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BioShock: The Collection eGuide
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Contents

  • Bioshock
    • One Man’s Vision…
    • About This Guide
    • Residents of Rapture
      • The Rapture Elite
      • Splicers
      • The Adam Gatherers
      • Rapture Security
    • Life Underwater
      • Gameplay Fundamentals
      • Beyond the Basics
    • Arm Yourself
      • Weapons Guide
    • Evolve Today!
      • Overview
      • Plasmids
      • Gene Tonics
    • U-Invent
      • Inventions and Components
    • Walkthrough
      • Introduction
      • Welcome to Rapture
        • Overview
        • Whereabouts Unknown
        • Bathysphere Station
        • Lounge
        • Elevators
        • Kashmir Restaurant
        • Footlight Theatre
      • Medical Pavilion
        • Overview
        • Foyer (First Visit)
        • Emergency Access
        • Foyer (Second Visit)
        • Surgery Foyer (First Visit)
        • Eternal Flame Crematorium
        • Twilight Fields
        • Kure All
        • Painless Dental
        • Dandy Dental
        • Surgery Foyer (Second Visit)
        • Surgery
        • Lounge
        • Foyer (Third Visit)
      • Neptune’s Bounty
        • Overview
        • Bathysphere Station
        • Lower Wharf
        • Fontaine Fisheries (First Visit)
        • Upper Wharf
        • Wharfmaster’s Office
        • Jet Postal
        • Fighting Mcdonagh
        • Fontaine Fisheries (Second Visit)
        • Relinquish Your Weapons
        • Freezer Top Floor
        • Freezer Bottom Floor
      • Smuggler’s Hideout
        • Overview
        • Flooded Cave
        • Control Room
        • Submarine Bay
      • Arcadia
        • Overview
        • Tea Garden
        • Arcadia Glens
        • Rolling Hills
        • Waterfall Grottos
        • Research Laboratories
        • Langford’s Office
        • Tree Farm
      • Farmer’s Market
        • Overview
        • Market
        • Silverwing Apiary
        • Worley Winery
      • Restoring Arcadia
        • Overview
        • Langford’s Office
        • Research Laboratories
      • Fort Frolic
        • Overview
        • Bathysphere Station
        • Go to Fleet Hall
        • Fleet Hall Theatre
        • Photograph the Dead Pianist
        • Atrium (First Visit)
        • Cohen’s Collection
        • Frozen Tunnel
        • Poseidon Plaza (First Visit)
        • Atrium (Second Visit)
        • Poseidon Plaza (Second Visit)
        • Eve’s Garden
        • Atrium (Third Visit)
      • Hephaestus
        • Overview
        • Bathysphere Station
        • Central Control
        • Hephaestus Core (First Visit)
        • Heat Loss Monitoring
        • Hephaestus Core (Second Visit)
        • Search The Workshops
        • Kyburz’s Office
        • Geothermal Control
      • Rapture Central Control
        • Overview
        • Control Room
        • Ryan’s Office
      • Olympus Heights
        • Overview
        • Tenenbaum’s Safehouse
        • Olympus Heights
        • Mercury Suites
        • Tenenbaum’s Apartment
        • Fontaine’s Apartment
      • Apollo Square
        • Overview
        • Apollo Square Streets
        • Artemis Suites
        • Dr. Suchong’s Clinic
        • Apollo Square
        • Hestia Chambers
        • Atlas’s Headquarters
      • Point Prometheus
        • Overview
        • Atrium
        • Little Wonders
        • Optimized Eugenics
        • Mendel Family Library
        • Failsafe Armored Escorts
      • Proving Grounds
        • Overview
        • Museum Lobby
        • South Wing
        • North Wing
      • Fontaine
        • Overview
        • Fontaine’s Lair
    • Achievement & Trophy Guide
      • Game Completion Series
      • Crafting Series
      • Plasmid Mastery Series
      • Weapon Upgrade Series
      • Research Series
      • Hacking Series
      • Special Series
    • Challenge Rooms
      • The "I" in Team
      • A Shocking Turn of Events
      • Worlds of Hurt
      • Achievements and Trophies
  • Bioshock 2
    • Introduction
    • Residents of Rapture
      • Subject Delta
      • The Rapture Elite
      • Splicers
      • The Protector/Gatherer Program
      • Rapture Security
    • Into the Dive Suit
      • Gameplay Fundamentals
      • Exploring Rapture
      • Protector in Combat
      • Beyond the Basics
      • Machines of Rapture
    • Big Daddy Weaponry
      • Bullet Supply
      • Weapons Guide
    • Evolve Today!
      • Gatherer’s Garden
      • Plasmids
      • Gene Tonics
    • Walkthrough
      • Adonis Luxury Resort
        • Overview
        • Lobby
        • Adonis Baths
        • Bridge Courtyard
        • Grand Foyer
        • Demeter’s Banquet Hall
      • Atlantic Express Depot
        • Overview
        • Airlock
        • Train Workshop 6A
        • Drafting Room
        • Train Workshop 6B
        • Switching Hub
        • Train Station
      • Ryan Amusements
        • Overview
        • Train Station
        • Museum Entrance
        • Rapture Museum
        • El Dorado
        • Back to the Museum
