BioShock Walkthrough :
This walkthrough for BioShock [Playstation 3] has been posted at 01 May 2010 by srve and is called "Challenge Room Guide". If walkthrough is usable don't forgot thumbs up srve and share this with your freinds. And most important we have 5 other walkthroughs for BioShock, read them all!
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Walkthrough - Challenge Room GuideCHALLENGE ROOMS A guide for completing and achieving the various trophies included with the downloadable content of Bioshock for the Playstation 3. =============================================================================== TABLE OF CONTENTS I) Introduction A) Version History II) The "I" in Team A) Rescuer Trophy B) Expert Trophy C) Pacifist Trophy D) Collector Trophy III) A Shocking Turn of Events A) Rescuer and Master Electrician Trophies B) Expert Trophy C) Collector Trophy IV) Worlds of Hurt A) Introduction and Vending Machine Information B) General Analysis and Advice C) Rescuer and Collector Trophy D) Tough Guy Trophy E) Expert Trophy V) Credits, Legal, & Miscellaneous =============================================================================== INTRODUCTION In my previous Bioshock guide I stated that I intended to make a guide for the Challenge Rooms included with the downloadable content. This is the guide promised. Hopefully it can assist any players with their efforts. If anyone reading this guide has any confusion about some of the terms of abbreviations used here there is a glossary of these in my original guide. http://www.gamefaqs.com/console/ps3/file/931330/55524 Since the first two challenges are primarily puzzles, reading their sections will be a spoiler section. Obviously this is intended for anyone that may need help solving them. If you want to try to figure them out yourself skip down about a third of the way for the last section. ------------------------------------------------------------------------------- VERSION HISTORY Version 1.00 Orginal Version submitted February 24, 2009 Version 1.50 Submitted May 12, 2009 Additional strategy for "A Shocking Turn of Events" Additional proofreading. =============================================================================== THE "I" IN TEAM Description: With no weapons and no damage-dealing plasmids, find a way to defeat the Big Daddy and rescue the Little Sister. ------------------------------------------------------------------------------- Rescuer Trophy: General Walkthrough Go down the hall and enter the room where the Big Daddy is swinging wildly at a monitor or whatever that is. Machine Room: Pick up the Eve hypo on the floor and the one in the corpse if you want it. Go up the stairs to the inventing supplies storage crate with a battery inside it. Take a right through the hall to reception. Take the rubber hose in the crate on the way. Reception: In this room is a Vita Chamber, U-Invent crafting station, a Pnemo with an infinite supply of Eve hypos along with two on the ground in front of it. In the middle of the room there is a desk with an obvious rose for the optional goal and a corpse with coffee. This room also has stairs that serve no purpose other than to give you a safe view of the three RPG turrets and firing range below. Firing Range: Walk through the door into the firing range. Upon doing so the range will go from cold to hot and five doors will open revealing five machine gun turrets. Also, the splicer who was picking at one of the corpses in this area will come running after you. The turrets will take care of him long before he gets anywhere near you though. Behind the bulletproof glass in the immediate area are two door levers. The left side door control opens (surprise!) the left side door. The right side door control opens the door that allows the Big Daddy into the firing range, but needs to be hacked and the rate of flow makes manual hacking impossible. If the fact that the U-Invent was only capable of assembling an automatic hack tool wasn’t enough of a tip-off, it now becomes obvious that a key part of completing this mission will involve collecting the necessary components for building one. No need to worry as the exact components needed to build an automatic hack tool can be found on this level. Convenient, huh? Take a right now and acquire the rubber hose in the crate by the stairs. Go down the stairs to the lower level of the firing range and pick up the Eve hypo on the ground in the cave area before heading into the main area. By now the turrets should have taken care of the drunk but be careful that one of the missiles doesn’t hit you. On the ground in this area you will first see a crate with a rubber hose inside next to some stairs. On top of those stairs is another crate with a battery. At this point you will see a Big Daddy that has been frozen solid by a leaking pipe in the middle of the gap between the ledge you are on and the ledge with a mystery tonic atop a barrel. Jump onto the frozen Big Daddy and jump again onto the corner ledge. This move foreshadows a tactic you will need to use later. Now that you can get it, take the tonic Target Dummy and go back up to the upper level. With Target Dummy at your disposal you can now eliminate the machine gun turrets by placing a dummy in front of each turret one by one so that the RPG turrets will fire and systematically destroy the more dangerous turrets. For best results stay on the upper level so that you can’t get caught in the crossfire. Now head down to the main level, but before you do so place another target on the far left side to draw the attention of the still dangerous RPG turrets. Tightrope the beam to the far side of the wall and move over to the floor area. Before going back across the other way, place a new target on the far right side to keep the turrets occupied until you have made you way to safety. Pressure Plate Room: Before entering this room you will see a crate containing a battery and the first available First Aid kit on the floor. Inside this room you will find a pressure plate (hence the name of the room) in the middle with 4 Eve