バイオショック リマスター

バイオショック リマスター

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100% Achievement Guide: Bioshock - Remastered
作者: Cynic 0055
This is a comprehensive 100% Achievement guide detailing a step-by-step walkthrough to take you from 0 all the way to 100%. If you are looking for a particular Achievement or Collectible, use Ctrl+F & type it into the search bar for more direct help.

I run support & debug help on all my guides. If you have any questions, problems, or find errors in the guide itself, do not hesitate to leave me a comment & I will get back to you as soon as I am able to. Happy Hunting!
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Introduction:

Achievement Breakdown: (53)
Story Related: (15)
Missable: (2)
Collectibles: (5)
Upgrades & Crafting: (10)
Research: (12)
Hacking: (7)
Miscellaneous: (2)


All the Achievements can be unlocked in a single run of the game if you play on Survivor Difficulty. If that is too difficult, you can use this guide on any difficulty & run a second playthrough afterwards solely focusing on Survivor Difficulty. Alternatively, you can unlock the A Man Chooses & I Chose the Impossible Achievements on NG+ if you have beaten the game once already. In NG+ you retain all your Weapons, Plasmids, Upgrades, Research Perks, & Audio Diaries obtained during your first playthrough. Note that you will only regain these Items upon reaching the Medical Pavilion Level. The game does adjust for this & is a bit more difficult than if you just played Survivor Difficulty on NG.... but you have everything unlocked basically, so I think it would be a much easier time for you. Big thanks to ChrisPhatt for confirming you can still unlock Achievements on NG+!

Another thing to note is that Audio Diaries will respawn on NG+; the ones you collected previously will stay recorded, but you will need to know ahead of time which ones you are still missing & need to find. The Historian Achievement will unlock whenever you collect the final Audio Diaries you missed in your first playthrough.

Regardless, saving is very important on Survivor. Save as often as you can. As well, there are two Achievements associated with beating the game on Hard & Survivor without using a Vita-Chamber. To turn Vita-Chambers off, go into Options – Gameplay Options – Disable Vita Chambers (set this to ON). Note that technically, you can still unlock the Brass Balls Achievement without Disabling Vita Chambers so long as you do not die & respawn with one. It will turn your playthrough into a no-deaths run though... You must set the game Difficulty prior to starting a New Game.

For those that find Survivor Difficulty too much of a challenge but still want to unlock all of the Achievements in a single playthrough, there is actually a work around. Firstly, start your game off on Survivor Difficulty & play until your first Checkpoint or Save. Then, you can go into the Options & actually lower the Difficulty to Hard, Medium, or even Easy to beat the rest of the game. Before you deal the finishing blow to the final Boss & drain his final bit of ADAM with the Little Sister needle (found in Sequence 11), switch your Difficulty back up to Survivor & you will unlock all the Difficulty related Achievements. This strategy can also be used for the Challenge Rooms as well so long as you switch it back to the required Difficulty before completing them. Big shout out to BigBlackClock for pointing this strategy out to me, & to Makaay & Flasky for confirming its legitimacy.

Research everything, as much & often as you can. This will net you damage bonuses & most importantly Tonics that can only be unlocked at certain Ranks. Research the Rosie as soon as possible to unlock Photographer’s Eye 2 which will give you a 25% bonus to research. In the Farmer’s Market we will also find Photographer’s Eye 1. The effects of Tonics stack giving you even greater bonuses. Certain enemies only spawn on specific Levels. Security Bots, Nitro Splicers, Rosie’s & Bouncers are the rarer enemy types to be on the lookout for. Especially Nitro Splicers. Enemies in Bioshock are infinite & will keep on spawning. Use this to your advantage; the sooner you max out a Research Track, the sooner you are able to reap its rewards. As well, if you have the spare Medkits & ammo, you can exploit enemy Security Cameras to keep luring in Security Bots for you to Research. The Security Research Track can be a little stressful to max out since Turrets & Cameras are finite, so it is definitely a priority to get out of the way as soon as you are able.

I usually rescue the Little Sisters as soon as I come across them, if you are low on ammo or health when you reach them; save the rescuing till it is most convenient for you. They can be saved at any point during a Level.

I have all 53 Tonic locations included in the guide, but I ended up unlocking the Achievement having only collected 43 of them. Plasmids apparently count towards the Achievement as well as purchasing/finding higher levels of them. Keep this in mind as the Achievement will most likely unlock much sooner for you.

In the Additional Content there are three Challenge Rooms that each have four achievements to unlock. They will be difficult & will take multiple tries to unlock all its Achievements.

For those interested, here is an organized list of all the Achievements/Secret Achievements. This is how I derive my Achievement Breakdowns & the first reference I create before I begin my 100% journeys.
https://steamcommunity.com/sharedfiles/filedetails/?id=2230084078&searchtext=checklist
*This guide contains major spoilers.

READ BEFORE PLAYING!: For whatever reason, after playing for over an hour in a single session, when you try to save your game Bioshock will crash & delete your save. That leaves you with the Autosave which is usually at the very beginning of a Level. Do not ask me why this happens or why it has not been fixed yet… it is a straight up evil glitch. I have heard that some people do not have this bug so you may be one of the lucky ones.

The easiest & safest work around for this glitch is just to make a new save every time. It seems to only kick in when saving over a previous save slot. You’ll end up with a lot of saves, especially if you are playing on Survivor, but you can just delete all the old saves when you enter the next Level to keep the clutter down. Better than having to replay an entire Level… like I had to…twice…
Sequence 1: Welcome to Rapture
1. Complete Welcome to Rapture
2. Little Sisters: 0/21
3. Audio Diaries: 2/122
4. Weapon Upgrades: 0/12
5. Tonics: 0/53
6. Achievements: 2/65
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Welcome to Rapture:
Audio Diary #1 – New Year's Eve Alone: After finding the Revolver, enter the Kashmir Restaurant. The Audio Diary can be found on a table in the flooded area near the statue downstairs.


Achievement #1 – Toaster in the Tub: Shock an enemy in the water.
While downstairs, enter the “Employees Only” area which leads into a kitchen. When you get to the back of the room you will trigger two Splicers to spawn in the water by the statue. Sneak out of the room & use your Electro Bolt Plasmid to electrocute them unlocking the Achievement. This will instantly kill them, even on Survivor Difficulty.

Audio Diary #2 – Hole In Bathroom Wall: Head upstairs in the restaurant & make your way over to the "Dames" restroom. The Audio Diary can be found on a pile of rubble at the far end of the room.


Achievement #2 – Completed Welcome to Rapture: Successfully complete the Welcome to Rapture Level.
Unlocks after leaving the area & entering the Medical Pavilion.
Sequence 2: Symmetry
1. Complete Medical Pavilion
2. Little Sisters: 2/21
3. Audio Diaries: 19/122
4. Weapon Upgrades: 0/12
5. Tonics: 7/53
6. Achievements: 9/65

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Medical Pavilion:

Audio Diary #3 – Released Today: In the Foyer, walk over to the reception desk underneath the stairs. The Audio Diary is on this desk near some purple flowers.


Achievement #3 – One Successful Hack: Perform at least one successful hack.
In the Foyer, head to the Emergency Access room to the right of the Circus of Values. Blocking the door is a deactivated Security Bot. Hack it & unlock the Achievement.


Achievement #4 – Hacked a Security Bot: Successfully hacked a Security Bot.
Hack the Security Bot blocking the entrance to Emergency Access & unlock the Achievement.

Audio Diary #4 – ADAM Changes: Upon entering the Emergency Access, you see a desk straight ahead of you under a light. The Audio Diary is on the desk.


Achievement #5 – Hacked a Vending Machine: Successfully hack a Vending Machine.
Return to the Circus of Value in the Foyer & hack it to unlock this Achievement.

Audio Diary #5 – Higher Standards: When you push the door control & enter the room after the Foyer, you can find the Audio Diary right in front of you beside a bloody stretcher.


Achievement #6 – Hacked a Turret: Successfully hack a Turret.
Round the corner from the last Audio Diary & you will find a Turret pressed up against a wall. Blast it with Electro Bolt & hack it to unlock the Achievement.

Audio Diary #6 – Parasite Expectations: Across from the Turret back towards the “Is Your Family Protected” sign is a reception desk that has this Audio Diary on it.

Audio Diary #7 – Love for Science: Head around the corner from the Turret & head into the small area with a Health Station & a large poster about Plasmids. The Audio Diary is found on a chest in the right corner under the poster.

Audio Diary #8 – Limits of Imagination: Head to the left from this room & follow the Funeral Services signs. The Audio Diary will be near the frozen door to Twilight Fields hanging off the wall beside an information sign about Medical Pavilion.

Audio Diary #9 – Vandalism: Now, head to the far right of this large room we have been in & go to the small flooded room with two Vending Machines. The Audio Diary is on a chair near the Circus of Values.

Audio Diary #10 – Freezing Pipes: Make your way to the back of the larger room & head down the stairs towards the Dental Services Area. The Audio Diary is found laying on top of the frozen mound in the hallway.

Audio Diary #11 – Surgery’s Picasso: Enter the Eternal Flame Crematorium & turn left towards the picture of Winston Hoffner. The Audio Diary is below the picture stand.


Achievement #7 – Hacked a Security Camera: Successfully hack a Security Camera.
Carry on inside the Eternal Flame & you will come across the first Security Camera in the game. Hack it to unlock the Achievement.

Tonic #1 – Hacker's Delight: In the Crematorium, make your way around the right side of the room with the Security Camera. You will find a corpse half in a furnace laying on a table; use the button & cremate the body. When the table comes back out of the furnace this Tonic will be on it in a pile of ashes.


Achievement #8 – Hacked a Safe: Successfully hack a Safe.
Once you have collected the Incinerate Plasmid, head to the Twilight Fields & melt the doorway of ice. Head left through the room & fight off the Thuggish Splicer. When you approach the coffin she flipped over, a side door will open behind you that has a Turret. Behind that Turret is a safe we can hack. Safes are tricky to hack & are pretty luck dependant with which pieces spawn for you. Be sure to save before attempting this. There are many safes in Bioshock, so if this is too early for you there is plenty of opportunities later on.

Tonic #2 – Security Expert: Enter the middle room in Twilight Fields & you will see a room filled with freezers & operating tables. Head left into the water & make your way towards the shadow of a Splicer. The Tonic will be on top of a cabinet in the left corner.

Audio Diary #12 – Enrage Trial: Return to the downstairs area of the large room & melt the ice blocking the way to the Dental Services Area. In the Kure-All's, head through the middle door & enter the tiled room. Straight across from you is a bloody surgical table with the Audio Diary laying on the ground beside it.

Tonic #3 – Wrench Jockey: In the same room, turn around back towards the way you came. Knock the cover off the vent on the right wall & enter the secret room. The Tonic will be on a cabinet facing a set of locked doors.

Audio Diary #13 – Useless Experiments: Leave the Kure-All & progress further into the large lower area. Head to the left you will find this Audio Diary just outside Dandy Dental.

Audio Diary #14 – Testing Telekinesis: In Dandy Dental head to the Telekinesis Testing room, the Audio Diary is found beside the control system.

Do not forget to pick up the new Telekinesis Plasmid that is also found in this room nearby!

Audio Diary #15 – Plasmids Are the Paint: In Painless Dental, climb through the window & enter the operating room. After the air clears, head to the right & you will find the Audio Diary as well as a Tonic on a small wooden desk.

Tonic #4 – Speedy Hacker: Found on the same desk as Audio Diary #15 in Painless Dental.

Audio Diary #16 – Symmetry: Make your way through Dr. Steinman’s Aesthetic Ideals across the bridge & enter the Surgical Foyer. Use Telekinesis & destroy the rubble to continue following Dr. Steinman. The Audio Diary is hanging off the wall just behind where the rubble was.

