are not like everyone else, you are destined to become a hero,” and at that moment the plane crashes, falling into the ocean.

Jack was the only implanter. We float to the surface, being in the ring of flame, we swim to the only gap. Against the backdrop of the moon, we see a lighthouse standing in the middle of the ocean, and we are on our way to it. Inside the lighthouse, a bathyscaphe is discovered, leading to the underwater utopian city of Rapture. During the descent, we manage to hear a conversation between two people, Johnny and Atlas. They talk about a plane crash near the lighthouse and that the bathysphere will soon be met by mutants.

2. Welcome to Rapture
Bioshock. Passage. Welcome to Rapture


Johnny kills the mutant, and we take the walkie-talkie, according to which the Atlas (Atlas) reports that we need to climb higher. We take in the station hall wrench and destroy the blockage. Be careful, climbing the stairs, you need to dodge the dropped burning sofa. This was done by a mutant thug. We beat him with a key, and then we search.

We go up to the second floor and at the Gatherer's garden machine we inject ourselves with plasmids. After the splash screen, we activate Plasmid "Electrocharge" (Electro Bolt) on the shorted switch by the door. After passing along the flooded corridor, we meet two thugs. During the battle, we stun opponents with electricity, after which we beat with a key.

We go up the elevator and take revolver in a wheelchair. In the Kashmir bar, you can find several first-aid kits and Evas. A mutant shooter has locked himself in the kitchen. On the advice of Atlas, if the enemies are in the water, we can hit the water with electricity, for enemies it is almost fatal. We go to the toilet. In the women's section, we see the memories of a girl who was disfigured by Dr. Steinman. In the men's section, in the last booth, there's a hole leading to the Rampa Theatre.

After passing through the ledges, we observe a fight between the big daddy and the mutant. Then we go down the stairs, where we fall into a trap. We are attacked by several thugs. You can lure them into the water. The road to the "Gifts of Neptune" is blocked by a grate with a turret, you have to go around through the medical pavilion.

3. Medical pavilion
Bioshock. Passage. Medical Pavilion


First we need to hack the security robot that is stuck in the door. (Hacking is carried out by laying pipes from beginning to end. To do this, we must freely move pipe segments around the field, and open closed ones with a mouse click). After hacking, the bot becomes our bodyguard. After learning how to hack, you can try to hack the vending machine that is nearby. This will give you more variety at a lower price.

We go up and open access to the pavilion. We take a new weapon - machine. New task "Get the key from Dr. Steinman". There are a couple of guard turrets in the lobby of the pavilion. They can be hacked after an electric shock.


Eternal Flame Crematorium

At the entrance to the crematorium, we meet a nitro mutant who throws grenades at us. Entering the crematorium, we get acquainted with the cells. If she notices you, she will call security bots that will attack you for a minute. If you hack the camera, then it will notice opponents instead of you.

There is a closed office on the second floor of the crematorium. Let's get into it, crawling through the hatch near the door. There we find a new Plasmid "Incineration" (Incinerate). At this moment, mutants will attack the office. We just set fire to an oil stain on the floor and they all burn out safely. Having received a new plasmid, we can melt the ice and open the locked doors.


Twilight Fields Funeral Agency


Dentistry (Dental Services Area)

On the lower floor we see the entrance to the dentistry, melt the ice with a fiery hand. To the right of this place there is a door to the storage (Supply), we open the door with an electric hand, inside we find useful items.

When descending to the dentistry departments, you will find shotgun. If you pick it up, the light will go out and you will fall into the mutants' trap. The fight won't be easy.

"Kure-All"


First-class dentistry (Dandy Dental)

The Department of First-Class Dentistry, which sponsors telekinesis, needs to study this very Telekinesis Plasmid in the tennis room. We only have two cells for plasmids, and this is the third. We put telekinesis instead of fire. (Later we will be able to change the set of plasmids in a special vending machine).

Secret. In dentistry we find a locked door with a sign "Painless Dental". Through the window we see that a machine-gun turret is installed in this office. We quickly climb onto the boxes, crawl into the opening where the glass is broken, turn off the machine gun with an electric hand, and then break it open. We pass through the office into a smoky room, in the far right corner on the table we find engineering tonic "Speedy Hacker". Here we climb into the ventilation hatch, get into another blocked room, kill the mutant girl, collect items.

Secret. Also, in dentistry there is a locked door with a button, next to it is a broken window in which a mutant woman is stuck. We use telekinesis to pull the key card through this window, after which we can enter the Chompers Dental department with the key. Inside we crack two surveillance cameras and a safe.