        • Journey to the Surface (Part 1)
        • Journey to the Surface (Part 2)
        • Hall of the Future
        • Melting The Ice
      • Pauper’s Drop
        • Overview
        • Train Station
        • Fishbowl Diner
        • Town Square
        • Market
        • Limbo Room
        • Sinclair Deluxe Tenements
        • Grace’s Apartment
      • Siren Alley
        • Overview
        • Little Eden Plaza
        • Maintenance Area
        • The Pink Pearl
        • Back to the Maintenance Area
        • Plaza Hedone
        • Pump Station Access (First Visit)
        • Pump Station No. 5
        • Pump Control Substation 5
        • Pump Station Access (Second Visit)
      • Dionysus Park
        • Overview
        • Basement Storage
        • The Promenade
        • Triton Cinema
        • Imago Fine Arts
        • J. Fischer Gallery
        • Lamb’s Garden
        • Train Station
      • Fontaine Futuristics
        • Overview
        • Train Station
        • Lobby
        • Security
        • Frank Fontaine’s Plasmid Spectacular Theater
        • Frank Fontaine’s Office
        • Lab Airlock
        • Fontaine’s Plasmid Research & Development
        • ADAM Research Laboratory
        • Live Test Facility
        • ADAM Research Lab
        • Hidden Elevator
      • Outer Persephone
        • Overview
        • Therapy Entrance
        • Main Atrium
        • Lamb’s Office
        • Cell Blocks
      • Inner Persephone
        • Overview
        • Docking Platform (First Visit)
        • Security Office
        • Holding Wing (First Visit)
        • Cell Blocks
        • Holding Wing (Second Visit)
        • Therapy Wing
        • Infirmary Wing
        • Pediatric Ward
        • Docking Platform (Second Visit)
        • Story Conclusions
    • Protector Trials
      • The Rules of Engagement
      • General Tips
      • The Adonis Baths
      • Atlantic Express Train Upkeep
      • Pauper’s Drop Market
      • Simon Wales’ Church
      • Folly of Dionysus
      • Persephone Cellblock F
      • Bonuses, Achievements, and Trophies
    • Minerva’s Den
      • New Discoveries
      • Find Charles Milton Porter
      • Restore Power to Minerva’s Den
      • Get to Porter’s Office
      • Take the Operations Punchcard
      • Head for Operations
      • Find the Gravity Well Plasmid
      • Find a Bathysphere Signal Beacon
      • Hack the Signal Beacon
      • Get to Computer Core Access
      • Reset the Climate Control Turbine
      • Print Out The Thinker’s Code
      • Defeat Reed Wahl
      • Achievements and Trophies
    • Achievement & Trophy Guide
      • Story Progression
      • Variable Endings
      • Hooked on ADAM
      • Power to the People!
      • Hackers Wanted
      • Smile for the Camera!
      • My Daddy Can Beat Up Your Daddy!
      • Something Special
  • Bioshock Infinite
    • Foreword
    • About This Guide
    • Detective Training
      • Gameplay Fundamentals
      • Catalogue for 1912
      • Elizabeth
      • Sights and Sounds of Columbia
    • Guns of Liberty
      • Overview
    • Vigors
      • Overview
      • Possession
      • Devil’s Kiss
      • Murder of Crows
      • Bucking Bronco
      • Shock Jockey
      • Charge
      • Undertow
      • Return to Sender
    • Gear
      • Columbia Chronicles
      • Randomized Gear
      • Guaranteed Gear
      • Build Examples
    • Walkthrough
      • In the Name of the Prophet
        • Introduction
        • Lighthouse
      • A Day at the Fair
        • Town Center
        • Comstock Center Rooftops
        • Monument Island Gateway
      • Bring Us the Girl
        • Monument Tower
        • Battleship Bay
        • Soldier’s Field
        • Hall of Heroes
      • Guns for the Lady
        • Finkton Docks
        • Finkton Proper
        • Shantytown
        • The Factory
      • Family Reunion
        • Emporia
        • Downtown Emporia
      • Flight of the Songbird
        • Comstock House
        • Hand of the Prophet
        • Hangar Bay
    • Enemies of the People
      • Soldiers (Founders and Vox)
      • Automatons (Turrets)
      • Mosquito
      • Zealot of the Lady
      • Fireman
      • Motorized Patriot
      • Beast
      • Handyman
      • Siren
      • Boys of Silence
    • Achievement & Trophy Guide
      • Introduction
      • Story Achievements
      • Combat Achievements
      • Upgrades and Collectibles
    • Clash in the Clouds
      • Battle Prep
      • The OPS Zeal
      • Duke and Dimwit Theater
      • Raven’s Dome
      • Emporia Arcade
      • Achievements and Trophies
    • Burial at Sea, Episode 1
      • Overview
      • Market Street
      • High Street
      • Cohen’s
      • Fontaine Station
      • Fontaine’s Department Store
      • Housewares
      • Achievements and Trophies
    • Burial at Sea, Episode 2
      • Introduction
      • Toy Department
      • Ryan the Lion Preparatory Academy
      • Bathyspheres DeLuxe
      • Columbia
      • Return to Rapture
      • Suchong’s Free Clinic
      • Achievements and Trophies
  • Credits
    • Legal