Tonic #5 – Static Discharge: We can find this Tonic just down the hallway from the last Audio Diary. When the iron gate falls down, look directly across from the broken wall that is short circuiting to find the Tonic on the floor.

Audio Diary #17 – Aphrodite Walking: In the same hallway, head into the first room on the right. The Audio Diary is found on a cabinet in the center of the room beside an operating table.


Achievement #9 – Defeated Dr. Steinman: The player has defeated the crazed J.S. Steinman.
Chase down & kill Dr. Steinman. It can be helpful hacking the Medical Station & Turret in the halfway with the last Tonic, luring him back to be shot by the Turret. He can eat through your Medkits pretty fast.

Audio Diary #18 – Not What She Wanted: Once you have killed Dr. Steinman, return to the patient he was previously operating. She will have the Audio Diary on her person.

Little Sisters: For the Little Sister Saviour Achievement, we must rescue every Little Sisters; you cannot Harvest any of them, or it will void the Achievement!

Audio Diary #19 – Gatherer Vulnerability: After dealing with the Little Sister, approach the newly activated Gatherer's Garden station the Audio Diary is on the floor in front of it.

Tonic #6 – Armored Shell: Purchase this Tonic at the Gatherer’s Garden for 20 ADAM.

Tonic #7 – EVE Link: Purchase this Tonic at the Gatherer’s Garden for 20 ADAM.
Sequence 3: Post-Surgery
1. Complete Neptune’s Bounty
2. Little Sisters: 5/21
3. Audio Diaries: 37/122
4. Weapon Upgrades: 0/12
5. Tonics: 11/53
6. Achievements: 13/65
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Neptune’s Bounty:

Tonic #8 – Medical Expert: After entering the Lower Wharf, head down from the boardwalk into the mud. The Tonic is found in the center of this room on the other side of a small pool made from a leak in the ceiling.

Audio Diary #20 – Bathysphere Keys: In the Lower Wharf at the other end of the room is another board walk. Underneath it, behind the Turret, is the Audio Diary.

Audio Diary #21– Timmy H. Interrogation: In the area before Fontaine Fisheries, head down the stairs by the Circus of Values into the flooded basement below. Take a right through the area until you see the Audio Diary behind a locked door. It can be hacked, or you can use the code 5380.

Audio Diary #22 – Fontaine Must Go: After receiving the quest to go & find the Research Camera, go through the doorway across from the Gene Swap station in area before Fontane Fisheries. When you take the corner, you will see an open grate on your right. Drop down & follow the tunnel along, you will find the Audio Diary at the junction.

Audio Diary #23 – Finding the Sea Slug: Enter Upper Wharf, straight ahead from the entrance on a table is the Audio Diary.

Audio Diary #24 – Masha Come Home: In Upper Wharf, enter the next room from the last Audio Diary & head left. The Audio Diary is beside the Little Sister Vent on the ground.

Audio Diary #25 – Picked Up Timmy H.: Right beside the last Audio Diary is a Splicer corpse laying on the ground beside the Little Sister vent. The Audio Diary is on the corpse.

Audio Diary #26 – Watch Fontaine: After busting the lock on the metal gate, you can find the next
Audio Diary next to a Circus of Values.

Audio Diary #27 – Have My Badge: Enter the next padlocked area with all the Turrets. Deal with them, & then head back to the far-left corner. Beside a broken door is a vent, crawl through & you will find the Audio Diary on a desk to the left.


Achievement #10 – Researched a Splicer: Take at least one Research Photo of a Splicer.
After collecting the Research Camera, take a picture of the Spider Splicer locked in the room. This
Achievement cannot be missed.

Audio Diary #28 – ADAM Discovery: After collecting the Research Camera, leave the area & drop down from the broken window. To the right of this area, you will find the Audio Diary in a crate in between two conveyor belts.


Achievement #11 – Quality Research Photo: Take a Research Photo of the highest grade.
You will probably unlock this at some point during this Level, you need to take an A Grade photo.

Audio Diary #29 – Eden Leaking: Carry on through the door after the last Audio Diary & you will find the next one straight ahead behind a set of leaking pipes.

Audio Diary #30 – Fontaine’s Smugglers: Through the ocean view glass tunnel & the next Audio Diary is below a Security Camera on the right.

Audio Diary #31 – Death Penalty in Rapture: Make your way into Jet Postal, & the Audio Diary is found directly on your left on top of a table.

Tonic #9 – Scrounger: Research Leadhead Splicer to Level 2 to unlock this Tonic. Be religious when taking pictures of all the enemy types. Take all 2-3 pictures you are allowed per subject; it all adds up & Film is relatively cheap.

Audio Diary #32 – Meeting Ryan: From the Fighting McDonagh's Tavern entrance, take a right & step into the flooded area. Enter the small vent & look directly to the right of the entrance to find the Audio Diary.

Audio Diary #33 – Smuggling Ring: Head back up through the Tavern entrance & enter the main area. The Audio Diary is on a table below the 123 Beer sign.

Audio Diary #34 – Working Late Again: Make your way to the left of the Tavern & you will find the Audio Diary on a table near the stairs leading to the upper level.

Audio Diary #35 – Rapture Changing: Head around the bar counter & use Electro Bolt to unlock the door. Head through the next door & you will find the Audio Diary on a table in the back corner.

Tonic #10 – Static Discharge 2: Research Leadhead Splicer to Level 4 to unlock this Tonic.

Audio Diary #36 – Arresting Fontaine: In the upper floor of the Tavern, open Room 6 with Electro Bolt & you will find the Audio Diary beside a shackled corpse.


Achievement #12 – Fully Researched a Leadhead Splicer: Fully research the Leadhead Splicer.
This will be unlocked after reaching Level 5 with the Leadhead Splicer. Just keep taking photos, this will most likely be the first Research you max out.

Audio Diary #37 – Saw Masha Today: Now head over to the Room 7, you can hack the door or use the code 7533 to open it. The Audio Diary is found on a bed with two corpses on it.

Tonic #11 – Shorten Alarms: In the same room as the last Audio Diary, after listening to the Diary, knock down the Jasmine Joelene poster in the back corner. The Tonic is found in the wall behind it.


Achievement #13 – Skilled Hacker: Successfully complete 50 hacks
This will be earned naturally playing through the game. If you have been religious with hacking everything you come across you should unlock this Achievement on this Level. The hacks are cumulative, so if you reload saves from dying & hack the same machines again it counts separately towards the Achievement.
Sequence 4: Meeting Fontaine
1. Complete Neptune's Bounty, Smuggler's Hideout, Arcadia
2. Little Sisters: 5/21
3. Audio Diaries: 45/122
4. Weapon Upgrades: 1/12
5. Tonics: 20/532.
6. Achievements: 17/65
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Neptune’s Bounty

Tonic #12 – Wrench Lurker: Return to the room before Fontaine Fisheries with the Gene Bank & Gatherer’s Garden. The Tonic will be on the side of the railing overlooking the lower level.

Tonic #13 – Extra Nutrition: Purchase this Tonic at the Gatherer’s Garden for 20 ADAM.


Achievement #14 – Bought One Slot: Purchase a Plasmid Slot or Tonic Slot in any track
Purchase the first Plasmid Slot at the Gatherer’s Garden for 100 ADAM. We will need to eventually purchase every Slot in all four tracks. It will cost a lot of ADAM, unless there is a Plasmid you specifically want, save your ADAM. Be sure to collect the gift from Tenenbaum for an extra 200 ADAM if you have rescued 3 Little Sisters.

Plasmid Slots #1, #2: Purchase the first two Plasmid Slots for 200 ADAM at the Gatherers’ Garden.

Tonic #14 – Photographer's Eye 2: Research Rosie to Level 2. You will definitely want this Tonic equipped; it speeds up Research a lot.

Tonic #15 – Focused Hacker: After speaking with Peach when you take all the photos of the Spider Splicers, the locked door he is behind will open. You will find the Tonic to the left of the next door. It must be melted with Incinerate.


Achievement #15 – Defeated Peach Wilkins: The player has defeated Peach Wilkins
This will be unlocked after you kill Peach Wilkins in his Freezer.

Power to the People #1: The first upgrade station is found in the basement of Peach Wilkins freezer directly in front of you when you head down the stairs. I recommend using it on the Shotgun…


Achievement #16 – Upgraded a Weapon: Acquire at least one weapon upgrade
This will be unlocked after selecting your first weapon upgrade.

Audio Diary #38 – Putting the Screws On: To the left of the Power to the People Station head into the freezer. You can find the Audio Diary on a set of crates beside the Safe.

Smuggler's Hideout:

Audio Diary #39 – Meeting Fontaine: Make your way to the Storage Cave area, leaning against some crates tot the right of a Turret is the Audio Diary.

Tonic #16 – Extra Nutrition 3: Research Spider Splicer to Level 4.

Audio Diary #40 – Kraut Scientist: Leave the Control Room after assisting Atlas, & head down the walkway. When you reach the bottom of the stairs look to your right & there will be a padlocked door. The Audio Diary is found just inside this room.

Audio Diary #41 – Offered A Deal: Right before the bridge over the water that leads to Arcadia, you can find the last Audio Diary for this area beside an upturned crate.

Arcadia:

Audio Diary #42 – Seeing Ghosts: Enter the Tea Garden & head left across the wooden bridge. The Audio Diary is found to the left of the entrance to Arcadia Glens.

Audio Diary #43 – Big Night Out: The next Audio Diary can be found through the Arcadia Glens door & beside a bench straight ahead of you where you see some ghosts.

Audio Diary #44 – Mass Producing ADAM: In the same room as the last Audio Diary, the next one can be found in the right corner beside a golden chair & the other entrance to this area.

Audio Diary #45 – Arcadia Closed: Now make your way through the only available area up to the second floor of the Tea Garden. The next Audio Diary can be found in the same room where you fight the Houdini Splicer on a table to the left of the Gene Swap Station.

Tonic #17 – Sport Boost: Research Thuggish Splicer to Level 2. We will find Thuggish Splicers again in this area. Be sure to start taking Research Photos of them.

Tonic #18 – Sport Boost 2: Research Thuggish Splicer to Level 4.

Tonic #19 – Natural Camouflage: Research Houdini Splicer to Level 2.

Security Research – Bot: You should max out the research for the Security Bot anywhere from Arcadia to Fort Frolic. There is no direct achievement for this research aside from Research PhD.

Tonic #20 – Security Expert 2: Research Security Bot to Level 2. Once you have the Natural Camouflage Tonic from the Houdini Splicers, it is easy to begin farming for maxed out research with
Security Bots. Trigger the alarm on a Security Camera & stealthily take pictures of the Bots as they come by. It is easiest to wait for the 60 second alarm to stop and then take the photos as they fly away. Be warned that taking a photo will break invisibility so time your pictures well. Save first.

It should also be noted that if an enemy triggers a hacked Security Camera, the Security Bots that will come to kill them do not actually count as allies. They won’t attack you, obviously, but they will count towards the Research progress if you try taking their photos


Achievement #17 – Fully Researched A Thuggish Splicer: Fully research the Thuggish Splicer.
This will most likely be unlocked at same point during this level if you are diligent with taking your research photos. Apart from the Leadhead Splicer, this is one of the most common enemy types.
Sequence 5: Seeing Ghosts
1. Complete Arcadia
2. Little Sisters: 7/21
3. Audio Diaries: 57/122
4. Weapon Upgrades: 2/12
5. Tonics: 24/53
6. Achievements: 21/65
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Arcadia:

Audio Diary #46 – The Market is Patient: Enter the Waterfall Grotto, in the first area is a bench with a Waterfall Grotto sign just above it. The Audio Diary can be found on the bench.

Audio Diary #47 – Heroes & Criminals: When you pass the broken Circus of Values & Security Camera in the Waterfall Grotto, turn left. There is a door that needs to be opened with Electro Bolt, inside, you will find the Audio Diary just around the corner under a “Who Is Atlas?” poster.

