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When you see the furnace, press the button nearby to burn the body and you’ll get your first tonic: Hacker’s Delight. For more information on tonics check out the appropriate section of the guide. For now, go up the stairs.
06 – Crouch and go through the opening in the wall into the office of sorts. Here you find your second plasmid – Incinerate! Take it and use it on a nearby oil patch to dispose of all the enemies around.
07 – You can now use your Incinerate power to melt the ice that blocks entrance to Twilight Fields. In the western part you’ll see a door that’s code protected. The code is 0451. There’s some ammo inside. Go further south and swim across the canal. Here’s another tonic: Security Expert. When you head back, you’ll be attacked by a Thug.
08 – Go back to the main hall and go back the stairs to the dental section. Use Incinerate to melt the ice again. There’s an audio diary.
AUDIO DIARY: [Freezing Pipes] - McDonagh
09 – You’ll see a shotgun in the middle of a room. Take it and the lights will go out for a moment. You now have to hold back a few Splicers that come at you. Near the entrance to Dandy Dentals you’ll see another audio diary.

AUDIO DIARY: [Useless Experiments] – Tenenbaum
10 – In Dandy Dental you’ll see a room with a “tennis” look to it. Enter and grab another plasmid – Telekinesis.
HINT: You now only have 2 plasmid slots so you have to get rid of one of the plasmids for some time. We strongly suggest you stick to Electro Bolt and Telekinesis. By the way, Telekinesis is used by clicking the mouse button and holding it to grab objects, then releasing to throw them. You can use this power in combat (throw explosive barrels), to destroy rocket turrets, or to solve some minor puzzles.
AUDIO DIARY: [Testing Telekinesis] – Suchong
11 – Enter Kure-All. There’s a rocket turret here – it’s a good opportunity to get acquainted with your Telekinesis ability. Grab its projectiles and throw them back at it. Go further to look around the clinic.
AUDIO DIARY: [Enrage trial] – Suchong
12 - Near the audio diary you’ll see a small air vent. Smash it and get inside. You’ll find a secret room containing a great tonic to have: Wrench Jockey.
13 – To get to Painless Dental you have to smash the window and jump through it (crouching). It’s good to get rid of the turret first (you can use Electro Bolt to stun it, but remember it will last but a couple of seconds). Inside you’ll see an audio diary and a tonic: Speedy Hacker.
AUDIO DIARY: [Plasmids are the paint] – Suchong.
14 – To get inside Chompers, you have to use Telekinesis to grab the key that you can see through the window. When you have it, use it to open the door. There’s some ammo and a safe in there.
15 – When you head back up, use the Electro Bolt on the door mechanism near the last room you haven’t visited yet.
16 – Go westwards through the corridor.
17 - Some Nitro Splicer will block your way from here. When he starts throwing grenades at you from the balcony, grab one of them with Telekinesis and throw it into the rubble that blocks the way. Go through. You’ll find another tonic along the way – Static Discharge.
AUDIO DIARY: [Symmetry] – Steinman
18 – There’s a safe and an audio diary in here.
AUDIO DIARY: [Aphrodite Walking] – Steinman
19 – Here is where you finally face doctor Steinman. He’s quite resistant to blows and can cause you a little problem. The best way to kill him is to stun him with an Electro Bolt and then shoot him with a Shotgun (short range). Try to take cover whenever you are under heavy fire. When you see him running into the watery section of the arena, use an Electro Bolt to electrify the water.
When you defeat him, grab the key from him body. Also, search the body that’s laying on his table for another audio diary.
AUDIO DIARY: [Not what she wanted] – Steinman
20 – When you head back to the main section, Ryan will blow up one of the corridors. Take left and you’ll see a scene with a Little Sister. You now have to decide whether you want to harvest her (160 ADAM) or rescue her (80 ADAM). This choice, well, matters. If you want some advice on what to choose, please read the “Little Sisters and Big Daddies” section of our guide. Beware of the spoilers, though.
Use the nearby Gatherer’s Garden vending machine to spend your ADAM. At this level we think it’s best to buy some upgrades to health and EVE – Enrage plasmid that can be found here didn’t really impress us in terms of deadliness. Notice the audio diary near the machine.
AUDIO DIARY: [Gatherer’s Vulnerability] – Steinman
21 – Once you go back to the central part of the level, you’ll see another Little Sister. This one is protected by a Big Daddy. You shouldn’t skip the Big Daddy fights in the game, you know. This might seem a little tough at first, but saving/killing the Little Sisters is essential to the game. Your weapons are quite weak now, but remember that you have infinite number of “lifes” in the game, and Big Daddy’s health doesn’t regenerate. You do the maths. Well, for now it’d be best for you to use Electric Bucks to deal with him.
When you kill Big Daddy and get the ADAM, you’ll be done with this level. Head towards the emergency exit and use the lever once more. The alarm will be turned off and your passage to Neptune’s Bounty will be finally open.
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