With Dionysus Park now behind us, we arrive at Fontaine Futuristics for part eight of our Bioshock 2 walkthrough.
Sinclair will tell you that Eleanor is being held in a secret location beneath Fontaine Futuristics, so we need to find a way inside.
New Goal: Break into Fontaine Futuristics.
Follow the waypoint arrow through the gates in front, and through the door into the first room.
Grab the Audio Diary from on top of the crates on your left.
Head down the stairs and through the door after dealing with a few Splicers and pick up the Damage Research tonic in the next room. If you’re still using your research camera this may be a good tonic to equip.
If you need to juggle your tonics around a little for a better set up, there is a Gene-Bank at the bottom of the steps nearby.
This is also where you will first hear from Gil Alexander.
Nip into the airlock, flip the switch, and head on out for a swim towards Fontaine Futuristics.
New Goal: Find Gil Alexander’s Next Recording.
Gil controls Fontaine Futuristics, so finding him is key to finding Eleanor.
As you enter Fontaine Futuristics, through the next airlock, you will come into the main lobby.
A few Splicers will be waiting which are easily taken out, but another group will attack shortly after you are spotted by the Security Bot controlled by Alex the Great, or Gil Alexander in other words.
Goal Updated: Activate the Bioscan.
When you have cleared the room, head up the stairs and use the Bioscan on the door and then get ready to be introduced to an ‘old colleague’ – the Alpha Series.
New Goal: Defeat Gil’s Security Guard.
You’re in for a bit of a fight here, unless you are quick with Plasmids and weapons. These fellas have a rocket launcher, and like to charge at you when they get close enough.
Freezing them in place and wearing them down seems to be the best option.
Once he’s dead, the door at the top of the stairs will unlock.
New Goal: Enter Fontaine Futuristics.
After going through the door you will be greeted again by a recording from Gil Alexander.
He has been exposed to a massive dose of substance Adam. Defences in the facility will now all be activated, but Gil asks you to get past them and kill him.
To help with this he offers you his password for the locked doors.
Open the panel to the right of the TV to get the Audio Diary as well as a First Aid Kit and some Eve.
New Goal: Access the Security Office.
Use the audio diary on the voice activated lock around the corner to get through the door, and then do the same again around the other side in the next room.
Gil will pop up in his little security bot and sabotage your attempt to get through the door, so get ready for a fight as he drops the security shutters behind you, exposing you to more Splicers.
New Goal: Break Gil’s Control Over Security.
Take out the Splicers in the next room, and grab the Audio Diary from the right-hand sofa facing you just as you enter, and then head upstairs for another Audio Diary by the Little Sister vent.
Up here you will find a Little Sister and her Big Daddy, so take him out and adopt the first of three Sisters in this section.
The usual method will work fine, freezing/shocking the Big Daddy and using your machine gun or drill.
Head towards the north end of the upper floor, and equip your hacking tool to sort out the Turret on the wall opposite the door to the Office of Frank Fontaine.
Go through the gap in the broken wall, and follow the route – just watch out for the Turret halfway. If you go in with your hack tool equipped, and fire quickly, this won’t be a problem.
You will drop down into a partly flooded room.
Grab the Drill Power 2 tonic and Audio Diary from the bench here, and then set up the room ready for a Splicer attack.
Several Splicers will break through the window, and another will come from behind.
Once these have been dealt with relay your traps and get ready for another attack as you gather the corpse in the room for some Adam.
When you’ve finished jump out of the room through the window and grab the Launcher ammo from the Alpha series corpse on your left.
Ahead of you is a modified Bot Shutdown panel – Gil has rigged these up with signal relays.
Interact with the relay to destroy it and complete your current goal.
Gil won’t be too impressed about this and will send some Security Bots after you – just use the Bot Shutdown switch to disable them, and then hack the bots to turn them to your side for a helping hand.
Head into the main room and take out any Splicers in there before setting up some traps to gather more Adam from the corpse nearby.
When you’ve collected your Adam you can use the Gatherer’s Garden machine there to get yourself some upgrades, and then drop off your Little Sister at the nearest vent.
New Goal: Destroy the Signal Relays.
The first relay has been destroyed which leaves three more – head into the Theatre to the west, but be careful as you turn the corner as there is a Turret waiting for you.
Go through the Employees Only door, and follow the room.
There is a locked door in here, using a combination lock – we will come back to this later.
Fire an Electro-Bolt at the water down the steps to kill the Splicers. If any were standing out of the water just take them out as usual.
Head in to the next room, sort out the Splicer by the Ammo Vending Machine and then hack the machine so that you can stock up on anything you need – and you will need it in a moment.
Alex the Great will open the shutters and chat away for a moment – while he is wittering away set a few traps around the room because you’re about to have a little encounter with a few Splicers.