Audio Diary #48 – Offer A Better Product: In Waterfall Grotto, you can find the next Audio Diary straight ahead of the stairs on a concrete block in the flooded first level.

Audio Diary #49 – Early Tests Promising: The final Audio Diary in Waterfall Grotto is found beside the water wheel on a storage crate.

Audio Diary #50 – Shouldn’t Have Come: Now make your way into Rolling Hills, & head down the path past the RPG Turret. The Audio Diary will be found on a bench directly below a Rolling Hills sign.

Audio Diary #51 – The Saturnine: When Ryan puts the toxin into the air & you have received your next quest from Langford, make your way out of Rolling Hills. Just before the stairs that lead up to the RPG Turret there is a cave that will have opened up with two burning dummies outside it. The Audio Diary is found just inside the cave entrance.

Tonic #21 – Security Evasion: Return to Waterfall Grotto for the Rose sample. When you reach the entrance, you will see three Thuggish Splicers beating on a dead Houdini Splicer. The Tonic is found just beside them.

Tonic #22 – Hacking Expert: After sending the Rose sample through the Pneumo to Langford, you can find this next Tonic on a desk just inside her Laboratory lobby.

Audio Diary #52 – What Won't They Steal?: Behind the desk you found the Tonic on, you can find this Audio Diary on the floor near a filing cabinet.

Audio Diary #53 – Teaching an Old Hound: Make your way into the next room of the Lab & you can find the Audio Diary on a table just to your left near some potted plants.


Achievement #18 – Basic Inventor: Invent at least one item.
Starting in Arcadia you will begin to find U-Invent Stations. Simply craft an item & you will unlock this Achievement. There are some Tonics we will eventually have to craft so it is a good idea to save your materials until we craft them all. As well, we will need to craft 100 items for a different
Achievement, so it is good to loot & horde all materials we come across.

Audio Diary #54 – Lazarus Vector: This Audio Diary will be found on Langford’s corpse after Ryan disposes of her with the airborne toxin.

Audio Diary #55 – Lazarus Vector Formula: In Langford’s Office, open her safe behind the flower painting to get this Audio Diary. The code written on the window for it is 9457.


Achievement #19 – Fully Researched A Rosie: Fully research the Rosie.
This will most likely be unlocked at some point during this Level if you are diligent with taking your research photos.

Security Research – Turrets: There is no Achievement for it, but you should unlock or be very close to maxing out the Turret research from this Level. Arcadia & the Farmer’s Market have a lot of Turrets in it.

Tonic #23 – Safecracker: Found in the second gift from Tenenbaum after saving your 6th Little Sister.


Achievement #20 – Fully Researched A Little Sister: Fully research the Little Sister.
This may take a while however can easily be farmed over the course of this & other Levels. A Big Daddy will walk around with the same Little Sister for a while & then replace them after some time has passed. Every replacement Little Sister will count as a brand new research subject so as long as you haven’t cleared them out yet.

Plasmid Slot #3: Purchase the next Plasmid Slot for 100 ADAM.

Physical Tonic Slot #1, #2: Purchase the first two Physical Tonic slots for 160 ADAM.

Engineering Tonic Slot #1, #2: Purchase the first two Engineering Tonic slots for 160 ADAM.

Combat Tonic Slot #1, #2: Purchase the first two Combat Tonic slots for 160 ADAM.

Tonic #24 – Human Inferno: With your leftover ADAM, purchase the Human Inferno Tonic at the Gatherer’s Garden as well for 20 ADAM.

Audio Diary #56 – Arcadia & Oxygen: When all your business in Arcadia is finished, enter the Tree Farm & move to the back of the area behind the small water tower. Up the stairs near some bags of fertilizer & a storage crate is the Audio Diary.

Power to the People #2: Head towards the Farmer’s Market entrance out of the Tree Farm & you can find this station directly to your left after walking up the stone stairs.


Achievement #21 – One Fully Upgraded Weapon: Fully upgrade one weapon.
Whichever weapon you chose to upgrade in Neptune’s Bounty, purchase the second upgrade for it to unlock this Achievement.

Audio Diary #57 – Maternal Instinct: The final Audio Diary for Arcadia can be found at the top of the last set of stairs leading to the Farmer’s Market just outside the Ticket Booth.
Sequence 6: The Great Chain
1. Complete Farmer’s Market & Arcadia
2. Little Sisters: 8/21
3. Audio Diaries: 66/122
4. Weapon Upgrades: 3/12
5. Tonics: 26/53
6. Achievements: 23/65
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Farmer's Market:

Audio Diary #58 – Bee Enzyme: As soon as you begin this Level you will find the Audio Diary in front of the Farmer's Market entrance beside a Pneumo.

Audio Diary #59 – Pulling Together: Make your way down into the next area. To your right will be an RPG Turret, & to your left further down a Security Camera. Across from the Camera is the Paddon Meats kiosk, the Audio Diary can be found to the left of the glass display.

Tonic #25 – EVE Link 2: This Tonic can be found downstairs from the RPG Turret mentioned before in front of a Circus of Values.

Audio Diary #60 – First Encounter: Carry on past these vending machines into the Market area with the tree & grassy ground. Head over the front counter into the Employees Only room & you can find the Audio Diary in front of a dead Rosie.

There is a weird glitch in the game that will add this Audio Diary into the Neptune's Bounty tab of your collected Audio Diaries instead of under the Farmer's Market tab. It's harmless, but worth pointing out in case you are panicking when you cannot find where it is in your Audio Diary menu.

Audio Diary #61 – Hatred: In the same room as the last Audio Diary, head around the corner left into the water & you can find the next one on a desk near a lamp.

Audio Diary #62 – Desperate Times: Leave the room & head up the stairs to the left of the tree. Enter the upper floor Employees Only room & head straight to the back wall to find a crawl space. Inside will be the Audio Diary leaning against a storage crate.

Audio Diary #63 – Water In Wine: Leave the Market area towards Worley Winery & Silverwing Apiary & you can find this Audio Diary laying just in front of the exit doors.

Audio Diary #64 – ADAM Explained: Enter Silverwing Apiary & you can find this Audio Diary on the reception counter.

Security Research – Cameras: You should max out the research for the Security Camera anywhere from Arcadia to Fort Frolic. There is no direct Achievement for this research aside from Research PhD.

Audio Diary #65 – Functional Children: Head into Worley's Winery, & head over to the right side of the room in the main area. You can find the Audio Diary on a table in the lounge.

Ammo Inventer - #1, #2, #3: You may have accomplished this a while ago, but we will need to craft all 6 of the different types of ammo in the game for an Achievement. At a U-Invent in the Farmer’s Market or back in Arcadia, craft Armor-Piercing Auto Rounds, Exploding Buck, & Antipersonnel Pistol Rounds.

We unlock the next three ammo types when we enter Fort Frolic.

Power to the People #3: Make your way into The Winery's basement. Straight ahead after the bottom stairs is a small flooded room, the Power to the People station will be submerged on the back wall. I recommend using it on the Grenade Launcher…

Tonic #26 – Photographer's Eye: From the Power to the People station, head left through the basement past the Gene Bank & into the next room. There will be a small scrap shack in this room, the Tonic can be found inside it near an old mattress.

Return to Arcadia:


Achievement #22 – Fully Researched A Houdini Splicer: Fully research the Houdini Splicer.
You should fully max out the research for the Houdini Splicer in either the return to Arcadia or in Fort Frolic.


Achievement #23 – Restored the Forest: The player has restored the forests of Arcadia.
You will unlock this after surviving the 3 waves of Splicers in Langford’s Laboratory when you insert the Lazarus Vector into the Central Misting Control system.

Audio Diary #66 – The Great Chain: Head to the Bathysphere Station that leads out of Arcadia. As soon as you enter the room you can find the Audio Diary to your right on a bench beside a present.
Sequence 7: The Doubters
1. Complete Fort Frolic
2. Little Sisters: 9/21
3. Audio Diaries: 76/122
4. Weapon Upgrades: 4/12
5. Tonics: 32/53
6. Achievements: 28/65
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Fort Frolic:

In Fort Frolic we will be undertaking a few tasks from a man named Sander Cohen. Near the end of the Level he will appear in person, but will not be hostile. DO NOT KILL HIM. It will void two Achievements that can only be unlocked if we meet him again in a later Level, Olympus Heights.


Achievement #24 – Lucky Winner: Hit the Jackpot at a slot machine.
This Achievement first becomes available in Fort Frolic. In the next room after the Bathysphere Station you will find two slot machines directly on your left. Save beforehand & keep spinning until you hit the jackpot. It cost $10 a spin, simply reload when you are out of money and keep trying. The jackpot will give you $250. With $300, it took me approximately 31 spins to hit the jackpot.


Achievement #25 – Fully Researched A Spider Splicer: Fully research the Spider Splicer.
Spider Splicers return as an enemy type in Fort Frolic, you should be able to max out the research for them on this Level.

Audio Diary #67 – Stood Up Again: In the main Atrium, head up the stairs to Fleet Hall Theatre. You will find the Audio Diary beside a trash can in some rubble just before the arch way at the top of the stairs.

Audio Diary #68 – Musical Insult: In Fleet Hall Theatre, you will enter the main lobby that has a Security Camera above the theatre doors. Head right of it up the stairs into a storage room. You will find the next Audio Diary beside a guitar.

Tonic #27 – Booze Hound: From Fort Frolic onward, we can now craft three Tonics at the U-Invent station. These are the only three we will have to craft in the game. You will need Glue x5, Enzyme Samples x4, & Empty Hypos x3 for this Tonic.

Ammo Inventer - #4, #5, #6: While at the U-Invent, craft the Heat-Seeking RPG, Trap Bolt, & Electric Gel.


Achievement #26 – Ammo Inventer: Invent all possible ammunition types.
Craft the final three ammo types to unlock the Achievement.

Tonic #28 – Alarm Expert: After immortalizing Fitzpatrick with your camera, turn around & you can see a yellow Tonic off on your right. Head up the ramp leading out & take a right towards the balcony booths. The door the Tonic is behind is locked, so head to the next closest one & jump from the balcony over to grab it.

Audio Diary #69 – The Doubters: Head upstairs from the Atrium into Cohen's Collection & you will find the Audio Diary on a table in the backroom beside some Arcadian Merlot.

Audio Diary #70 – The Iceman Cometh: As you make your way into the frozen Poseidon Plaza, you will immediately see an Audio Diary stuck into the wall on your left near a corpse frozen in the ceiling.

Tonic #29 – Frozen Field: Track down & kill Martin Finnegan in the frozen tunnel. You will loot this Tonic off of his corpse. On Survivor Difficulty he can be pretty tricky, if you have Telekinesis, there are two fuel tanks on the right side of the room. Simply throw one at him & it will instantly kill him & the Thuggish Splicer beside him. Using Napalm in the Chemical Thrower also works.


Achievement #27 – Prolific Photographer: Take at least one photo in every research group.
The Bouncer will be the last enemy type we will have not taken a photo of unlocking the Achievement.

Audio Diary #71 – Fontaine’s Army: Return to Poseidon Plaza & enter Sir Prize “Games of Chance” on the first floor. The Audio Diary will be in a box to the right of the bar in the back of the room.

Audio Diary #72 – Bump Culpepper?: Head up to the second floor of Poseidon Plaza & enter Pharaoh’s Fortune. The Audio Diary can be found on a pool table on the second floor of this casino.

Audio Diary #73 – Ryan’s Stableboy: Now make your way over to Rapture Records. Upon entering head left & you will find the Audio Diary underneath a reception counter.

Tonic #30 – Wrench Jockey 2: Research Bouncer to Level 2. This is the final research related Tonic we will receive.

