6. Arcadia

--> 2 Little Sisters
--> 4 Diaries

Just navigate your way up the path and break the lock to emerge into the next
true level. Go around tomb and look to the door with the one lit torch. Light
the dry torch and the door opens. At this point you will start collecting
random crap from crates and everywhere else; such as rubber tubes, glue,
batteries, etc. so just keep gathering them up for later. Search this tomb
for some goodies.

*NOTE: If you did the research enough to gain the Scrounger tonic, don't forget
to press RT when you run into items that you have seen a lot.*

Enter the lush 'foyer' area with the running water. Look to the right corner
for shotgun ammo, and then go left for film, Diary, and a ghost scene. Then
go into the door marked Arcadia Glens. There will be a ghost scene and two
more Diaries.

Exit and go through the door on the far right side of the room. Yes, you get
a scare, but you're life is not in danger yet. Explore this room fully for
grenades in the water and you will run into a few more scares if you go to
every inch of this level; looking at the mask on the table near the stairs will
bring a new type of Splicer right to you (you can shock it and snap a photo
if you want). Then go up the steps. You will fight a new enemy, the Houdini
Splicer.

Search this room for items in about every corner and a Diary on a table. There
are two crawlspaces: one is open in the center of the room and the other is
on a wall near the doors. Not much in the hidden room, but when you come out
there is a new enemy (toss that gas tank at him). Go out the door and to a
bridge above the glens. Pick up the barrel in the middle section and toss it
high to the gunner above you, and then take out the female at the end of the
bridge.

In the next room will be two patrolling enemies, but there is a turret that
overlooks the door and will get you if you run out. I suggest just stunning and
taking out both guys with headshots, then pop out, shock, run to the turret,
shock it again, and then take it. Another enemy will appear after. Go through
the crawlspace near the turret for essentially not much. Crawl back out and
search the room for items and maybe buy stuff at the vending machine (it might
be best to hack vending machines with hack tools).

There is another crawlspace across the room that leads to a safe. You will
emerge in a room that is rigged with electric traps. Hopefully the enemy will
spot you and try to get you, and in doing so kill himself. Pull an item with
your mind and run it into the wires to bust them. There are a bunch of items
in this room, so stock up.

*NOTE: You can even incinerate the arrows to spring these traps.*

*NOTE: Don't forget to keep taking pictures.*

Exit and return to the vending machine area. Shock the sparking panel and
collect a few items from the storage room. Now take the stairs down to the
lower level and you should run into two enemies. A few items in this lower
level and then you can make your way toward the door with the pink flowers
above it; this is the true entrance to the Arcadia Glens, but that is only
because your way has been blocked from the other sides.

Arcadia Glens

You'll see a Splicer get torched, but don't worry, it's just a warning of
things to come for you. Go to the U-Invent machine to the right, but nothing
is really worth your time at the moment. If you want to fight a Big Daddy
soon then you might consider hacking and making some exploding shells.

In the water is nothing more than some components around a wire trap. Get back
on the solid ground and proceed; that means don't take the water route, but
they essentially lead to the same place. You should run into a Big Daddy around
this area with the Gatherer's Garden. Do your job and then approach the garden.

You get slot increases for both your plasmids and all three tonics. The usual
upgrades and a Human Inferno tonic. Cyclone Trap is a decent power, but get
it last if at all. You want that Electro Bolt 2 no matter what. You don't need
another plasmid slot, so you should consider which of the tonic slots you
want; combat is a good choice.

Go around the wooden walkway to find a camera, and maybe an enemy or two. Stun
the camera and use your armor-piercing rounds in your pistol to take out the
unreachable camera. Now backtrack a bit and enter WaterFall Grotto. And if you
want to know what is down in the water path below the boardwalk, it's just a
Houdini Splicer.

( WaterFall Grotto )
--> 4 Diaries

Look in the corner for grenade ammo around the U-Invent. Pick up the Diary
on the bench on your way around the corner, but quickly jump over the side and
into the water below. Have a bolt ready for the turret in the corner and then
take it. Shock the enemy nearby in the water, for just leave him. Then quickly
run up the ramp nearby, shock the camera, hack it, shock the other turret along
the walkway, and hack it. You'll find a bunch of stuff near the broken vending
machine, around the lower turret, and random things throughout. There are two
Diaries in the water.

*NOTE: By now you are probably running low on hack tools, so it would never
hurt if you buy one extra each time you visit a U-Invent machine. It is always
safe to keep 3 hack tools on hand and use them on safes.*

There are two rooms to look over. One is reached through the water and it
has a flamethrower turret, so take it. Not much else in here but a Gene Bank.
Back in the main room, go near the fallen vending machine and shock the door
panel. Items in here and a Diary (poor kitty). Now you're done with this place,
and take out the wire traps on your way out.