hypos and a first aid kit on top of it. You will also see another Big Daddy on the left behaving exactly like the first one. By stepping on the plate you will notice that the door to the tunnel area opens only when the pressure plate is activated. Use Target Dummy to draw the Bouncer onto the plate by placing a target to the right side of the room. Run through the door while you have the chance. Inside the tunnel area is a desk with a med kit, three Eve hypos, and Winter Blast 3. Beside the desk is a crate with another battery. Follow the tunnel to the door leading back into reception and get the rubber hose inside the crate. Use the door control to let yourself into the reception room. This door control also permanently opens the door leading back into the pressure plate room. Go back to the machine room and place a target against the wall to draw the Big Daddy into the area in between the ledge you are on and the ledge with the crate. Once he’s there, switch to Winter Blast 3 to freeze him in place for use as a stepping stone. Now jump on him and hop over to the other ledge to acquire the brass tube. Now you can assemble the auto-hack tool. Once done, use it to hack the right side door control to allow the Big Daddy into the firing range. At this point he will start running from one side of the range to the other and back repeatedly. The turrets will not target him, so place a target dummy along the path to get the RPG turrets firing again. The Big Daddy will charge after the dummy but often times will run right past if and not take any damage from the missiles. To remedy this, freeze him with Winter Blast to hold him in place. Repeat until he’s dead. Now you are free to collect the Little Sister. ------------------------------------------------------------------------------- Expert Trophy: Rescue the Little Sister in under 3:00 The speed walkthrough requires essentially the same strategy as the regular walkthrough. The main difference is that now there is no time to waste with exploration, collecting roses, etc. More or less you need to have essentially a perfect run. No dying, no falling off the beam in the firing range, make the jumps on the first try, etc. There are however, a number of tips and tricks that can save those precious seconds. Start of running so that you’re already halfway through the opening hallway by the time the game is fully loaded and don’t stop. Pick up only hypos that are in your direct path along with the various components. When you get to the entrance of the firing range from reception, you have your first decision. Normally you may want to open the left door first, but when you’re trying to shave seconds off your time your instinct is to go down the stairs first to avoid the small amount of backtracking. There is however a problem that can often rear it’s ugly head: the splicer that comes after you. Depending on when and where the splicer gets killed, there is enough of a possibility that when you go running into the bottom area, one or more of the RPG missiles could hit you. This would be easier to deal with if there was a singular set pattern but unfortunately that is not the case. If you choose to open the left door now that will buy some time for the splicer to be safely eliminated. Otherwise you can run down immediately and take your chances. Once you have the Target Dummy start eliminating the machine gun turrets. The fastest method is to start by placing a dummy on one end and working your way down the line. Once you see the first missile fired, move the dummy to the next and so forth. If you can work your way down to the beam walkway while taking care of them, great. Don’t forget to set a dummy in the left corner when you cross the beam and another in the right corner once you reach the walkway. Once you reach the pressure plate room now is a good chance to stock up on needed Eve hypos. Once done, place a target beyond the plate to get the Big Daddy on the plate and run to the door so that you can go through the second it opens. Pick up all necessary items in the tunnel and head over to the machine room. My advice for the most reliable placement for the target is right up against the wall to draw him as close to the wall or corner as possible. Now that you have the tools to open the door to allow the Big Daddy into the firing range comes the hardest part: killing him quickly. The fastest way to kill him is to shatter him, and the most reliable way to shatter him is to get him frozen directly on top of the target. You will want to keep an eye on your Eve bar to make sure that you will be able to deploy both Target Dummy and Winter Blast 3 without having to refill. Keep in mind that this portion of the game is challenging and may require multiple retries and some luck to complete with time to spare. ------------------------------------------------------------------------------- Pacifist Trophy: Rescue the Little Sister without destroying any Machine Gun Turrets. Everything explained previously still applies for this challenge expect for the two most difficult sections: making your way through the firing range safely and killing the berserker Big Daddy. Once you have the Target Dummy at your disposable position yourself on the upper level of the firing range just to the left of the bulletproof glass. Place a dummy on the center of the balance beam. While all the turrets are firing at the dummy run down the stairs and onto the beam. Stop about a third of the way through and wait for the machine guns to pause firing for a second. Use that window to run towards the wall on the right side. Once there, turn around and place a new target in the same spot. Ideally you’ll want to be able to do this before the other wears out to prevent the turrets from honing in on you. Move down by the door and inch your way as close to the center as possible without being in the line of fire. (This is usually about halfway past into the far right turret nook) When the machine gun turrets pause again, run to the next room and don’t stop until you are almost at the spot with the first