Audio Diary #74 – Guns Blazing: On the first level of Poseidon Plaza enter Robertson's Tobbacoria just outside Eve’s Garden. The Audio Diary can be found on a table right in front of you as you enter. If you want some extra cash inside this shop, the locked door code is 7774.

Audio Diary #75 – Pregnancy: Head inside Eve's Garden now & go through the hallway up past the stage. In the back is a room with the Audio Diary under the bed.

Audio Diary #76 – It’s All Grift: After collecting the last Audio Diary this next one can now be found on the bar table of Eve's Garden.

Power to the People #4: Make your way over to the final store in Poseidon Plaza, Sinclair Spirits. Behind the bar is a bottom that will open a secret door leading to the basement. You’ll find the upgrade station on the back wall to the left.


Achievement #28 – Two Fully Upgraded Weapons: Fully upgrade two weapons.
Upgrade the weapon you used the last Power to the People station on to fully max it out unlocking the Achievement.

Tonic #31 – Extra Nutrition 2: After using the last Power to the People station make your way out of Sinclair Spirits. You can now enter the secret room below the store. Just outside there is a large statue of some abstract pillar art. To the other side of it is a staircase leading down with a neon sign reading “More Items Downstairs” active above it. Take the stairs & you can find this Tonic on a storage crate in the far-right corner.

Tonic #32 – Hacker's Delight 2: Around this time, I was able to collect 4 more Enzyme Samples. Just keep killing Splicers, they are more commonly found on Houdini & Spider Splicers. To craft this Tonic, you will need Alcohol x5, Enzyme Samples x4, & Empty Hypos x3. If you still don’t have enough Enzymes do not worry, the Tonics will not disappear from the U-Invent Stations so you can craft these anytime.
Sequence 8: The Wild Bunny
1. Complete Fort Frolic
2. Little Sisters: 11/21
3. Audio Diaries: 81/122
4. Weapon Upgrades: 5/12
5. Tonics: 35/53
6. Achievements: 30/65
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Fort Frolic:

Audio Diary #77 – Come to the Record Store: Before we turn in the final portrait for Cohen’s masterpiece, make your way to the Southern Mall on the first floor of the Atrium. (If you turn in the picture, Cohen himself will arrive & might get aggro’d if we are running around doing errands & accidentally shoot him if we get ambushed along the way). You might have already collected this Audio Diary, but if not, it can be found right across from the Circus of Values on a stool. “Plinkity, plink, plink!”

Audio Diary #78 – The Wild Bunny: Carry on into the Southern Mall, and into Sophia Salon to the right of the Gene Bank. The Audio Diary will be in far back closet behind the plastered man in a chair.

Audio Diary #79 – Artists' Feud: In the Cocktail Lounge down the stairs from Sophia Salon in the Southern Mall, you can find the Audio Diary resting on the bar counter.

Power to the People #5: Lastly, make your way over to Le Marquis D'Epoque in Southern Mall. Down the stairs in the basement, you can find this Power to the People station next to the cigar storage shelves. I recommend using it on the Crossbow…

Audio Diary #80 – Fancy Cigarettes: This Audio Diary is found on the floor directly across from the last Power to the People station in Le Marquis D’Epoque.


Achievement #29 – Completed Cohen’s Masterpiece: The player has completed Sander Cohen’s great masterpiece.
Now it is finally time to end this charade. Return to the Atrium & turn in the final picture for Cohen’s… Quadtych. Cohen himself will arrive to view this literary anomaly & unlock a display case with a Tonic inside. Remember DO NOT KILL HIM, even if he is being a biscuit! We will pay him a house visit in Olympus Heights…

Tonic #33 – Medical Expert 2: Unlocked by Sander Cohen himself in the Fort Frolic Atrium underneath the stairs leading up.

Tonic #34 – Electric Flesh: We have one final errand to run before we can leave Fort Frolic. Make your way back to Fleet Hall Theater, & head back up the stairs where we found Audio Diary #68 in the storage room. Now that Cohen has left it, the Projection Room is now open where we can find this Tonic resting on a shelf.

Audio Diary #81 – Requiem for Andrew Ryan: This Audio Diary can also be found in the Projection Room on a table to the right of the shelf that had the Tonic.

Tonic #35 – Hacking Expert 2: Lastly, we now should go & spend our hard-earned ADAM at the Gatherer’s Garden if you have not already. Purchase this Tonic for 50 ADAM.

Plasmid Slot #4: Purchase the fourth & final Plasmid Slot for 100 ADAM.


Achievement #30 – Maxed One Track: Purchased every slot in one of the Plasmid or Tonic tracks.
After buying all four slots in the Plasmid or any of the Tonic tracks you will unlock this Achievement. For Plasmids, we will need 400 ADAM to max it out. For Tonics we will need 320 ADAM.

Physical Tonic Slot #3: Purchase the third Physical Tonic slot for 80 ADAM.

Engineering Tonic Slot #3: Purchase the third Engineering Tonic slot for 80 ADAM.

Combat Tonic Slot #3: Purchase the third Combat Tonic slot for 80 ADAM.

Now we can finally leave Fort Frolic, but before we go, be sure to double check that Cohen is still standing in the Atrium ogling his… um… Quadtych. If so, carry on to Hephaestus. If you save before hand, you can farm yourself some extra cash at the slot machines before leaving as well if you wanted.
Sequence 9: A Man Or A Parasite?
1. Complete Hephaestus
2. Little Sisters: 14/21
3. Audio Diaries: 99/122
4. Weapon Upgrades: 7/12
5. Tonics: 41/53
6. Achievements: 34/65
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Hephaestus:

BEFORE YOU KILL: As a forewarning, we will eventually be tasked with building an EMP Bomb to get through to Ryan’s Office. Audio Diary #97 will give us this quest. To build it, we will need 4 R-34 Wire Clusters which are harvested from Big Daddies. Two can be found on pre-set corpses around Hephaestus but the other two will have to be taken from Bouncers you kill. I ended up rescuing all Little Sisters beforehand & had to kill extra Bouncers. If you are comfortable fighting these guys do not worry about it, if not then wait till you have this quest to save you some grief before rescuing the Little Sisters.

Audio Diary #82 – Ryan Takes F Futuristics: When you enter the room with the “No Gods or Kings. Only Man.” banner, head left of the Turret towards the Circus of Values. The Audio Diary is found inside the storage crate right beside it.

Audio Diary #83 – Scoping the Gate: From the last Audio Diary, head into the next room & make a sharp left. The Audio Diary is found beside another Circus of Values vending machine.

Audio Diary #84 – Going to Heat Loss: After trying to throw the breaker to enter Ryan’s Office, turn around & loot the glowing female corpse directly to your left. The Audio Diary will be found on her person.

Audio Diary #85 – Stopping Ryan: On the same side of this room, head three pillars down from the last Audio Diary. The next Diary is found on the man’s corpse.

Audio Diary #86 – A Man or A Parasite: From the corpse, head up the small set of stairs behind the pillar & enter the small room along the left wall. The Audio Diary is resting on a desk in the center of the room.

Tonic #36 – Frozen Field 2: This Tonic is found on the same desk as the last Audio Diary.

Audio Diary #87 – Fontaine’s Legacy: At the top of the stairs where you first encounter a Bouncer, the Audio Diary can be found beside a chair across from a Vita Chamber.

Audio Diary #88 – Running Short On R-34s: Now head down the stairs & take a left. The next
Audio Diary can be found underneath a Security Camera on a fallen over filing cabinet just outside the Workshop.

Audio Diary #89 – Impossible Anywhere Else: From the Workshop entrance, take the stairs on the right down & take another right down the next staircase. This Audio Diary is at the very bottom of Hephaestus Core across from a Circus of Values on a desk.

Power to the People #6: Head back up the stairs & make your way over to Heat Loss Monitoring. Carry on past the entrance up the stairs & you can find the upgrade station across from a Gatherer’s Garden.


Achievement #31 – Three Fully Upgraded Weapons: Fully upgrade three weapons.
This will unlock after finish upgrading your third weapon.

Audio Diary #90 – Assassin: This Audio Diary is located just to the left of this Gatherer’s Garden in Hephaestus Core.


Achievement #32 – Fully Researched A Bouncer: Fully research the Bouncer.
By this point, you should have come across enough Bouncers to max out their associated research. Remember to have Photographer’s Eye 2 equipped for the best research scores.

Physical Tonic Slot #4: Once you have accumulated the last 240 ADAM, you can now purchase the fourth & final Physical Tonic slot for 80 ADAM.

Engineering Tonic Slot #4: Purchase the fourth & final Engineering Tonic slot for 80 ADAM.

Combat Tonic Slot #4: Purchase the fourth & final Combat Tonic slot for 80 ADAM.


Achievement #33 – Maxed All Tracks: Purchase every slot in all four Plasmid & Tonic tracks.
There are 16 slots in total we have to purchase over the course of the game costing a total of 1360 ADAM.

Tonic #37 – Wrench Lurker 2: This Tonic is purchased at the Gatherer’s Garden for 50 ADAM.
There is only one more Tonic we have to buy later on for 50 ADAM. Aside from that, any ADAM we collect can be spent on anything we want… how about some health upgrades finally.

Audio Diary #91 – Kyburz Door Code: Follow the Quest Marker into Heat Loss Monitoring. The Audio Diary can be found in the far-right corner near a can of Ionic Gel on the first floor.

Audio Diary #92 – Getting a Break: Now head downstairs in Heat Loss Monitoring. Across from the flooded section full of electricity is another similar lower level. The Audio Diary is where your Quest Marker is pointing to & is found on a desk beside a Tonic.

Tonic #38 – Security Evasion 2: Found beside the last Audio Diary in Heat Loss Monitoring.

Audio Diary #93 – Genetic Arms Race: Head over to the other lower level that is electrified in Heat Loss Monitoring. There is a balcony over hanging the area to the left with a control panel you can hack to turn the electricity off. The Audio Diary can be found on a desk in the far-left corner of this lower level.

Tonic #39 – Bloodlust: Follow the new Quest Marker into the Workshops. When you enter, head down the right hall. To the left of a Turret is a U-Invent. For this Tonic you will need: Glue x5, Enzyme Samples x4, & Empty Hypos x3.


Achievement #34 – Avid Inventer: Successfully invent at least 100 items.
As it turns out, this is a cumulative Achievement meaning it does not have to be from the same game. MEANING, if you save before hand & craft everything you can with what you have, you can reload your save. Repeat this process as many times as you need, once you have crafted 100 items the Achievement will unlock hassle free.

Audio Diary #94 – Device Almost Finished: In the Workshops, head downstairs & hack or destroy the Turrets. Directly ahead from the stairs you came down is a small office space with a Gene Bank. The Audio Diary can be found on one of the desks.

Audio Diary #95 – Market Maintenance Code: This next Audio Diary is found underneath the stairs you came down. On the left wall, there is a hidden crawlspace in between the Turret & a terminal screen flashing “Please Stand By”. It is hard to see as it is tucked in the shadows against the wall.

Audio Diary #96 – The Dream: Follow your Quest Marker down the hall in Hephaestus Workshops & you’ll find a corpse in the middle of the room across from a Healing Station. The Audio Diary is found on his person. Kyburz?...

Audio Diary #97 – Assembling the Bomb: Your Quest Marker will take you through a crawlspace at the back of the Workshops. This next Audio Diary is Story Related & can be found on a worktable near a Tonic.

Tonic #40 – Damage Research: Found through the crawlspace at the bottom of the Workshops right beside Audio Diary #97.

Audio Diary #98 – Great Chain Moves Slowly: Make your way over to Kyburz’s Office, the locked door in between the two Turrets. The door code is 0126. Slip your way through the trap wires & you can find this Audio Diary on a desk in the back of the room. (The switch for the Nitroglycerine is on the side of this desk facing the Power to the People station).

