BioShock 2 Remastered

BioShock 2 Remastered

37 ratings
The 100% Guide BioShock 2 Remastered
By Aannik
This is a thorough guide that includes a step-by-step walk-through for all 37 of the Base Game's Achievements as well as the 16 Achievements from the two DLCs. This guide will walk you through the steps and the order in which things became unlocked for me if you haven't played the game before. This could assist you finding the achievements you are missing if all you are doing is looking for them.
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Intro-
Achievement Overview-
Base Game (37)
DLC (16)

If you play the game on Hard Difficulty, you can unlock every achievement in a single run. It won't be as tough to beat Bioshock: Remastered if you've played the original version of the game. However, saving is still crucial. Make as much savings as you can. Similar to the first Bioshock, completing the game without utilizing Vita-Chambers (which respawn after death) earns you an achievement. Navigate to Options - Gameplay Options - Disable Vita Chambers and set it to ON to disable Vita Chambers. This must be done before starting a new game, along with adjusting the difficulty.

The level of difficulty in Hard Difficulty is quite high initially, but it gradually decrease as you gather Weapon Upgrades, Tonics, and Plasmids. The Spear Gun will be on Siren Alley, Level 5. Because we can retrieve our Spears quite frequently, this rifle is highly helpful in helping us save money and ammunition for our other weapons. Furthermore, a headshot almost always results in an immediate kill. During Little Sister Gathers, plasmids like as Security, Hypnotize, and Insect Swarm can be quite helpful in providing you with an advantage. To slightly weaken a Big Daddy before you attack them, you can use Hypnotize on them to have them battle Splicers nearby. Another Useful Tip is to use any pools of water or oil on the ground to entice opponents to pass through for more harm. Health Stations can also be broken such that they drop Medkits, but I would only do so if you are certain you won't need the station—otherwise, it might come back to haunt you.

Do as much and as often research as you can on everything. You will receive damage boosts for doing this, and as the game progresses, it will become much easier to play. In this game, there isn't much to research, although there are some limited foes. As soon as you can, try to max out Big Sisters, Spider Splicers, and Thuggish Splicers. Make sure to complete all of the research on every person you come across until it is fully completed. One of the sections on our in-game interface allows us to monitor our Research progress. Enemies in Bioshock are endless and will continuously spawn, with the exception of Big Sisters. Make the most of this: the sooner you complete a Research Track, the sooner you can benefit from it. Additionally, you can keep drawing in Security Bots for research by taking advantage of enemy security cameras if you have extra Medkits and ammunition. Since Turrets & Cameras are limited, the Security Research Track can be a little stressful to max out, so clearing your path as soon as you can is really essential.

Finding every Weapon Upgrade Station and 100 out of the 129 Audio Diaries are the only collectibles that needs to be monitored. In addition, we must maximize every Plasmid Slot and gather every one of the game's 11 Plasmids.

Make the time to accompany your adopted little sister to every Gather place. This is a fantastic method of increasing ADAM, which will help us become lot stronger. In any case, gathering 600 ADAM through Gathers is required for the Master Gatherer Achievement, and it does take some time. However, it is cumulative, so we don't necessarily need to have all 600 in our inventory at once. As soon as you locate Little Sisters, I would adopt them. While Big Daddies can be challenging on Hard Difficulty, they are not nearly as terrible as the Survivor Difficulty Big Daddies in Bioshock 1. Although it is not possible to earn an achievement for finishing every Gather for every Little Sister, I nevertheless advise doing so so that we can be swimming in Adam & make ourselves much more powerful.

Bioshock 2: Remastered comes with two DLCs: Minerva's Den and the Protector Trials. Minerva's Den is a simple game that functions similarly to a different campaign. On the other hand, the Protector Trials is a challenge-based DLC in which we must protect our Little Sisters from Splicer waves until they have completed their Gather. Considering that we have to get an A on each of the 18 DLCs, it can be a little tedious. Once you learn the tactics, there are actually two or three very challenging trials.

Prior to Playing: Even though Bioshock 1 - Remastered did not appear to have the malicious Save corruption bug, this game still appears to crash frequently. Some people might not experience any problems at all. If so, there are a couple of “fixes” that might lessen the frequency of crashes. The first step is to ensure that your Windows version and Windows drivers are current. The next action would be to go to the game options from the Steam menu and disable the Steam Overlay. It can also be helpful to run the game as an administrator. If there is too much going on, the game appears to freeze and close. Occasionally, when I would repeatedly use the Incinerate Plasmid on a set of enemies while shooting the rocket launcher at researching enemies.

There is an occasional bug in the Protector Trials that prevents you from switching between your Plasmids and locks you into the Plasmid you spawn with in your hand. Simply restart the game to resolve this issue.

THIS GUIDE WILL CONTAIN MAJOR SPOILERS FOR BOTH THE BASE GAME AND THE DLC!
Achievement Checklist
Base Game: (37)
Achievement Breakdown:
Story Related: (14)
Missable: (3)
Collectibles: (11)
Research: (3)
Hacking: (2)
Slay: (3)
Miscellaneous: (1)

Story Related: (14)

1. Daddy’s Home: Found your way back into the ruins of Rapture.




2. Distance Hacker: Used the Hack Tool to Hack an object at a distance.




3. Protector: Defended yourself against Lamb's assault in the Train Station.




4. Adopted A Little Sister: Adopted a new Little Sister for the first time.




5. Sinclair’s Solution: Joined forces with Sinclair in Ryan Amusements.




6. Confronted Grace: Confronted Lamb's lieutenant in Pauper's Drop.




7. Defeated the Preacher: Defeated the Preacher.




8. Nose For News: Uncovered the secret of Dionysus Park.




9. Found Lamb’s Hideout: Gained access to Lamb's stronghold.




10. Reunion: Reunited with your original Little Sister.




11. Heading to the Surface: Headed to the surface on the side of Sinclair's escape pod.




12. Escape: Escaped Rapture.




13. Against All Odds: Finished the game on the Hardest Difficulty level.




14. Big Brass Balls: Finished the game without using Vita-Chambers.




Missable: (3)

1. Unbreakable: Defended yourself against the Big Sister without dying.




2. Master Protector: Got through a Gather with no damage & no one getting to the Little Sister.




3. Saviour: Saved every Little Sister & spared Grace, Stanley, & Gil.




Collectibles: (11)

1. Bought A Slot: Bought one Plasmid Slot or Tonic Slot at a Gatherer's Garden.




2. Max Plasmid Slots: Fully upgraded to the maximum number of Plasmid Slots (11).




3. Fully Upgraded A Plasmid: Fully upgraded one Plasmid to the Level 3 version.




4. All Plasmids: Found or purchased all 11 basic Plasmid types.




5. Master Gatherer: Gather 600 ADAM with Little Sisters.




6. Upgraded A Weapon: Upgraded a Weapon at a Power to the People Station.




7. Fully Upgraded A Weapon: Installed the third upgrade to a Weapon.




8. All Weapon Upgrades: Found all 14 Power to the People Weapon upgrades in the game.




9. Rapture Historian: Find 100/129 Audio Diaries.




10. Dealt With Every Little Sister: Dealt with all 12 Little Sisters.




11. 9-Irony: Paid your respects to the founder of Rapture.




Research: (3)

1. First Research: Researched a Splicer with the Research Camera.




2. One Research Track: Maxed out one Research Track.




3. Research Master: Completed all Research on every subject in Rapture.




Hacking: (2)

1. Prolific Hacker: Hacked one of each kind of machine.




2. Master Hacker: Hacked 30 machines at a distance with the Hack Tool.




Slay: (3)

1. Counterattack: Killed an enemy with its own projectile.




2. Trap Master: Killed 30 enemies using only Traps.




3. Grand Daddy: Defeated 3 Big Daddies without dying during a fight.




Miscellaneous: (1)

1. Big Spender: Spent 2000 Dollars at Vending Machines.




Minerva's Den: (9)
DLC – Achievement Breakdown:
Story Related: (4)
Collectibles: (2)
Slay: (2)
Miscellaneous: (1)

Story Related: (4)

1. Login: Reached Rapture Central Computing Operations.




2. Root Access Granted: Reached Computer Core Access.




3. SUDO: Wrested control of the Thinker from Reed Wahl.




4. Logout: Escaped Minerva's Den.




Collectibles: (2)

1. Garbage Collection: Destroyed all 10 Vacuum Bots in Minerva's Den.




2. ADAM Addict: Resolved all 6 Little Sisters in Minerva's Den.




Slay: (2)

1. Lancer Killer: Kill a Lancer Big Daddy.




2. Look At You, Hacker: Killed 50 enemies using only Hacked Security.




Miscellaneous: (1)

1. High Score: Get 9999 points in one game of Spitfire.




Protector's Trials: (7)
DLC – Achievement Breakdown:
Completion: (5)
Collectibles: (2)

Completion: (5)

1. Litmus Test: Earned 6 Stars in the Protector Trials.




2. Acid Test: Earned 18 Stars in the Protector Trials.




3. Trial By Fire: Earned 36 Stars in the Protector Trials.




4. Enemy of the Family: Earned an A Rank in all Protector Trials.




5. Guardian Angel: Completed all bonus Protector Trials.




Collectibles: (2)

1. Perfect Protector: Collected 100% of the ADAM in a single Protector Trial.




Phase 1- Return
1. Adonis Luxury Resort & The Atlantic Express
2. Little Sisters: 0/12
3. Plasmids: 2/11
4. Power to the People: 0/14
5. Audio Diaries: 15/100
6. Achievements: 4/53

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Adonis Luxury Resort-
Audio Diary #1 – Attention: Workers!- The Adonis Baths is the name of the second room you'll enter at the start of the game. To the left in this area, right in front of the sparking pool generator, is where you can find our first Audio Diary lying against a shattered pillar.