aid kit. RPG turrets may come after you if you stop before your at the crate. It is very possible that you make take some damage through this part. If you get sent to the Vita-Chamber you can still complete this challenge, but no longer have a margin for error until you get to the med kits. If you drink the booze found in the corpse of the splicer that chases you that will restore a small sliver to help keep you alive in case you happen to catch a round or two on a second try. Normally there are bandages to be found in destroyed machine gun turrets, but obviously that’s not an option here. Continue forward until you’ve opened the door to allow the Big Daddy into the firing range. Repeat the process of placing a Target Dummy on the center of the beam (from the safety of the top level) to get the turrets to fire. The Big Daddy will continue the pattern of running from one end of the range to the other, so waiting for the machine guns to whittle away his health will require some patience. Freezing him when he’s in the center and all five are hitting him at once will save some time. When he’s finally dead you can go down and collect the Little Sister. I believe the range goes cold once she’s out in the middle of it all alone, but nonetheless I would recommend taking the safe route through the machine room to pick her up. ------------------------------------------------------------------------------- Collector Trophy: I’ll preface this section with the obvious which is stating that you cannot get this trophy in the same run as trying to get the expert trophy as 1) there simply isn’t time and 2) if the Big Daddy shatters you can’t get one of the roses. If you can get all four roses and complete the mission in under 3 minutes without using some major cheat code and/or glitch I’ll send you a World’s Greatest Bioshock Player coffee mug. Contrary to my original assumption it is possible to get all four on a Pacifist run. Regardless, I can’t see anything wrong with doing each on separate runs. Rose #1: Lying on the desk in reception. Can’t miss it. Rose #2: On the top railing area in the machine room right next to the entrance. Getting this one is a fun experience as it involves riding a Big Daddy. Draw him over to a spot where you can freeze him and jump on top. More than likely you will need to use the target dummy a couple times to move him into the right position and jump to reach it. Rose #3: Inside the middle RPG turret. The dead rose stems that can be seen from the viewing area inside reception serve as a tip off for this one. Once the Big Daddy is dead you’ll find a grenade launcher and 10 frag grenades in his corpse. Go over to the middle of the beam and fire grenades at it. It will usually require 2 or 3 to destroy it and another to knock it down to a reachable level. Rose #4: In the machine room behind a secret door opened by the pressure plate. To obtain this, you must draw the Big Daddy in the pressure plate room onto the pressure plate and run all the way back to the machine room and grab the rose while he’s still on it. To do so, stand in the tunnel adjacent to the firing range. Try to back as far into it as you can while still keeping the door open. Place a Target Dummy in a position that will draw him onto the plate. Once it’s deployed immediately turn around and start running. If you hear a certain chime you’ll know he’s activated the door. Run into the machine room and grab the rose before the Target Dummy wears off and the Big Daddy moves off the plate. It may take a couple tries to get the timing down. =============================================================================== A SHOCKING TURN OF EVENTS Decription: The Little Sister is trapped at the top of a malfunctioning Ferris Wheel! To bring her down safely, you will need to find ways to electrify the Ferris wheel controls. Can you solve this shocking puzzle? ------------------------------------------------------------------------------- General Walkthrough: Rescuer Trophy and Master Electrician Trophy I’m combining these two trophies into one walkthrough because since there are nine different ways to electrify the wheel, there are numerous different combinations for electrifying the wheel the minimum six times and therefore will not approach this guide as if there were only one way to solve this puzzle. You can choose whatever methods and whatever order you like for the basic goal, but this will contain all possibilities. Beginning: At the beginning of this level you will find yourself in a bathysphere at the ticket office of the Rapture Grand Carnival. Peek through the door and you will see and hear a Little Sister crying. However, you can’t open the door because the switch won’t work. Next to the entrance there is a room with a Vita-Chamber and a corpse holding a shotgun next to a stand with electric buckshot. This door won’t open from where you are either. At this point you will need to send yourself to the Vita Chamber by pulling the broken bathysphere lever three times. Step out of the Vita-Chamber, grab the gun and ammo as well as the two First Aid kits on the ground. Open the door into the first area and shoot the busted switch to get into the top floor of the large open area. Journey Down to the Ground Floor: Here you will be eye to eye with the Little Sister you need to rescue, You will also see a table with supplies and a Thuggish Splicer with an electrified club banging at the elevator controls. She will quickly succeed in reactivating the elevator but at the cost of being electrocuted. This should give you a clue for a means of electrifying the Ferris Wheel. You can wait for the elevator to come up and ride it down to the main floor, but there is a faster option that is still safe. Jump onto the broken table and drop down to a landing area below and then down to the second floor balcony. Here there are several key items and various others of interest. The table you landed on or by has an Eve hypo and against the wall is another table with a first aid kit. There is also a piano which you can play if you want at either