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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 Infinite › Burial at Sea, Episode 2

Bathyspheres DeLuxe

Go to the Silver Fin

Ignore the man playing the guitar—don’t risk losing any Tranquilizer Ammo over an innocent—and pick up the Possession Plasmid beside him. Proceed through the door atop the stairs to enter the Bathyspheres DeLuxe shopping mall. Here you’ll find restaurants, a nightclub, a bathysphere dealership, and even a bathysphere service center, among other businesses.

Ignore the Big Daddy that you see patrolling the area and make your way toward the Silver Fin Restaurant. Stay to the right, past the Test-Drive dealership, and head up the curving stairs. Stick to the shadows and you shouldn’t be spotted. If you are, cast Possession at the Big Daddy and let him draw the fire away from you. The door to the Silver Fin is locked up tight, but there’s a blood trail leading down the steps to a storage room. Go inside.

There’s no getting in through the main entrance; head down the stairs to the boiler room on the right.

Examine the blueprint in the hands of the body near the boiler, then push the cabinet out of the way to reveal a hidden vent. Make sure you have plenty of EVE and the Possession Plasmid equipped, as there are two Gun Turrets lurking in the ventilation system. In contrast, it will take five shots from the Hand Cannon to destroy a Gun Turret. Climb inside and follow the ductwork to the Silver Fin Restaurant.

Have your Possession ready for the two Gun Turrets inside the vent system.

Silver Fin Restaurant

Grab the Shotgun from the reception desk and continue up the stairs. Inside the restaurant is a Lutece device. Examine the Tear leading back to Columbia for a glimpse into the future—to see what the Elizabeth who was already here has done. Elizabeth realizes she’s going to need to repair the Lutece device, travel to Columbia in search of a quantum particle, and then use it to float the building back up to Rapture. But first things first; she needs to find some documentation.

The Lutece device holds the key to Elizabeth’s potential salvation.

There aren’t any enemies in the Silver Fin Restaurant, so you can take a relaxed look around. There’s an Audio Diary on the counter near a locked door in the kitchen and another one upstairs.

Voxophone

Pennies on the Dollar

Morris Lauderman

November the 3rd, 1958

Silver Fin Restaurant

And before I knew it, Ryan had me bounced out of my own restaurant—and that Korean had the run of the place. It was a good business, I tell you. I never shoulda told anyone about that light, about those weird buildings I saw, floatin’ in the clouds. And most of all, I never should have told no one about that girl who showed up one day… in that old-timey blue dress.

Hit the Gun Turret inside the locked room with Possession to keep it from gunning you down and note the location of the Old Man Winter upgrade on the counter. Plasmid upgrades like this can be found all over Rapture, but you need the Plasmid it goes with before you can collect it. Come back for this one later on, once you find Old Man Winter.

You’ll need to find three items to repair the Lutece device.

Head up the stairs to the second floor of the restaurant and locate the schematics. Suchong left an easily deciphered message describing the parts needed to repair the Lutece device. Locate the other Audio Diary from the table near the bottle of EVE and head back downstairs. Approach the locked door—the alarm will sound but Yi Suchong will let you out in hopes you make good on your plan. Enter the code 1-2-1-6 when he gives it to you.

Voxophone

Imprinting Roadblocks

Yi Suchong

November the 19th, 1958

Silver Fin Restaurant

Problem: Big Daddy will not imprint on the little brats. Yet Fink succeeded in imprinting his disgusting bird on his subject. How has Fink, this stupid man, succeeded where Suchong failed? If Suchong could obtain hair sample of Fink’s subject, Suchong could determine delta of genetic material with Little Sister! Proof is in DNA pudding.

Repair the Lutece Device

The first step in finding the components to repair the Lutece device is to get the Cathode Tube from a nearby Circus of Values machine. Those looking to rack up their stealth kill tally can use Peeping Tom to slip behind the man up the stairs while he listens to the woman sing atop the marquee. Knock the man out, then use the Air Grabber to leap to the freight hook high above. Dismount toward the Circus of Values machine to the left of the Test-Drive sign.

Extract the Cathode Tube from the vending machine that is located near the Test-Drive bathysphere dealership.

Test-Drive

Enter the Test-Drive dealership in search of Old Man Winter. Trigger Peeping Tom, leap over the counter, and knock out the lady near the filing cabinets. Collect the Audio Diary from the table before descending the stairs to the secured door. Knock to be let in.

Voxophone

This Atlas Guy

Samantha Kemp

December the 10th, 1958

Test-Drive

This fella Atlas has been makin’ the rounds down here, trying to bring some kind of order to this pit. All the Splicers think the man walks on water. But somethin’ about him smells stink to me. Reminds me a bit of my former employer, Frank Fontaine.