BioShock: The Collection Guide › Bioshock 2 › Big Daddy Weaponry

Weapons Guide

Though there are a total of eight weapons to select from in the Weapon Radial—and all can be swung melee-style—only six of these devices truly qualify as weaponry. The other two, the Research Camera and Hack Tool, are tools. That said, the Drill is the only weapon that doesn’t feature a variety of ammunition (it consumes only one type of Drill Fuel). Similarly, the Research Camera and Hack Tool are the only devices that do not have any available upgrades. Weapons can be upgraded by stopping at a Power to the People machine and selecting one of the available upgrades. Power to the People machines are very rare and can only be used once, so choose wisely. It’s impossible to fully upgrade every weapon during a single playthrough of BioShock 2, so consider your tendencies and the upgrade strategies that follow before committing to any one upgrade.

Select Two, Unlock a Third

Without exception, a weapon’s third upgrade only becomes available after the first two have both been installed. You can select either of the two initial upgrades to install in either order, but you must install both if you are to access the third. And remember, only one upgrade per station!

Drill

The Bouncer’s Drill was as much a symbol of the original BioShock as Little Sisters and bathyspheres, and now you get to have one to call your own! The Drill is a devastating melee weapon that can be used in a number of ways. Like the other weapons, it can be used to bash an enemy over the head (more like a pointy-ended uppercut) with a tap of the Melee button. This not only conserves Drill Fuel, but is a great follow-up to an Electro Bolt attack. It also inflicts far more damage than clubbing an enemy with any other weapon. You can also deliver continuous heavy damage to an enemy by holding the Fire Weapon button to spin the Drill and bore into an enemy. This consumes Drill Fuel, but inflicts significant damage to all enemy types, even Big Sisters. Lastly, you eventually learn how to perform the Drill Dash attack. You can perform this high-speed attack by pressing the Melee button while holding the Fire Weapon button. This action sends the Big Daddy dashing across the floor to deliver incredible damage to a distant enemy. The Drill Dash attack becomes available after achieving the Level 1 Research Bonus from a Brute Splicer.

Fuel Capacity
Ammo Type Tank Capacity Carry Capacity
Drill Fuel 300 300

Ammunition

Drill Fuel: Drill Fuel is the only ammunition type for the Drill, and it enables the Drill to spin for its more powerful attacks. You can purchase Drill Fuel at vending machines, find it in the environment or on corpses, and even get it for free from the rare Fueling Station.

Weapon upgrades

Drill Fuel Efficiency: Cooling nozzles lubricate the Drill, reducing the speed of fuel consumption.

Drill Damage Increase: Augers on the sides of the Drill increase the damage. Damage increase applies to both Drill spin and melee attacks with the Drill.

