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Olympus Heights - Walkthrough

Bioshock

Olympus Heights
2 Little Sisters
2 Diaries

*NOTE: I do hope you realize that the enemies that spark are immune to your electric attacks, so freeze them.*

You start off in the care of Tenenbaum. Your choice of whether to save or kill the girls will change the responses you garner from the little ones and even Tenenbaum. Trust me, you WILL feel a bit sad for taking their lives after you hear how they respond to you if that's how you've been playing. Follow the one that leads you up the steps and back out into the cruel world. There are only minimal items in the place.

In the crumbling sewer area, go around to the other end and pick up a turn crank. Fontaine will drop your health a bit, but don't worry about that. Hold down the winch until you're free to leave. Up top there will be two Splicers guarding a safe inside the debris. Then follow the path to an area where you will find a turret, another turret, a camera, Splicers, and the new version of the Rosies.

These Rosies are the worst because you will find it tough to dodge their bullets. Your best bet to to lay out a bunch of wire traps and just let the big guys run into each one as they pursue you. Don't be surprised if you die here too.

With more ADAM you should buy a health upgrade seeing as how you are losing it to Fontaine. Not much else of importance. Look in the bar area for a Diary. And it goes without saying, but there is no need to enter Apollo's Square at the moment. Proceed along your way into a ruined station area where you should fight a bunch of Splicers. There will be items all over the place and if you look behind the vita chamber you will find lots of electic bucks. A big group of bad guys will greet you at the other end, so maybe a few frags will do them in. Take the camera before moving into the apartment area.

Remember to always take pictures of everything. First kill all the bad guys on the ground level, then take the camera, and then find the weapon station behind the center column. Then enter the goal room.

Y. SuChong's Room
2 Diaries
Clever Inventor

Go to the left where you might run into a lone enemy. Behind the barricade will be a Diary. Go to the right for another enemy and some dead bodies. Now go into the main section of the room and look in the water for random items in crates. There is a tonic and a Diary on the table.

Now leave this room and enter either of the two other rooms on the ground level. We'll start with the Culpepper place.

END Y. SuChong's Room

A. Culpepper's Room
1 Diary

There is a Diary next to the debris after you walk a bit. Then take the camera nearby. A few enemies might cause you some grief in here, so be ready. Go right of the camera to collect items in the kitchen area. Now take the stairs for not much more than a single bad guy, and there's not much reason to kill him other than to see Culpepper's body in the bathtub. Now leave.

And now for Cohen's room, your old friend.

END A. Culpepper's Room

S. Cohen's Room

Go left and shoot that body by the table to get the jump on him first. Now go to the right room to just look at it; there's nothing here.

Approach the two dancers to hear Cohen's dare. Before you do your little dance you should check both areas on the sides for small items. Don't touch the piano unless you want them to strike first. Instead, approach the dancers with your grenades and launch two at them. Finish them off and Cohen will be on his way. So you should go to that locked door and lay a few proximity mines, or trap bolts. Cohen is just a tough Houdini, so finish him off and collect the rewards. Take a picture of him for some irony (you know, because he wanted pictures of everyone else dead, get it?).

Now go into his room for some more rewards. Mainly just the weapon station, but it's worth noting that the statues in this room are corpses for some reason.

END S. Cohen's Room

Leave Cohen's room and go up the walkway to the next level, but don't let the camera above you catch you. There is just one room on level two. It's a pretty depressing room. To the right will be items in the bathtub of the bathroom. To the left should be a single enemy guarding a safe behind the bed.

Leave this room and go up the ramp and take the camera. There may be an enemy up here too. Look in the crack in the wall for some items. Enter the room up here that is not the goal room. Jump over the debris and defuse the traps. There is a Nitro in here, but go into the room on the ground level before going up the steps. Or you don't want to go into the tiny kitchen. There's nothing but a surprise enemy and small items.

Go up the steps where you will find that first Splicer woman near the bed, and then just some items around the bed. Now you should leave this apartment. Follow the arrow along the walkway and pick up the Diary amongst other items. The code for the elevator is 5744. But for now, keep moving into the top of Tenenbaum's room.

Tenenbaum's Room

An enemy will greet you and then move the traps out of the way if you want some items. Keep moving past a bed and around a corner. Books will fly into the hall telling you that an enemy is inside that room, so be ready. You just get a radio message from Tenenbaum before you're directed elsewhere.

Go down the steps and have your bolt ready. Look into the room with the window and zap the turret behind the fire place thing. There is a safe in the water. Break the lock on the door on your way out, but be ready for World War 3 when you get outside. The place will be crawling with Splicers, and hopefully your camera's are helping you out. Kill whoever is bugging you and then go down to the elevator. Put in 5744 and go up.

END Tenenbaum's Room

This setup in here is tricky. For one, there are two enemies roaming about. And then there is a camera looking over a turret. The best plan is to take out the Splicers from far away with your crossbow. Then shock the camera up high and then go for the turret behind the rock; you can jump and hack the camera.

Fontaine's Room
1 Diary
Electric Flesh 2

Go right first for a Diary and some stuff in the kitchen. Then go up the stairs and go right. There is a turret in this booze room. Cross over into the goal room for a tonic and Lot 192. You will notice a slight change in the color, and more importantly you will see that you can no longer control which Plasmid you equip. There are obviously some good ones, but when you get something useless you should just switch to a gun. The worst thing is when you're in mid-battle and your plasmid changes.

Make your way back to the elevator, and you can ignore all the enemies if you like.

END Fontaine's Room

Make your way back to the room with the Gatherer's Garden. A few new enemies in the way, but nothing too bad. If you ever need to freeze or shock enemies you should use the Chemical Thrower. Use the door and enter Apollo Square.

Go back: Rapture Central Control

Info
This Walkthrough was made using medium difficulty.
Made by:Brad Russell (website)
Bioshock Walkthrough © Brad Russell - Copyright info - Version 1.0
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