15. Proving Grounds
No more Little Sisters, that you can get ADAM from
The escort mission as soon as you start moving forward, and she won't stop.
Well, she will stop for you actually. Before you reach the next door you have
time to search this first area for items and such. When you do go through the
first door, go to the right and through the gate for an enemy and some items
in this tiny room. Go back and resume your escort. Oh and perhaps you might
want to watch that little battle on the floor, if you want.
*NOTE: If you have Cyclone Traps, go ahead and lay them out at each Test
Subject site for added protection. Don't lay them right around the Little
Sister, but like covering both sides. I haven't tried this, but I will assume
it works.*
Go in front of her in this hall and kill one Splicer and then watch the area
above the Little Sister for a Spider Splicer. When you get to Test Subject #1
you should get out your Chemical Thrower and equip the napalm. Look down one
hallway behind you guys and keep an eye on the other one by seeing through
the glass display. Just melt anyone who comes close to you guys, and hopefully
all six or so Splicers come from one hallway. Oh yeah, taking that camera first
helps too.
After she starts moving again, go ahead of her to kill an approaching enemy.
Near Test Subject #2 which is just around the corner, take the turret and
camera (it seems the machines don't recognize you as foe, so that helps, but
still hack them). Again, stand behind her and keep a close eye on her, but
look both ways every now and then. Your two machines should help you spot the
enemies, but most come from the right side. That napalm tears them up quick.
Around the corner after she starts moving again will be another turret and
then another door.
*NOTE: Okay, the turrets think the Little Sister is an enemy, for some reason,
and the cameras do think you are a friend.*
Another Big Daddy will taunt you after you go through the door, and then take
a turret in a little crevice nearby. Around the downed skeleton is another
turret.
Follow her through the door and hack another camera. Before you get near the
water, shock it a few times to kill the vermin. Quickly get around the
corner and handle another enemy. Near Test Subject #3 is a turret and a camera
behind the turret, so take both. Again, at this site use your flamethrower,
but the only difference is that you are in much tighter quarters. Most
should come from where you came from, but a few will come from the area of
the machines behind you. Hopefully your turret and camera can guard your
rear as you look for Splicers to appear over that oil slick; yes, that means
set that oil on fire to provide more defense.
Soon after you're done with #3, you will round a corner and move along, but
then a Bouncer will burst through a wall and come for you, not the girl. I
advise you lay out some wire traps in the short hall (after the camera) with
the water on running across the floor. With the wires, you crouch under them
and hope that three wires is enough. Otherwise it's just your final fight with
a Bouncer. Go through the hole he made for some items. Then follow the girl.
After you pass the next door, go along the walkway and take a gate to another
tiny room with a safe (someone really took it to that kitty). Then go through
the main door and follow the girl to one of her hiding pipes. She will hand
you a needle gun, so take it.
Now, this is your last chance to stock up. There is a ton of ammo by that
cart thing. Not much but some upgrades in the garden. Stock up and max out
everything you can before you take the elevator. No more Big Daddies, no more
complex levels, no more hacking, no more Little Sisters. All that is left is
Fontaine. Make sure all your guns are ready. Equip your grenade launcher with
the RPG's and have it in hand.
Take the elevator.



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