== N. POINT PROMETHEUS [c03s14] ===============================================
The level begins with you surfacing into Point Prometheus, while Fontaine gives
you a demonstration of what he's been doing with his ADAM horde. Head up the
stairs and run after Fontaine. The oil slick on the ground will blow up,
temporarily blocking you - don't bother running through it, just wait for it to
burn down. When it does, go through the door and head down the tunnel. Fontaine
will send some security bots after you in the next room, so zap and hack or
just kill them. Turn right and head through the door. You'll see a little
cutscene where Fontaine knocks down a column and heads through the door into
the museum area while threatening to destroy Rapture if you keep chasing him.
Unfortunately you can't get through the door - it can only be opened by little
sisters. The good news is that the little sisters can get it open for you - the
bad news is that there's only one way to get the little sisters to trust you.
You're gonna have to become a big daddy.
You'll get a message from Tenenbaum telling you to search a big daddy corpse.
As luck would have it, there's one leaning through a window directly ahead of
you. There's also a weapon upgrade machine here (the second last one, if you're
keeping count). Get your upgrade and loot the big daddy for its suit control
system. You'll get a message from Tenenbaum explaining her plan to you, and
your objectives will update with a list of all the things you need to do.
First off - smell like a big daddy (ugh). Head through the east doors of the
room and down the hall. Note that the corpses at the end of the hall aren't
actually corpses. Kill the splicers, and head through into the Little Wonders
Educational Facility. Head through the door and down the tunnel, but crouch
before you go into the next room. Once you get in, look at the windows to your
right - there's two turrets and a splicer who will all be shooting at you as
soon as you show your head. Stay crouched, shoot out one of the windows, and
lob in a couple of grenades with your launcher to clear out the room (you
should probably make sure there's no big daddy in the room before doing this).
Once everything's dead, hop up on the table and crawl through the window to
enter the facility. There's also a little sister/big daddy patrol route in this
area, so keep an eye out for them.
Head through the door and into the main area of the Little Wonders Educational
Facility. Most of this is optional, but there's a lot of really creepy/cool
things in here. The pheromones you need are scattered throughout this level -
I'll mention where you can find them below.
OPTIONAL: Head into the south room. Inside you'll find a Skinner machine used
to condition the little sisters to avoid humans in favor of big daddies - press
the button with the human picture and you'll get a shock. Press the button with
the big daddy picture and you'll get a reward.
OPTIONAL: Search the rooms in the center of the hallway and on the north side
of the area. These are apparently the dorms the little sisters lived in while
they were being conditioned. Be sure to check out the posters on the walls.
You'll also find some loot. There are a couple of doors with shorted out
switches that I've been unable to get in to - if you figure out how to open
these doors please let me know.
Head to the east end of the area. Stock up at the vending machine if you need
anything, and then head through the door. Zap and hack the camera and head on
in. On the other side of the wall, on the back desk by the window, you'll find
a pheromone bottle (1/3) and a gene tonic (Safecracker 2). If you head into the
little room to your left you'll see a ghost cutscene. This will trigger a
couple of splicers walking into the room - let the security camera deal with
them.
Head back out to the main area, and then go up the stairs back by the entrance.
This'll lead to a balcony area with two branches. The desks in the center of
the north branch have a pheromone sample (2/3) and an audio-diary (Why Just
Girls?). The desk in the center of the south branch has your last pheromone
sample (3/3). Watch out for splicers. When you get everything, head to the west
wall - stock up at the vending machine, and then head through the door.
When you come out of the door there will be a security camera directly above
your head. Zap it and hack it. Head through the tunnel and out the door, and
kill the splicer. You're now on the balcony above the main atrium area, where
you entered the level. In the alcove to your left is an RPG turret - zap it and
hack it. In the alcove to the left of the turret you'll find a Gatherer's
Garden machine.
OPTIONAL: Head to your right as you come out of the tunnel, towards Optimized
Eugenics. The door in the alcove to your right is frosted shut - melt it with
your Incinerate plasmid and head on in. Inside you'll find some loot, and
inside the trash can with the paintings leaning against it is an audio-diary
(Changing Employers).
You can do Optimized Eugenics, Failsafe Armored Escorts, and the Mendel Family
Library (named after Gregor Mendel?) in any order you choose, but for the
purposes of this guide we're gonna do Optimized Eugenics first. This is where
you get the modification which makes you sound like a big daddy.
Head through one of the doors into Optimized Eugenics. The doors will slam
shut, locking you in briefly to "decontaminate" you, and then let you in.
There's a big daddy/little sister route in here, so keep an eye out. If you
head through the east door, watch out for the security camera on the right wall
just past the entrance.
OPTIONAL: Search through the "Test Subject Storage" area on the west side of
the facility for loot, killing splicers as you go. On a console on the north
wall of the area is an audio-diary (Marketing Gold).
OPTIONAL: Head into Eugenic Analysis, the NW-most room of this area. Inside
you'll find two turrets - zap and hack them both, and let them kill the
splicers. Behind the turrets is a safe and your very last weapon upgrade
machine.
