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Point Prometheus - Walkthrough

Bioshock

Point Prometheus
3 Little Sisters

*NOTE: If you're wondering, this is the last 'true' level of the game. What this means is that your time for research is about to be over. This only really concerns you if you're on the 360 and trying for achievements. Just bring up your achievement menu and see what you need to do. But trust me, if you plan to play the game again, that might be a better way to get the achievements at this point.*

Start off by following Fontaine, but no reason to hurry. After you lose him, Tenenbaum will give you your next task. Go to the Big Daddy nearby and pick up the control system unit. There is a weapon station right behind the daddy.

Mendel Family Library
Damage Research 2

There are three parts to this quest: sound, sight, smell. Let's go up the stairs to the left of the door you need to get through. Up here you should see a door that leads to a library, but don't let the camera spy you. Then be sure to get the turret behind the camera. There's nothing in the first room, so go to the back.

Try to quickly get to the middle desk, shock the Houdini, and then use one bolt to kill it. Lots of items in the shelves of the library and around the place. Pick up the tonic and the Big Daddy Boots for your first step to becoming a big guy. Now leave and stay on the second level as you move along.

END Mendel Family Library

Going through the doors you will be in a junction point that leads to three other areas. The lab entrance on the right will have a turret, and there might be a Big Daddy around either side, and there is an enemy here too. Melt the ice of a small room's door for a Diary in a trash can.

Optimized Eugenics
2 Diaries
Alarm Expert 2

You'll be decontaminated before you can enter, so no worries. There are cameras on either side that you enter. Shock the sparking door panel by either camera to enter a room that overlooks a generator. Pull the override lever and then run around to the entrance, make sure to shock the camera overlooking the generator room (blow it up too), and then crack the safe.

Find the Live Subject Testing room and go to the computer room at the back. Items, a U-Invent machine, a tonic, and your new voice. When you try to leave there will be imposter dead bodies, so strike first.

Now enter the Plasmid Prototyping room. Take the turret covering both doors and look behind it for a Diary.

Now find Eugenic Analysis and take the two turrets guarding the items (need I remind you that your chances to snap photos of turrets is running out). May be an enemy in here. Look for a safe, a med kit, random items, and a weapon station.

*NOTE: That's the last Weapon Upgrade Station in the game. I hit them all, so if you don't have all your weapons upgraded then you either skipped over that part, or I didn't write it down for some reason.*

The only area left is the Test Subject Storage. There are two halves to this area. There will be enemies inside as you come in, but then more enemis will pop up as you're exploring, so be on your toes. Don't miss the Diary in the upper room (the room that is slightly higher than the other one).

*Diary: Andrew Ryan - Marketing Gold. Apparently in this room. I forgot to get in logged in my Diary Entry section, but I did mention it here.*

On your way out don't forget that there might be a Big Daddy in here which makes setting wire traps in close quarters much easier.

END Optimized Eugenics

You probably have enough ADAM to buy some stuff from the garden. You have a Human Inferno 2 for those of you crazy enough to specialize in fire. Then enter the next lab area, thing.

Failsafe Armored Escorts
5 Diaries
Hacker's Delight 3

Some bots in the middle room between the entrance doors. Go right to the Candidate Conversion room. Get the two turrets in the center area. You get a safe, some stuff behind wire traps, and then a Diary (which is pointless at this point).

The Suit Assembly area (the wide open area basically in the middle) this area has lots of places to look for things. Both stairs that lead up to computer areas will have Diaries, so that's two Diaries up either stair. You can cross over the walkways to get to the Gene Swap machine and find another Diary on your way to the other upper room - basically there are three Diaries in the upper area, in case I've lost anyone.

There is a big, darkly room that connects both sides of the Assembly area. There's only a turret and some proximity mines in here. Pick up a body suit on the left side of the room.

Now, there are also two rooms on the ground level of the Assembly area, and both are blocked. The right side room needs only you to melt the ice. There are small gains and a Diary inside. The room on the left needs a key code, which is: 1921. Good stuff in here. Also, for both rooms you could enter through the conveyor lines, but you better not. Also, between both these rooms is a water pit, but shock it first to kill the bad guy in hiding. Just some Napalms in the water.

Now you're ready for the Induction room on the left side of the Assembly room. Pick up the new tonic in the area with the helmets, then pick up a helmet. Now you're almost a big guy. Get ready for a few enemies to test you out, and then you're free to leave this area.

END Failsafe Armored Escorts

Spend any gained ADAM on your way to the Little Wonders area. Make sure you enter from the top level, not the bottom.

*NOTE: If you don't have a Cyclone Trap plasmid, now might be the time to invest in one.*

Little Wonders
1 Diary
Safecracker 2

Take the turret in the entrance tunnel. Up top, go left for your first smell sample and a Diary. There is another sample on the right side of the top level.

Now down the the ground level. On the right side of the ground level is a small room with two turrets, so take them both. In the cell-like room on the right is an interesting contraption that you must test (mommy bad, Big Daddy good, here have some chips). Also on the right side of this area will be only one true cell that you can enter. It has a Splicer waiting, EVE hypos, and your third sample. Now you can check all the cells on the ground floor, but one on each side will require you to go back up and jump down inside the rooms; there's not much in either, so no point.

Go into Autopsy at the back and take the camera covering the doorway. Go to the back for a ghost scene, another sample you don't need, and a tonic. An enemy will enter the room. There's a hack tool above the camera, FYI. Now make your way back to the starting room.

Be sure to see what's in the room through the bottom entrance to the daycare. That means leave the area, hop down or go down to the ground level and enter the doors. But there's really just a cabinet, not worth your time.

END Little Wonders

Return to the blocked door as a Big Daddy. Get out your wrench and hit the pipe things that Little Sisters hide in. Follow her out and to the last level of the game, which isn't a level like you've played before.

*NOTE: Now, before you leave, just know that you only have like one Bouncer left in the game. That means that if you want the Rosies up to max research, you better return to all the places where you found them and snap photos of the new ones. If you need more research, just kill these and wait for more to spawn. And if you just don't give a hoot about research, move on.*

Go back: Apollo Square: Fontaine's Center for the Poor

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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