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.
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