Drill Reflector Upgrade: A large electromagnetic dynamo is powered by the Drill’s rotation. Incoming projectiles are reflected back at attackers while the Drill is spinning.

Drill Upgrade Strategy

Regardless of how often you plan to use the Drill, you should select the Drill Damage Increase at either the first or second Power to the People machine that you encounter. This all but guarantees your ability to kill low-level Splicers with a jolt of Electro Bolt and a melee attack with the Drill. Furthermore, Drill Damage Increase ensures that you can pierce the armor of Big Daddies and Big Sisters when they corner you—and they will corner you! Similarly, you should also consider equipping the Drill Power and/or Drill Power 2 tonics to further increase the Drill’s effectiveness as a melee weapon. Equip both to stack the effects and get even more bonus damage per Drill attack!

Those looking to make heavy use of the Drill should certainly select the Drill Fuel Efficiency Upgrade and consider equipping the Freezing Drill tonic. There aren’t a lot of opportunities to employ stealth tactics, so don’t expect the Drill Lurker tonic to be of much use.

Lastly, if you’ve always wanted to role-play as a Bouncer, you now have your chance! Install the Drill Specialist and Drill Power tonics, and opt for the Drill Reflector Upgrade at the next Power to the People station you encounter. Even though Telekinesis can do many of the same things that the Drill Reflector Upgrade can do, Telekinesis can’t reflect bullets! Keep the Drill spinning and watch as your enemies effectively turn their guns on themselves! Drill Specialist significantly reduces the amount of EVE consumed with each use of a Plasmid, so you can zap-and-drill your way to victory! Just be sure to keep plenty of Drill Fuel on hand. And, perhaps most importantly of all, research Big Sisters—the Level 4 Research Bonus awards you the Drill Vampire tonic, which leeches health from your enemies as the Drill inflicts damage.

Rivet Gun

No Big Daddy would be complete without the deadly Rivet Gun that made the notorious Rosie so menacing in the original game. The Rivet Gun essentially fills the space in the player’s arsenal previously occupied by the Pistol. It fires single projectiles—rivets—at a moderate rate, making this gun a satisfactory all-purpose weapon. Standard rivets offer a moderate amount of piercing damage, and the Rivet Gun can be used as a melee weapon in a pinch. Click the Look Controls to stare down the barrel for a more accurate shot, though this requires two hands and prohibits Plasmid use until the Look Controls are clicked again.

Rivet Gun Ammo Capacity
Ammo Type Magazine Capacity (Base) Carry Capacity (Base)
Rivets 12 60
Heavy Rivets 12 24
Trap Rivets 12 24

Ammunition

Base Ammo: Rivets originally intended to bolt together steel plates for the construction and repair of Rapture. Now they are best used for shooting Thuggish, Leadhead, and Spider Splicers. Can also be useful in the destruction of security equipment or shooting explosive drums or windows.

Alternate Ammo: Heavy Rivets are extra-dense industrial-grade rivets and offer moderate armor-piercing capability. They fire slower than the standard rivets, but have far more stopping power. They are the ammo-of-choice for battling Brute Splicers, Big Daddies, Alpha Series, and Big Sisters.

Alternate Ammo: Trap Rivets are loaded with a shaped charge and stick into solid objects. They emit a laser trip-wire that, when broken, makes the Trap Rivet fire a second rivet at the enemy passing by. Trap Rivets are perfect for defending an area. Trap Rivets do not fire when the player Big Daddy walks by, and unused Trap Rivets can be collected following a battle.

Weapon upgrades

Rivet Gun Damage Increase: A higher-pressure firing mechanism provides greater penetration and damage.

Rivet Gun Clip Size: A larger magazine increases the clip size, resulting in 50% more shots before reloading. This boosts the magazine capacity from 12 to 18 rivets.

Rivet Gun Heat Upgrade: An internal heating mechanism heats rivets to a white-hot temperature before they are fired. CAUTION: May ignite living creatures on repeated shots.

Rivet Gun Upgrade Strategy

The Rivet Gun is an important weapon in the early goings of the game, but may fall out of favor as you obtain more powerful specialty weapons. Nevertheless, the Rivet Gun Damage Increase is a worthwhile upgrade no matter how you expect to play and should be one of the first two or three upgrades you opt for.