a beginners skill level or expertly after splicing up with the Instant Piano Prodigy tonic on display at the bar. (There is also a guitar to play but no tonic that will make him play that at an advanced level) Aside from this gimmick tonic is the familiar combat tonic and in this case key item Static Discharge right by the ledge. You will also want to pick up the other med kits and alcohol in the supply crate. Before venturing down to the main floor you will want go over by where the slot machines are. You can play them with some of the cash lying on the ground, but pay attention to the tipped over one with a corpse trapped under it. Search him to find a trap bolt. Now go down to the first floor through the elevator shaft. First Turn: Walk over to a pool of water with a shorted out switch in the middle and begin with the new goal of electrifying the Ferris Wheel controls. In front of the controls lies your first means to accomplish that goal: a single round of electrified buckshot. Take it and use it on the Ferris Wheel switch. Once electricity is restored, use the control which completes 1 of 6 necessary turns. Not only does this first electrification turn the wheel, but it also opens the doors to the bathrooms directly behind you and the gate to the Grand Carnival. Second Turn: During this time you with have probably heard a splicer walking about and muttering to himself. You’ll find him outside Rapture Records. Incidentally, he will remain locked inside Rapture Records until you acquire Static Discharge. This is an intentional move by the developers as he is the only splicer you will encounter here with a non-electrified club. In fact, the view scope in front of Rapture Records will only focus on where Static Discharge is/was whereas the one by the control will keep focus on wherever the Little Sister is at the moment. Walk over to him close enough to get his attention, but keep far enough away that he will have to chase you. Make him do so until you reach the area with the controls and stay put. Once he clubs you, the static discharge combined with the water will create a huge energy beam that both kills him and electrifies the controls. This completes turn 2 of 6. Third Turn: As mentioned before there are restrooms directly behind you that have had the separating walls broken down so that now it is a singular restroom. Inside is a health station by the gentlemen’s entrance, a broken health station with a free med kit by the ladies’ entrance, an Eve hypo on the sink, an inventing supplies crate containing distilled water, and most importantly a splicer. Get this splicer to chase you back to the controls. Once you’ve baited her into electrifying the wheel, finish turn 3 of 6. Forth Turn: Now it’s time to head to the carnival, but stop in Rapture Records first to get the glue in the crate there. Right before the carnival entrance is a U-Invent machine which, like in the previous challenge, cannot be hacked manually. Right behind it and next to another health station is a supply crate with a battery. A few steps ahead lies a makeshift bunker which is home to a couple items and the plasmid Telekinesis. If you turn to the right you will see a room with a fire burning in the hallway. Head inside for some key items. Once inside you will see a crate containing alcohol and distilled water but also a round of electric buckshot frozen in ice above a broken pneumo and an automatic hack tool frozen in another patch of ice in the grated area below. Grab an item to set on fire to use for melting the ice. The corpse works well for the ice in the reachable area but you will need something smaller to drop down below. I’ve found one of the teddy bears from the counter opposite this area works well for both. Pick up a bear with TK and hold it over the fire until it catches then use it to free up both key items and the other spots here if you want extra med kits. Pull the auto-hack tool up through the hole with telekinesis (and the buckshot too if it fell down there.) Head to the room with all the teddy bears now. Here you will find a crate with glue and a battery and a broken electric safe. Do NOT turn the latch. If you do, the room will fill with trap wires and not the kind you can use. Grab the corpse in this room to short them out safely if this does happen. This safe will have to be opened by force with something like the electric buckshot you just acquired. ***WARNING, if you want the Electrician trophy do NOT open the safe with the electric buckshot. You will need to use another method. (More to come) If you just want to get this over and done with as soon as possible go right ahead. Do not try to use electric gel to open it regardless, it doesn‘t work.*** Walk towards the back of the carnival. Along the way you will see a variety of carnival games which if you chose to play will net you an infinite supply of Eve hypos and about as many First Aid Kits as you can carry. Pay attention to the balloon popping game at the end. Inside this booth is a corpse that got nailed to the wall with a spider splicer hook. Search him to find a trap bolt. Head behind the giant teddy bear statues to find a crate with distilled water and a chemical thrower. The whole time in this area you’ve probably heard a splicer talking to herself from inside Zimmerman Chardonnay. She will play an important role in getting the electrician trophy. However, the room she’s in is locked and must be opened by entering a combination on the keypad. Hacking is not an option. I won’t tell you the combination (this whole level is a puzzle and me detailing every little step is cheating enough) but will give a hint: look for Zimmerman Chardonnay advertisement posters. Any one that is still legible will have the combination right on it. Enter the code and take off running. If you just want to complete the basic six rotations you’ve had the tools since you picked up the chemical thrower. If you want the electrician achievement lure her into the room with the safe. Once there, stand by the safe until she comes to hit you. You will take some damage but