Power to the People #7: In Kyburz’s Office across from the desk with Audio Diary #98. Use it on whichever weapon you want.

Tonic #41 – Shorten Alarms 2: After you have diverted the lava flow into the water, take the elevator down & make your way to place the EMP Bomb. You will find this Tonic in the middle of your path through the second doorway.
Sequence 10: The Longest Con
1. Complete Rapture Control Center, Olympus Heights & Apollo Square: Part I
2. Little Sisters: 18/21
3. Audio Diaries: 110/122
4. Weapon Upgrades: 9/12
5. Tonics: 46/53
6. Achievements: 41/65
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Rapture Central Control:

Audio Diary #99 – The Vita-Chamber: When you enter the Control Room, take a left towards the Vita Chamber. The Audio Diary can be found on a table right beside it.

Audio Diary #100 – Mind Control Test: After crawling through the vent & dropping down, you can find this next Audio Diary on a table below Ryan’s… weekend project.

Audio Diary #101 – Baby Status: Found beside the last Audio Diary on the same table before confronting Ryan.


Achievement #35 – Defeated Andrew Ryan: The player has defeated Andrew Ryan.
A slave… obeys.

Olympus Heights:

Tonic #42 – Armored Shell 2: This Tonic is received from the fifth gift from Tenenbaum after recuing the 15th Little Sister.

Tonic #43 – Speedy Hacker 2: This can be purchased for 50 ADAM at any Gatherer’s Garden in Olympus Heights onward.


Achievement #36 – Tonic Collector: Collect or Invent 53 Tonics in the Physical, Engineering, or Combat tracks.
As you can see, I unlocked this Achievement much sooner than 53. I purchased/collected Plasmids throughout the game, & though the Achievement says only Tonics, they may have counted towards it. Either way, keep collecting Tonics until the Achievement pops. Could be sooner or it could take all 53, I will still include all their locations in this guide just in case you need them.

Audio Diary #102 – Mozart of Genetics: This Audio Diary will be inside the Bistro on top of the counter facing the exit with the Turret, not the Security Camera.

Power to the People #8: When you enter Mercury Suites lobby, round the elevator column to the back and you can find the Power to the People station below a Security Camera and the stairs leading up.


Achievement #37 – Four Fully Upgraded Weapons: Fully upgrade four weapons.
This will unlock after you put the last upgrade in your fourth weapon of choice.


Achievement #38 – Fully Researched A Nitro Splicer: Fully research the Nitro Splicer.
One of the most annoying Splicers to max out due to how rare they seem to be. If you have not unlocked the Achievement by the end of this Level be sure to stick around & farm it. Nothing is worse than failing a Platinum Run because of these guys…


Achievement #39 – Research PhD: Max out all possible research.
This is a highly missable Achievement due to certain enemies only spawning on specific Levels. All the enemies have associated Achievements for maxing out their research, except for Security Cameras, Bots, & Turrets. Do not forget about them as they count towards this Achievement too.

Audio Diary #103 – Fontaine’s Human Jukebox: Follow your Quest Marker into Dr. Suchong’s apartment suite. When you enter, head down the left hallway & you can find this Audio Diary behind a barricade in some rubble.

Audio Diary #104 – Mind Control Antidote: Walk into the flooded area of Suchong’s suite & take a left. The Audio Diary can be found on a desk beside a Tonic. It is Story Related.

Tonic #44 – Clever Inventor: Found in the flooded area of Dr. Suchong’s apartment. It is beside Audio Diary #104 where your Quest Marker will be leading.

Audio Diary #105 – Artist Woman: Carry on to the next suite on the left owned by Anna Culpepper. The Audio Diary can be found just after the foyer on your right resting on a small table.


Achievement #40 – Irony: The player has taken a picture of Sander Cohen’s corpse.
Now the moment we have all been waiting for. Leave Culpepper’s suite & enter the final suite on the bottom floor, S. Cohen. If you left him alive in Fort Frolic, he will speak to you on your radio asking you to come inside. Kill the two Houdini Splicers dancing in the living room & he will come downstairs to stop you. Kill Cohen & then take a picture of his corpse to unlock this missable Achievement. At long last, the ears were taken off… cursed no more.


Achievement #41 – Found Cohen’s Room: The player has entered Sander Cohen’s personal quarters in Mercury suites.
Head up the stairs that Cohen came down & the Achievement will unlock once you enter his room. This can only be unlocked if you left Cohen alive in Fort Frolic. The door will remain locked if he is not the one to come downstairs & open it which will void the Achievement.

Power to the People #9: Found in Sander Cohen's secret room which is only unlocked if he was left alive in Fort Frolic.

Audio Diary #106 – Fontaine’s Breakup: Head up to the third floor of Mercury Suites. If you have not already picked this up, grab the Story Related Audio Diary directly across from the U-Invent overlooking the lobby below. It will give you the code to Fontaine’s elevator which is 5744.

Audio Diary #107 – Sad Saps: Head up the elevator to Fontaine's apartment. When you enter the main suite, take a right before the stairs. You will find the Audio Diary on a coffee table near a cigar shelf.

Tonic #45 – Electric Flesh 2: This Tonic will be in the same room you find Lot 192 in Fontaine’s suite.

Apollo Square: Part I

Lot 192 will swap your active Plasmid roughly every 40 seconds. To help you strategize better here is the list they seem to change in: Electro Bolt, Enrage, Incinerate, Hypnotize Big Daddy, Insect Swarm, Telekinesis, Cyclone Trap, Security Bullseye, Winter Blast, Target Dummy, & then back to Electro Bolt. Plan your Turret hacks carefully, it takes around 7 minutes to cycle through the whole list back to Electro Bolt. This effect will be persistent till you can find the second elixir of Lot 192 halfway through the Level.

Firehound discovered that freezing Turrets will let you hack them as well. This means you can use Winter Blast, or even more convenient, Liquid Nitrogen for the Chemical Thrower to disable & hack them!

Audio Diary #108 – What’s Happening Here?: This Audio Diary can be found shortly after entering Apollo Square near the Circus of Values on the left.

Audio Diary #109 – Atlas Live: When you enter the large room with the gallows, take a right towards the Gatherer’s Garden & you will find the Audio Diary to the left near a storage crate.

Tonic #46 – Medical Expert 3: Follow your Quest Marker to Artemis Suites, & enter Dr. Suchong’s Free Clinic. When you first enter, head straight down the hall & take a right into a bathroom. The Tonic will be on the floor beside the middle of three toilets.

Audio Diary #110 – Protection Bond: Keep following your Quest Marker & it will take you to Suchong’s Office. You can find the next Audio Diary on the floor next to… well… Suchong.
Sequence 11: Mistakes
1. Complete Apollo Square: Part II, Point Prometheus
2. Little Sisters: 21/21
3. Audio Diaries: 122/122
4. Weapon Upgrades: 12/12
5. Tonics: 53/53
6. Achievements: 48/65
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Apollo Square: Part II


Achievement #42 – Broke Fontaine’s Mind Control: The player has broken Fontaine’s mind control.
This Achievement will be unlocked after you find the second elixir of Lot 192 in Dr. Suchong’s Free Clinic.

Audio Diary #111 – Meeting Atlas: Before following the Quest Marker down the elevator, follow the street to Fontaine’s Center for the Poor instead. Upon entering, turn right to see a scrap metal shack with a corpse & steamer trunk inside. The Audio Diary can be found inside the trunk.

Power to the People #10: Make your way up to the fifth floor of Fontaine’s Center into Atlas’s Headquarters. Take the stairs below the Security Camera down & you will see the Power to the People station on your right.


Achievement #43 – Five Fully Upgraded Weapons: Fully upgrade five weapons.
This Achievement will unlock after putting the second upgrade into your fifth weapon of choice.

Audio Diary #112 – The Longest Con: From the Power to the People station in Atlas’s Headquarters, head down the hall and you will find this Audio Diary on a desk near a Tonic.

Tonic #47 – Focused Hacker 2: Found in Atlas’s Headquarters next to Audio Diary #112.

Audio Diary #113 – Today's Raid: Across from Audio Diary #112 & Tonic #47 will be a corpse. It will have this next Audio Diary on her person. Could this be poor Diane McClintock?

Tonic #48 – Prolific Inventer: Received from Tenenbaum’s sixth gift after saving the 18th Little Sister.

Point Prometheus:

Power to the People #11: When you first enter the Main Hall & Fontaine flexes a pillar down in front of you, head straight ahead. The Power to the People station will be past the Rosie corpse on the left.

Tonic #49 – Safecracker 2: Take the path straight ahead on this floor into Little Wonders Education Facility. You pass a lobby & crawl through a window into a small room with two Turrets. Hack them & enter the larger area beyond. Head to the far end of the area into the Autopsy room. At the back of this room, you will find the Tonic on a desk beside a Pheromone vial.

Audio Diary #114 – Why Just Girls?: In the upper floor of the Education Facility, head to the hall that is above cells 1-4. There will be two desks on the left, the furthest one will have the Audio Diary & a teddy bear on it.

Tonic #50 – Damage Research 2: Stay on the upper floor & make your way back out into the Main Hall of Point Prometheus. On the left side is a door that will take you into the Mendel Family Library. Past the RPG Turret in the center of the room will be this Tonic near the Big Daddy Boots.

Audio Diary #115 – Changing Employers: On the upper floor of the second atrium, head towards the section called Optimized Eugenics. Before you get to the entrance there will be a frozen door across from a Circus of Values. Incinerate the ice, & you can find the Audio Diary in a trash can on your right.

Tonic #51 – Alarm Expert 2: Enter Optimized Eugenics from the doorway on the right and the first rooms you will see is called Live Subject Testing. Inside in the back room you will find this Tonic on a filing cabinet near the Voicebox Modification Machine.

Audio Diary #116 – Extra Munitions: Now head to the next room, Plasmid Prototyping. You can find this Audio Diary behind the RPG Turret at the bottom of some stairs

Power to the People #12: The final Power to the People station can be found in the back of Eugenic Analysis in Optimized Eugenics.


Achievement #44 – Weapon Specialist: Acquire all upgrades for all weapons.
After installing the final upgrade to your sixth weapon you will have fully upgraded every single weapon we own.

Audio Diary #117 – Marketing Gold: In Optimized Eugenics enter Test Subject Storage from the entrance closest to Eugenic Analysis. When you first enter, you can find the Audio Diary resting on top of a terminal on your right.

Audio Diary #118 – Missing Boots: Now head to Failsafe Armored Escorts & enter from the right doorway. Your first room to your right will be Candidate Conversation. In the back of the room you will find the Audio Diary on a desk near a safe, it is Story Related. (Even though we already found the Boots earlier…).

Audio Diary #119 – Cheap Son of a (Censored by Steam): Leave Candidate Conversion & enter the large Suit Assembly room. From this side, head under the walkway above & walk towards the glowing suits in the distance. You won’t be able to reach them from this side but follow the railing along & you will come to a frozen door. Incinerate the ice, & you can find the Audio Diary inside on a table to your right.

Audio Diary #120 – Protector Smell: From the Candidate Conversion room door in Suit Assembly take the stairs to its left up into a work area. You will find the Audio Diary on a terminal facing some desks up here.

Audio Diary #121 – Mistakes: From the last Audio Diary make your way along the walkway in the upper level of Suit Assembly. At the far end, you will find this Audio Diary on a terminal next to a Gene Bank station.

Audio Diary #122 – Protecting Little One: Stay on the upper floor & carry on across the parallel walkway to enter an identical room as where Audio Diary #120 was. You can find the final Audio Diary resting on a filing cabinet beside two desks.


Achievement #45 – Historian: Find every Audio Diary.
There are a total of 122 Audio Diaries, this is the longest running Achievement in the game. Missing only one will void the Achievement, if you have been following along with the guide you should have no problems unlocking it.