Audio Diary #2 – Fitness- Turn right when you enter Plasmid Therapies to reach the lockable sauna room. On the door's glass window, the pass code, 1540, is written backwards. On the inside floor, right in front of you, will be the Audio Diary.

Plasmid #1 – Electro Bolt- This Plasmid is waiting for us to retrieve in a disabled Gatherer's Garden located further into Plasmid Therapies.

Audio Diary #3 – To My Daughter- After turning on the pool generator, walk inside the unlocked door. Once inside, proceed to the Dames lavatory. Just ahead of you, past the lockers, on a bench to your right, is the Audio Diary.

Audio Diary #4 – Return- Look to your right when you enter the enormous flooded area with the two Splicers playing in the water and the bridge in the center. The "Raptures Best & Brightest" poster board will be beneath a bench where the upcoming audio diary will be located.

Audio Diary #5 – They Called It Rapture- Two more Splicers will assault us after we retrieve the rivet gun that is jamming the entrance. Enter the Rapture Metro side room on the right after entering this room. This area's Audio Diary will be located in front of the entrance gate that descends to a damaged Bathysphere.

Audio Diary #6 – Generation-A Big Sister is going to attack us when we get into the Grand Foyer. This is an odd confrontation; she is currently unable to kill us. We shall continue to have one health. Make the most of this to your benefit. Just melee or use the drill (there's a fair amount of drill fuel in the area) until she runs away, don't spend any ammo or medkits. The Audio Diary is located in this chamber on a bar counter behind the damaged stairs in the middle.

Audio Diary #7 – Escape From Rapture- We shall be able to exit Rapture and go out onto the ocean floor when the chamber we are in unexpectedly floods. Not too long after leaving the building, we notice a submerged Bathysphere to the left. On one of the corpses within, there will be the last Audio Diary for this level. To obtain it, plunder them.

Achievement #1 – Daddy’s Home- Found your way back into the ruins of Rapture.
After completing the Adonis Luxury Resort Level and returning to Rapture following our first ocean walk, we will be able to get this achievement.




The Atlantic Express-

Achievement #2 – Distance Hacker- Used the Hack Tool to Hack an object at a distance.
Soon after starting The Atlantic Express Level, we'll have to break through a door in order to move further. Grab the adjacent hack tool and use it to unlock the achievement by opening the door.




Throughout the game, try to hack any type of machine with your Hack Darts whenever you can. In order to achieve the Master Hacker Achievement, we must gather a total of 30 Distance Hacks. At the very least, carry three darts with you, but don't hesitate to shoot more if needed to hack any machine you encounter—at least not until the achievement is unlocked.

Audio Diary #8 – The Great Chain Rattles- Step inside the train station to see its fall in real time. There will be a workshop side room to the left of this station. The Audio Diary is located next to a bag of potato chips on a worktable.

Plasmid #2 – Telekinesis- In the room we are confined in, Splicers will ambush us, but unlike our encounter with the Big Sister, they cannot kill us. We are going to fall through the floor someday, so don't waste ammo or medickits. Step out of the water and enter the Jet Postal Office by going via the Drafting Room. We shall find another gift from Eleanor on a small red cart.

Audio Diary #9 – Mr. Tape Recorder- Return via the Drafting Room and into the Maintenance Runoff Pumping Station before proceeding. Look to your left at the bottom of the stairs to find the Audio Diary, which is hidden behind a turbine that rotates slowly. To get it, use telekinesis.

Audio Diary #10 – Just A Fad- Head back up the stairs to the Jet Postal Offices. Look to your left along the wall before descending into the space below. On a drafting table, next to a chalkboard, is an Audio Diary.

Audio Diary #11 – What Happened to the People?- Proceed straight up the short flight of stairs in Workshop 6B, around the repurposed train cart. Straight ahead, up the stairs, we can find an Audio Diary next to an old mattress that has colorful jar lights hanging above it.

Audio Diary #12 – Ryan vs Lamb: Reality- Return down those steps and proceed to the Railway Cafe, which is located on the left side of the space. There's a little storage area at the back past the kitchen. Here on the floor, in an open travel bag, will be the Audio Diary. Was it me that forgot to switch off the stove?

Audio Diary #13 – Know the Beast- Proceed to the left, past the new room, and toward the gate control after using Telekinesis to unjam it. We find an Audio Diary next to a leaky window on a toppled cabinet as we turn the corner.

Audio Diary #14 – Improving on Suchong's Work- After using the elevator and ascending the stairs, turn left to go into the manager's office. There is a filing cabinet in the back of the office, and the top drawer will hold the Audio Diary.

Achievement #3 – Counterattack- Killed an enemy with its own projectile.
Navigate the Train Station in the direction of Ryan Amusements. Talk to Tenenbaum; Lamb has sent waves of Splicers to assault us. Put your game on hold. There'll be plenty of Splicers, and chances are excellent that some of them will try to throw grenades at you. Make sure you have Telekinesis activated for this battle. When the chance arises and someone throws a grenade, use telekinesis to grab it and throw it back at them. If you hit them straight, it should be an instant death even on Hard.




Achievement #4 – Protector- Defended yourself against Lamb’s assault in the Train Station.
Defy the waves of Splicers that are trying to kill Tenenbaum and you. The Achievement will become available once the last Splicer perishes.




Audio Diary #15 – The Situation- Wait a moment before boarding the train to leave the Level. Locate the last Audio Diary on the left side of a few benches in the middle of the main Train Station chamber.
Phase 2- A Fathers Love
1. Ryan Amusements: Part I
2. Little Sisters: 1/12
3. Plasmids: 2/11
4. Power to the People: 1/14
5. Audio Diaries: 23/100
6. Achievements: 8/53

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Ryan Amusements: Part I

Audio Diary #16 – Eleanor's Progress- Proceed from the Train Station and ascend the steps beyond the Vita-Chamber. The Audio Diary is immediately visible in the next chamber, to the right of a shrine dedicated to Lamb. On our left, there's also an Audio Diary that's frozen in the sea. We must first gather the Incinerate Plasmid before we can grasp it.

Power to the People #1-Navigate the Ticket Booth in an attempt to obtain a ticket to enter Ryan Amusements. You can see our first Power to the People Station at the end of the hallway, past the Machine Gun in Security behind the glass.










Achievement #5 – Upgraded A Weapon- Upgraded a Weapon at a Power to the People Station.
This will unlock as soon as you pick out an upgrade for the Rivet Gun or The Drill. I recommend a Damage Upgrade… It is important to note that there are not enough Power to the People Stations in the game to max out all our Weapons. There are only 14 Stations & we would have needed 18 to fully max them all out, so keep that in mind when upgrading.




Audio Diary #17 – The Old Sheepdog- Proceed past the Vita-Chamber and down the steps from the Power to the People Station. The next Audio Diary will be located on a table pressed up against an open supply cabinet at the foot of the stairs.

Audio Diary #18 – Volunteer- Turn left and circumambulate the Memorial Museum exhibit in the center foyer of Ryan Amusements. Continue beyond the stairs that lead downstairs and remain on this floor. There will be some information boards in the middle of this upper floor, each side by a padded bench. The Audio Diary will be positioned beneath this bench with its back to you.

Audio Diary #19 – Cutting Corners- Continue to the upper floor and enter the gift shop. In the shop's rear room, in an open crate to the left of a safe, is an audio diary.

Audio Diary #20 – Rapture Is Deliverance- There will be restrooms in the Gift Shop downstairs. To unlock the Dames restroom, use Electro Bolt. Underneath another Lamb shrine in the restroom's rear is an Audio Diary.

Achievement #6 – Prolific Hacker- Hacked one of each kind of machine.
Bioshock 2 features eight different kinds of machines: door switches, security bots, security cameras, health stations, vending machines for Circus of Values, vending machines for Ammo Bandito, safes, and turrets. All additional machines can be found in the first few regions of Ryan Amusements if you managed to hack a Security Camera & Bot in the previous level. A turret will be located just within the Hall of the Future, and a safe is located in the gift shop. There's also a Security Bot at the El Dorado Lounge.




Audio Diary #21 – A Father's Love- This Audio Diary is located in a crate next to the Vita-Chamber in the rear chamber of the Hall of the Future, which is where the Gatherer's Garden is.