the electrified club strike will bust open the safe to reveal a crossbow. Draw her back out of this room and all the way back to the control and employ the same methods used before to power up the wheel for the 4th time. Turns 5 through 9: You can go back for the battery in Zimmerman Chardonnay if you want, but as long as you have the hack tool you should already have enough components to build one trap bolt and one shot of electric gel. Head on back to the control to use the electric buckshot, electric gel and three trap bolts in whatever order you choose. I’ve found the easiest way to get the trap bolts tripped is to just stand in front of the switch and shoot it. The anchor will stick to the control and the wire will go right into you ensuring that it gets its juice. IMPORTANT, Take your time and make sure the action prompt on the controls says "needs electricity" before using any of your ammunition. If you use it before the wheel gets done turning it will be wasted. When you’re done, collect the Little Sister for one or both trophies. Alternate strategy for getting the Electrician Trophy: A much easier and safer way of opening the safe that I've recently been made aware of is to use the trap wires that shoot out when you turn the switch. Grab one with telekinesis and hold it until the wire passes through the safe and opens the door. (Courtesy Gilium) ------------------------------------------------------------------------------- Expert Trophy: Rescue the Little Sister in under 4:00 Much of the previous walkthrough is based on the path I’ve found works best for a speed run so this will be brief. Starting off there is no need to go out and look around, you should be in the Vita-Chamber before you even start to see the clock. If you grab the shotgun before the shells they will automatically load so you don’t have to take your thumb off the left analog stick on your way to the door that must be shot. Head down to the second level and get the key items and component as fast as you can. Shoot the control and head over to the Rapture Records splicer. Don’t let him or the next one hit you before you get to the control area otherwise they may change course looking for a health station which will cost precious seconds. Be sure to get the component in the bathroom on your way in. Another advantage of having Static Discharge right away is that it gives you a margin for error with this splicer. She doesn’t have to hit the control directly for it to get powered up. Once the third rotation is complete, take a right for the fastest route to the carnival. (No need for the component inside Rapture Records here) Get the stuff you need and grab a teddy bear before you go into the freezer room. Stand right on top of the fire for a second or two to ensure it catches on fire. Unthaw the buckshot and drop the bear down the hole to unthaw the auto-hack tool. Now would be a good time to grab the items in the crate. Pull the key items up through the hole and run into the room with the safe and more components. NOW you want to use the shotgun to blast open the safe for the crossbow. Head to the back of the carnival and don’t miss the trap bolt inside the balloon guy on you way to or from the back with the components and chemical thrower. Stop at the U-Invent to hack it and construct one round of electric gel. Take a left towards the controls and power them up with the electric gel. While the wheel is turning, load the crossbow and get ready to fire it. You’ll want to give about five seconds for each rotation, and you’ll also want to have enough health and health packs to cover the damage lost from being hit by trap wires. Once the prompt display on the controls say "needs electricity" again, shoot the bolt into it and activate the wheel. Set the trap again, but be sure to step to the side to let it set while the wheel is turning. Wait until the wheel is done turning to walk into the wire. Activate the controls and go over to where the Little Sister gets off the wheel so you can pick her up as soon as possible. This whole sequence takes about 15 seconds so you’ll need to account for this as well. ------------------------------------------------------------------------------- Collector Trophy Rose #1: At the top of the elevator shaft. The easiest way to get this is to jump on top of the elevator as it’s coming up when the splicer smashes the controls as you first enter this area. The controls the rose is sitting on will give you a ride down to the second rose. Rose #2: On a hidden landing area about half way between the second and third floor. While you’re riding the elevator down from the very top just step off as you pass. If you miss there are additional elevator control that you can use once it reaches the bottom. Alternate strategy for Roses 1 & 2: If you miss jumping onto the elevator during it’s first trip up, you can still get these. Call the elevator down to the ground floor and send yourself to the Vita-Chamber on the third floor. If there are still some splicers alive you can let one of them beat you to death. If not, stand in the fire for a while. Rose #3: Behind the gate in Rapture Records. Hard to miss when you go in there. Rose #4: In the men’s restroom on top of the "Pick your Plasmid and Evolve" sign. You might have position the camera just right or jump to be able to collect it. Rose #5: Inside the Little Sister vent at the entrance to the Grand Carnival. You’ll have to stand on the ledge area to see it and jump a time or two to get it. Rose #6: In the freezer room Pneumo pipe. Just stand by the hole that you pulled the items out of and look straight up. Rose #7: Inside the barrel on the right in the barrel toss game. Jump over the table in front of it and you can’t miss it. Rose #8: Underneath the balloon to the right of the corpse. Grab a hook or anything else and throw it against the balloon to pop it. You’ll uncover the rose and win a First Aid Kit. Rose #9: Hanging from the light fixture inside Zimmerman Chardonnay. Walk up to the mattress and jump onto the file cabinet in back. Jump up to the bookshelf