If it does not unlock for you, then you will have to backtrack through the Levels to find the ones you are missing or find them in NG+... Be sure to note which are missing first.

Tonic #52 – Hacker's Delight 3: At the far end of Suit Assembly will be Candidate Induction. You can find the Tonic on a table at the back of the room on the left near two Rosie helmets.


Achievement #46 – Become A Big Daddy: The player has become a Big Daddy.
After you find the Big Daddy: Boots, Suit, Helmet, Voice Modification Machine, & 3 Pheromone Vials you will successfully become MR. BUBBLES!


Achievement #47 – Dealt With Every Little Sister: Either Harvest or Rescue every Little Sister in the game.
After rescuing the 21st & final Little Sister you will unlock this Achievement. For this Achievement you have the option of dealing with the Little Sisters either way. You will have wanted to Rescue them to net us the Little Sister Savior Achievement to save us replaying the game. Do not panic when it does not unlock, we get Little Sister Savior at the very end of the game. You will know if you have fulfilled the requirements if Tenenbaum sends you the seventh & final gift.

Tonic #53 – Human Inferno 2: The final Tonic in the game can be purchased for 50 ADAM at the Gatherer’s Garden. You probably unlocked Tonic Collector a long time ago, but if you haven’t (somehow) you definitely will now.
Sequence 12: A Man Chooses...
1. Complete Proving Grounds & Fontaine
2. Achievements: 53/65
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Proving Grounds:

There are no Collectibles or Achievements for this Level. At the very end, before taking the elevator up to Fontaine be sure to fully spec yourself out for the final boss battle. He is not a big deal on easier difficulties but can be quite a challenge on Survivor. I recommend buying full ammo for all your weapons as well as changing all your Physical Tonics over to have all three levels of Medical Expert, & the two Eve Link Tonics so you can maximize your First Aid Kit gain. You will want Electro Bolt & Enrage equipped for Plasmids.

If you are doing the Difficulty exploit: having started the game on Survivor but switched to a lower Difficulty for the rest of the game, now is the time to revert your Difficulty back to Survivor for the Seriously Good At This Achievement. This exploit will only work if you started the game on Survivor; starting the game on a lower Difficulty will only net you the associated Achievement for reverting back.

Fontaine:


Achievement #48 – Defeated Atlas: The player has defeated Atlas.
Unlocked after the final boss battle with the spliced-up Frank Fontaine. Electric Gel, Anti-Personnel Rounds, & of course the Crossbow work very well against him. Initially an alarm will be set off summoning Security Bots to attack you. Use Electro Bolt & hack some as they appear, you can have a maximum of two in your possession. Eventually, Splicers will also enter the fray, this is where Enrage comes in. They will distract & wound Fontaine to give you a reprieve. After all four ADAM vials are removed from him a cut scene will appear & you will have beaten the game!


Achievement #49 – Little Sister Savior: Complete the game without harvesting any Little Sisters.
If you rescued all 21 Little Sisters & did not harvest a single one, this Achievement will unlock after defeating Fontaine.


Achievement #50 – Seriously Good At This: The player has beaten the game on the hardest difficulty setting.
This will be unlocked if you beat the game while playing on Hard or Survivor without changing the difficulty at all from the start.


Achievement #51 – A Man Chooses: The player has beaten the game on the survivor difficulty setting.
This will be unlocked if you beat the game while playing on Survivor without changing the difficult at all from the start.


Achievement #52 – Brass Balls: Complete the game on Hard difficulty without using a Vita-Chamber.
This will be unlocked if you beat the game while playing on Hard or Survivor & you have set Vita-Chamber respawn off (ON in the Options) or never died & respawned using one for the entire playthrough.


Achievement #53 – I Chose the Impossible: Complete the game on Survivor difficulty without using a Vita-Chamber.
This will be unlocked if you beat the game while playing on Survivor & you have set Vita-Chamber respawn off (ON in the Options).

Congratulations! You have done the heavy lifting of this game, now all that is left is completing the 3 Challenge Rooms & unlocking the 4 Achievements associated with each of them.

81% Complete
Sequence 13: The 'I' In Team
1. Runs N Roses
2. The 3 Minute Pacifist
3. Achievements: 57/65

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DLC – Achievement Breakdown: (12)
The ‘I’ In Team: (4)
A Shocking Turn of Events: (4)
Worlds of Hurt: (4)


The ‘I’ In Team will be the first of three Challenge Rooms we will have to complete for the final few Achievements of Bioshock Remastered. The Achievements get more & more demanding with each Challenge Room. Since this is only a text guide, I highly recommend checking out the Steam Guide/Youtube Videos created by nekov4ego if you are having troubles. https://steamcommunity.com/sharedfiles/filedetails/?id=766682147
Not going to lie, I definitely needed their help for these Levels.

Runs N Roses:

First, we will collect the Roses & familiarize ourselves with this Level. Do not worry about the timer, we can take as long as we want to find all the Roses & save the Little Sister at the end. To complete the Challenge Room, we also have to find all the Inventing Supply Crates scattered around the Level, but they are all in very obvious places. The only one that is semi hidden will be the Crate containing the Brass Tube.

Rose #1: When you first begin the Challenge Room, leave the flooded corridor (you can see Rose #2 directly above us) & head up the stairs on the left. Follow the hallway down & across from the Vita-Chamber in the next room will be a desk with the Rose growing off its side.

Rose #2: This is a lengthy process; you must first collect the Target Dummy Plasmid from jumping across the frozen Rosie in the flooded bottom level of Firing Range.. With the help of Target Dummy, make your way past the Turrets & through the pressure plate room to get to the Winter Blast Plasmid. This will be essential for the rest of the Roses.

Leave the Reception Room & head back the way you came to the top of that first set of stairs we went up in the beginning. Remember Rose #2 hanging from the top of the ceiling? Lure the Big Daddy about halfway in between you & the Rose with Target Dummy then freeze it with Winter Blast. Jump from the ledge you are on onto the frozen Bouncer & jump again to collect the Rose. Climb back up to the top of the stairs & lure the Big Daddy over in between the ledge you are on & an isolated ledge with an Inventing Supply Crate on it. This Crate will have the Brass Tube which is the final material we need for the Hack Tool.

Rose #3: After you have built a Hack Tool looting the materials from the Inventing Supply Crates, hack the Right-Side Door Control in the Firing Range. Next, lure the Big Daddy into the firing line of the RPG Turrets with Target Dummy so that they eventually kill him. Loot his body & pick up the Grenade Launcher. (If you use Winter Blast on the Big Daddy when he dies you will not be able to loot his body voiding Rose #3).

This part is a little tricky. Now that you have the Grenade Launcher, take out the middle of the three RPG Turrets. Save before trying this. Walk out onto the metal beam you came over on. Now shoot the Frag Grenades & destroy the middle Turret; after it is destroyed, follow up with another shot so that it launches the wreckage back out towards you. Rose #3 can be found on its corpse.

Rose #4: For the final Rose, return to the Pressure Plate room. Lure the Big Daddy onto the plate again & freeze him with Winter Blast. Now run back out to the same area we found Rose #2 near the beginning. Beside the open windows facing the ocean, there will be a panel that has now lifted below an isolated ledge with an Inventing Supply Crate on it. Rose #4 will be behind the panel.

Winter Blast lasts for around 8 seconds, but it seems to stack. Freeze the Big Daddy in place then run backwards out the door & blast him a second time before they close. The Achievement will unlock once we Rescue the Little Sister.


Achievement #54 – The ‘I’ In Team - Collector: Found all 4 collectible Roses in The ‘I’ In Team.
The Achievement will unlock after collecting all 4 Roses & rescuing the Little Sister.


Achievement #55 – The ‘I’ In Team - Rescuer: Rescued the Little Sister in The ‘I’ In Team.
The Achievement will unlock after collecting rescuing the Little Sister for the first time.

The 3 Minute Pacifist:

Now that we know the gist of the Challenge Room layout, we have to kill the Big Daddy as fast as possible & save the Little Sister in under 3 minutes. The caveat is that we cannot have the RPG Turrets destroy any of the Machine Gun Turrets. The easy work around is simply doing a third playthrough if you void Pacifist in this run. I will give you a good estimate of timing, if you are beyond the suggested times in any of the sections there is a good chance you will not be able to make the 3:00 minute marker.


Achievement #56 – The ‘I’ In Team - Expert: Rescued the Little Sister in The ‘I’ In Team in under 3:00 minutes.

To start, sprint down to grab Target Dummy looting the 5 Inventing Supply Crates along the way. Head up to the top of the stairs & save before you run across the beam in front of the Turrets. (40-50s)

Run across the beams shooting your Dummy in the center of the beam so that the RPG’s won’t destroy any Turrets. Then sprint through the Pressure Plate Room & grab (looting the next two Inventing Supply Crates) Winter Blast. If you are not hit by any RPG’s you should be able to survive the stray shots from the Machine Gun Turrets. Make your way back to the beginning room with the Little Sister & stand at the top of the stairs. Lure the Big Daddy into the space so you can freeze him & jump across to the lone Inventing Supply Crate to grab the Brass Tube. Sprint to the U-Invent & craft the Hacking Tool; hack the Right-Side Door Control. (1:50-2:05m)

Now before you go to kill the Big Daddy, save here in case you accidentally destroy one of the Turrets. Ideally, you will also have a faster time than I had which will take some of the pressure off. Try to aim your Dummy as far to either doorway as possible where the Big Daddy runs back & forth to. Avoid placing it in the center or near any Turrets. If you are quick, anticipate how long it takes the Big Daddy to run between doorways & have your Dummy already waiting there for him. (2:35-2:59m)


Achievement #57 – The ‘I’ In Team - Pacifist: Rescued the Little Sister in The ‘I’ In Team without destroying any Machine Gun Turrets.
If you follow the guide above for Expert, you should unlock this Achievement. The big thing is making sure your Dummy placement is outside of reach of the Machine Gun Turrets. To do this in the same run as Expert, save at each of the mentioned points if your time is looking good.
Sequence 14: A Shocking Turn of Events
1. A Rose For the Master Electrician
2. Achievements: 57/65

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A Shocking Turn of Events will be the second of three Challenge Rooms we will have to complete. Since this is only a text guide, I highly recommend checking out the Steam Guide/Youtube Videos created by nekov4ego if you are having troubles.
https://steamcommunity.com/sharedfiles/filedetails/?id=766682147

A Rose For the Master Electrician:
Apart from having to collect 10 Roses this time, we also have to charge up the Ferris Wheel 9 times. To do this we will need to track down the 8 Inventing Supply Crates for materials to craft certain items to allow us to do this. Once again, for this run time is not an issue so really learn the layout of this Challenge Room & keep in mind how we will try to complete this in under 4 minutes in the second run.

Rose #1: At the beginning of the Challenge Room, spin around & grab the electrified Bathysphere lever till you die. You will respawn close by near a Shotgun, with it, you can now enter the Ferris Wheel room. Follow the balcony left & a Thuggish Splicer will electrocute herself in front of you. Take the lift beside her as it rises & we can find Rose #1 at the top.

Rose #2: On this same elevator, hit the switch & ride it down past where you got on it to the bottom. From the bottom, hit the elevator switch to go back up. Facing outside to the Ferris Wheel, turn 90° to your right & there will be a small side room very close to the bottom of the shaft where Rose #2 will be.

Inventing Supply Crate #1: Drop down from this secret room & the first Supply Crate will be directly in front of you close to the Static Discharge Tonic which we will need as well. The crate contains Alcohol.

Follow this balcony along to the right & you will come to a corpse near some slot machines holding a Trap Bolt. Go back to the elevators & drop down again to approach the Ferris Wheel Switch. In front of the switch will be some Electric Buck.

Ferris Wheel Spin #1: Shoot the Ferris Wheel Switch with the Electric Buck & pull the lever for the first spin.