Descend the stairs inside the secret hideout and sweep the area from left to right to make sure you find the Audio Diary atop the desk with the chair on it, beneath the entrance, and the one on the large circular table in the middle of the area. Note the position of the ventilation shaft on the wall in the main room, beneath the balcony. You’re going to use this soon enough!

Voxophone

Old Man Winter Giveaway

Kay Flannigan

November the 12th, 1958

Test-Drive

Memo to the sales team—While we deny all customer claims regarding purported burns they have received from, quote, “overheating of 1958 bathyspheres,” unquote, our marketing team has decided to give away flasks of Old Man Winter as part of a new promotional campaign. There will be no recall of the ’58. No recall.

Voxophone

For All Occasions

Felix Molloy

December the 15th, 1958

Test-Drive

So, uh… So, Atlas asked me to figure out where to strike first when we bust outta this place, but—you know, it all depends on when we get out, you know? I mean, November 5th? There’s a big founding-of-Rapture shindig at Fort Frolic. Valentine’s Day? You know, I mean. Arcadia’s real popular. Uh… and it’s near New Year’s Eve, then—hey, we could pop the corks off all the stuffed shirts down at the Kashmir restaurant!

Collect the Old Man Winter Plasmid from the display, enter the room on the left, and find yet another Audio Diary in the hands of a corpse tied to a chair. Gather up the EVE and Lockpick and inspect the Note on the desk near the tickertape machine.

The first of the four decrypted notes is located in Test-Drive.

Voxophone

Prison Intel, Dispatch #8

Emmett Wyman

December the 29th, 1958

Test-Drive

Tell Ryan things are gettin’ hot down here real fast. The goddamn leprechaun is buildin’ himself a regular army. If you’d asked my opinion—which you didn’t—I’d send a crew down here and clean up the place, before they show up on your doorstep. But who am I except some undercover schmuck you sent to give you straight dope?

Some of Ryan’s sympathizers attack Atlas’s hideout just as you leave the area where the Old Man Winter Plasmid was located. Do not get involved! Immediately climb into the vent on the right and crawl through it. Continue to the end of the ductwork and wait for the man in the room below to walk past. Activate Peeping Tom, drop out of the ceiling, and knock him out. Two more armed thugs are in the Old Man Winter room, one with his back to the room and the other near the table on the left. Use Peeping Tom and your Air Grabber to knock both of them out without detection. Ascend the stairs to the showroom and exit the area.

Use Peeping Tom and the Air Grabber to knock each of the hostiles out without wasting any ammo.

The only component left is the CO2 Scrubber, and that’s located in the Service Bay. But don’t head there just yet! Exit Test-Drive and make your way past the stairs on the left to the double doors of the Information office. You may spot a Big Daddy in the area. Cast Possession on him if there are any Splicers milling about. Here you’ll find the second Note and a Safe (five Lockpicks) containing the Winter Forget Mod. Climb into the vent to find a Lockpick if you need one. Continue through this vent to exit beside the Service Bay entrance.

The second Note and a Safe are inside the Information office beneath the stairs opposite Test-Drive.

Winter Forget Mod

The Winter Forget Mod causes enemies to forget that they ever spotted Elizabeth once they thaw out. Now you can use Old Man Winter on an enemy and run away, confident that he won’t chase you after he thaws.

Service Bay

Enter the Service Bay area, loot the office for EVE, and descend to the service area via the elevator on the left. Things are about to get tougher!

Examine the two antiquated bathyspheres in the darkened workshop and collect the Lockpicks from the bench. Round the corner toward the Service Bay where Elizabeth spots a red bathysphere hanging from the ceiling. That’s the model with the CO2 Scrubber she needs! To reach it, however, you’re going to have to clear the area of thugs, break into the office, and use the controls to lower the bathysphere within reach. There are a couple of ways to go about this. You can run in guns blazing, but this is not recommended. You can also minimize combat by using the Noisemaker Darts to draw enemies away and slip through using the freight hooks or the passages beneath the floor grates. Lastly, you can use a combination of Peeping Tom, Tranquilizer Darts, and both the freight hooks and under-floor passages to fully scour the area. We recommend the last approach.

Elizabeth can’t help but make a little noise when dropping from a freight hook, but you can get a stealth knockout if you’re fast.

Knock out the patrolling thug that approaches from the left, then circle around the upper walkway. Briefly cast Peeping Tom to monitor the whereabouts of the other men. If possible, leap from freight hook to freight hook and drop down behind an unsuspecting enemy for another quick knockout. Duck behind cover and use Peeping Tom to go invisible if spotted.