and walk over to where you are eye level to it and grab it. Rose #10: Inside the gears of the Ferris Wheel machinery. This only becomes accessible after the wheel has been turned seven times. The gears will start grinding and a plate will blow off revealing it. =============================================================================== WORLDS OF HURT Description: The Little Sister wants to be rescued, but this area is crawling with hostile creatures! Clear out all eight combat arenas and she will let you in. No puzzles here, and no Vita-Chamber - it’s kill or be killed. ------------------------------------------------------------------------------- Introduction: This challenge is pure combat, you start this game just like the regular game with no weapons and no plasmids. Fortunately, this time you do have an above average sized health bar and medium Eve bar. On top of that you have four available slots for plasmids and each tonic class and already have the Physical tonics SportsBoost 1 & 2, the Engineering tonic Security Expert 2, and the Combat tonic Photographer’s Eye 2. On top of those tonics or possibly because of them several of the enemies you will encounter will be partially researched. In between the rooms is a central hub area with the Little Sister inside a glassed off area, and all the vending machines you are already familiar with. Gatherer’s Gardens Items: Product.................ADAM price Telekinesis.............120 Enrage!.................120 Target Dummy............90 Security Bullseye.......30 Sonic Boom 2............80 Insect Swarm 3..........80 Cyclone Trap 2..........80 Electrobolt 3...........90 Incinerate 2............90 Photographer’s Eye......20 Damage Research.........20 Eve Saver...............20 Medical Expert 2........40 Eve Link................30 Vending Expert 2........50 Speedy Hacker 2.........60 Focused Hacker 2........40 Security Expert.........20 Clever Inventor.........50 Electric Flesh 2........50 Static Discharge........40 Human Inferno 2.........50 Armored Shell...........40 Wrench Jockey...........20 Circus of Value Items: Product.........................Default (no hacks, etc.) price First Aid Kit...................$20 Eve Hypo........................$38 Film x15........................$30 Incendiary Bolts x6.............$120 Proximity Mine x3...............$75 Antipersonnel Rounds x40........$100 Electric Buck x6................$108 Armor-piercing Bullets x6.......$60 Ammo Bandito Items: Product.........................Default Price Pistol Bullets x6...............$25 00 Buck x6......................$54 Machine Gun Rounds x40..........$60 Frag Grenade x3.................$60 Napalm x100.....................$75 Steel-Tip Bolt x6...............$45 ------------------------------------------------------------------------------- General Information: Each room contains one rose and one Power to the People station. Rather than having a separate section for the collector trophy, I’ll list the location of each rose at the beginning of each room section. For more information about collecting the roses here is a video: http://www.youtube.com/watch?v=PCJR6CUpMKU Hacking is much more difficult in this challenge than it is in the normal game. Every hack-able object is the maximum difficulty and aside from Security Expert 2, no tonics to assist you. I really wouldn’t recommend spending ADAM on any of the hacking tonics because there are not that many items to hack and money is rarely in short supply. There are only a few challenge rooms where enemies healing at health stations presents a problem. If you’re going to hack any machine, make it the U-Invent. The U-Invent is the only means to obtain many of the best ammos and auto-hack tools to take care of the other machines. One thing to remember about hacking is that while it will hurt if you fail, it will not kill you. So even if you can barely see any remaining health, you can continue hacking until you finally finish it. Plasmid Advice: Enrage is the most useful plasmid for this challenge (one of the load screen messages even says as much) and reflected by being tied for most expensive plasmid. Most rooms have hordes of enemies and using this will do most of your work for you. I have yet to see enough use for Telekinesis to justify it being the other most expensive plasmid, which is ironic because it was my favorite in the real game. Security Bullseye was in my opinion one of the most useful plasmids in the regular game but is limited here as there are only two rooms dominated by security equipment. There are also two key differences between this challenge and the normal modes. 1) Almost all the Big Daddies here have gone berserker. Normally, Big Daddies do not attack you if you use Security Bullseye against them but they will here. 2) There are no alarm tiles in any of the hack-able objects. One useful trick in the regular game would be to start a hack but intentionally direct the flow into an alarm tile so that security bots would be summoned and then use this plasmid to divert their attention. The designers of this challenge were obviously aware of players using this tactic and eliminated the possibility of using it here. However, being by far the cheapest plasmid available makes it worthwhile. I have yet to buy Target Dummy for this challenge, mainly because I try to stick to the offensive plasmids. I haven’t used Sonic Boom 2 much, but this may be the one situation where it is superior to Telekinesis. Lots of hazards and such that will compound the damage done. Insect Swarm 3 is another plasmid that I’ve found more useful here than in the normal game. It can immobilize just about any enemy while doing some damage in the process. Since hacking health stations is much harder than normal, setting Cyclone Trap 2 in front of one to prevent splicers from using it comes in handy. It’s also handy in the final section where you know where enemies will spawn. Electrobolt 3 is not quite as useful here mainly because there are few areas of standing water. However, I still use it a lot for things like the 1-2 punch and