Audio Diary #22 – Eat Dog- We'll come across another Eleanor gift wagon in the center of the hallway on our way to the El Dorado Lounge. Alongside the Drill Power Tonic in the wagon will be an Audio Diary.

Audio Diary #23 – "Child" & Guardian- Go to the far corner booth in the El Dorado Lounge, which is located on the opposite side of the statue in the middle of the space. Behind the glass wall, there is a counter where we can find an Audio Diary.

Achievement #7 – Adopted A Little Sister- Adopted a new Little Sister for the first time.
!!Make Sure to make a save before this as some people have had this achievement not show up, Having a save before this will help to make it easier to go back incase it doesnt work the first time around!!
It will be difficult to defeat Big Daddy if you are playing on Hard. Make sure your game is saved. Make use of everything available to you. If you have heavy rivets for your rivet gun, use them to electrify the water. Before confronting the Big Daddy, too. To deal some serious damage, try directing the Big Daddy through all of your Trap Bolts that are fired into a single mass. If you can keep hitting him in the head, the Machine Gun is also quite effective. Use an Electro Bolt blast to stop him in his tracks when he tries to charge at you. Take up the Little Sister to reveal the Achievement once the unfortunate man has fallen.




Achievement #8 – Master Protector- Got through a Gather with no damage & no one getting to the Little Sister. (THIS ACHIEVEMENT IS MISSABLE)
Before attempting this achievement, save your game in case something goes wrong! The Rapture Museum's lower level is where you'll find the first corpse. Prior to setting up your defenses or putting your Little Sister down, save. You might need to change where you place your trap rivets if you discover gaps in your plan. Create a perimeter around the body and reload your trap rivets from the adjacent ammunition bandito. Put every Trap Rivet to use. Your Items are not as significant as the achievement. The worst case scenario is that you play more cautiously after reloading your save after obtaining the achievement. We only have to perform this flawlessly once.

Splicers sometimes descend from above to attack us, but most attacks come from the front. You should be aware that two Leadhead Splicers who are breaking through the door behind us will assault us at the very conclusion of the Gather.

Since most of the Splicers are thuggish, this is the ideal place to try for the achievement. While your sister is gathering, position yourself in the corner next to some debris with your back to the vending machines. Our greatest threat is usually the single Leadhead Splicer who attacks us from this side. As soon as you spot them, use Electro Bolt to stun them and shoot them with your rivet gun. Use Electro Bolt to immediately eliminate the Leadheads as soon as the door behind us is sliced open. If you were successful, the Achievement will become available when you pick up your Little Sister. It can require multiple attempts. Gathers that come after this one will summon more Leadhead Splicers and are considerably harder to attempt for this achievement.

Near the corpse, there is a red explosive barrel that can be quite helpful in battling the two Leadheads that are ambushing us at the end of the Gather. As soon as the Splicers cut through the door, grab the barrel with your telekinesis and fling it at them to instantly kill both of them if you haven't previously blown up the barrel. This works only if you have Telekinesis equipped, but it makes the most difficult aspect of this encounter quite easier.



Phase 3- Working For Sinclair
1. Ryan Amusements: Part II
2. Little Sisters: 1/12
3. Plasmids: 3/11
4. Power to the People: 2/14
5. Audio Diaries: 34/100
6. Achievements: 12/53


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Ryan Amusements: Part II

Achievement #9 – 9-Irony- Paid your respects to the founder of Rapture. (THIS ACHIEVEMENT IS MISSABLE)
Step through the doorway that the Splicers had torn open, and you'll notice an animatronic Andrew Ryan seated behind a desk right away to your left. There will be a golf club and ball on the ground in the left corner of this display, between a bookshelf and a tiny shelf. To obtain the achievement, use telekinesis to pick up the golf club and launch it at Andrew Ryan. A man decides...




This Achievement can only be unlocked on this Level; be sure to do this before carrying on to Pauper's Drop!

Audio Diary #24 – You, Me, & 1959- Just before the Journey to the Surface entrance, descend the stairs and bear left. Once you enter the Ride Maintenance area, an Audio Diary will be on a desk with an open travel case.


Audio Diary #25 – Escape Plan- To get to the Ride Cart Garage, proceed to the next Gather location by using your Little Sister's scent-finding skills. The corpse from which we shall gather next will have the Audio Diary next to it.

Achievement #10 – Trap Master- Killed 30 enemies using only Traps.
Although if you are playing on Hard, it should come easily to you, I obtained this achievement quite early. Deploy all of your trap rivets around the edge each time you perform a Little Sister Gather. I prefer to place my traps two at a time. To avoid overkill and trap waste, try not to install more than three trap rivets too near to one another.

I'm not sure if you can farm the same kills repeatedly by loading your saved game. I may have unlocked it quickly because I had to reload the game three times in order to get the Master Protector Achievement earlier. In any case, remember this Achievement right now. In this game, we go through a good number of Gathers.




Audio Diary #26 – Lamb the Problem, Sinclair the Solution- Leave the Rail Cart Garage by going to your right if you choose to proceed the same way you arrived. Make a left turn if you choose to exit via the other door. In the Conformity & Co. exhibit, there are crates with an Audio Diary next to a section where water is tumbling from the ceiling.

Audio Diary #27 – Truth Is In the Body- Continue riding the Journey to the Surface. You will notice a Leadhead Splicer painting, "We Will Be Reborn," on the wall as you proceed. Immediately to the right of them is a door leading to an inclining flight of stairs. Once you follow this path past a balcony, a little workshop will open up. Next to an Eve Hypo on a worktable will be the Audio Diary.

Audio Diary #28 – Deterioration- Continue on the Journey to the Surface after saving the Little Sister at the Vent. To earn the Saviour Achievement, make sure to Rescue rather than Harvest the Little Sister; we need to save all 12. Go through the hallway on the right to enter the chamber containing all of the animatronic hands once you arrive at the "Home Sweet Home" display with the family seated on the couch. To go to the upper level, jump onto the box and then the outstretched hand. Around the corner from here, near to a corpse and a bunch of lit candles, is where we can find an audio diary.

Power to the People #2- Proceed to the left of the animatronic family seated on the couch and enter through the doorway. As we approach, there will be a Power to the People Station being attacked by a Splicer right in front of us.










Audio Diary #29 – Working For Sinclair- Look toward the right side of the room where the Circus of Values is located in the same space as the Power to the People Station. The Audio Diary will be located next to a newspaper kiosk, among debris.

Audio Diary #30 – Doctor Lamb- Proceed to the Ride Maintenance side room on the right after you pass the Security Camera on the Journey to the Surface. Smash through the wooden planks that are obstructing the doorway to reveal an audio diary on a mattress.

Audio Diary #31 – Efficacy- "Escape to Rapture" is the name of the last exhibit in Journey to the Surface. There will be one final Ride Maintenance room across from it. You will find the Audio Diary immediately upon opening a drawer in a top-heavy filing cabinet.

Audio Diary #32 – Dating Tip- The Staff Only door at the base of the stairs to your right will open when you pull the lever that opens the Maintenance Door Access. Go to the back area past the Booze Hound Tonic, which is one of my favorite tonics, and head down to it. Here, on a shelf, will be the Audio Diary.

Plasmid #3 – Incinerate- Now that we have completed Journey to the Surface, proceed to Hall of the Future and pay 90 ADAM to acquire Incinerate from the Gatherer's Garden.You are welcome to buy the Health Upgrade as well. Throughout the entire game, we will be gathering a lot of ADAM.
I want to warn you that when we go to leave the Hall of the Future, a Big Sister will attack us. Make sure to stock up on items and save.

Achievement #11 – Unbreakable- Defended yourself against the Big Sister without dying.
If you have Vita-Chambers enabled, this achievement is Missable; however, if you have them disabled, it is technically Story Related. Incinerate & Heavy Rivets is the greatest combo to use while taking on the Big Sister. Make your way to Ryan Amusements' basement floor and circle the Health Station and vending machines with the Big Sister. If you can manage it or afford it, make use of the Health Station and attempt healing yourself instead of relying on Medkits. When the Big Sister is vanquished, the achievement will become accessible.




Audio Diary #33 – Disappeared- At last, we reach the Audio Diary that was frozen at Ryan Amusements' entrance. Get the Audio Diary and melt the ice.

Achievement #12 – Sinclair Solutions- Joined forces with Sinclair in Ryan Amusements.
To melt the ice obstructing your exit, go back to the train station. To gain the achievement, flip the Security Override Switch and see Sinclair jog like a dapper passenger boarding our train.




Audio Diary #34 – Wooden Nickels- After eliminating the Splicers, go down the stairs and enter the area that Sinclair just left before boarding the train yourself. Here, the last Audio Diary will be propped up against a mattress and a pile of TVs.
Phase 4- Blood And Lamb
1. Pauper’s Drop: Part I
2. Little Sisters: 3/12
3. Plasmids: 4/11
4. Power to the People: 4/14
5. Audio Diaries: 47/100
6. Achievements: 17/53


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Pauper's Drop: Part I

Audio Diary #35 – Ryan vs Lamb: Religious Rights- Marlene's Flower Emporium is located on the right side of the Fishbowl Diner, at the far end. The Audio Diary is located indoors, on a cabinet.