We leave the area on the top floor through the door "Surgery".



Surgery

After studying the plasmids, go to the lobby of the surgical department (Surgical Foyer), where you will meet Dr. Steinman. He will bring down the passage behind him, but with the help of the Telekinesis plasmid and the nitro mutant on the balcony, we clear the blockage. When entering the department, be careful, the doctor uses security systems.

In the far corridor, two doors on the right lead to the Surgical Savings. Here we quickly break open the security camera, collect useful items.

Along the corridor we reach the viewing rooms (Viewing rooms), we get into the operating room (Aesthetic Ideals), where we see the victims of Steinman and the psychopath himself.

Boss: Steinman

To fight with him, you should use telekinesis on gas cylinders. Or you can just set fire to it with the appropriate plasmid. If Steinman catches fire, he, like all other mutants, will run down to the water to extinguish himself. We can take advantage of this and hit the water with electricity. (If you do not have this plasmid, then use the appropriate ammo for weapons). And don't forget to hack the ambulance station which is located under the stairs. Steinman will certainly want to use it when he is low on health.



After defeating the boss, we take the key to the emergency exit from him, go back. On the way we will be attacked by mutants. The corridor will be destroyed, but the door leading to the hall will be opened, where we see the defeated Big Daddy. The mutant who defeated the boss tries to kill "Little Sister" but is thwarted by a girl named Tanenbaum. She asks you to save her little sister, while Atlas insists on killing her. You can choose the path yourself:

1. "Rescue (L)". For saving the sister, they will give much less ADAM, but Tanenbaum promises a reward in the future.

2. "Harvest (H)". For killing we get ADAM from Atlas.

On the collected ADAM, we buy improvements in the Gatherer's Garden machine.

On the way to the exit, we will meet another sister, but this time she is guarded by a big daddy. The fight with him is quite difficult. To do this, you need to get armor-piercing cartridges and, if possible, hack security systems. We open fire and try not to fall under the ram attack. After a protracted battle, we again collect ADAM from our little sister. Our further path lies in the "Gifts of Neptune". We return to the lobby, on the second floor we press the switch, the security system is turned off, we can go into the transport capsule.

4. "Gifts of Neptune"
Walkthrough Bioshock. Neptune's Bounty


At the entrance we find the Gene-Bank machine, which gives us the opportunity to freely change plasmids and three types of tonics. Moving along the corridor, we will meet a mutant female. She will jump into the hole in the ceiling, from which, using telekinesis, we get the cartridges for the weapon.


Lower Wharf

On the lower pier, a little sister walks with "Big Daddy" Rosie (the first type of big daddies, remote combat). If you do not attack, then soon the mutants themselves will attack daddy. Be careful, there are two turrets under the platforms that open when you go down. One of them can be hacked. Big Daddy is best taken using the red barrels near the entrance (telekinesis).

(If you save the three sisters, then Tanenbaum will send you a gift in the Gatherer's Garden - ADAM, a new plasmid, cartridges, additional improvements open in the garden. You can also purchase an additional cell for plasmids).


We go through any of the two doors, we find another machine "Gene Bank", and behind it the machine "Gatherer's Garden" and a new Plasmid "Hypnotize Big Daddy" a gift from my sister.

In the vending machine we can buy:

Increased maximum health and energy.

Additional slots for plasmids.

Plasmid "Sonic Boom" (repel enemies).

Plasmid "Enrage!" (make the enemy aggressive).

Battle Tonic: "Armored Shell".

Physical tonics: "Extra Nutrition", "EVE Link", "Hacker's Delight".

Secret. Here we go down to the water level, under the stairs we find a grate with a combination lock. It is not necessary to know the code, we can crack it. Behind the bars we find an audio recording, cartridges, first aid kits.

(Going to the Fontaine fish factory, stock up on first-aid kits, there you will meet with a mutant female, the same one that killed Johnny at the station).

We knock on the steel door, Peach Wilkins through the window will ask us to get a photo scanner from the office of the head of the pier. After a short conversation, a very fast mutant attacks us. It won’t be possible to kill her right away, but we will have time to inflict some damage, after which the Wilkins robots enter the battle. They drive the monster away from us. In addition, on the conveyor belt we are given grenade launcher.

We go to the far corridor according to the index. In one place we can go down under the slatted floor, collect bonuses and an audio recording. We rise to the next area.


Upper Wharf

We pass along a narrow corridor. Here we have another Big Daddy waiting for us.


Port Master's Office (Wharfmaster's Office)

The approaches to the chief's office are guarded by a system of cameras, and the office itself is guarded by many turrets. You can destroy them or try to hack them, which will give you a well-covered rear.