disabling turrets. Incinerate 2 is the most effective available plasmid I’ve found for dealing direct and consistent damage. Weapon Advice: Unless you’re doing a Tough Guy run, you will be using your other weapons a lot. The wrench is a very effective weapon itself especially with the tonics already equipped. Some research of the many Bouncers encountered will make it even more effective. After you complete each room, your first stop should be at the U-Invent to see if you have enough components to build the specialty ammunitions. I try to use the crossbow with steel-tip bolts mostly because they are by far the most economical option here. They do a significant amount of damage to every type of enemy encountered and can often be recycled. Regular machine gun rounds come in second for best value. Here is the list of the weapons and ammunitions in the order I've found most useful for this challenge as well as the uses they are best suited for: Weapon................Ammunition................Use Crossbow..............Steel-Tipped Bolts........Everything mid to long range Machine Gun...........Machine Gun Rounds........Splicers close to mid range Pistol................Anti-Personnel Rounds.....Splicers, all ranges Grenade Launcher......Frag Grenades.............Big Daddies, groups mid range Chemical Thrower......Electric Gel..............Big Daddies close range Shotgun...............Exploding Buck............All enemies close range Sticking with one ammo for each weapon is most beneficial during the speed run. Feel free to use different ammunitions or multiple types for the same weapon if they work for you. ------------------------------------------------------------------------------- Rescuer and Collector Trophies: Room #1: A Single Splicer Rose Location: In between the cracks of the mechanical station thing nearest to the broken health station. Pick up the wrench, pistol and 6 pistol rounds on your way into the room. Unless you’re doing a speed run, just take care of him with the wrench. I’d recommend waiting until after you’ve taken care of the thuggish splicer to search the room for items. There are usually some bandages in with him or some of the other corpses and if you’ve been in a clubbing contest with him there is a decent chance you’ve taken some damage. The Little Sister’s gift will contain $120, 80 ADAM and all your weapons. Now that you can use the Power to the People station, I’d recommend upgrading the crossbow damage. Now that you have your camera and some film I’d also recommend taking a picture of the dead splicer, the picture won’t net much of a research bonus, but every bit helps. Once you walk into the teleportation device to return to the central hub, you’ll be presented with this message: You’ve beaten your first challenge, but the next one is harder. You now have all your weapons, but you’ll need to buy some ammunition. Pick up some crossbow bolts, lots of film and whatever items you need before moving onto the next challenge. You can get some items from the Gatherer’s Gardens if you want but I usually wait until I can afford some of the better plasmids. Room #2: A Single Big Daddy Rose: In a crack in the partially sunken floor near the entrance. This one is really tricky to find and get. You will probably need to crouch to see it then move around and adjust the camera to actually collect it. Like with the previous room, you’re often better off waiting until after he’s dead to collect the items in here. You might also want to visit the Pttp machine right away though, I’d suggest crossbow bolt breakage chance. Before engaging him, you will definitely want to take some pictures. This room has a pillar in the middle and at least a quarter of it is filled with electrified water. Stand next to the pillar and shoot him with the pistol. Sidestep to the right when he comes charging so that he lands in the water. You can shoot him while he’s in here, but normally you can conserve your ammo by letting the electricity take care of him. Just move from one side of the room to the other so he will keep trying to come after you through the electrified water. If he does make it out of the water you can jump across the corner part of the water by the pillar. He will follow you and fall back in. When he’s finally finished, collect the gift of $240 and 80 ADAM. Take the portal up and you be presented with this message: You can attempt the remaining arenas in any order you like. Some are more difficult than others. For this guide the remaining rooms will be numbered in the order the appear starting at Room #1 and going clockwise, this is not a difficulty ranking or a recommendation for the order which to do each room. The gift received upon completion of each room will always be $120 and 80 ADAM from here on out. Room #3: Spider Splicers Rose: Under the bench near the Power to the People machine. This is the only rose I found in this challenge without actually looking for a rose. Be sure than you are stocked up on film before going into this room. Since spider splicers like to crawl around on the ceiling you can fully research them before dropping down into the combat area. You’ll also get Extra Nutrition 3 from the research so might as well use it while you have the open spots. Drop down into this Eternal Flame Crematorium themed arena and search the corpse hanging from the ceiling by the entrance to find an Eve hypo. By now one or more of the residents will probably become aware of your presence. If you have Enrage it wouldn’t be a bad idea to apply it to the first one that comes after you. If you don’t have Enrage, Incinerate 2 works well and a couple shots of Electrobolt 3 will take care of them if they get into the water. Otherwise the best option is to try to snipe an unaware one with the crossbow. The crossbow works best if they are crawling around on the ceiling or charging straight at you. Otherwise when they are doing their back flips and other acrobatic feats it’s hard to line up a clear shot that will hit it’s mark with the crossbow. In closer quarters or when they are moving around using