Frosty Knockdowns

The Frosty Splicers in this area can’t be dispatched with a single Tranquilizer Dart. You’re going to have to knock them out with the Air Grabber while they’re dazed from the dart. Be quick, as the effect wears off in several seconds.

Use a Noisemaker Dart if enemies are bunched up, since you don’t want to take on a group of enemies at once, especially if there’s a Frosty Splicer in their midst. Another option is to use Possession or Old Man Winter against them. Use hit-and-run tactics to clear the area of the enemies (six in total) then use the freight hooks to loot the two blue bathyspheres in the dry-dock.

Stalk the Frosty Splicer and use the Crossbow and Air Grabber to stun him, then knock him out.

Voxophone

So Long, Suckers!

Sal Cantone

December the 30th, 1958

Service Bay

Ryan’s minefield is well laid out; I’ll grant him that. But what security system made that ain’t got a hole or two in it? If I was takin’ book down at Fort Frolic, I wouldn’t like my odds. If I jig left when I should go right, there ain’t gonna be enough bits a’ me left to set a crab’s table.

Scour the lower level’s workrooms and locker areas for the Peeping Vision Mod, EVE, and another Audio Diary. The Peeping Vision Mod allows you to cast Peeping Tom and see through walls while standing still without costing you any EVE. Use this ability to periodically cast Peeping Tom and keep tabs on enemy positions without expending EVE. Locate the Audio Diary in the sink near the lockers to retrieve the security code for the locked room (though you should resist using it).

Don’t miss the Peeping Vision Mod in the lower-level room of the Service Bay.

Voxophone

Hooligans

Florence Baxter

April the 24th, 1957

Service Bay

Damn hooligans. They’ve been sneaking into the repair bay at night, riding around on the hydraulic lifts. It’s some kind of “make-out” spot. I can’t exactly blame them. God knows how boring it must be to grow up in Rapture. But their hormones are costing us money and this isn’t an amusement park. I’ve locked the control room. The code is 7-9-5-1.

Spotting the Flashbacks

Elizabeth may find several items in the Service Bay (and one in Manta Ray Lounge) that trigger flashbacks to events that took place during the original BioShock. Locate the Radio in the bathysphere near the security office and the Golf Club in the locker room on the lower level if you wish to see these miniature remembrances.

Pick the locked door on the lower level of the area, just beneath and left of the security office (the upper door requires a keycode obtained from an Audio Diary). Grab the Audio Diary from the shelf and listen for the sound of the Gun Turrets. There are three in the lower area of the offices. Use invisibility to slip past the first one on the left and inspect the office on the right for the third decrypted Note. Return to where you entered the area and use the ventilation shaft to slip past the Gun Turrets. Use Peeping Tom to continue past the second turret, which is facing the vent and will detect you. Cast Possession on the Gun Turret in the stairwell and run upstairs to the right. Another option is to hack a Gun Turret using two Lockpicks. You shouldn’t get too close to them without Shock Jockey, which you don’t have. This generally isn’t worth using your Lockpicks, though.

Voxophone

Building the Impossible!

Andrew Ryan

August the 21st, 1945

Service Bay

Of course, the buildings are being fabricated above the waves. But we will lower them on a lunette ring, submerged into the structure’s steel frames. “So much steel!” you wonder. “How will we keep so large a purchase from the government?” Water is buoyant. We shall not frame Rapture in steel, but in aluminum. The government jackals may suspect me of building an air force—but never a city…

Eliminate the lone thug patrolling the upper floor, then pick the lock on the Safe to obtain the Possess Turret Mod. Now your Possessed turrets remain your allies forever. Cast Possession on the Gun Turrets in the stairwell and lower area before doing anything else!

Locate the Radar Range weapon near the lever by the window. This starts lowering the bathysphere that you need. Multiple enemies come to investigate, but they’ll have to run the gauntlet past your Possessed Gun Turrets, since you left the upper door locked. The Possessed Gun Turret should eliminate them on your behalf. Use the Radar Range on any survivors and exit via the locked door near the vending machine. Use the code is 7-9-5-1.

Grab the Radar Range weapon and pull the lever to begin lowering the bathysphere.

Use the freight hook to reach the red bathysphere that you lowered and retrieve the CO2 Scrubber from the compartment on its floor. Fight your way back to the elevator and ride it up to reception. Pick up the Crossbow Gas Ammo outside the elevator and equip it. The Knockout Gas emits a cloud of toxic gas that can knock out several enemies with a single dart. Use it on the men in the lobby and exit the Service Bay area to the main shopping mall.