Having reached the office of Sullivan (master of the port), we find camera lying on the table. It can be used to take photos of opponents, including Big Daddies and even Little Sisters, to learn their weaknesses and increase weapon damage. The quality of the photo can be improved if you take a picture in motion and / or several opponents.

After receiving the camera, we receive a new task from Wilkins "Photograph a mutant spider." Follow them to Fight Club. On the way we go out to the balcony, take Plasmid "Security Bullseye".


Air mail (Jet Postal)


Fighting McDonagh (Fighting McDonagh)

In the hall on the right below we climb into the ventilation, we get into the basement of the club. We open the front door to the club from the inside.

On the second floor of the club in room number 5 we find a safe. We open room number 6 with an electric hand. Door number 7 with a combination lock ( correct code - 7533 ). After taking three photos of monsters with hooks, we return to Peach.


Fontaine Fisheries

On the way back, on the upper platform in front of the port, next to two vending machines, we find battle tonic "Wrench Lurker".

Peach Wilkins offers to enter, but before that, he demands to surrender weapons. We hand it over to the pneumatic tube. Next, melt the ice on the floor, get the engineering tonic "Focused Hacker". We go down, there we, of course, are ambushed by Peach. But he couldn't take our plasmids, so we're not entirely unarmed. Before the battle, we break into the security camera and the machine gun. Ulkins fights like a nitro mutant, so we use telekinesis. Additionally, you can set fire to enemies and when they run to extinguish, shock the water. We also look at the surroundings of a puddle of water and oil stains to help us.

Having won, we examine the freezers on the left and right, we collect bonuses. We go down, pick up our weapons from the pneumatic tube. Here we are waiting for a weapon upgrade machine (for one improvement, after the machine closes). After we melt the frozen door and go through the tunnel to the smugglers' lair.

5. Den of smugglers
Passage of Bioshock. Smuggler's Hideout


There is a submarine with the Atlas family in the smugglers' lair. We get to the control room, where we press the lever that opens the door for Atlas. But Andrew Ryan short-circuits and unleashes mutant spiders on Atlas. He manages to retreat and asks us to get to the submarine. Fighting our way through the spider mutants and gunner mutants, we almost reach the sub, at which point it explodes. Atlas is in despair, he asks us to run to Arcadia, which we actually do.

6. Arcadia
Walkthrough Bioshock. Arcadia


Tea Garden

Behind the doors of "Arcadia Glens" is still a dead end, we find a couple of audio recordings there and exit. We go to the right in the door "Rapture Metro". Here we are waiting for a new type of opponents - a mutant magician. They can teleport and attack with fireballs. Balls can be caught with telekinesis and returned to the sender. Against mages, it is good to use electric buckshot, as it prevents them from teleporting. They feud with other mutants for territory.

We rise to the second floor. Here, the ventilation pipes are hidden behind wooden hatches. In the room behind the bridge in the ventilation we find a safe. Behind the door "Employees only" we will meet traps in the form of live wire. It deals significant damage to both you and enemies. It can be neutralized by throwing any object into it, or using electricity.

Valleys of Arcadia (Arcadia Glens)

We kill Daddy. Once you reach the Gatherer's Garden, you will be able to open additional tonic slots.

Since the enemies become stronger, it is advisable to photograph them more often. Rare types of ammunition and an auto-cracker can be assembled on a universal converter (U-Invent). Before that, it is better to hack it.


Hills

We pass into the room with the hills, we meet another Daddy. Upon reaching the Rapture subway, we see that Ryan sprays a chemical and destroys all the trees in the city. The Atlas offers to find Professor Julie Langford, who raised this forest.


Waterfall Grotto

The professor sends us for Galika's rose to the grotto under the waterfall. We go there, hack several security devices, find audio recordings and other bonuses. We kill a crowd of mutants, we get physical tonic "Security Evasion". Under the large spinning wheel, we pick the desired rose.


Research Laboratories

We return to the laboratory, give the rose through the pneumatic mail. On the table we find engineering tonic "Hacking Expert". Ryan intervenes again and poisons Langford. Before she dies, she manages to write the code for the wall safe on the glass ( 9457 ). In the safe, we find the key to the market and the formula for the "Lazarus Drug" - a substance that can restore life to trees. On the table we take a new weapon - chemical atomizer(Chemical Thrower).


Tree Farm

We will be able to enter this room only when the trees wither. Inside we find the Big Daddy. There is also a weapon upgrade machine. Our way lies on the market.