A few Splicers will teleport into the room and try to attack you from a distance – these are easily avoided with a quick Plasmid blast followed by a burst from your machine gun.
There are actually a couple of little tricks at your disposal in this room.
Firstly, the Incinerate Machine to your left will emit a burst of flame when you shoot it, and the Electricity Machine will also fire out its own burst, which is conveniently placed in water.
Finally, the Telekinesis Machine to the right – the one that looks like a fairground test-your-strength game – will throw Splicers up into the air before letting them fall to the ground when you shoot the target plate.
After the wave of Splicers one of the Alpha Series will show up and smash through the glass in front of you.
Using a combination of your Plasmids, weapons and the traps available in the room, deal with the Alpha Series and once he’s dead just run out through the hole he made in the glass. On the other side you will find the second Signal Relay.
Head back outside into the main hallway from earlier, and go upstairs to the Office of Frank Fontaine – an Alpha Series will attack as soon as you enter.
Take the steps on the left-hand side and use the action button on the pigs head on the wall to your left – turning this will move a secret wall revealing three Safes and an Audio Diary.
Now go round to the other side of the room to find the third Signal Relay. Destroy this, and you will now have a waypoint arrow pointing you towards the fourth, and final, relay.
Follow the arrow to be taken to another room off the main hallway.
As you enter you will see several figures sat around a table. At first these will seem like dummies, but be ready for their attack when you get closer.
If you have your Electro-Bolt plasmid equipped, blast the door lock on the right-hand side of the room to open the door. Inside you will find a decent stack of cash, and an unusual Plasmid – the Unstable Teleport Plasmid.
When you touch this, it will disappear and then show up elsewhere in this particular section.
Before you leave this room, hack the safe on the wall for some more goodies.
Now, follow the waypoint arrow towards the door on the other side of the room – you will see the teleport Plasmid out in the room as you go through so use this again to send it on its way elsewhere.
As you enter the next flooded room, look for the Audio Diary on the left.
Walk around the left hand side of the room, and then remote hack the box on the wall as you reach the end of the corridor – this will shut off the electric current running through the water in the centre of the room.
Opposite the control box there is a Security Camera waiting to be hacked, and right underneath is the final Signal Relay.
New Goal: Enter the Security Office.
Once you destroy the final relay this will trigger an attack from a couple of Splicers. When they have been dealt with, which should be easy enough, follow the waypoint arrow.
You should see the teleport plasmid appear in the main hallway again as you enter, so use this again and watch it disappear. It will then reappear downstairs next to the vending machine on the western wall.
After touching it again, it will disappear and turn up on one of the couches on the northern side.
Grabbing it this time will trigger a small scene where you teleport to various places, while unable to move. One of the rooms will reveal the code to the combination lock we came across earlier.
When you stop teleporting around will be left in a room with the Vending Expert 2 tonic, and some Eve hypos, as well as some creepy looking statues.
One of these will take your photo after you grab the tonic and you will then be teleported back to the first entrance hallway that you came to when you first arrived at Fontaine Futuristics.
Head upstairs, ignoring the waypoint arrow for now, and head towards the Theatre.
Go through the Employees Only door and enter the code we found earlier into the combination lock in the next room.
To the right, near the body tied to the chair, is an Audio Diary, and then around the other side is the Careful Hacker 2 tonic.
Now, follow the waypoint arrow, which will take you to the locked door we tried to get through earlier in this section when Gil started to play his tricks.
New Goal: Unlock the Plasmid Laboratory.
Grab the various items in this room, and once Gil has finished his little chat flick the switch. There is also a Power to the People machine in here so upgrade a weapon before leaving.
Follow the waypoint arrow, and be ready for the Alpha Series as you go through the next door.
Follow the path around until you get to the airlock.
New Goal: Find the Entrance to the Hidden Plasmid Laboratory.
Flick the switch on the airlock control and head out into the ocean, following the arrow around to the next airlock.
Things are pretty dark in here – Gil intends to keep the lights off until you deal with him, but now you need to restore the power.
New Goal: Find and Activate the Circuit Breakers.
There are two circuit breakers that you need to trigger – one on the left, and one on the right-hand side of the lower part of this room.
First of all, head left and hack the Ammo Vending Machine to stock up on anything you need, and then go down the stairs one level.
Cut to the right and you will see the first Circuit Breaker and an Audio Diary on the floor beneath it.
Flick the breaker switch, and then head over to the far southern side of the room to find the other breaker near a First Aid Machine.
New Goal: Activate the Mains Power.
Now that both circuit breakers have been activated, go back up the stairs to where you entered the room, and flick the switch on the main control console to restore power.
New Goal: Collect 4 Adam-Infused Plants.
The first plant, left as an example, is on the control panel right in front of you, so that leaves just three more that you need to find.