You can play the entire game through without needing the Rivet Gun Clip Size or Rivet Gun Heat Upgrade, though the latter is very useful, since it has the chance to set enemies ablaze without requiring the use of Incinerate!! The Rivet Gun Clip Size upgrade does come in handy when fighting Big Daddies and Big Sisters—being able to fire off 18 Heavy Rivets without reloading is very helpful—but you can usually shock an enemy with Electro Bolt to buy some time while you reload.

Without the upgrades, you may only use the Rivet Gun in the latter stages of the game to lay down a series of Trap Rivets while protecting the Little Sister during a Gather.

If you find yourself always coming back to the Rivet Gun, go ahead and fully upgrade the weapon. Furthermore, equip the Headhunter tonic to increase the damage your headshots inflict. You’ll have to zoom in more often to line up these shots, but the extra damage is worth it. Try zapping an enemy first with Electro Bolt to lock them in place while you go for the headshot.

Machine Gun

The Machine Gun uses the same ammunition as the Tommy Guns you’ll see many of the Leadhead Splicers carrying, but that’s where the similarities end. The Machine Gun has been scaled for a Big Daddy and resembles a Gatling gun more so than the pint-sized weapons the Splicers use. This weapon has an unmatched rate of fire and can spray enough bullets to mow down an army of Splicers in a few seconds flat. The downside to the Machine Gun is that it suffers from ferocious recoil and can be quite inaccurate in unsteady hands. It is best used in short bursts, though that does tend to sideline its greatest asset: its fully automatic firing capability. The Machine Gun is best saved for use against groups of low-level Splicers (perhaps during a Gather) or against larger targets such as Brute Splicers and Big Daddies. It also does well against close-range targets. Perhaps more so than any other weapon, your choice of ammunition is critical.

Machine Gun Ammo Capacity
Ammo Type Magazine Capacity (Base) Carry Capacity
.50 Caliber Rounds 40 280
Anti-Personnel Rounds 40 160
Armor-Piercing Rounds 40 160

Ammunition

Base Ammo: The Machine Gun uses the same .50 Caliber Rounds as the machine guns employed by Leadhead Splicers, so it isn’t difficult to find ammo. The standard round offers a small amount of piercing damage and is best for Thuggish and Leadhead Splicers.

Alternate Ammo: Switch to the coveted Anti-Personnel Rounds for use against groups of Splicers in critical situations. This is the perfect ammo for defending the Little Sister during a Gather. It’s also an excellent choice when fighting Brute Splicers and Houdini Splicers.

Alternate Ammo: Armor-Piercing Rounds offer increased armor penetration and are an excellent choice when taking on an Alpha Series or Big Sister. It’s best to use Armor-Piercing Rounds and the Machine Gun for these faster armored enemies and save the Rivet Gun for the slower moving Big Daddies.

Weapon upgrades

Machine Gun Damage Increase: Reinforced barrels allow for increased muzzle pressure and a higher damage output.

Machine Gun Recoil Reduction: A stabilization cylinder reduces the kickback of the Machine Gun, resulting in more accurate fire.

Machine Gun Ricochet Upgrade: A high density electrical field prevents shots from breaking up on first impact, causing them to ricochet.

Machine Gun Upgrade Strategy

The Machine Gun may not be the gun you reach for first, but the ammo is far too plentiful for this gun to not used frequently, especially when the EVE really hits the fan. Unfortunately, the Machine Gun can be a bit unwieldy without the Machine Gun Recoil Reduction upgrade. This need not be one of your first upgrades, but everyone should slot this in during his or her fourth or fifth visit to a Power to the People machine. The Machine Gun Damage Increase is a nice upgrade as well, but upping the stopping power of the weapon won’t matter if it continues to jump out of your hands with each squeeze of the trigger! Another nice thing about opting for the Machine Gun Recoil Reduction is that with less recoil comes more accuracy—and a chance to make use of the Headhunter tonic.

Players who find themselves constantly reaching for the Machine Gun certainly want to install both the Recoil Reduction and Damage Increase upgrades in order to gain access to the Machine Gun Ricochet Upgrade. This wonderful upgrade actually takes advantage of the gun’s rate of fire by making the bullets ricochet off whatever object they hit first. This means that if you empty a magazine at a group of enemies in a cluttered room, there’s a good chance that those bullets that sail wide of the mark may ricochet off the wall or furniture and hit the target from a different angle.