either the much faster firing pistol or machine gun with anti-personnel rounds is a better option. If they get real close switching to the wrench gets the job done. When you’re done be sure to search the room for supplies. Room #4: Security Bots Rose: Buried in ice to the right of the broken bot shutdown panel where the thuggish splicer was. You will need Incinerate 2 or napalm to get this one. Key screen message to keep in mind here: Hacking an enemy counts as defeating it for the purposes of this Challenge Room. You started equipped with Security Expert 2 for a reason. However, I would only recommend hacking the "dead" ones (after taking a picture). This is one of the rooms that makes getting Security Bullseye worthwhile. Run trough this Fontaine Fisheries themed room until you see the Big Daddy standing in front of the Little Sister vent. Stick the Bullesye on him (from a distance, because he will come after you) and let him take care of the bots while they partially take care of him. Follow the tunnel to the right of where he was through another room and you’ll find a splicer with a red ring around his head. You can kill him right away, but doing so will shut down any bots you haven’t hacked. It’s up to you if you want to take care of him now or lure him into wherever the Big Daddy is then use Enrage on him for a kamikaze mission. (Keep this tactic in mind for a Tough Guy run) A few crossbow shots should take care of the Big Daddy and clear the room. If you have some fire attacks in your arsenal it doesn’t hurt to thaw out this room. Lots of good items like distilled water and so forth lying around under ice in here. Room #5: Houdini Splicers Rose: Behind a sheet leaning against the wall beneath the stairs to the left of the health station. Not the best description I know but if you go down to the area by the health station it’s not hard to find. Getting this one however is another matter altogether. Go up the stairs to the landing above it. There is an area where the railing is gone just past the corner of the top of the section of stairs above this rose. Get a running start and jump. Depending of where you jump you will either land in the area with the rose, end up on the stairs above it, or fall to your death. Since the latter is a very real possibility your want to be sure to save the game progress before attempting the jump. This room is unlike any other challenge room. All the other rooms are designed like mazes but this one is a long spiraling staircase filled with many hazards on the way to the bottom. When you first drop down here you’ll see some splicers teleporting and walking around some platforms you can’t reach. While they are doing this and are not aware of you would be a good time to take some pictures. Natural Camouflage is one of the best tonics available and for the cost of a few rolls of film it’s yours. On top of that if you take enough pictures you’ll get research bonuses that make it much easier to see where they are going. If you want to snipe them with your crossbow go ahead, just be sure that if you see one walking be sure to lead it by what would be the equivalent of a foot to make sure the bolt connects. Now if you choose to eliminate them when they are in these unreachable areas remember that you won’t be able to loot their corpses unless you have Telekinesis equipped. If you have it or don’t care go right ahead. Taking care of enemies individually makes your job easier as you continue down the stairs. You don’t want to be engaged in a battle with a Houdini splicer on the stairs because there is no room to move to dodge their attacks and it’s easy to run into a hazard on the stairs or fall off them if you are trying to dodge. Once you make your way to the bottom of the stairs is the time when you’ll be forced to deal with more than one at a time but is also the only time when you can move around and attack like normal. I always try to enrage as many as I can because chasing them around is futile. It also helps to set the ice splicers on fire because they are typically the strongest and this way they will slowly wear down. Either the pistol or machine gun works well for taking care of whoever is left. Room #6: All Kinds of Enemies Rose: In between the wall and the bunker to right of Little Sister vent. This may be my favorite challenge room and one I normally try to make among the first covered. The variety of enemies is the best chance to get a lot of research done which saves time in the specialty rooms and helps get to prepared for the final test. The turret here is already disabled so all you have to do to hack it is walk right up to it and start hacking. If you use Enrage on the Big Daddy here he will clean house. All the explosive barrels here make this one of the few rooms where Telekinesis is useful, but if there is a splicer next to one shooting the barrel gets the job done. Be sure to search the nitro splicer grenade boxes because this is the only chance you get for some free grenades. You might want to upgrade the grenade launcher here in preparation for the next challenge. Room #7: All Kinds of Big Daddies Rose: Behind a log next to the wall to the left side of the Little Sister vent. It’s closer to the corner of the outlet opposite the vent. This is predictably the hardest room and by far the hardest in the Tough Guy challenge. This room also definitively answers the question of which Big Daddy is the best. Elite Rosie is the alpha Big Daddy by a mile. When you first arrive in this arena you’ll see a Bouncer walking by. Leave him alone for now and head forward to where you see a Rosie and an Elite Rosie crossing paths. Enrage the Rosie so that it can get in a couple shots before the Elite Rosie starts to fight back. Now would be a good time to take some pictures of these two because these will be the only Rosies you’ll encounter here. Once you stop getting bonuses move on to the area by the water wheel. This is a key area to remember because this area has a free first aid kit, Power to the People |
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