( END WaterFall Grotto )

Go back around the corner of the boardwalk, but before you enter the Rolling
Hills on your way to the Rapture Metro, take a left and go for the door with
the label Arcadia Glens. There is a bad guy to greet you, and then enter the
water and enter a small crevice for another bad guy that you can shock to
death.

Use the vending machine if you must. Look near the observation goggles for
another crawlspace with another safe. Now go around the corner to enter a room
in the corner, but have a bolt ready to shock the enemy in the water as you
enter the room; you'll just fight him a bit later on your way out if you miss.
A thug will follow you into the room. Then search for items in the dead ones
and look for a lockbox on the shelf. You can use the two machines on the walls
if you must. Now go back and go through the door leading to the hills.

Rolling Hills

--> 2 Diaries
--> Security Evasion 1

You will run into a single bad guy and a grenade turret, so hack the turret.
There might be a Big Daddy in here, so wait until he has a Little Sister to
follow and then take him out. Look in the corner of this room for three items
on a rock atop a rock; use your mind to grab them. Don't forget to revisit
the garden if you do get more ADAM. And there is a Diary on a bench in here.

*NOTE: I hit a weird glitch when fighting the Big Daddy near the entrance of
this room. The big guy was in the corner and sort of floated up to a ledge high
up. He stayed up there and didn't come down. Either way, it's a good time to
test out those Heat-seeking RPG's.*

Enter the next room and go toward the metro door only to have some strange gas
halt your progress. The gas does not directly threaten your health, so don't
worry. Go to the other path for a camera, items on the table, and an ammo
machine if needed. Then go through to the labs.

At the first door you get a video call by the doctor and you are given the task
of finding a rose before you can enter. You'll emerge back in the Hills area
to find three enemies to greet you, but you'll aslo notice that the scenery
has changed. When you start backtracking you will find a new path into a cave.
Follow the Houdini inside for a Diary. The wicker men will catch on fire, but
nothing you need to worry about. All that is in this cave is a Chlorophyll
Solution in the corner. On your way out you will run into the Saturnine in
charge of this cave.

Retracing your steps you will find another cave in the room with the rocket
turret. Go inside for anther encounter and more junk. Get out and make your
way to the WaterFall Grotto; save the other room that has opened up for later,
you will visit the Farmer's Market in time.

*NOTE: If you do the research on the Houdinis you will gain the Natural
Camouflage tonic, which makes you invisible if you stand still, and that is
why you needed an extra combat tonic slot.*

In the grotto you run into three new enemies mobbing some dead guy. Use a frag
if you like and then grab the new tonic, but it's not worth equipping. Drop
down into the water and grab a rose near the water wheel. Of course a group
of enemies will rush the room, but if you already own the turrets and the
camera in this room, there isn't much to worry about. After the enemies are
dead you can leave the grotto and head back to the lab. Put the rose in the
mail tube and enter.

Research Laboratories

--> 4 Diaries
--> Hacking Expert 1

A tonic and Diary near the desk, along with other items in the room. Not sure
what the countdown is for, but you have time to search the lab area for a Diary
and other things. Be sure to hack the Health Station. And there shouldn't be
anything you need from the machines in the second lab area, and there aren't
that many items to find either. Get up to LangFord's office before the time
runs out and watch the scene.

Go inside for a new gun, a Diary on LangFord, and the safe behind the picture.
Use the code: 9457, duh. You get a key, a Diary, and some cash. Nothing new
with the U-Invent, so just make your exit. Some enemies in the labs, but now
all the machines are against you; you can test your new gun on the enemies.
Be sure not to piss off the Big Daddy that roams the area, just leave him be.
After you reclaim the lab you are free to leave.

Make your way back to the glens where you will enter the Tree Farm.

( Tree Farm )
--> 2 Diaries

Not much in this first area but a gunner with a bot; shock the bot, kill the
gunner, and then take the bot for your own. There is a Diary on the metal
platform, and there are some things below the platform. There are other things
under the other set of steps. But look to a wall in the center of this room -
doesn't it look like a set of steps? Hop up this wall and you will see items
at the top in both directions. Not much to the left, but you can follow the
ledging all the way to the right where you will find a crate above the
door, and that's all.

Now make your way to the Farmer's Market. There is a Weapon Upgrade Station;
may I suggest the second Machine Gun upgrade? A vending machine with not much
in it, and you should run into a Houdini. A safe in the booth on the left, and
a Diary on the steps. And you're free to take the exit to the market.

( END Tree Farm )

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