Audio Diary #36 – Better Times With Lamb- Make your way onto the roof of the diner then over to the roof of Marlene's Flower Emporium. The Audio Diary will be leaning against a crate next to the Hacker’s Delight Tonic.

Audio Diary #37 – Wrong Side of the Tracks- If you have collected your Little Sister, disregard her wishes for where to go for your second Gather and instead follow your quest marker. When you walk inside the Sinclair Deluxe entryway, a Brute Splicer will collapse the entrance. The Audio Diary is located on the front desk when you enter the reception area on your left.

Audio Diary #38 – The End of the Line- Go into Town Square and eliminate our first Brute Splicer (Anti-Personnel Rounds and Incinerate are good against them). This audio diary is located at a memorial dedicated to Prentice Mill on the left corner of Town Square, beneath a bright red "The Hamilton" sign.

Audio Diary #39 – Clinic Code At the Fishbowl- This Audio Diary is located to the right of Fontaine's Clinic's door, which is where we need to head next. It is directly underneath the Keypad.

Power to the People #3- Go out the hole in the wall on your right to depart the Clinic's top floor. Proceed along the walkway to The Hamilton. Directly in front of us, down the hall from the Ammo Bandito, will be the Power to the People Station.









Achievement #13 – Fully Upgraded A Weapon- Installed the third upgrade to a Weapon.
If you have all of the enhancements we have so far gathered into one weapon, this is the earliest we may unlock this achievement. As we will be finding all 14 of these improvements, if you are following this method, this Achievement will ultimately unlock.




Audio Diary #40 – Camera In Hock- Ascend to the next story of The Hamilton and turn right into R. Flanagan's office at the top of the stairs. The Audio Diary is located indoors, to the right of the office counter.

Audio Diary #41 – Arrangements- Continue on this floor and cross the flimsy wooden bridge to exit The Hamilton. There will be a Little Sister Vent directly over the bridge, and an Audio Diary to its left.

Audio Diary #42 – Therapy With Grace 1- Continue to the King Pawn shop's roof at this point. Head into the adjacent building by crossing another precarious bridge before descending through the ceiling. Here is where we can enter a lone room. The Audio Diary is located inside on a cabinet to our right.

Achievement #14 – Master Hacker- Hacked 30 machines at a distance with the Hack Tool.
Use up any "excess" Remote Hack Darts you may have on any hackable device, even if you can access it manually. Really, you only need two or three on hand for emergencies. The remainder can be used on any machine that can be compromised. We are free from concern when the Achievement has been completed.




Achievement #15 – First Research- Researched a Splicer with the Research Camera.
Enter through the ceiling of the King Pawn shop to retrieve the Research Camera. To acquire the achievement, use it on a Splicer and kill them to obtain research on that kind of adversary.

Do as much research as you can. Use the camera at all times, whether it be from Splicer, Big Daddy, or Security. When we come across Big Sisters, Spider Splicers, and Thuggish Splicers, we should concentrate our research on them. We won't be able to obtain the Research Master Achievement if we don't have enough research to fully utilize them because they are limited.




Achievement #16 – Grand Daddy- Defeated 3 Big Daddies without dying during a fight.
Again, this is a technically missable achievement, but it will be easy to get if you are playing without Vita-Chambers enabled. This achievement may be obtained by defeating the last Big Daddy in Pauper's Drop.

After allowing the Splicers to somewhat beat him up in the market, you can easily murder him by hacking the security camera and RPG turret.




Audio Diary #43 – Blood & Lamb- Enter Reliable Pharmacy in the first part of the Market. Enter the Book Store by crawling through the opening in the wall where they have set up their "cook site." Here, on the front counter, is where we may locate an audio diary.

Audio Diary #44 – Sunday Services- There will be a doorway with steps leading up to some apartments outside the book store on the right. Enter, and you will see an Audio Diary by the second body that needs to be gathered for our Little Sister.

Audio Diary #45 – Pauper's Drop- Continue inside the apartment and turn left to cross a bridge and reach the roof of Reliable Pharmacy. Up here is where we'll find a little chamber with an audio diary just for us.

Plasmid #4 – Hypnotize- Proceed to deal with the Brute Splicer and enter the jazz club Limbo Room. When we enter it, this is located in a red wagon ordinance from Eleanor directly in front of us.

Power to the People #4- Make your way to the back rooms of The Limbo Room, past the stage, and disturb the dancing Splicers. The first room back here is where you'll find The Power to the People Station.









Audio Diary #46 – Closing the Limbo Room- Head back here and enter the dressing area. This Audio Diary is located next to the big, broken mirror at the cosmetics table.

Achievement #17 – One Research Track- Maxed out one Research Track.
Leadhead or Thuggish Splicers are probably the first enemy for whom you will have maxed out your research. To get the most out of your research, as was previously said, use the Research Camera during each and every contact with an adversary. Abusing it will only be advantageous to us. Before hacking any security cameras or turnabouts, make sure you do your homework on them first!




Audio Diary #47 – Mole- Go left up the stairs beyond the Little Sister Vent as you exit the Limbo Room. Once we climb the stairs and pass through the opening in the wall, we will find a lifeless Rosie at the center of the hallway. There on a crate close by will be the Audio Diary.
Phase 5- The ButterFly
1. Pauper’s Drop: Part II, Siren Alley Part I
2. Little Sisters: 5/12
3. Plasmids: 8/11
4. Power to the People: 6/14
5. Audio Diaries: 65/100
6. Achievements: 20/53


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Pauper’s Drop: Part II

Audio Diary #48 – A Gift From Lamb- Go up the stairs and inside the Sinclair Deluxe. Make a right turn to reach suite 106 on the first floor. In the bathroom, an Audio Diary is propped up against a cabinet.

Power to the People #5- Navigate the dimly lit hallway of Sinclair Deluxe and ascend to the second level. Through a hole in the wall, you can see a Power to the People Station as you enter a second-floor apartment suite. Turn right along the hall and exit this suite via another opening in the wall. After going past the turret at the end of the hallway in the side room we noticed, we can enter the station.









Audio Diary #49 – Profit Coming, Profit Going- Proceed in the opposite direction along the hall that we used to reach the People Station's Power. Instead of continuing through the broken ramp on our left, let's go through the doorway across from the Ammo Bandito. Climb the stairs, and you'll find yourself above the floor you were on before you peered down. From this vantage point, the Security Camera is located below an Audio Diary that is propped up against a crate overhead. Leap through and seize it.

Audio Diary #50 – Where Has Harry Gone?- Proceed to the damaged floor ramp and turn right into suite 213. A shelf to the right of a turret holds an Audio Diary.

Audio Diary #51 – The Butterfly- Now go to the end of the second floor hall and enter suite 212. Inside the apartment, turn left to discover an odd butterfly-themed room. Beside a wire mesh cage on a table will be the Audio Diary.

Audio Diary #52 – What A Snap- Ascend an additional debris ramp to reach the third level. Turn right to bypass the security camera in the Sinclair Deluxe atrium. At the dead end, next to a wheelchair and a storage crate, is where we can locate an audio diary.

Audio Diary #53 – Barbarism- Return to the opposite side of the atrium and enter Grace Holloway's suite, number 307. To the left of the living room, beneath Eleanor's bed, is where we can find an Audio Diary hidden away. The Keen Observer Tonic in the room is quite helpful to our research, so make sure to equip and take advantage of it as well.

Audio Diary #54 – Failing Lamb- Step inside Grace's bedroom now. An audio diary is resting on top of her bed.

Achievement #18 – Confronted Grace- Confronted Lamb’s lieutenant in Pauper’s Drop.
To access Lamb's hidden lair in Grace's chamber, press the button behind a portrait of her. Please don't kill Grace; we need her and the two other enemies we encounter later on in order to complete the Savior Achievement. The Achievement can be unlocked by leaving her chamber while holding the Override Key.




Audio Diary #55 – Field Trial #1- Another Brute Splicer will assault us when we return to Pauper's Drop and the Fish Bowl Diner location. Find the Audio Diary someplace inside him by killing him and robbing his body.

Achievement #19 – Bought A Slot- Bought one Plasmid Slot or Tonic Slot at a Gatherer’s Garden.
If you haven't previously, make sure to visit the Gatherer's Garden before departing Pauper's Drop. Our current location might be between 400 and 500 ADAM, depending on what you have already bought. Obtain our initial Plasmid Slot at 40 ADAM.




Plasmid #5 – Winter Blast- Purchased at a Gatherer’s Garden for 60 ADAM.

Plasmid #6 – Decoy- Purchased at a Gatherer’s Garden for 60 ADAM.

Plasmid #7 – Cyclone Trap- Purchased at a Gatherer’s Garden for 60 ADAM.

Take up a second Plasmid Slot for 50 ADAM with our leftover ADAM. Purchase anything you want with the remaining ADAM. Instead, take use of some tonic slots or health/eve upgrades since we will be picking up Electro Bolt Level 2 at the next level.