7. Food market
Bioshock. Passage. Farmer's Market


Market

There is one little sister in the market. Not far from the entrance near the dead body we find physical tonic "EVE Link 2". The locked door in the market opens with a code 0512 . (This code is found on Hephaestus under the stairs in the lower workshops).

To create a drug, we need to find 7 enzyme enzymes (Enzyme Samples) in the apiary and 7 bottles of distilled water (Distilled water) in the distillery.


Apiary

In front of the entrance to the apiary we find the machine "Garden of Gatherers". Next to a gift from my sister - engineering tonic "Safecracker". In the machine itself, you can buy the "Insect Swarm" plasmid (send a swarm of insects on enemies). For photography we get physical tonic "SportBoost 2".

You can’t just go to the apiary, you are attacked by bees. In order to collect the enzyme from the hives, you need to press the lever at the entrance, which sprays the smoke, and then you will have about thirty seconds to collect the component from the hives. Be careful, because after each open hive you are attacked by one to three mutants.


Distillery

At the distillery, people began to complain that they began to dilute the wine with distilled water, which means that there is an abundance of it. Enough water can be found on the upper and lower floors.

After that, we can easily create "Lazarus Remedy" in any "U-Invent" vending machine and go to the central fogger, which is located in Langford's office.

8. Arcadia (part two)
Bioshock. Passage. Arcadia


Returning to the laboratory, we inject the drug into the device. Nearby we find battle tonic "Static Discharge 2".

Now we need to hold out while the drug is synthesized. Ryan's people will storm us, so we run and close the exit doors. This will delay them for a while. For defense, it is good to have turrets and a security camera. Big Daddy can also help you if you hypnotize him with a special plasmid.

After several waves of enemies, the drug will be ready. We spray the drug, thereby returning the plants to life and opening the way to the bathysphere.

9. Fort "Merry"
Passage of Bioshock. Fort Frolic


We arrive at the cultural center of Rapture. Ryan's bathyscaphe is on the opposite side, but as we get closer it sinks into the water. We are greeted by creative personality Sander Cohen. According to Atlas, this is a complete psycho. Cohen cuts off our connection to Ryan and Atlas. Now, following Cohen's directions, we go to the Fleet Hall Theatre.


Fleet Hall Theater

In the theater, Kyle Fitzpatrick plays on stage, but his piano is booby-trapped. Cohen doesn't like Kyle's game and blows him up. Our task is to photograph the body after the explosion. We carry the picture to the Atrium on the lower floor (Lower Atrium), where stands Cohen's Masterpiece - the Quadriptic. We place a photo in a masterpiece (in any empty picture frame), and Cohen gives us a new weapon - crossbow(Crossbow) and a new task. It is necessary to find three more students of Cohen, who betrayed him, kill and photograph the bodies.


Cohen's Collection Fine Art


Frozen Tunnel

Target 1 - Martin Finnegan, who is in a frozen tunnel on the way to Poseidon Square. Martin is a frost mutant mage, and when you approach him, a cutscene will start in which he will freeze you. After thawing, you can engage in battle with him.

For defeating the enemy we get battle tonic "Frozen Field". After taking a photo of the body, we go back. Upon returning to the Atrium, we can meet little sisters who are guarded by Elite Brutes. The fight with them has become more difficult due to increased health and armor. Tactics remain the same: armor-piercing rounds and electricity.


Poseidon Square (Poseidon Plaza)



Target 2 - Silos Cobb. It's a nitro mutant with Molotov cocktails. He is in the Rapture Records recording studio. There you will fall into a trap where you will have to fight off spider mutants. After we get out of the pit through the ventilation and engage in battle with Cobb. For defeating him we get Plasmid "Hypnotize Big Daddy 2". We put the photo in the frame again.

After inserting a photo of Cobb, Cohen will break loose and send a lot of mutants on you. A little later, he will apologize, and will wait for the next photo.


Target 3 - Hector Rodriguez, who likes to drink at the Eve's Garden nightclub. A nitro mutant who, at the sight of you, will run away to the Atrium.

After inserting the last photo, Cohen himself will appear and, after a few minutes of admiration, will thank you with a new physical tonic "Medical Expert 2". It is not necessary to fight Cohen, but if you are interested in the contents of his chest, then you need to defeat him and take the key to the chain.

We go to the bathyscaphe, which will take us to the Hephaestus.

10. "Hephaestus"
Passage of the game Bioshock. Hephaestus


Hephaestus is a fusion core that generates electricity for the entire city. We move through narrow tunnels to the central office, where the entrance to Ryan's office is located.


Central Control

The door is energized and we need to search the bodies hanging from the columns. There we find an audio recording that leads us to the lower thermal control point.