Shotgun

The Shotgun is the ultimate short-range gun. It fires a wide burst of pellets and can be fired effectively from the hip or shouldered for increased accuracy. The Shotgun can defeat most low-level enemies with a single blast, and is also effective against armored enemies that get too close. Of the primary weapons, the Shotgun does have the slowest firing rate (and smallest capacity), but these shortcomings are offset by the increased firepower. The Shotgun is the perfect weapon for tight hallways and areas where enemies can suddenly appear at close range. It’s not conducive for open spaces or situations when enemies can move quickly between distant locations.

Shotgun Ammo Capacity
Ammo Type Magazine Capacity (Base) Carry Capacity
00 Buck 2 24
Solid Slug 2 12
Phosphorous Buck 2 12

Ammunition

Base Ammo: 00 Buck that does a moderate amount of piercing damage. This ammunition can deliver significant damage to all types of enemies, and is best used at close-range to increase the number of pellets that hit their mark (the pellet spread increases with distance).

Alternate Ammo: The Solid Slug does away with the Shotgun’s patented pellet spray in favor of a single slug, not unlike a traditional muzzle-loader rifle. This transforms the weapon into a single-shot rifle that offers pinpoint accuracy, moderate anti-personnel damage, and the ability to travel through multiple targets.

Alternate Ammo: Phosphorous Buck is pellet-based ammunition that is sticky by nature and explodes in small bursts after a short time. Enemies struck with the Phosphorous Buck start panicking and acting erratically, right up until the phosphorous-coated pellets explode and kill them. This is exceptionally useful against groups of enemies and also against larger, armored foes like the Alpha Series.

Weapon upgrades

Shotgun Clip Size: A double revolver mechanism allows six shots before reloading.

Shotgun Damage Increase: A sawed-off barrel increases damage of all ammo types.

Shotgun Tesla Upgrade: Kinetic energy from firing is used to charge several dynamos, randomly generating an electric shock.

ShotGun Upgrade Strategy

If you only end up fully upgrading one weapon, let it be the Shotgun. The improved Shotgun Clip Size is one of the most useful upgrades of all, and triples the number of shots you can fire between reloads. Opting for the Damage Increase all but guarantees one-shot kills on Thuggish and Leadhead Splicers, and also inflicts severe damage against Spider Splicers. The Tesla Upgrade is a fantastic upgrade for the latter stages of the game when you’re dealing with faster, more heavily armored enemies. Though the Tesla Upgrade’s effects occur randomly, they happen with enough frequency to reduce your reliance on Electro Bolt. The Tesla Upgrade not only delivers heavy damage, but randomly electrocutes and stuns enemies as well. With this equipped, you can use your left hand to wield other Plasmids and still get the same effect.

The Shotgun is best used in tight corridors and small rooms, where you have no choice but to get close and personal with enemies. It’s also ideal for defending the Little Sister as she performs a Gather. Equip the Electric Flesh tonic once you get the Tesla Upgrade, since it increases the damage dealt by the electric shock. Lastly, don’t underestimate the value of the Solid Slug ammunition type. This ammo transforms the Shotgun into a high-powered rifle with tremendous accuracy. Together with the Headhunter tonic and the Damage Increase Upgrade, the Solid Slug can penetrate multiple enemies and drop every one of them!

Speargun

The Speargun is the Big Daddy equivalent to the Crossbow made famous in the original BioShock, and provides an entertaining take on the act of sniping. The Speargun fires large heavy-duty spears with deadly accuracy and affords the player the opportunity to kill most Splicers with a single shot from considerable distance. The benefits of the Speargun don’t end there! The individual spears hit the target with such force as to drive the enemy backwards through the air—they can even stake the enemy to the wall! Best of all, the spears are quite durable and can be reclaimed from corpses and the environment—a feature that really helps offset the cost of the ammunition! Plus, it’s morbidly entertaining to watch the corpses fall to the floor after retrieving the spear holding them to the wall. The Speargun is an excellent weapon for players looking to use cover and snipe at distant enemies, but it is less effective against tougher foes in a skirmish situation.

Speargun Ammo Capacity
Ammo Type Magazine Capacity (Base) Carry Capacity
Spear Ammo 5 20
Trap Spear 5 10
Rocket Spear 5 10

Ammunition

Base Ammo: The standard Speargun ammo is a steel-tipped spear that flies straight and far, can be reclaimed from corpses, and can pin enemies to the wall. It is best used when sniping at low to medium strength Splicers. You can use the Spear Ammo against Brute Splicers too, but be prepared to fire numerous spears into them.