Caution! Make sure your research on the Thuggish Splicer is at its maximum since they will vanish after Pauper's Drop.

Siren Alley:

Audio Diary #56 – A Silent God- After our adventure on the ocean, return to Rapture. Look over your shoulder from the entrance arch on the other wall before you step into Siren Alley. The Audio Diary is located on the wall to the right of a big picture depicting Jack Ryan's plane crash from Bioshock 1.

Audio Diary #57 – The Rumbler- Go enter Little Eden Plaza and proceed to the Mermaid Lounge, which is located on the right side of the space. There is a bathroom at the far end of the Mermaid Lounge on the lower level. To locate the Audio Diary, use Incinerate to melt the ice block at the back.

Audio Diary #58 – Plasmid Shipment- Now climb the second floor of the Mermaid Lounge and head to the rooms above the lavatories. Go inside the office's hidden room behind the bookshelf in the first room to the right of the kitchen. To remove all of the Splicers from the adjacent chamber, turn on the Turret control. The Audio Diary is located on a table beneath one of the turrets. Exit the office and go into the room where we turned on the turrets.

Power to the People #6- Proceed to the kitchen's front counter while you're still in the Mermaid Lounge, then use a Hack Dart to open the gate. Enter the side room off the kitchen and descend down the floor hole. You'll see the Power to the People Station directly front of you.









Audio Diary #59 – Farther to Fall- In the Mermaid Lounge, in the same room as the Power to the People Station. It will be on the floor to the right of the Station.

Audio Diary #60 – Misbehaving- Go back to Little Eden Plaza and take the stairs to the higher level. Enter the room in the center, off to your right, after climbing the stairs. You can enter the Poisoned Apple by descending through the floor hole. There, on the restaurant counter, will be the Audio Diary.

Plasmid #8 – Security Command- After leaving Little Eden Plaza, follow your quest marker to enter the maintenance area. There will be a red wagon ordinance from Eleanor with this Plasmid inside, to the right, just inside.

Audio Diary #61 – Lamb's Salvation- Another Audio Diary may be found on the upper floor of the Maintenance Area, directly beneath the keypad for the locked Plaza Hedone door.

Audio Diary #62 – Father Simon Wales- Retrace your steps to Little Eden Plaza and enter the Pink Pearl. Go to the far left corner and enter the office on the lower floor. There will be an Audio Diary on the desk.

Audio Diary #63 – Double Standard- Ascend to the second story and proceed inside the chamber located in the middle of the floor. Beside a phonograph and a Bible in the bedroom is an audio diary.

Audio Diary #64 – Wales an' Wales- Go to Daniel Wales Office on the third floor of the Pink Pearl. A recording of his audio diary is perched atop his desk.

Audio Diary #65 – The Date Is the Code- When we kill Daniel Wales, this audio diary will be about him. It has to do with the story.

Achievement #20 – Big Spender- Spent $2000 at Vending Machines.
As you progress through the game, this will happen organically; if you play on Hard, it will happen more quickly because of how soon our supplies will run out. Whenever you find yourself with extra money, just keep buying supplies or ammunition at ra
Phase 6- Guidance Of Lamb
1. Siren Alley Part II, Dionysus Park Part I
2. Little Sisters: 6/12
3. Plasmids: 10/11
4. Power to the People: 9/14
5. Audio Diaries: 81/100
6. Achievements: 22/53


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Siren Alley: Part II

Audio Diary #66 – Bury Her Memory- As you enter Plaza Hedone, proceed to the apartments on your right by crossing the bridge and staying on the higher floor. In the room on the far right, next to a refrigerator, is where you'll find the Audio Diary.

Achievement #21 – Look At You, Hacker- Killed 50 enemies using only Hacked Security.
Although it appears that the kills track through the Base Game as well, this achievement is actually from the Minerva's Den DLC. Turrets, Security Bots, and Mini-Turrets are examples of hacked security. Simply remember to always carry Security Bots or use Mini-Turrets when you can. Most likely, as you get through Hard, this will come naturally. It will undoubtedly unlock for you in the Minerva's Den DLC if it does not throughout your gameplay of the Base Game.




Audio Diary #67 – Lamb's Operation- Go to the far end of this Plaza Hedone space on the second floor. There will be a door leading to the Smuggler's Hideout past a Turret & Circus of Values. A typewriter and an audio diary are located inside a smuggler's crate.

Audio Diary #68 – The Requirements of Utopia- Go to the stairs that lead to the second story of Plaza Hedone's lower level. The stairs have the sign "Little Eden Plaza" above them. There is a side passage that leads down into a flooded area beneath the Plaza to the left of these stairs. The Audio Diary is located on a pile of debris beneath the stairs we descended, so take a left after passing the vending expert tonic.

Audio Diary #69 – The Pair Bond Mechanism- Return to Plaza Hedone's first floor and proceed to the Gatherer's Garden. Directly across from the Gatherer's Garden, on another pile of debris, is where you may find the next Audio Diary.

Audio Diary #70 – An Empty Niche- Joe's Green Grocery is a store that will be located across from the previous Audio Diary. Enter and use the button behind the counter to open the rear secret area. Descend the stairs and enter the inundated region beneath. The Audio Diary is located in the next room, past the Turret, to the left of a TV that is resting on a table.

Audio Diary #71 – My Name Is Eleanor- Proceed back to the Plaza and enter Little Sister's Orphanage from here. Ascend to the second floor and proceed to the dorm room. The Audio Diary is located in an illuminated red wagon at the very rear.

Plasmid #9 – Scout- If you haven't previously, rescue and finish all of the gatherings with the three little sisters here before moving on to the Pumping Control Substation. Proceed to the Gatherer's Garden and pay forty ADAM for the Scout Plasmid.

Plasmid #10 – Insect Swarm- is available for 60 ADAM. Plasmid #11, which will be sent to us via the story, is the final Plasmid that we need to purchase.

Get the next Plasmid Slot for 60 ADAM and the Level 2 version of your favorite Plasmid for 120 ADAM before you leave. You can spend the remaining ADAM however you see fit. As we go to the next Level, we will receive a great deal more.

Audio Diary #72 – Guidance of Lamb- Proceed downstairs after gaining access to the pumping station. An Audio Diary from Bioshock 1 is propped up against a trunk beneath two pictures of Jack Ryan's hands.

Audio Diary #73 – Shackled to the Great Chain- Head up to the second floor of this room & you will see a room barred by a gate. Use a Hack Dart to unlock the gate. The Audio Diary will be to the left of a Safe underneath a cool looking butterfly DNA portrait.

Power to the People #7- Proceed down the stairs and into the next chamber. Enter the space to the left of the Gene Bank, and you will instantly come to a Power to the People station.









Audio Diary #74 – Therapy With Grace 2- n the same room as the Upgrade Station, look across the room to find an Audio Diary tucked inside a filing cabinet.

Achievement #22 – Defeated the Preacher- Defeated the Preacher.
Enter Pumping Station #5 & take down Father Wales to unlock the Achievement.




Audio Diary #75 – The Creed of the Faithful- In Pumping Station #5, go downstairs and you'll uncover an Audio Diary atop the altar at the far end.
Make sure you have gathered all of the audio diaries and saved every Little Sister in Siren Alley before turning on the pumping control. When the Pumping Control is turned on, Siren Alley will be flooded and our unclaimed collectibles will become inaccessible.

Dionysus Park: Part I

Power to the People #8- A tour of Cohen's Collection will be given to you as soon as you enter Dionysus Park. There will be a Circus of Value at the end of a hall, with a locked gate to its right. To unlock the gate, enter the code 1080 on the keypad. Inside will be the Power to the People Station.









Audio Diary #76 – Lamb's Time Is Over- Found in the same room as the Upgrade Station on a desk to its right.

Audio Diary #77 – Patronage- Proceed to the following room after defeating the Houdini Splicer. There's an Audio Diary on a wooden crate next to a big shelf just in front of you.

Audio Diary #78 – A Gift From Billy- Ascend the stairs to re-enter the second-floor room where we battled the Houdini Splicer. Look down the steps to the right of the doorway before proceeding to the next room. Halfway down the stairs, on top of the landing, will be an audio diary.

Audio Diary #79 – Lamb's Idea of Art- Proceed through the entryway and up the stairs. After passing the Ammo Bandito, turn left to enter the next area. As soon as you go in, turn left to see a statue with a gold tinge underneath some ceiling-leaking water. At the foot of the statue will be the Audio Diary.

Audio Diary #80 – Lost & Found- There will be a big carousel in the center of the room we enter next. There will be a cylindrical room in the middle of the carousel, and inside we will find an Audio Diary lying on the ground.

Audio Diary #81 – Dionysus Park's Weakness- Choose to enter Lamb's Garden through this room's other door rather than following your quest marker in the direction of the trains. Ascend the stairs to the second floor, where we will discover an Audio Diary propped up against some collapsed doors.