Hephaestus Core (Hephaestus Core)

There are several round floors here. On the top floor there is a Gatherer's Garden machine, we can return here after killing all the Big Daddies on the level.


Heat Loss Monitoring

We pass into the specified zone. Below, in one of the departments we find physical tonic "Security Evasion 2". We search the secrets under the stairs. In another compartment from above, turn off the electricity, go down to the flooded part. Anja Andersdotter tried to reboot the core, but it didn't work. At the bottom point, we learn that Pablo sent Anya to Cyburz's workshops.



Upper Workshops

In the workshops we climb into the ventilation, we find the shelter of Kiburts. We take on the table Battle Tonic "Damage Research". We find Kyburz's diary, which says that the bomb can be assembled from the following components:

1) Nitroglycerin, which is stored in Kyburz's office (code is Australian Independence Day - 0126 , a poster with this date hangs nearby). There are many stretching traps in the office, we take any body with telekinesis and hold it in front of us to clear the traps. In the office we find weapon upgrade machine. Nitroglycerin is hidden in a recess in the wall, looks like a red circle.

2) 4 wires R-34. This component is collected from the killed Big Daddies.

3) 2 bottles of ionic gel. They look like balloons with a bright blue stripe. They can be found in the core of Hephaestus.

After finding all the components and inserting them into the bomb, we take it with us, return to the Core and go to the geothermal control.


Geothermal Control

To access the core, we need to get rid of the coolant. To do this, you need to turn the valve responsible for the flow of magma. Before that, it is better to mine the entrances and take turrets or Big Daddy to help. While the valve is turned, you will not be able to shoot. After the valve is turned all the way, the magma will flood the water and evaporate it. You can go down the elevator and go to the core.

At the entrance we find engineering tonic "Shorten Alarms 2".

Having risen on a freight elevator, we put an electromagnetic bomb that overloads the core. Now our goal is the power switch on the gate to Ryan's office. When pressed, the electric blocker will reset and you will be able to enter the Rapture Control Center.

11. Rapture Control Center
Bioshock. Passage. Central Control Rapture


Ryan is extremely unhappy with our intrusion and starts the core destruction program. The door to his office is broken, but we go through the ventilation above it.

We learn some interesting details of our life. We get to Ryan, we find him playing golf. We kill him with our own golf club, take the key card and turn off the self-destruction of the city. But now Frank Fontaine is gaining control of the city. And we need to run after the little sister and shoot back from security robots. Through the ventilation we get into the shelter of the sisters.

12. Penthouse Olimp
Passage of Bioshock. Olympus Heights


Sewerage

Tanenbaum brings us up to date and issues the next task - to find Dr. Suchong's apartment. Leaving the safe house, we raise the valve and use it to open the hatch.


We can buy from the vending machine physical tonic "Bloodlust".

For photos of Big Daddy we get combat tonic "Photographer's Eye 2".


Mercury Suites

On the surface we meet the elite Rosie. I'm going to the suites. Suchong's room is the door on the left on the first floor. In the library of his apartment we find engineering bionic "Clever Inventor" and an audiotape that talks about "antidote 192" that counteracts the control plasmids. One vial is in Fontaine's apartment.

Here we can enter Sander Cohen's apartment.

The elevator to Fontaine's apartment stands in the center of the hall. From the paparazzi message on the top floor, we find out that the code for the elevator 5744 .


Home of Frank Fontaine

Going up to Fontaine's room, we find "drug 192" in his office. Beside combat tonic "Electric Flesh 2". By taking the drug, we are free from addiction, but now our plasmids have been redistributed, and we cannot choose which ones we charge. We need a second dose of the drug, which can be found at Suchong's near Apollo Square.

13. Apollo Square
Bioshock. Passage. Apollo Square

Artemis Suites

The area is similar to the "Penthouses of Olympus". In this zone, you need to get to Suchong's office in Artemis Suites. There we find his corpse, physical tonic "Medical Expert 3" and another flask of the drug. Now we can use plasmids again.

On the third floor there is a photo studio where you can collect a lot of film, open the safe and take battle tonic "Armored Shell 2".


Rooms "Hestia" (Hestia chambers)

We can visit the building for the poor "Hestia". The penultimate floor is closed, but from the top floor you can get to the floor below. In these secrets we find weapon upgrade machine, engineering tonic "Focused Hacker 2".

In Atlas's apartment, there is a gun room that is closed with bars. We can attract and get all the stocks of weapons with telekinesis. Having jumped to the lower floor, you can only get back through the half-open window.