Ferris Wheel Spin #2: A Thuggish Splicer can be found wandering around in front of Rapture Records behind the Ferris Wheel. Lure him back over to the Ferris Wheel Switch & get him to strike you near it. If you have Static Discharge equipped, it will charge the switch for you.

Ferris Wheel Spin #3: Enter the Ladies/Gents Bathroom & there will be another Thuggish Splicer to lure out. Take her over to the switch to strike you for a third spin.

Inventing Supply Crate #2: Return to the bathrooms & you will find the Supply Crate on your left; it contains Distilled Water.

Rose #3: From Supply Crate #2, turn around & there will be a large poster board. The Rose can be found at the top of the board to the left.

Inventing Supply Crate #3: Now make your way over to Rapture Records. As soon as you enter on your left will be the Supply Crate. It contains Glue.

Rose #4: From the Supply Crate in Rapture Records, face the gates barring the way into the store. Behind the left gate will be the next Rose.

Inventing Supply Crate #4: Head to the Grand Carnival area. At the entrance beside the Health Station will be the Supply Crate. It contains a Battery.

Rose #5: From Supply Crate #4, turn to your right & you will see a Little Sister vent. Stand in front of it & jump up to see it lodged inside the hole.

Be sure to pick up the Telekinesis Plasmid found just after the gateway of the Grand Carnival.

Inventing Supply Crate #5: From the Telekinesis Plasmid, enter the room on your left behind the stall with all the teddy bears on it. The Supply Crate will be behind the electrified safe on the left. It contains Glue & a Battery.

While in this room, turn the latch on the electrified safe. This will launch some Trap Bolts into the surrounding walls. While standing beside the safe, use Telekinesis on one of the bolts & pull it into the path of the safe. Grab the Crossbow inside.

Rose #6: This Rose is a little tricky to get. Leave the room & use Telekinesis on any object (cash register, teddy bear, Medkit, etc.). Walk over with the object straight across to the next stall & enter the hall beyond. Dip your object into the fire on your right then rush further into Cold Storage. Touch the flaming object to the frozen pipe on your right. The Rose will be lodged in the upper portion of this pipe.

Below you through the grate will be a Hack Tool & some more Electric Buck. Glitch them through the floor with Telekinesis or try & shimmy them back through the broken pipe. This can be a bit annoying.

Inventing Supply Crate #6: After grabbing the items in Cold Storage, turn around to find the next Supply Crate below a set of stairs leading up. It contains some Alcohol & Distilled Water.

Rose #7: Leave the Cold Storage & head back out into the Grand Carnival. Walk over to the middle set of stalls & climb over into the one on the left with the three barrels. The Rose will be in the barrel on the far right.

Rose #8: Hop out of this stall & head over to the next stall on the left where you can find a corpse surrounded by 6 balloons. With Telekinesis, grab a Spider Splicer hook & fire it at the white balloon on the bottom right side to reveal the Rose. You have to hit the balloon with the point of the hook.

While you are grabbing it, loot the corpse for another Trap Bolt.

Inventing Supply Crate #7: From the final stall in the Grand Carnival, make your way behind the large statue of the two teddy bears to find this Supply Crate. It contains Distilled Water.

Grab the Chemical Thrower beside it as well.
Sequence 15: Above & Beyond
1. A Rose For the Master Electrician, The 4 Minute Savior
2. Achievements: 61/65
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A Rose For the Master Electrician:

Ferris Wheel Spin #4: Make your way over to Zimmerman Chardonnay along the back-right wall of the Grand Carnival. Use the door code 1951 to unlock the door & a Thuggish Splicer will come charging out at you. You know the drill, lure them back to the switch & have them smack you.

Ferris Wheel Spin #5, #6, #7: While we are here you can use the Trap Bolts & Electric Buck to spin the Ferris Wheel 3 more times. Save beforehand, just in case you miss a shot. Shoot the Trap Bolts into the blue Lightning Sign & walk through them to set the electricity off.

Be sure to wait for the switch to stop being electrified before you shoot your Trap Bolts, or the charge will not register.

The Little Sister will be saved, but do not go to Rescue her just yet.

Rose #9: After Ferris Wheel Spin #7, leave the switch & walk towards the flaming generator with all the gears to the left of the Ferris Wheel. The 7th spin will have blown off one of the gears revealing this Rose.

Inventing Supply Crate #8: Return to Zimmerman Chardonnay & you can find the final Supply Crate in the center of the room. It contains a Battery.

Rose #10: While in Zimmerman Chardonnay, look up & you can see a chandelier. The final Rose is just on top of it, jump up & grab it.

Ferris Wheel Spin #8, #9: Leave the Grand Carnival & hack the U-Invent station. Build the Electric Gel & Trap Bolt that are available with all the materials we have been collecting from the Supply Crates. Use them on the switch for the final spins.


Achievement #58 – A Shocking Turn of Events – Master Electrician: Charged up the Ferris Wheel 9 different times in A Shocking Turn of Events.
This will unlock as soon as you spin the Ferris Wheel for the 9th time.


Achievement #59 – A Shocking Turn of Events – Rescuer: Rescued the Little Sister in A Shocking Turn of Events.
This will unlock after completing the Challenge Room & Rescuing the Little Sister.


Achievement #60 – A Shocking Turn of Events – Collector: Found all 10 collectable Roses in A Shocking Turn of Events.
This will unlock after completing the Challenge Room & Rescuing the Little Sister if you successfully found all 10 Roses.

The 4 Minute Savior:


Achievement #61 – A Shocking Turn of Events – Expert: The player has rescued the Little Sister in A Shocking Turn of Events in under 4:00 minutes.
This, in my opinion, is easier to achieve then the previous Challenge Rooms Speedrun. You only need 6/9 charging items for the Ferris Wheel. There is more than enough time to make some mistakes & still get the Achievement with a good time.

First, suicide in the Bathysphere for the Shotgun so you can enter the Ferris Wheel room. Drop a floor down either by taking the elevator or just jumping off the ledge so you can grab the Trap Bolt in the far corner of the balcony. Grab the Static Discharge Tonic & drop down to the ground floor. (40-50s)

Pick up the Electric Buck in front of the switch & lure the two Thuggish Splicers (one near Rapture Records & the other in the Bathrooms) to the switch for 3 Spins. (1:20-1:40m)

Now run to the Grand Carnival & grab Telekinesis. Next enter the teddy bear stall on your left to grab the Crossbow. Pull the Trap Bolt into the safe to open it & leave the room. Run two stalls down to the last stall on the left & loot another Trap Bolt from the corpse inside. (2:00-2:20m)

From this stall, run over to Zimmerman Chardonnay & use the door code 1951. Lure the Thuggish Splicer back to the switch, load up your Trap Bolts as you run. (It is good to save for this part just in case you mess up) When the Splicer strikes you & you hit the switch with your two Trap Bolts you will have your final 3 Spins. Save the Little Sister & that is it. No fuss, no muss. (3:20-3:59m)
Sequence 16: Worlds of Hurt
1. Tough Guys Wear Roses
2. 15 Minute Thunderdome
3. Achievements: 61/65
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Worlds of Hurt will be the third & final Challenge Room we will have to complete for the last Achievements of Bioshock Remastered. Since this is only a text guide, I highly recommend checking out the Steam Guide/Youtube Videos created by nekov4ego if you are having troubles.
https://steamcommunity.com/sharedfiles/filedetails/?id=766682147

Tough Guys Wear Roses:

For the first run of this Challenge Room, we will find all 8 Roses to get used to what we will have in store for us for our 15 minute Speedrun of it. As well, to save a playthrough, we will also try for the Tough Guy Achievement where we can only beat the Challenge Room using: Plasmids, Tonics, the Wrench, & the Research Camera while also playing on Medium Difficulty (or higher… but why would you do that to yourself). Research as often as you can, usually you can take the majority of your photos through the glass floor before entering the arena. The Damage Bonuses help A LOT.

There will be a Rose in each of the 8 arenas we enter. As with all first playthroughs, do not even worry about time… cause this could take a bit. If you miss a Rose, don’t worry about it, you can return to each arena after its beaten from the main lobby.

Rose #1 – A Single Splicer: This is the first & only room open to us at the start. Only pick up the Wrench & ignore the Revolver. Before dropping down into the arena, look through the glass floor & spot where the Thuggish Splicer is. Drop down & sprint over to him to beat the fellow to death as quick as you can. Takes around 3-5 swings. Do not interact with the Little Sister yet.

In the center of the room is a column with red smoke coming out of it with four metal columns with terminals surrounding it. Stand in the center of the room & face the metal column that puts a glass window with a sea mine on your left, & two fans on your right. The Rose will be in between the metal struts on this column. You will have to walk around to the other side of this metal column to grab the Rose.

Rose #2 – A Single Big Daddy: When you return to the lobby, purchase the: Wrench Jockey, & Damage Research Tonics from the Gatherer’s Garden. Then make your way into the next area. When you drop down, use the Research Camera & take the Bouncer’s picture for a damage bonus, then continue to take pictures until you are unable to.

The strategy for this fight will be baiting the Bouncer to charge into the electrified pool & then keep him there. Try standing by the pillar while he is in the pool. When he goes left, you go right or vice versa.

After the Bouncer is defeated, when facing the pool, head to the right of the pillar where the floor has fallen into a right angle & water is visible below it. The Rose can be found in the center corner of it to the left, crouch to pick it up.

Rose #3 – Houdini Splicers: When you return to the lobby, purchase the: Electro Bolt 3 & restock on your First Aid Kits, Eve Hypos, & Film. Drop down into the arena & use the good ol’ Electro Bolt Wrench combo on the Houdini’s. Take as much Research Photos of them as you can manage.

When they are all defeated, make your way up to the floor with the Health Station on it. From the station, drop down onto the platform under the next set of stairs leading up. It will have a plywood board leaning up against the wall on it. Drop down from the floor above, & you can find the Rose. Be sure to save before jumping, it can be a pain to get to!

Rose #4 – Spider Splicers: When you return to the lobby, purchase the: Eve Saver & Armored Shell Tonics as well as restock on your First Aid Kits, Eve Hypos, & Film. Before dropping into the next arena, try & take as many Research Photos as you can through the glass floor of the Splicers. Then drop down & use the same strategy as before.

When they are all defeated, head left from the Little Sister tunnel around the room till you find the Power to the People station. To the left of that, are two benches under a poster board. The Rose can be found underneath the bench on the right.

Rose #5 – Security Turret Maze: When you return to the lobby restock on your First Aid Kits, Film, & especially Eve Hypos. Before dropping down, once again take as many Research Photos as you can from above until you unlock the ability to hack Turrets instantly. Drop down into the arena & Electro Bolt/Hack the Turrets. There are enemy Splicers in here as well, try & have your Turrets dispatch them. If they become a hassle, then give them the ol’ one two combo. There are 11 Turrets total, lookout for hidden Flame Thrower Turrets tucked inside walls.

After the Splicers are dead & the Turrets are hacked, it is now time to fight the Big Daddy. Aggro it then lead it around the maze & have your Turrets kill it. Should not be too much trouble.

When the Bouncer is defeated, return to where you first dropped down. Head around the corner to the right past the RPG Turret & Machine Gun Turret. In front of you, with the Power to the People station off your right, will be two piston machines on either side of a corridor that has a Machine Gun Turret inside. The Rose will be behind the piston machine to the left of the corridor, jump up & grab it.

Rose #6 – All Kinds of Enemies: When you return to the lobby, purchase the: Target Dummy Plasmid as well as restock on your First Aid Kits, Eve Hypos & Film. Before dropping down, once again take as many Research Photos as you can from above. You will want to hack the Turret & take care of the Splicers again before fighting the Big Daddy. If possible, try dispatching the Splicers by yourself so you can save the Turret at full strength for the Big Daddy.

