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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 › Walkthrough › Inner Persephone

Cell Blocks

Multiple Solutions to the Sinclair Problem

There are a half-dozen ways to get the key from Sinclair inside the Watch Tower. For starters, you could locate the pair of Audio Diaries that each reveals two of the digits to the keycode needed to unlock the door. Another option is to find the keycode in the third toilet tank on the left inside the bathrooms. A more direct option is to go upstairs, use the Hack Tool to unlock the door, then throw a Mini-Turret at him. If you’re out of Hack Darts, you can even use Telekinesis and the Smuggler’s Crates to create a series of steps for you to climb right up and hack the door physically. And yet there is another option— perhaps the best of all. Keep reading…

The area Sinclair has locked you inside is comprised of two halves. The southern half, near Solitary Confinement, has stairs that lead directly up to the locked Watch Tower where Sinclair is located. The north side has unlocked access to the Watch Tower atop a crumbled pile of rubble. Though you can rush right into any one of the solutions mentioned in the box on this page, you may want to consider a more methodical approach.

Begin by searching the lower portion of Solitary Confinement for the Elemental Vampire tonic. Once you have it, continue up the stairs to Block D and search the cells for Audio Diaries about the code. One mentions the first half of the code, whereas the other instructs a prisoner to leave a clue for the code’s whereabouts in Block A.

A New Cocktail

If you’ve been making full use of your tonics and Research Camera, it’s possible that you have completed all of the Research Tracks by this point. If so, head to the Gene Bank and replace the research-oriented tonics with ones more conducive for combat and self-preservation.

Search the rest of Block A and slip through the hole in the wall to Block B. You can find the full keycode to the Watch Tower on the wall in the cell straight ahead (2673), right next to the Elemental Sponge tonic. Though you now have the code, there are still some places left to search before using it. Head to the South Quad via the upstairs walkway and enter Block A. Kill the Elite Brute Splicer and gather up the Heat-Seeking Rockets and other munitions in the cell on the left. The Audio Diary here indicates another keycode location (not that you need it at this point).

Drop off the walkway in the South Quad and enter the padded cell with the prisoner sitting on the floor. Enter the crawlspace through the hole in the wall to find another Audio Diary and Remote Hack Dart.

Go back to the area where you first got locked in, near the Gene Bank, and go upstairs. Place a Proximity Mine or two near the locked door to the Watch Tower, then pay the $5 to enter the bathrooms and search the third tank on the left for the hidden code and a number of items. Now, rather than going up to the door and entering the keycode manually, use your Incinerate! Plasmid to melt the ice in the bathrooms and enter the tunnel behind the walls. This section leads you right to the Watch Tower.

Fighting Sinclair

Augustus Sinclair is roughly 250% stronger than a typical Alpha Series, and if you’re going to take him on face-to-face, then you had better set some traps before you flush him out of hiding. Follow the strategy outlined here, and you won’t even need to fire a single shot at Sinclair in order to kill him. Use Proximity Mines, a couple of Security Bots, and a Mini-Turret, then let the hacked Turret in Block D finish him off!

Travel to the end of the tunnel, to the window looking into the Watch Tower, and use the Hack Tool to hack the Security Bot on the floor in front of the Power to the People machine. Toss a couple of Mini-Turrets into the room and light the fuel spill on fire. This forces Sinclair (remember, he’s an Alpha Series now) to unlock the door and flee towards Block D. The Security Bot will probably chase him down and finish him off, but if not, the Turret you hacked earlier will.

Exit the tunnel and enter the Watch Tower to pick up another Audio Diary and (more importantly) use the Power to the People machine. Go after Sinclair and take the key from him.

A generous Offer

Author: Murphy

Gee, Mr. Dodge, that’s quite a generous offer. I hid the code in the community bathroom, in the tank of the last toilet on the left. I also stashed some other loot there for a rainy day. It’s all yours. Good luck usin’ the code.

Last Two Digits

Author: Connor

I caught a glimpse of the Warden entering the code to the tower today. Last two digits were seven and three. Didn’t catch the rest… maybe I can figure it out, trial and error. Wonder how long that’d take.

Magic Sauce

Author: Warden Nigel Weir

Lamb’s attention seems to have drifted from my prisoners to her daughter. Guess she figures they’re irredeemable. Now I got guys clamoring for their next fix of ADAM, and I’ve gotta put teeth to squeeze any out of the good Doctor. Guess I’m lucky her treatments kept them too weak to storm the tower, or they’d have my guts for garters.

Use Sinclair’s Key in the Tower

Now that you have the key from Sinclair—you can use it to end the security curfew, so you can access the vessel and escape to the surface. The only catch is that overriding the security curfew has the unpleasant side effect of releasing all the prisoners in the Holding Wing. Use Sinclair’s key at the control panel in the Security Tower, but be on guard.

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