Alternate Ammo: The Trap Spear behaves just like the Trap Bolt from the first game. Trap Spears shoot out an electrified tripwire when shot into the wall. The tripwire extends out the back of the spear in the direction that you shot it from. Fire the Trap Spear at a surface, then move away so the tripwire can attach to the surface near where you were standing. Use this to string up deadly traps across doorways and atop stairwells. It’s also very useful when defending a Little Sister during a Gather.

Alternate Ammo: The Rocket Spear is arguably the most devastating ammo type in Rapture! The Rocket Spear has a high-power propulsion system that continues to provide thrust after impact, making it possible to launch enemies as large as Brute Splicers through the air. The Rocket Spear explodes shortly after making contact, and enemies and objects hit by the Rocket Spear may catch fire. This ammo is far too valuable to use against low level Splicers—save it for Brute Splicers, Big Sisters, and Alpha Series!

Weapon upgrades

Speargun Zoom Increase: Additional scope provides increased zoom, allowing you to aim with pinpoint accuracy.

Speargun Damage Increase: A rotary mechanism adds spin to the spears, resulting in greater penetration and damage.

Speargun Acceleration Upgrade: A reinforced firing spring and retooled barrel allow for much faster spear travel and decreased refire time. Spears reach their targets much faster and pin enemies at longer distances.

Speargun Upgrade Strategy

The Speargun is the weapon of choice for those who like to snipe their enemies from far away. However, it should be noted that the opportunities to truly play as a sniper in Rapture’s watery corridors aren’t all that plentiful. With that said, the Speargun’s Zoom Increase and Damage Increase upgrades give players the opportunity to deliver long-range one-shot kills with surprising accuracy. The Zoom Increase significantly magnifies the target, and the Damage Increase all but ensures an instant-kill to normal human-sized Splicers—even a Spider Splicer and Houdini Splicer can be killed with a single headshot, provided you have these upgrades and the Headhunter tonic spliced.

The unique feature of the Speargun is undoubtedly its ability to launch enemies through the air and pin them against walls and other objects. The Speargun Acceleration Upgrade gives you the ability to pin enemies at much further distances and improve your firing rate dramatically, but this is an upgrade best left to the devoted Speargun fans. There are too many upgrades available that benefit the player in a wider variety of situations than the Acceleration Upgrade, and for that reason alone, it’s not recommended to select it for general purposes. The Speargun is a powerful weapon, and although its Trap Spears certainly help you protect the Little Sister during Gathers and the Rocket Spears can be effective against tougher foes, a majority of players may view it primarily as a niche weapon.

Launcher

The Launcher is essentially an up-scaled version of the Grenade Launcher used by Jack in the original BioShock. What this weapon lacks in carrying capacity, firing rate, and reload time, it more than makes up for in ammunition variety and sheer firepower! The Launcher can be used to clear a room of Splicers, lay traps for Big Daddies, or even fire heat-seeking rockets at Big Sisters and Alpha Series enemies. Although ammunition is relatively scarce, this is not a huge issue. It’s best to view the Launcher as a specialty weapon, and only bring it out for battles against the most threatening enemies and while protecting the Little Sister during a Gather.

launcher Ammo Capacity
Ammo Type Magazine Capacity (Base) Carry Capacity
Frag Grenade 3 15
Proximity Mine 3 9
Heat-Seeking Rocket 3 9

Ammunition

Base Ammo: The Frag Grenade is lobbed a moderate distance and explodes on contact, sending a large amount of shrapnel in a radius. The fragments released during the explosion dole out a large amount of piercing damage and can critically damage entire groups of enemies with a single blast.

Alternate Ammo: Place these Proximity Mines where you expect enemies to approach. Once triggered, the Proximity Mine inflicts a large amount of piercing damage in a radius. The player Big Daddy cannot trigger its own Proximity Mine, but can collect undetonated Proximity Mines after the battle. Proximity Mines are perfectly suited for Gathers, for battling Big Daddies, and for any instance when you expect to be ambushed.

Alternate Ammo: The Heat-Seeking Rocket delivers a large amount of heat damage in a radius. This is an extremely potent ammunition type for battles against Big Sisters and Alpha Series. Heat-Seeking Rockets are very expensive and in short supply—don’t waste this ammo type on lesser enemies. Furthermore, though they are capable of homing in on a target, it is still possible to miss your mark. Only let one off the leash if you know it’s going to score a direct hit!