After that, our path lies to the Prometheus station, where we have to meet with Fontaine.

14. Station Prometheus
Bioshock. Passage. Point Prometheus


Arriving at the station, we see Fontaine, who starts to run away from us. We follow him to the atrium, where he disables the door. To follow him, we need the help of a little sister, but for this we need to become a big daddy.


Little Wonders

1) First of all, we go to the Little Miracles shelter and look for three flasks with pheromones to smell like a big daddy. Flasks can be found on the second floor or on the first floor in the rooms for little sisters. Some doors are closed, it is worth making your way to such rooms through the second floor. On the top floor there is engineering tonic "Safecracker 2".


Optimized Eugenics

2) The voice can be changed in "Optimized Eugenics" in the Live Subject Testing section. We approach a special device on the wall. Nearby we find engineering tonic "Alarm Expert 2". The next room has weapon upgrade machine.


Armored Escorts

3.1) The helmet can be obtained at ArmoredExcort in the Candidate Induction section. Next to the helmet physical tonic "Hacker" s Delight 3 ". There is also a closed warehouse where Suchong stores ammunition. The code 1921 (can be learned from the audio diary in Optimized Eugenics).

3.2) The costume is in another section - "Candidate Conversion".


Mendel Family Library

3.3) The boots can be found in the library, which, according to Suchong, were brought there by Ryan's people by mistake. Nearby we find combat tonic "Damage Research 2".


Near the machine "Gatherer's Garden" we receive as a gift from the sisters engineering tonic "Prolific Inventor". We buy the remaining plasmids and tonics.


By collecting everything and making ourselves a big daddy, we get 25% more protection against any damage. In order to get through the door, we have to knock with a wrench on the vent from which the little sisters come. The sister who appeared has her own health. She will open the door to the Test Site for us.

15. Test site
Walkthrough Bioshock. Proving Grounds


In this zone, our only goal is to accompany the little sister. She will walk around the range and occasionally stop to collect ADAM. At this point, it must be protected from waves of enemies.

After the third gathering, Big Daddy will attack you. All shops and terminals will be in front of the elevator. You need to stock up well before the final battle with Fontaine. When you are ready, take the ADAM syringe from the little sister and enter the elevator.

16. Fontaine
Bioshock. Passage. end game


The fight with him will be quite simple if you do not panic and constantly control the environment. Entering the room, immediately run to Fontaine, who is in a chair in the center of the hall, and inject him with a syringe. He will throw you away and take the form of a mutant with fire plasmids. We dodge the fire and use anti-personnel weapons. Plasmids can also come in handy.

After Fontaine runs out of health, he will return to the chair, and we can re-inject him with a syringe. After that, he will take the form of a mutant with ice plasmids. Security bots will come to his aid. You can destroy them or even better hack them.

We repeat the procedure with the injection of a syringe and as a result we get Fontaine with electric plasmids. In addition to bots, various mutants come to his aid. To facilitate the fight outside the arena, there are medical stations, as well as a huge puddle of water.

After the fourth use of the syringe on Fontaine, he weakens and the final cutscene begins.

endings
Bioshock. Walkthrough

1. If we saved all the Little Sisters.

At the end, Jack will take the key to Rapture from Little Sister and they will go to the surface. Everyone will live a long and happy life, and when Jack is already at an advanced age and bedridden, we will be shown his hand, which is embraced by several female arms. Tenenbaum will say that we gave the Little Sisters freedom and they will always be grateful to us.


2. If the first Little Sister was killed and the rest were saved.

We will see the first ending, in which Tanenbaum will tell everything with sadness in his voice.


3. If we were killing Little Sisters instead of freeing.

At the end, Jack will grab the key to Rapture, for granted. We will see how the sailors from the submarine near the lighthouse will try to catch things, and at this time spider mutants will attack them. As a result, the submarine with missiles on board will be captured and Rapture will be able to dictate its terms to the whole world.

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9. Fort Vesely. 10. Hephaestus. 11. Rapture Control Center. 12. Olympus Penthouse.
13. Apollo Square. 14. Station Prometheus. 15. Test site. 16. Fontaine.

If you likemade with soulstory-driven games set in unusual worlds, go ahead and buy Bioshock: The Collection. Be kind.

Maze levels are filled with secrets and enemies. The hero receives at his disposal not only weapons, but also paranormal abilities. He stubbornly walks to the finale to witness an unexpected denouement ... What-what, and the plot twists of the game in the Bioshock series know how to surprise.