For the Big Daddy, use either Electro Bolt or Target Dummy to distract the Bouncer & let the Turret whittle it down. If you are using Electro Bolt get as many Wrench strikes in as possible.

Once all enemies are taken care of, take a left along the wall from the Little Sister tunnel & you will come to a dead end with some sandbags. Behind the sandbag wall on your left will be the Rose tucked away.

Rose #7 – Security Bots: When you return to the lobby purchase the: Incinerate Plasmid, restock on your First Aid Kits, Eve Hypos & Film. Security Bullseye can be useful but is not necessary for this room. If you have the materials, crafting some Auto Hacks can be really helpful. Before dropping down, once again take as many Research Photos as you can from above. Drop down & as Security Bots come at you, Electro Bolt & Research them till you can get instant hack. You can destroy some with the Wrench but their explosion will hurt you. You will also want two Security Bots for when we fight the Bouncer in this arena.

When you kill the Thuggish Splicer in the room, the alarm will stop & Security Bots will stop spawning. If you can’t take any more photos of the first two Bots, destroy them & let more come until you have two hacked. Then kill the Thuggish Splicer. For the Big Daddy, Electro Bolt or distract it with target Dummy & let your Bots whittle him down. When it has its back turned swinging at a Bot, smash it with the Wrench as fast as you can.

After the Bouncer is down, go back to the broken Security Bot Shutdown Panel where we killed that Thuggish Splicer. To the right of it will be a patch of ice. Incinerate it, & you will find the Rose beneath it.
Sequence 17: ...A Slave Obeys
1. Tough Guys Wear Roses
2. 15 Minute Thunderdome
3. Achievements: 65/65
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Rose #8 – All Kinds of Big Daddies: When you return to the lobby restock on your First Aid Kits, Eve Hypos & Film. If you have left over ADAM, purchase the Enrage Plasmid. Take your photos from above & drop down into the final arena. There are a lot of Big Daddies in this arena, but we can trick them into fighting each other. Attack the Elite Rosie & get it to accidentally shoot a different Big Daddy who will then attack it. If you have the Enrage Plasmid, this will be a lot simpler. Enrage the Elite Rosie & it will begin attacking the other Big Daddies. Cycle through the Bouncer, Elite Bouncer, & then regular Rosie. You will want the Elite Rosie below half health or further after fighting the Elite Bouncer. The regular Rosie will go down pretty quick so hopefully the Elite’s health will be in the red by then. Use Electro Bolt & the Wrench, or if you have a good store of Eve Hypos, run around corners & use Incinerate on it. This will be, without doubt, the most frustrating of the 8 arenas. If you are having a good run, save in between Big Daddies so you do not have to redo every encounter.

After the Big Daddies are dealt with, head to the Little Sister tunnel. Turn around & walk along the left wall towards the first bench on the left. There will be a broken piece of wood just past the bench along the wall, the Rose will be in behind it. (Watch out for rogue Proximity Mines, I wasn’t looking where I was going & ran into one… so I had to redo the final Rosie on Rosie battle again).

When you return to the lobby, run straight to the Circus of Values & buy First Aid Kits & Eve Hypos… we are about to be attacked. Initially it will only be Splicers. Eventually two Security Bots will spawn in, definitely hack them. Right after that wave, a Bouncer is going to spawn. If you have the Security Bots in tow, then it should not be a problem. Electro Bolt the Bouncer for your Bots, & when the Bots distract it, go ham on it with your Wrench.


Achievement #62 – Worlds of Hurt – Rescuer: The player has rescued the Little Sister in Worlds of Hurt.
After defeating the Bouncer in the lobby assault, you will be able to go Rescue the Little Sister inside the glass dome she was locked in. Finally.


Achievement #63 – Worlds of Hurt – Collector: Found all 8 collectable Roses in Worlds of Hurt.
This will be unlocked if you were successful in collecting all the Roses in this Challenge Room.


Achievement #64 – Worlds of Hurt – Tough Guy: Rescued the Little Sister in Worlds of Hurt using only Plasmids, Tonics, the Wrench, & the Research Camera, on Medium or higher Difficulty.
Aside from the All Kinds of Big Daddies arena, this Achievement is not too hard. Always save before dropping down into an arena.

15 Minute Thunderdome:

For our final Achievement of Bioshock Remastered we now have to go through all that again… but in 15:00 minutes, instead of the 40:00 it took me the first playthrough. The silver lining though is that we will have access to all our weapons this time which should make things go a lot faster. As like in the earlier run, always save before you enter an arena. If your time is good, save. If you are above the suggested times, then you should reload your previous save. We will be using almost identical tactics as we did before for each of the rooms, we will have less time for photo ops though so try & take them on the go. This is going to be the ultimate Bioshock challenge, time for the final exam of all we have learned.

Room #1 – A Single Splicer: Rush in & beat the guy with your Wrench. Do not forget to use the Power to the People station & upgrade your Crossbow since it is the highest damage dealing weapon in the game. Also loot the dead Big Daddy close to the upgrade station as well, you will want to leave with at least $120. (0-0:31s)

Room #2 – A Single Big Daddy: Purchase Damage Research, & Wrench Jockey Tonics as well as Incendiary Bolts which will cost $120. Save before dropping into the arena if your time is good. Use the Power to the People station & put the final upgrade into your Crossbow. Lure the Bouncer into the pool & headshot it with your Crossbow. (0:32-1:20m)

Room #3 – Security Bots: Restock on Bolts, Film, & First Aid Kits. Purchase the Electro Bolt 3 Plasmid & the Eve Saver Tonic as well. Save before dropping into the arena. Drop in & rush as fast as you can to kill the Thuggish Splicer setting off the alarm. Ignore the Bots then Crossbow the Big Daddy. Easy. (1:21-2:44m)

Room #4 – Security Turret Maze: Restock your Eve Hypos & purchase the Armored Shell Tonic. Save, drop in for a quick photo. If possible, try & take enough photos to get the “instant hack” perk. Alternatively, with a fully upgraded Crossbow, a single Incendiary Bolt can one shot a Turret which is much faster but way more expensive. You will probably complete this room faster than I did. (2:45-4:55m)

Room #5 – Houdini Splicers: Restock, be sure to have a lot of Eve Hypos. Purchase the Eve Link Tonic. Save, drop in for quick photo. As fast as possible, rush to the ground floor of the area. Use the “one-two combo” to quickly dispatch the Houdini’s. This Room can be a bit time consuming as you have to wait for the Splicers to appear. (4:56-7:05m)

Room #6 – All Kinds of Enemies: Restock. Save. Drop in, quick photos. “One-two combo” the Splicers & Crossbow the Big Daddy. Straight forward enough. (7:06-9:23m)

Room #7 – Spider Splicers: Restock. Save. Before dropping in, try taking pictures of the Spider Splicers on the ceilings as you run by. Drop in & give them the “one-two combo”. (9:23-10:47m)

Room #8 – All Kinds of Big Daddies: Restock, if you have left over ADAM, you may want to consider picking up the Enrage Plasmid. Save. Drop in & take quick photos. Like in the last play through try & attack the Elite Rosie & try to get it to aggro the rest of the Big Daddies. If possible, lure it to the Elite Bouncer & try killing them both while they fight each other. The regular Big Daddies are no trouble at all. If you have Enrage, just Enrage the Elite Rosie to make it do all the work for you. It will make this room a lot simpler. This is the make or break in your run. (10:48-12:30m)

Final Battle – Splicers, Bots, & The Bouncer Boss: Restock. Save. Run as fast as you can to the door of the Little Sister’s prison in the lobby to trigger the Final Wave. It takes around 10s for the Waves to begin then around 5s in between Waves so keep this in mind. You will need at least 2 minutes to complete this Wave. “One-two combo” the Splicers. The Security Bots will appear on the second last Wave, take them down their commanding Splicer & do not waste time trying to shoot the Bots. When the Big Daddy appears, Electro Bolt & Crossbow it to death. Afterwards, rush back to the prison door & Rescue the Little Sister. Annoyingly, it also takes around 10s for the prison door to finish opening. (12:31-14:59m)


Achievement #65 – Worlds of Hurt – Expert: Rescued the Little Sister in Worlds of Hurt in under 15:00 minutes, on Medium or higher Difficulty.
If you follow the guide or a video guide, then this Achievement is not too hard. Stay within the time frames above & you should not have too much trouble. If you can beat this Challenge Room with only a Wrench…
Conclusion:
Wow, that was quite the 100%. Apart from the last one, the Challenge Rooms are fairly straight forward but completing the Base Game on Survivor can take some time. I would like to give a shout out to nekov4ego for the great & extremely helpful video guides on the Challenge Rooms. Without their help, I definitely would not have been able to get a lot of the Achievements or be as informative in my own guide. So please, check out that guide & give it a thumbs up!

If this guide helped you achieve 100%, would you kindly rate the guide or let me know in the comments? Helps me know if I am doing things right!



100% Complete!
Thank you for choosing Cynical Guides, & I will see you in the next one!

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179 件のコメント
Kevo From The Servo 4月9日 0時58分 
Thanks heaps for the guide mate! Took me about 17 hours to 100%. Looking forward to Bioshock 2.
TheRushedOutlaw 3月14日 7時44分 
Hey Cynic,

Absolutely love your guides. I've been on a 100% grind for over a year now it couldn't have been done without you. Just wanted to add a little fun fact for the last challenge room (which you probably already knew), swapping to plasmids is faster than cocking the crossbow, so when facing that last big daddy at the end you can basically just "left click, right click, left click, right click" to speed up the end and give yourself more of a buffer for the door to open.

Look forward to reading your next guide :)

Outlaw
Sanguine Fratres 3月2日 17時21分 
Thank you so much for this guide! I 100% this game with the help of it.
Cynic 0055  [作成者] 2月19日 14時05分 
Hey J_PERRO_215, that is a really good point; I added a note in. :frozenfield:
J_PERRO_215 2月19日 13時55分 
I noticed you don't call out the Little Sister Savior achievement when you interact with the first little sister at the end of the Symmetry Sequence. Since I already knew about it, it didn't impact me, but you might want to call it out encase someone thinks they can do either or and still get everything in a single run.
W1zZard_ 2月5日 3時11分 
Thank you so much for your well-done guide. This is my third game this year that I've 100% with your guide.
Doctor Long 92 1月31日 17時42分 
I Never Use The Vita Chamber :bigstretch2024:
gustosadelicia666 1月23日 17時03分 
Good to know the Target Dummy plasmid is in Bioshock 2! Thanks again, for the challenge rooms guides, I gave up trying to find the roses by myself when I saw that one of them was in a RPG turret as loot. :ElectricFlesh:
Cynic 0055  [作成者] 1月19日 20時06分 
Huh, that is actually super cool to know, gustosadelicia666... & it makes a lot of sense. If nothing else than having it around for Research would be a huge boon! Things for bringing this up, I will have to add a note about this in the guide.

I also imagine this would help miles in Bioshock 2; there are some enemies that are difficult to Research for how finite they can be. :securityevasion:
gustosadelicia666 1月19日 18時42分 
Thanks for the guide! Used it mostly to check if I had all the audio diaries before leaving a level. Your tips are also good too, and I would like to share something I found useful during my survivor run: the Target Dummy plasmid is insanely busted for every single aspect of the game. For the research, you can force splicers and big daddies to fight and take pictures of them with the action shot bonus; can distract turrets to hack/research them, or even make them fight a big daddy for you (very useful for the first few levels); can force the camera to call bots that are passive to you, so you can research them anytime you want without having to use the Natural Camouflage tonic and completely ignore the camera while the dummy is still alive; can turn a 1v5 into several 1v1 combats because all enemies will go after the dummy (this combined with the Wrench Jockey, Wrench Lurker, both Sportboosts and Bloodlust tonics is just insanely fun. The wrench is incredible).