Power to the People #9- Now follow your quest marker along the halls from the carousel room. You will eventually come to a room that has a Circus of Values and navigational signs in it. It is impossible to overlook the Power to the People Station that is located along this room's far wall.
Phase 7- Life After SisterHood
1. Dionysus Park Part II, Fontaine Futuristics Part I
2. Little Sisters: 10/12
3. Plasmids: 10/11
4. Power to the People: 10/14
5. Audio Diaries: 99/100
6. Achievements: 24/53


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Dionysus Park: Part II

Audio Diary #82 – Learning Poker- Make a left as soon as you approach the Gallery Entrance area to access Triton Cinema. At the front counter, make a right and descend to the lounge area. There's a door down here that we can hack behind the serving counter. As soon as we walk into the room, we see an audio diary perched on some filing cabinets in the rear corner.

Audio Diary #83 – Growing Up- Make a left up the stairs to the second floor just before you enter the Theater Room. You will find the Projection Booth through a door on your left on the middle landing of the stairs. The middle of the hallway going to the projection booth will have the Audio Diary situated atop some debris.

Audio Diary #84 – A Spy- Proceed back up to the Theater Room's second floor. In the center of the balcony, with a view of the seats below, is an Audio Diary.

Audio Diary #85 – A Secular Saint- Go to the backstage section of the theater, which is located behind the main stage. An Audio Diary is located on a shelf with some camera reels along the far right wall.

Achievement #23 – Master Gatherer- Gather 600 ADAM with Little Sisters.
If you have escorted the first seven Little Sisters to all of their gathering locations and rescued them, you will receive this achievement. You will have unlocked this Achievement sooner if you were using the Proud Parent Tonic. It is still advised that you finish your Gathers after obtaining the Achievement. Buying Plasmids or Tonics from the Gatherer's Garden will only make us more resilient, which will eventually make Hard easier. Additionally, it provides us with additional chances to research splicers, which can be highly beneficial.




Audio Diary #86 – Lamb Flouts the System- Visit the Gallery Entrance once more. The Audio Diary is in the water next to a trash can in the center of the room, directly behind the statue of the two women.

Audio Diary #87 – The Truth Is In the Body- Enter the Piano Bar, & we can find an Audio Diary resting on the namesake piano itself.

Audio Diary #88 – Falling Into Place- To enter Imago Fine Arts, turn left at the piano bar and then left again. Use Incinerate to melt the ice that is preventing the door from opening. To the right of the entryway we pass through, in the rear-right corner, across from the Little Sister Vent, is a slab of ice. To locate the Audio Diary, use Incinerate to melt the ice.

Audio Diary #89 – Gotta Keep It Together- Now exit Imago and walk into J. Fischer Gallery. Go up the stairs in the back to the storage area. The Audio Diary is located on a shelf that is partially covered in sand in the room's far right corner.

Achievement #24 – Nose For News- Uncovered the secret of Dionysus Park.
After saving the third Little Sister at Dionysus Park and learning of Stanley's evil scheme, the achievement will become available.




Pick up the next Plasmid Slot for 70 ADAM at the Gatherer's Garden before heading back to Stanley and departing Dionysus Park. We just have one more Plasmid Slot left to buy—this one is provided to us by the Story.

Audio Diary #90 – A Plan- Lamb is going to let us into Stanley's Security Booth. The Audio Diary is just inside in an exposed locker.

Do not kill Stanley, we need him to live for the Saviour Achievement.

Caution! Make sure your Spider Splicer research is at its peak because they won't reappear after Dionysus Park. Up to the conclusion of the game, every other kind of adversary will exist.

Fontaine Futuristics: Part I

We must have thoroughly researched 8 out of 9 enemy types by the conclusion of this level. The Brute Splicers and Big Sisters are the only opponents we might not have fully leveled up before the conclusion. On this level, Alpha Series Big Daddies, the last enemy type, will be introduced. We'll be fighting a lot of them, but if you're concerned that you won't be able to battle enough of them, finish the Little Sister Gathers until you reach your maximum Research.

By the conclusion of the Level, we will also require 200–225 ADAM for our Level 3 Plasmid.

Audio Diary #91 – Alone At Last- This Audio Diary is the first thing we encounter when we walk into Fontaine Futuristics' first chamber. It's going to be on some boxes after the doorway, on our left.

Audio Diary #92 – Agnus Dei- Go into the Lobby room after walking along the ocean. Proceed to the higher level and utilize the Bio-Scan to unlock the door. Beat the Alpha Series Big Daddy and go into the space. After you hear Gil's next message, a panel with this Audio Diary will appear to the right of the TV screen.

Audio Diary #93 – Means of Control- Gil is going to lock us out of the Security Office and then open the doors for us. Directly in front of us, on a couch to the right of a pinned man who previously appeared on "The Apprentice," is an Audio Diary.

Audio Diary #94 – Prototype- Proceed to the left and enter Frank Fontaine's Plasmid Spectacular Theater located on the lower floor of this spacious chamber. The Employee's Only room will have a keypad-operated lockable door. 5254 is the door code. The Audio Diary is located inside the flooded area of this new room, to our right, next to a storage container next to a body in restraint.

Audio Diary #95 – Life After Sisterhood- After touring the theater, make your way back to the large chamber and ascend to the second story. Up the stairs to the left, we may find an Audio Diary propped up against a Little Sister Vent.

Audio Diary #96 – Source of Volunteers- Here, on the upper floor, turn left to join the marketing division. There will be a sizable pool of electrified water in your path as you enter the room on the left. Using a Hack Dart and hacking the panel through the wall hole, turn off the electricity. We can find the Audio Diary on a toppled filing cabinet to the left of the stairs we are standing on because the electricity has been turned off.

Audio Diary #97 – Goodbye to Fontaine- Move past the marketing division and into Frank Fontaine's office. Engage with a mounted boar head on the wall on the left side of the space. Your right wall has a hidden cache that you can access by doing this. Some Smuggler's Crates will be the object the Audio Diary is leaning against.

Audio Diary #98 – A New Cognitive Model- Go back to the atrium on the second floor and proceed to your right along the wall until you reach a sizable hole in it. Go through the wall and descend the flooded tunnel, then enter the Plasmid Laboratory Façade by dropping through a hole in the floor. The Audio Diary will be placed next to a strapped-down corpse on top of an operating table.

Power to the People #10- Proceed back to the Security Office after turning off each of the four signal relays. At last, the Power to the People Station is accessible indoors.









Audio Diary #99 – Abort the Experiment- Now head over to the Lab Airlock. Look to the left of the Gene Bank that is in front of you as soon as you enter the just accessible room. You'll find the Audio Diary on a table to your left.
Phase 8- Lambs To The Slaughter

1. Fontaine Futuristics Part II, Persephone Outer, Inner Persephone
2. Little Sisters: 12/12
3. Plasmids: 11/11
4. Power to the People: 14/14
5. Audio Diaries: 100/100
6. Achievements: 38/53


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Fontaine Futuristics: Part II

Audio Diary #100 – Solving For X- To locate the circuit breaker on the left side of the room, enter the main laboratory and descend the stairs. The Audio Diary is located directly beneath the switch.

Achievement #25 – Rapture Historian- Find 100 Audio Diaries.
We won't be able to unlock the achievement any sooner than this. Don't worry if you missed a few Audio Diaries along the way. You still have some chances to obtain the final one or two Audio Diaries you require, as there are a total of 129 in the game. They are easily located. Without really trying, you could probably complete the game with 120 Audio Diaries collected.




Power to the People #11- Once you're inside the Live Test Facility, head toward the area where the Candidate operating room and the ADAM Infused Plant are located. Proceed beyond this section, and you'll notice a security camera on the room's right side. There will be a window-opening hole beneath it through which we can hack the security room door control. Turn around again and go into the Security Room; you'll find the Power to the People Station right there.

Achievement #26 – Dealt With Every Little Sister- Dealt with all 12 Little Sisters.
The achievement will become available after saving Fontaine Futuristics' last Little Sister. In theory, if you have been Harvesting the Little Sisters, this will also unlock, although doing so will negate the Saviour Achievement.




After this last battle, try having the Big Sister Research fully charged. But there are still the last two chances, since there will be two more that we fight later in the next Level as part of the Story.

Achievement #27 – Fully Upgraded Plasmid- Fully upgraded one Plasmid to the Level 3 version.
Return to the Gatherer's Garden after setting all the Little Sisters free and vanquishing the Big Sister. To unlock the Achievement, buy your preferred Plasmid in Level 3 version. While Incinerate Level 3 is only 200 ADAM, Electro Bolt Level 3 is 225 ADAM.




Achievement #28 – Found Lamb’s Hideout- Gained access to Lamb’s stronghold.
To unlock Persephone's hidden entrance, use Gil's Genetic Key at the Oxy Fill Station outside the ADAM Research Laboratory.




Do not kill Gil! This will void the Saviour Achievement!

Achievement #29 – Saviour- Saved every Little Sister & spared Grace, Stanley, & Gil.
(THIS ACHIEVEMENT IS MISSABLE)




It will be necessary for you to have saved the lives of Grace in Pauper's Drop, Stanley in Dionysus Park, Gil in Fontaine Futuristics, and all 12 Little Sisters. Once we ride the elevator down to Persephone, if you have fulfilled all the prerequisites, the Achievement will become available.