Before proceeding, it is worth noting that the request to purchase Bioshock: The Collection does not apply to PC users. If you have already bought (on Steam) Bioshock, Bioshock 2 and Bioshock: Infinite, then you already have Bioshock: Remastered and Bioshock 2: Remastered in your game collection. And the quality of the PC version of Bioshock: Infinite, as it was originally unattainable for the console versions, has remained. On PS4 and Xbox One, this game runs in 1080p at 60fps, but the frame rate is erratic and the graphics are simplified. In any case, this is significant. better than that that was on PS3 and Xbox 360.

To the bottom

Despite the fact that 9 years have passed since the release of Bioshock () and the game was created on the outdated Unreal Engine 2.5 even at that time, it still surprises today, thanks to its magnificent art design, perfect combination of shapes and colors. The artists built a huge Art Deco city on the ocean floor and took full advantage of the location to make the audience admire and gasp. Not just because the city is named Rapture.

Gradually, step by step, the protagonist learns the history of this place. How it was built by the greatest minds of mankind and what the games of God led to when scientists discovered a simple way to improve human abilities. As a result, we are witnessing the death of a city falling apart under the pressure of the elements, where only crazed mutants remained.

The hero also gets superpowers at his disposal. He learns telekinesis, throws fire and lightning, freezes opponents. The list of abilities is wide, but even more impressive is the arsenal of firearms, each of which has three types of charges. In addition, guns can be improved.

In addition to battles, the hero is forced to hack security systems and…




Here I would like to continue on a positive note, but the damn game of a plumber when hacking systems quickly discourages you from using discounts in stores, subjugating turrets and cameras!

Also, Bioshock does not paint the monotony of enemies. The authors have created an amazing world with a well-developed story, but the storyline is poorly built. The hero just walks, looks, solves puzzles, looks for secrets, fights with the distraught inhabitants of the underwater city, and so on until the very end. Talkative characters rarely remind of themselves. Because of this, after a few hours, the charm wears off and there is an understanding that everything eventually comes down to an essentially banal game: with cool guns, but with poor shooting mechanics; with a huge number of possibilities, but with a couple of really effective abilities; with a beautifully crafted world, but with a dreary main villain.

However, despite the shortcomings, this game should not be missed. The art style of Bioshock: Remastered continues to impress today. True, it is not entirely clear why the updated version takes 21 GB (the original weighs only 5.7 GB on PC). Algae and jellyfish have appeared in the ocean, the fabric is now swaying, in some places (far from everywhere) the textures have been redrawn, but this does not justify the “extra” 15 GB.

There are almost no graphics settings in the PC version. You can only set the resolution, anisotropic filtering level, enable anti-aliasing and vertical sync. The old problems with the sensitivity of the mouse remained - the sight seems to “float” a little. In the reviews on Steam, many users complain that the game does not start and crashes, the sound disappears. I can not confirm this information, everything works fine. But the developers have already promised to deal with the problems identified on the forums.

As a bonus, the version of Bioshock: Remastered supports Steam Achievements, contains all the expansions released for the original (Challenge Rooms), as well as developer commentary. There was no Russian localization, and no.

And then they knocked from the bottom




As for Bioshock 2: Remastered, here the graphical changes are not very noticeable, even if you look closely, and in general the game looks much simpler than Bioshock: Remastered. Largely due to the fact that Bioshock 2 () was created by other developers. The scenery here is much simpler, the lighting is too bright, so outdated graphics and inferior textures are immediately evident.

Despite the simple picture, Bioshock 2 is played noticeably more cheerfully than the first part, because the protagonist here is Big Daddy! He is chained in a tight spacesuit, can walk on the seabed, is armed with a drill and knows how to use both firearms and paranormal abilities at the same time. The authors came up with new quick opponents and diluted the process with the need to take care of the Little Sisters. The hacking process has become much faster, kudos to the savvy game designers who fixed one of the main problems of the first part.

Bioshock 2: Remastered includes all add-ons released for the game, but there is no multiplayer here, which is quite logical. He was good, but did not win the love of the audience and quickly fell into disrepair.

On turns

In Bioshock: Infinite (), the last game in The Collection, we are already ascending to heaven, to the city of Columbia, which soars above the clouds. The game was created on the advanced Unreal Engine 3.5, which provided an excellent visual component, including large open levels, volumetric lighting, and good detail.

However, not only because of the graphics and characteristic of the studio Irrational Games (peace be upon her) amazing art design, people fell in love with Bioshock: Infinite. This shooter has not just received the status of one of the best games of all time. Here, the dynamic gameplay, which combined flying above the clouds, dizzying jumps and shooting from extremely "tasty" weapons, was complemented by an exciting storyline with attractive characters.

