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Proving Grounds - Walkthrough

Bioshock

Proving Grounds
No more Little Sisters, that you can get ADAM from

The escort mission as soon as you start moving forward, and she won't stop. Well, she will stop for you actually. Before you reach the next door you have time to search this first area for items and such. When you do go through the first door, go to the right and through the gate for an enemy and some items in this tiny room. Go back and resume your escort. Oh and perhaps you might want to watch that little battle on the floor, if you want.

*NOTE: If you have Cyclone Traps, go ahead and lay them out at each Test Subject site for added protection. Don't lay them right around the Little Sister, but like covering both sides. I haven't tried this, but I will assume it works.*

Go in front of her in this hall and kill one Splicer and then watch the area above the Little Sister for a Spider Splicer. When you get to Test Subject #1 you should get out your Chemical Thrower and equip the napalm. Look down one hallway behind you guys and keep an eye on the other one by seeing through the glass display. Just melt anyone who comes close to you guys, and hopefully all six or so Splicers come from one hallway. Oh yeah, taking that camera first helps too.

After she starts moving again, go ahead of her to kill an approaching enemy. Near Test Subject #2 which is just around the corner, take the turret and camera (it seems the machines don't recognize you as foe, so that helps, but still hack them). Again, stand behind her and keep a close eye on her, but look both ways every now and then. Your two machines should help you spot the enemies, but most come from the right side. That napalm tears them up quick. Around the corner after she starts moving again will be another turret and then another door.

*NOTE: Okay, the turrets think the Little Sister is an enemy, for some reason, and the cameras do think you are a friend.*

Another Big Daddy will taunt you after you go through the door, and then take a turret in a little crevice nearby. Around the downed skeleton is another turret.

Follow her through the door and hack another camera. Before you get near the water, shock it a few times to kill the vermin. Quickly get around the corner and handle another enemy. Near Test Subject #3 is a turret and a camera behind the turret, so take both. Again, at this site use your flamethrower, but the only difference is that you are in much tighter quarters. Most should come from where you came from, but a few will come from the area of the machines behind you. Hopefully your turret and camera can guard your rear as you look for Splicers to appear over that oil slick; yes, that means set that oil on fire to provide more defense.

Soon after you're done with #3, you will round a corner and move along, but then a Bouncer will burst through a wall and come for you, not the girl. I advise you lay out some wire traps in the short hall (after the camera) with the water on running across the floor. With the wires, you crouch under them and hope that three wires is enough. Otherwise it's just your final fight with a Bouncer. Go through the hole he made for some items. Then follow the girl.

After you pass the next door, go along the walkway and take a gate to another tiny room with a safe (someone really took it to that kitty). Then go through the main door and follow the girl to one of her hiding pipes. She will hand you a needle gun, so take it.

Now, this is your last chance to stock up. There is a ton of ammo by that cart thing. Not much but some upgrades in the garden. Stock up and max out everything you can before you take the elevator. No more Big Daddies, no more complex levels, no more hacking, no more Little Sisters. All that is left is Fontaine. Make sure all your guns are ready. Equip your grenade launcher with the RPG's and have it in hand.

Take the elevator.

Go back: Point Prometheus

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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