Fire the Knockout Gas at the group of thugs to take them all out.

Optional Quest: Follow the Coded Transmissions

Quietly cross the lower level of the Bathyspheres DeLuxe area to the sign advertising “Medicine” beneath the Silver Fin Restaurant. It’s time to find the fourth decrypted Note. Eliminate the thugs in this makeshift medical camp and loop around behind the bar to the area where the fourth and final decrypted Note and KO Mod are located. The KO Mod causes those enemies you Possess to knock themselves out as the effect wears off. With this, casting Possession is every bit as good as firing a Tranquilizer Dart, arguably even better!

This is a good time to pay a visit to the Manta Ray Lounge to see what Atlas prepared. Study the diagram of the three bottles in the Note before you put the clipboard down. Use the freight hook to reach the upper level and enter the Manta Ray Lounge above the Service Bay area. Ascend the stairs, locate the Audio Diary near the corpse on the left, and prepare for combat.

Cast Possession on the Splicer atop the chandelier, then use a Noisemaker Dart to lure the other Splicers within her range so she can shoot them from above. Take out the Frosty Splicer with a Tranquilizer Dart and an Air Grabber melee attack, then take a look around. Use the freight hook near the Lounge sign that is above the bar to access the ventilation shaft. Intentionally set off the alarm while picking the lock on the door nearest the vending machine. Wait for the door to open, and then Possess the Gun Turret that rises out of the floor outside the door. The Gun Turret targets the enemies on the second floor, leaving you free to run up the stairs and knock them out without them seeing you.

Eliminate the thugs atop the stairs that are near the booths, then locate the bar with the three wine bottles on them. Turn each bottle around so the label faces you. This reveals a hideaway where Atlas was able to store his belongings. Inspect the room to find an Audio Diaryand several valuables. More importantly, the decrypted messages help lead Elizabeth to the realization that Fontaine became Atlas.

Pick the lock on the door opposite Atlas’s hideout and descend the stairs. Possess the Gun Turret to the left and have a look around the wine cellar. Here you’ll find the Peeping Cloak Mod,which allows you to remain invisible while motionless without consuming any EVE. Grab the third and final Audio Diaryin this area on your way back to Bathyspheres DeLuxe.

Voxophone

C’est La Vie

Johnny Demarco

December the 25th, 1958

Manta Ray Lounge

Louie! Louie-Louie-Louie-Louie… Hey, if you don’t get down here soon, there’s not gonna be an ounce of booze or a piece of ass for the taking! Sometimes I think you’ve taken this whole Robin Hood business a bit too much to heart. Fontaine’s got us out there ladling soup for the purpose of building an army—not to share the milk of human kindness. You keep up this kind of behavior, I’m gonna start thinking there’s more red in you than Karl Marx. [Pounding Outside on Door] What? The hell? Splicers… They’re busting in! Hurwitz! [Gunshots] Tell Fontaine the perimeter’s compromised and—

Voxophone

You Stupid Bastard

Frank Fontaine

September the 10th, 1958

Manta Ray Lounge

Suchong, I’m gonna make this clear as can be, so we don’t have any miscommunications. Where—the hell—is the ace—in the hole? You think you can stiff Frank Fontaine? I paid good money for state-a’-the-art weaponry. I ain’t losin’ this war just because you found yourself a higher bidder. I can promise you—I ain’t never been one to lose with dignity.

Voxophone

Atlas Provides

Samantha Kemp

December the 24th, 1958

Manta Ray Lounge

Huh. I never thought anyone would be able to bring all these degenerate Splice-heads into line. I gotta hand it to Atlas. After Ryan locked us up in this pit, I thought that was it. Just a long, final dive into the abyss. But he’s given us hope. Or what passes for it down in Rapture. When a person’s got nothing, hope’s about the kindest thing you can give her. Or the cruelest.

Silver Fin Restaurant

Return to the Silver Fin Restaurant after your side-trip to the Manta Ray Lounge. The safest way to go about getting there is by using the two freight hooks high above the floor between the Manta Ray Lounge and the Test-Drive dealership. This will keep you well out of sight of the Splicers and Big Daddy down below. Leap from the second freight hook down onto the curving stairs leading up the restaurant and sprint inside before being spotted.

Collect the Winter Mod upgrade from the kitchen if you haven’t already—this allows you to freeze multiple enemies at once with Old Man Winter. Place the two components into the damaged Lutece device to repair it, then hit the red top part of the device with Old Man Winter. Pull the lever when prompted to open a Tear to Columbia. Step on through whenever you’re ready.

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