Diagnosis

The excellent Bioshock: Infinite (with expansions) alone justifies the existence of Bioshock: The Collection. As for Bioshock 1-2, despite all the shortcomings, there are no games like them and are not expected. Here we do not mean the features of the mechanics, but the quality of the study and the unusualness of the universe. The first part is better for the scenery and the general presentation of the story, the second is more pleasant as a shooter, but both of them deserve attention.

Of course, Bioshock: The Collection is intended for a console audience. For PC users, happiness has fallen for nothing (oh, and spoil their publishers lately). It's good that now Xbox One and PS4 users have the opportunity to get three great games in their collection.

Big Daddy is the symbol of BioShock. In BioShock 2, you will become the first of the created Daddies, reincarnated as one of the most fearsome creatures of the underwater world. The authors of the game had to solve the most difficult task: on the one hand, it was necessary to turn Big Daddy into interesting hero, on the other hand, to make sure that the rest of the Daddies still pose a serious threat even to him - the one who himself is excellent with the drill.


little sisters

The Little Sisters communicate with the hero-Daddy in a completely different way than with an ordinary resident of Rapture. Now he is a hero, their protector, and therefore, you can adopt girls or harvest ADAM from them - this is a personal choice, extremely important. To deepen the character's relationship with the Sisters, the development team at 2K Marin has redesigned the girls' appearances based on familiar characters.


Citizens of Rapture

It was the people of Rapture that made BioShock what it is. This is not a faceless hostile crowd, but the most ordinary people. Once they had a dream, but it turned into a nightmare. In BioShock 2, the inhabitants of the underwater city are shown from two perspectives: as they were at the beginning of the civil war, when they had a chance for a normal life, and several years after the destruction of Rapture.


Ryan

“Colin had to find a middle ground to embody the contradictory traits of this hero - the leader of Rapture, somewhat idealized, with sharp features, a kind of real man,” Jeff Weir, chief animator at 2K Marin.

“BioShock shows Rapture in decline, and Andrew Ryan is slightly older and looks like Howard Hughes. We show it in the prime of life, when everyone in Rapture only talks about it. His face is more angular, without the soft features of a normal person.” - Colin Fix, Senior Character Artist, 2K Marin.


Sinclair

“For some reason, Sinclair turned out to be one of the most difficult characters for us. Initially, I wanted to make him incredibly charming and good-natured. However, I'm not sure how successful this was: the hero turned out to be very selfish, and this should have been reflected in his appearance, ”- Jeff Weir, 2K Marin lead animator.

Stanley

“With the heroes of BioShock 2, we had a lot of trouble - for example, we could not find the right clothes for them for a long time. Dermot originally wanted to dress Stanley up in a jolly Hawaiian shirt, similar to those worn at the time, but that didn't work for Rapture. In the scenery of the underwater city, the shirt looked too modern, although it was not at all.” - Colin Fix


Grace

“This image was created by artist Annie Fix, my wife. Grace has lived a very difficult life. And now, at the final stage, she looks back with regret and deep sadness, ”- Colin Fix.
“Grace is a pure being, she does not take any drugs. Not everyone has turned into mutants - that's the important thing we wanted to show." - Jeff Weir


Gil Alexander

“Gil is one of the most unusual characters in the game. He is the first person who dared to absorb the memories of numerous mutants. The origins of this idea are that ADAM preserves the memory of a person and theoretically can provide immortality. Gil experimented on himself to create the perfect container for the memories of an entire civilization. However, he did not manage to get through this unscathed: as a result, he underwent monstrous mutations. This character was brilliantly recreated by Dermot Power.” – Jeff Weir


Sofia Lamb

“There is something Nordic about Lamb, something extraordinarily majestic. With a height of meter eighty, she has angular, almost masculine features. She is full of dignity, controls all her movements, acts clearly. She cannot fail. Lamb is the exact opposite of Ryan. Her beliefs are radically different from what he believes. Ryan is a capitalist, she is also a communist. Lamb remains calm and reasonable where the charismatic Ryan prefers energetic action. The basis of her character is equanimity, accuracy and disinterestedness, ”- Jeff Weir.


Tenenbaum

“At this point in Rapture's existence, Tenenbaum is only looking out for the Little Sisters. She has overcome her selfishness, she only cares about survival. This is noticeable even in her hairstyle: she woke up in the morning, pulled her hair into a ponytail, pulled on the first clothes that came across and went to work - nothing more. But for Lamb, accuracy and control are important. Everything in her must be perfect - that's why every morning she devotes time to her hair, ”- Colin Fix.



 
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