Persephone Outer:

Power to the People #12- Lamb will get in touch with us as you proceed through the Persephone hallway, right outside the Persephone Detention Facility sign. Off to your left, here, is where you may discover the Power to the People Station.

Achievement #30 – Reunion- Reunited with your original Little Sister.
Eleanor will come to your aid and unlock the achievement once she has gathered all of the pieces for the Big Sister costume.




Achievement #31 – Max Plasmid Slots- Fully upgraded to the maximum number of Plasmid Slots.
After Eleanor saves you, the achievement will become available if you have bought every Plasmid Slot that is offered at the Gatherer's Garden. At this point in the story, the last Slot is revealed to us.




Achievement #32 – All Plasmids- Acquired or discovered all 11 fundamental Plasmid kinds.
When Eleanor offers us the Summon Eleanor Plasmid throughout the narrative, the achievement will become available to you if you have bought or collected the first ten Plasmids in the game.




In case you still need to buy a Plasmid or Plasmid Slot, we have one more chance in Inner Persephone to enter a Gatherer's Garden.

Inner Persephone:

Achievement #33 – Research Master- Completed all Research on all 9 subjects in Rapture.




Brute Splicers were the last piece of research I required. We should be able to gather all the remaining research we require on this level, with the exception of Big Sisters, Spider Splicers, and Thuggish Splicers.

When attempting to hack a machine, activate the alarm and farm the incoming security bots if you require security. You will exhaust your health quickly, but it is a risk-free method of farming endless research for security.

Power to the People #13- When we connect with Sinclair in the detention facility, we may locate this Power to the People Station. The Keypad's door code is 2673.

Power to the People #14- Head into the Infirmary Wing at the end of the Level. Navigate the Pediatric Ward and proceed to the Quarantine Area by following the signs. An RPG Turret will attack us as you turn the corner. Turn off the turret and ascend through the window to reach it. This area has our last Power to the People Station.

Achievement #34 – All Weapon Upgrades- Found all 14 Power to the People Weapon upgrades in the game.




This achievement is false because there isn't really enough power at the people stations to enable all three weapon upgrades. We'll be short by about four stations.

Achievement #35 – Heading to the Surface- Headed to the surface on the side of Sinclair’s escape pod.
After you & Eleanor prep the escape pod & flood the room, leave through the elevator up to the pod to unlock the Achievement.




Achievement #36 – Escape- Escaped Rapture.
See the last cinematic to find your ending. We shall receive the Happy Ending if you were able to achieve the Saviour Achievement. It's a satisfying ending. However, I think the Evil Ending is superior. In any case, cooler with its ramifications Is it worthwhile to play the game again, though?




Achievement #37 – Against All Odds- Finished the game on the Hardest Difficulty level.
This achievement will unlock simultaneously with your ending if you disabled Vita-Chambers before starting your playthrough and never respawned using them.




Achievement #38 – Big Brass Balls- Finished the game without using Vita-Chambers.
Story Related. If you disabled Vita-Chambers before beginning your playthrough & never respawned using them, this Achievement will unlock at the same time you receive your Ending.
Phase 9- Minervas Den
1. Minerva’s Den
2. Vacuum Bots: 5/10
3. Little Sisters: 3/6
4. Achievements: 40/53

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To start this DLC, navigate to the Main Menu's Extras tab and choose Play Downloadable Content. There are no achievements linked to difficulty, so choose the one that appeals to you. If you would like, we can also leave Vita-Chambers on.

When we killed 50 adversaries using hacked machinery in the Base Game, we ought to have already unlocked the Look At You, Hacker Achievement. Prioritize using Security Bots or Hacking Turrets to eliminate Splicers if you haven't already or are beginning this DLC first. This DLC has an unusually high number of Splicers who are accompanied by Security Bots. With two Security Bot bodyguards, you can practically always run about.


Minerva's Den:

Vacuum Bot #1- In Rapture Central Computing, you will eventually come across a Gatherer's Garden on your way to Porter's Office. Porter will also discuss our first Vacuum Bot, which is located directly down the hall from it. Destroy it to gather it.

Vacuum Bot #2- Return to Minerva's Den's main foyer and break through McClendon Robotics' door. First, enter the Demonstration Stage and proceed to the far end, where the security camera is located. Our next Vacuum Bot can be found in an exhibit that features the McClendon Auto Chef.

Vacuum Bot #3- Visit the McClendon Robotics Workshop now. Go to the lower-level chamber on your right after entering the Workshops area. Open the vent and enter a hidden area by crawling through. In the right-hand corner will be the Vacuum Bot.





Achievement #39 – Lancer Killer-
Kill a Lancer Big Daddy.
To deal with all 6 Little Sisters in the DLC, we will have to take out their Lancer Big Daddies. Depending on the Difficulty you are playing on, this will not be a problem. Especially if you have two Security Bots with you.

When it comes to your work with the Little Sisters, there is no achievement. I would suggest simply Harvesting all the Little Sisters to get more ADAM and save time. However, your decision is a fairly unsettling circumstance. If Little Sisters have spawned, you may see their location on your map, which will make finding them much simpler.


Vacuum Bot #4- To enter the Air-Tite Archives from the main lobby, use the Electro Bolt that we gather in the McClendon Robotics Workshop. Once inside, ascend to New Accounts via the stairs on your right. The Vacuum Bot is located in the corner of the room on the left after you pass the Turret.

Vacuum Bot #5- Go back to Rapture Central Computing and go into the Corporate Offices after you've acquired your gravity. To break the Electromagnetic Lock's circuits, use Gravity Well to toss the Plasmid over the wall behind it. Take a right via a set of doors after entering the chamber on the right. Beside the shelves will be the last vacuum bot on this level.

Make sure you have dealt with the three Little Sisters here before departing Minerva's Den and heading to Operations. The McClendon Robotics Workshop, Minerva's Den main lobby, and the final one at the very beginning of the Level, where the animatronic greeting sat at the front desk, was where I found my Little Sisters.

Dealing with the 3rd Little Sister on this Level will summon a Big Sister so be prepared…





Achievement #40 – Login- Reached Rapture Central Computing Operations.
Story Related. After using Gravity Well to dislodge the Electromagnetic Lock on the elevator room, take the elevator down to Operations to end the Level & unlock the Achievement.

Phase 10- Think, Think, Think

1. Operations, The Thinker
2. Vacuum Bots: 10/10
3. Little Sisters: 6/6
4. Achievements: 46/53


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Operations:

Vacuum Bot #6- Take a right while entering Operations' primary lobby to reach Programming. Use Electro Bolt on the Storage door to open it as soon as you enter. A Vacuum Bot is located in Storage's left corner.

Vacuum Bot #7- Next in System Programming, we'll walk inside a big room that's filling with water. Proceed to the right and ascend the stairs to reach the Data Processing area. Proceed through this area and ascend the stairs to reach the second floor. Once we reach the top of the stairs, turn left and locate a vacuum bot in the right corner at the far end of the walkway.

Achievement #41 – High Score-
Got 9999 points in one game of Spitfire.




Go back to the Data Processing room you were in previously with the Circus of Value. We can play Spitfire on the terminal to the left of the vending machine. In essence, it's the Asteroids arcade game. Move and shoot are your sole controls. You can only fire in the direction you are moving, which irritates me. You can easily become confused because your projectiles and the enemy's are the same color. You will fire more shots the faster you push the shoot button. The ideal approach is to aimlessly roam the map while repeatedly pressing the shoot button.

4 lives are all we need to achieve 9999 points. The enemies advance more quickly the longer you play or the more points you have accrued. It is incredibly frustrating and luck-based. You may receive up to 7800 points for certain runs, while other runs may only net you about 1000. This is not too hard conceptually. However, it may take some time to complete this task. Regular adversaries have a point value of 125, while quicker double-lined enemies have a point value of 500.

Try to keep as far away from the opponents as you can to give yourself extra time to avoid their bullets. Recognize the direction in which your adversaries are moving and aim your shots at them. It is simpler to line up your shots to hit numerous foes rather to just one lone enemy, if you can achieve it. Always be aware of your location. Sometimes it's preferable to hold off on firing and dodging until several foes have left, at which point you should try to take them all out in a spectacular display of strength. Use the fact that there is no time limit to your advantage.

Never stop running; keep going until you pass away. You never know which run might really be your ticket to the finish line. I completed this in about 7 tries, reaching 5000 points on my last life on my final try. As soon as you reach 9999 points and unlock the achievement, the game will terminate.

Vacuum Bot #8- Okay, so where were we? As part of the main plot, construct the Signal Jammer and go to Core Access. Once you've gone through the tunnel with an ocean view, descend the stairs to your left, beyond the Gatherer's Garden. Proceed in the direction of this glass window, and we will see a vacuum bot against the wall to our left.

Vacuum Bot #9- There is an elevator here that will take us to Maintenance if we head around the corner. Stepping straight ahead, we can see a tipped-over vacuum bot as soon as we enter exhaust venting.