Weapon upgrades

Launcher Clip Size: A larger ammo box means more bang for the buck. Also increases the amount of each ammo type you can carry.

Launcher Damage Immunity: A shaped deflector prevents splash damage from your own explosives.

Launcher Cluster Bomb Upgrade: Additional munitions are screwed into each shot, triggering secondary explosions in a wide radius. Perfect for clearing a room!

launcher Upgrade Strategy

The Launcher is like the Speargun in that it is best suited for special situations (primarily during Big Daddy and Big Sister battles), but its three upgrades are all very valuable and provide enough of an improvement to the base weapon that they are hard to ignore during the latter portions of the game. Improving the Launcher Clip Size is very important due to the lengthy reload times—and the threat posed by the enemies who require this weapon. Launcher Damage Immunity is another very important upgrade due to the tremendous splash damage each of the Launcher’s type of ammo yield. Damage Immunity gives you the opportunity to continue bombarding an Elite Bouncer or Big Sister with Frag Grenades even when they are dashing straight for you. Both of these are valuable upgrades.

The Cluster Bomb Upgrade may seem unnecessary at first glance, but this weapon upgrade is an absolute must if you’re playing on the Hard difficulty setting and on your way towards Inner Persephone. Opt for the Damage Immunity upgrade immediately after obtaining the Launcher in Dionysus Park, then select the Clip Size Upgrade in Fontaine Futuristics and the Cluster Bomb Upgrade in the early goings of your visit to Persephone.

Hack Tool

The Hack Tool is a device that allows you to hack the many mechanical devices in Rapture without having to get too close. Aim the reticule of the Hack Tool at any hackable machine and fire a Hack Dart to initiate the hack. The reticule indicates valid targets by turning red (short-circuiting doors and apparatus typically need to be hit with Electro Bolt). The Hack Tool can be used as a melee weapon in a pinch, but you probably should avoid firing Hack Darts at enemies. Not only do they not inflict any substantial damage, but Hack Darts are too valuable to waste them in this manner. Unlike in the original game, hacking takes place in real-time and does not interrupt the action. This means Security Bots and Turrets (as well as nearby enemies) continue to attack you while you perform a hack if they detect your presence. See the “Into the Dive Suit” chapter for full details on hacking.

hack tool Ammo Capacity
Ammo Type Magazine Capacity (Base) Carry Capacity
Remote Hack Dart 1 9
Auto-Hack Dart 1 4
Mini-Turret 1 4

Ammunition

Base Ammo: The standard Hack Dart allows you to hack a machine at a distance. The Hack Game begins as soon as the dart makes contact with a valid machine. It’s possible to use the Hack Tool to hack Security Cameras, Security Bots, Turrets, vending machines, door control panels, and safes.

Alternate Ammo: The Auto-Hack Dart does exactly what its name implies. It bypasses a machine’s defenses to automatically hack it with no additional work required! Fire it just as you would a normal Hack Dart and enjoy the instant gratification it yields. Auto-Hack Darts are very rare and should only be used against distant Security Cameras and Turrets or hostile Security Bots—don’t waste them on vending machines and door control panels.

Alternate Ammo: Mini-Turrets are lobbed projectiles that fold out into a small but powerful Turret that defends you to the death. They automatically fire at enemies for roughly one minute before self-destructing. They are quite powerful for their size, and are able to attract enemies away from you or the Little Sister you’re trying to protect. Rumblers also use Mini-Turrets—you can hit the Rumbler with Security Command to turn its Mini-Turret against it, or you can hack the Mini-Turret to enlist its help against all nearby enemies.

Research Camera

The Research Camera in BioShock 2 records moving pictures and automatically grades and scores your combat techniques while the camera is recording. Earn as many Research Points as you can for a given type of enemy to unlock Research Bonuses, including special tonics and damage bonuses! Equip the Research Camera and aim the viewfinder at a particular subject (can only research one enemy at a time) and press the Fire Weapon button to initiate filming. The Research Camera then records for roughly 30 seconds (the Extended Reel Tonic increases this to 45 seconds) or until you defeat the enemy, whichever comes first. You don’t need to keep the enemy in view, and you automatically swap to your last-used weapon. See the “Into the Dive Suit” chapter for full details on scoring Research Points.

Ammunition

Film: The Research Camera contains an unlimited amount of film and doesn’t require you to scavenge or purchase additional film.

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