An Alpha Series will drop down and attack now. Just run down the steps, freeze him and use your drill to finish him off. They seem to be quite vulnerable to drill attacks if you can keep them still for long enough.
Behind you, you will find a Gatherer’s Garden for some upgrades, and an Audio Diary just to its right.
Follow the waypoint arrow, which will take you to the showers. Two Splicers will be in the room as you enter so be ready for them.
Go into the Subject Observation room for an Audio Diary – you can also see one of the plants you need to collect in the room through the glass. This is where we are heading now.
As you exit the observation room, remote hack the Security Camera opposite you before you are spotted.
Continue through the room, down the steps and through the door to the room you saw earlier through the glass. Hack the First Aid Machine on your way in, and make your way around the room collecting the various items before you pick up the plant.
As you try to leave the room the door will slam closed – head back into the room and be ready for an attack from an Alpha Series and a few Splicers. This fight can be quite tough as the room becomes misty and you can’t always see things ahead of you, so be ready with your trigger finger.
When they are all dead follow the arrow out of the room and back upstairs.
In the main room, where you restored the power, you will find a Big Daddy and his Little Sister. Take out the Big Daddy and adopt the little girl.
The first corpse you can gather for Adam is right next to you, so set up any traps as usual and set her down to start gathering. When she has finished, go back down to where the observation room was – another corpse in here can be gathered for Adam.
Now that you have completed both possible gathers with this Little Sister, drop her off at the vent in this room.
Follow the waypoint arrow back, and pick up the new gift the Sisters have left for you at the Gatherer’s Garden, the Proud Parent tonic which will get you more Adam each time your Sister gathers.
As you go through the next door you will see quite a few Splicers below. Equip your hacking tool as you go in, and as soon as you descend the stairs into the main room below, turn right and fire straight away to hack the Turret hidden there.
Follow the arrow again through another door. In this next room are a few Splicers, and a Big Daddy. If you have the Hypnotise plasmid you can have some fun here with the Splicers.
Once the Splicers are gone, sort out the Big Daddy and pick up his Sister. This Big Daddy will drop mini-turrets, but you can hack these for a helping hand if you really need.
In the centre of the room you will find the next plant, and after the small message from Eleanor you can set down your new Little Sister to gather Adam from the corpse here.
Head to the northern side of the room you are in, and you will find an Audio Diary on the floor beneath a vent – be careful as there is a Security Camera on the eastern wall pointing that way so hack it quickly.
Underneath the security camera is a broken window – look through the window and you will see a door control panel you can hack remotely. This will open a door around the corner allowing you access to the Power to the People machine and Audio Diary inside.
Head out, and back the way you came to where you hacked the turret – the door you just opened is right here.
You will also find the body of an Alpha Series that can be used for your second Adam gathering with this Sister. Once you have completed this gather, go back into the previous room and drop the Sister off at the vent where you found the audio diary earlier.
Now, get ready for another Big Sister attack. Stay where you are near the vent – this means your back is to the wall so you will have no nasty surprises, and the Big Sister will also trigger some bots from the friendly security camera above you.
When she has been dealt with, drop down the hole indicated by the waypoint arrow.
At first the door to get out of the room will be locked – just wait a moment and this will be opened by a Houdini Splicer. Shock/freeze him quickly and take him out.
Exit the room and turn left. Hack the First Aid Machine on the wall, and then work your way through the various rooms, pressing the glowing buttons on the walls outside to get in.
The very first one on your right, next to the First Aid Machine contains a Turret, so be quick to auto-hack or freeze it to avoid getting shot too much.
Go to the back of this first room and follow it around the back of the second until you reach the third cell. Using your Incinerate plasmid, melt all of the ice in the room – this will open the door on the other side.
Go back round, and grab the Audio Diary inside the room, and then the final plant from the room opposite.
New Goal: Lure Gil Out of Hiding.
Follow the waypoint arrow back to the first room, taking care of the various Splicers and Alpha Series mobs on the way.
Before you flick the switch for the Master Control, set up a few traps as you’re about to be attacked by a fair few Splicers so anything you can drop to lend a hand, do so.
Once you have dealt with all the Splicers and Alphas, head back up to the console.
New Goal: Collect Gil’s Genetic Key.
This goal is about as simple as they can get – just grab the glowing key right in front of you after flicking the switch.
New Goal: Unlock the Hidden Elevator.
Follow the waypoint arrow back out of the control room and to the airlock. Pull the lever and head out in the ocean again, and use the genetic key on the fuel pump to your left.
New Goal: Take the Elevator Down.
Head in to the secret entrance behind the fuel pump and activate the airlock control.
Grab the Audio Diary on the right just as you go through the door, and then go into the elevator at the end of the corridor and push the button to descend into Persephone.
Tags: Big Daddy, Bioshock 2, Hacking, plasmids
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