OPTIONAL: Head into the Backup Generator room in the very center of the
Optimized Eugenics area. On the wall in front of you is a security camera -
destroy it. I have no idea how to shut down the power in this room or get to
the area through the door in the far wall (it's blocked by some kind of
barrier). If you know how to get in, please e-mail me so I can add it to this
guide.
OPTIONAL: Head into Plasmid Prototyping, the NE-most room. Inside there's an
RPG turret with a splicer - zap and hack the turret and let it kill the
splicer. On the floor by the turret is an audio-diary (Extra Munitions). This
audio-diary has a code (1-9-2-1) that you will need later on. Search the room
for loot.
Head into Live Subject Testing, right by the security camera on the east wall
of the hallway in the central area. Go up the stairs to your left, and through
the door to Candidate Induction. On the wall ahead of you you'll see a filing
cabinet with a gene tonic (Alarm Expert 2) and the machine that changes your
voice. Grab the tonic and use the machine (ouch). You'll get a message from
Tenenbaum telling you to head to Failsafe Armored Escorts for the suit. There's
also a U-Invent machine in this room.
Head back out. Once you leave the room you'll be ambushed by some splicers
playing dead on the stairs - kill them and head back out to the main atrium
area. Walk across the balcony and head into Failsafe Armored Escorts. Not
surprisingly, there's a big daddy patrol in this area, so keep looking for
them.
OPTIONAL: Immediately to your left or right (depending on which door you go
through to enter) when you enter the main hallway will be an entrance to this
area's security room. Head in and kill the splicer. You'll find a ton of
hackable security bots in this area, as well as some ammo. Head back out into
the hallway.
Head into Candidate Conversion, the western room of the area. In the lowered
area in front of you you'll find two turrets - zap and hack them both. Head
across to the other side of the lowered area and you'll get a panicked
transmission from Tenenbaum - apparently the boots for the suit are not where
she expects them to be. Hack the safe in the NW corner of the room, and pick up
the audio-diary on the desk next to it (Missing Boots). This explains the
mystery of the missing boots - they're in the Mendel Family Library. We'll go
there later.
OPTIONAL: In the SW corner of the room is a small area blocked off by
trapwires. Get rid of the trapwires with your telekinesis plasmid and you'll
find some ammo on and arond the corpse.
Head through the door in the SE corner of the room.
OPTIONAL: Turn right immediately as you come out of the tunnel in the central
room and head up the stairs. Kill the splicer. On one of the consoles in the
center of the room you'll find an audio-diary (Protector Smell). Head through
the door on the north wall and head across the balcony. In the next room you'll
find a Gene Bank machine and an audio-diary (Mistakes) sitting on the console
next to it. Head through the door at the other end of the room and across the
balcony again. In the SE room of the upper area you'll find another audio-diary
(Protecting Little Ones). Head down the stairs.
If you did the last optional section, you should be in a room now with big
daddy suits hanging in the center. Pick one up to put it on. Now you just need
a helmet and boots.
OPTIONAL: Head around the corner to the left, so that you're south of the
central room of this area. You'll come to a balcony with a door with a
combination lock. The code (you found it earlier) is 1-9-2-1. Inside is a ton
of ammo and weapons for you to grab. The control panels activate flamethrowers
on the assembly line in front of you - I have no idea what these are for or why
they're there. Head through the central circular room to get to the storage
area on the other side of the little flooded area - watch out for the RPG
turret. Melt the ice with your incinerate plasmid and head in. Inside you'll
find a vending machine, some loot, and your very last audio-diary (Cheap Son of
a Bitch). Nice job if you managed to find them all.
Head over to Candidate Induction, the eastern branch of this area. On the far
side of the room are the big daddy helmets and a gene tonic (Hacker's Delight
3). Grab the tonic and a helmet. Unfortunately you can apparently only become
a rosie - I didn't see any bouncer helmets around. Once you've got your stuff
and searched the room for loot, head back out to the main atrium.
So now we need to get those boots. On the west side of the balcony/atrium area
you'll see two doors leading down to the lobby where you entered the level -
go through the southern one. On your left you'll see the door to the Mendel
Family Library. Head on and, and zap and hack the camera. You'll also run into
an RPG turret behind the shelves. There's a bunch of ammo and loot on the
shelves in this room, so keep your eyes open. In the central area of the
library you'll find the boots, with another gene tonic (Damage Research 2) next
to them. Pick up the boots - congratulations, you're now a gigantic disgusting
monster. This will unlock the "Became a Big Daddy" achievement for you, worth
30 GP. You also gain a 25% damage resistance from your suit's armor.
Finish looting the room, and head back out to the hall. Turn left and head down
the staircase - this takes you back down to the lobby where you entered the
level. Tenenbaum explains how to summon little sisters - bash the hole with
your wrench and one will come crawling out. The little sister will then open
the door that Fontaine headed through, letting you follow her. Go down the
stairs and through the bulkhead door to the Proving Grounds.
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