Vacuum Bot #10- We'll be diverted to Climate Control shortly. Instead, go up the stairs beyond the Gene Bank on the right after you pass the doorway leading to the Turbine room. The last Vacuum Bot is located in the next chamber, near the foot of the stairs.

Achievement #42 – Garbage Collection- Destroyed all 10 Vacuum Bots in Minerva’s Den.
If you have been following the guide, you will be able to obtain the achievement once you have destroyed the tenth and last Vacuum Bot.




Achievement #43 – ADAM Addict- Resolved all 6 Little Sisters in Minerva’s Den.
Once you have dealt with the final three Little Sisters in Operations, if you Rescued/Harvested the three Sisters in Minerva's Den, the Achievement will become available.
I discovered my Little Sisters in Operations in the main lobby, the enormous flooded room in Programming, and the blizzard-prone Climate Control turbine room.




Once you have dealt with the third Little Sister in Operations, be aware that there will be one more Big Sister arriving.

Achievement #44 – Root Access Granted- Reached Computer Core Access.
We can exit Operations & go into the last DLC level after shutting off the turbines under Climate Control.




Do not exit the Level until you have dealt with the 3 Little Sisters & destroyed the 5 Vacuum Bots in Operations.

The Thinker:

Achievement #45 – SUDO- Wrested control of the Thinker from Reed Wahl.
To unlock the achievement, defeat Reed Wahl in the Thinker Computer Control room.




Achievement #46 – Logout- Escaped Minerva’s Den.
Find out who Subject Sigma really is, then meet Tenenbaum at the Bathysphere Dock. To close the DLC and reveal the last Achievement, pull the lever within the Bathysphere.
Phase 11- Protector Trials

1. Adonis Baths, Atlantic Express Train Upkeep, Pauper’s Drop Market
2. Stars: 18/36
3. Trials A Rank: 9/18
4. Bonus Trials: 0/6
5. Achievements: 49/53


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It's vital to remember that these Trials have no time restriction. We receive points based on how much ADAM, our little sister, gathers and how little interruptions she receives. Furthermore, we don't require an A+ on every trial—just an A—so we have some wiggle room and our Little Sister may occasionally be interrupted. However, there is no saving and we have to complete the trial in a single run. Every Trial has been set at a Medium Difficulty. As soon as you retrieve your Little Sister from the Gather, the Trial will come to a conclusion.

I used the assistance of these video guides made by Chris from Blind Manz Bluff (BMB) Gaming to unlock an A Rank on every Trial. The trials are actually not that tough; if you can master a particular map, you should be able to receive an A quite quickly without the need for the videos. For fidelity, I still intended to include them.

~MAKE SURE TO CHECK OUT HIS OTHER VIDEOS THEY ARE VERY WELL MADE AND INFORMATIVE~

Adonis Baths – Trial 1:

Achievement #47 – Perfect Protector- Collected 100% of the ADAM in a single Protector Trial.
If you were able to finish a trial with an A+ grade and without your little sister being disturbed once, this will become available. This is the only time we need to get an A+; after that, we just need As. Thus, we have some room for error.




Adonis Baths – Trial 2:

Adonis Baths – Trial 3:

Achievement #48 – Litmus Test- Earned 6 Stars in the Protector Trials.
Once you've finished the three trials in the Adonis Baths, this will become available.




Atlantic Express Train Upkeep – Trial 1:

Atlantic Express Train Upkeep – Trial 2:
Atlantic Express Train Upkeep – Trial 3:

Pauper’s Drop Market – Trial 1:

Pauper’s Drop Market – Trial 2:

Pauper’s Drop Market – Trial 3:

Achievement #49 – Acid Test- Earned 18 Stars in the Protector Trials.
We should have 18 out of 36 stars after finishing the trials in Adonis Baths, Atlantic Express Train Maintenance, and Pauper's Drop Market.
Phase 12- Protector Trials 2

1. Simon Wales Church, Folly of Dionysus, Persephone Cell Block F, Bonus Trials
2. Stars: 36/36
3. Trials A Rank: 18/18
4. Bonus Trials: 6/6
5. Achievements: 53/53


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Simon Wales Church – Trial 1:
The Trials get a little more difficult at this point. We are halfway there, so put all the skills we have gained from the previous Trial loadouts to use!

Achievement #50 – Get A Bigger Bucket- Collected 50% of the ADAM available in all Protector Trials.
Obtaining an A or A+ on every trial up to this point will probably allow you to obtain this achievement. By the time the Simon Wales Church Trials conclude, you ought to be able to access this achievement.




Simon Wales Church – Trial 2:

Simon Wales Church – Trial 3:

Folly of Dionysus – Trial 1:

Folly of Dionysus – Trial 2:

Folly of Dionysus – Trial 3:

It can take a few tries to figure out how to spin this trial because it is really challenging. It's crucial to keep in mind that the Little Sister gathers ADAM at her own pace—not because you've killed Splicers. I found that using Cyclone Trap to simply delay Splicers the entire time was the easiest. Remain in the gazebo and surround the Little Sister with traps at all times. They can also be momentarily distracted by decoy, however this normally doesn't last long. You have more Eve than you realize—we also have three Eve hypotheses!
We can revive Eve because we have the Fountain of Youth Tonic equipped, as StealingIntoYourRoom pointed out. This will allow us to use your plasmids for longer, allowing us to lay down more cyclone traps and use our plasmids more sparingly for decoy and incineration.

Persephone Cell Block F – Trial 1:

Persephone Cell Block F – Trial 2:

Persephone Cell Block F – Trial 3:

Achievement #35 – Trial By Fire- Earned 36 Stars in the Protector Trials.
This will become available once you've finished Persephone's last Trial. We will reveal one new Bonus Trial each location once all 18 Trials have been completed.




Achievement #36 – Enemy of the Family- Earned an A Rank in all Protector Trials.
After completing all 18 basic trials with an A or A+ grade, this will become available. Thankfully, we won't need to receive an A on the next Bonus Trials. Ideally, you were able to obtain this achievement with the assistance of the video guides. These weren't too difficult for me, not till the very end. Overall, they were more tiresome than challenging.




Bonus Trials:

Achievement #53 – Guardian Angel- Completed all 6 Bonus Protector Trials.
You are almost done if you have made it this far. It's not hard at all compared to what it took to unlock these Bonus Trials. It should be possible for you to receive A+ grades on them without even trying.




Set up all of your traps and use Security Command to call forth two security bots at the start of the trials. The rest of the trial, just spam Insect Swarm. Take out targets using your preferred weapon... & that's it. Mini-Turrets can eventually be installed for additional assistance. You'll only be using most of your money to purchase Eve for Insect Swarm. They are able to send us anything at all. & it won't be significant. Unable to battle bees, As an alternative, you can equip the Deadly Machines Tonic and the Insect Swarm & Summon Eleanor Plasmid, which should be sufficient to handle these Trials.

14 Comments
Aannik  [author] 19 Jan @ 10:09am 
:shockjockey:Thats awesome im glad it was able to unlock!!!!:theplayboy: Enjoy the dlcs they are so much fun.:ElectricFlesh:
M60GunnerDuringWWII 19 Jan @ 9:57am 
nvm, it unlocked when i picked up the little sister in minerva's den. thx for the help!
Aannik  [author] 19 Jan @ 8:28am 
Do you have a save near a big daddy the only thing i could suggest is trying again and perhaps verifying your files, i tried looking up any problems with that specific achievement not unlocking but wast able to find the exact same problem. On trueachievments.com forum some people were having some achievements show up late or having to reload and do them again. Sorry i wasn't able to give you a more conclusive solution:phoenixheart:
Aannik  [author] 19 Jan @ 8:14am 
Hmm it should unlock as soon as you choose the option the adopt them as you pick them up. Is that the only achievement that inst working?
M60GunnerDuringWWII 19 Jan @ 6:37am 
adopted a little sister for the 1st time isnt unlocking for me? Why? I finished the game already
Aannik  [author] 30 Dec, 2024 @ 6:32am 
Yeah bioshock is one of my all time favorite game series the story is so pronominal, i haven't had a chance to complete infinite yet but i want too.:possession:
Mr cat eyes 30 Dec, 2024 @ 5:12am 
nice one man:sunglassesDoge:
Enara 29 Dec, 2024 @ 9:09pm 
Awesome work. First time in years replaying Bioshock 2 and I forgot just how beautiful the good ending was. AIO run completed with the help of your guide. :praisesun:
Aannik  [author] 29 Dec, 2024 @ 5:39pm 
Enara thank you for bringing this to my attention I have fixed the guide on Phase 9 to show the proper Achievements and step, I also fixed a missing achievement on phase 8. Achievement #38 – Big Brass Balls- is now in the correct spot!
Enara 29 Dec, 2024 @ 4:51pm 
Unless something is loading funky on my end, Phase 9 is incorrect. It's labeled Minervas Den but it's just a repeat of Phase 8 (Fontaine Futuristics Pt 2 -> End of Game). Phase 10 picks up as if Phase 9 was correct.