The first item, Old Man Winter, is located in the Test Drive area – right next to the entrance to the Bathysphere DeLuxe pavilion. Atlas will let you inside when Elizabeth knocks on the closed metal door.
Or, you can choose to go to the Service Bay. The third item can be scavenged from any vending machine. They’re in almost every area, but you can find one near the Test Drive if you’re at a loss.
Suchong will trap Elizabeth on the way out. Enter the code 1216 to get out, and beware the flood of new splicers patrolling the area.
Break into the Service Bay [2 Lockpicks Required] first to collect one of the most useful mods – the Peeping Vision Mod.
There’s an extra lockpick on the reception desk, with the elevator leading deeper into the bay ahead. Press the button and prepare – you’re looking for a bright red bathysphere.
Use the hooks to scan the area. The bay is crawling with splicers, and the only way to collect the CO2 scrubber is to lower the red bathysphere using the hydraulic switch inside the locked offices.
Enter the small room next to the lockers on the bottom floor to find the Peeping Vision mod. It allows Elizabeth to see enemies through walls while standing still at no Eve cost.
Unlock the upstairs door with the code 7951. From there, the control room is to the right. Set up some traps or prepare to run after hitting the switch, the noise draws three splicers into the room.
Don’t forget to grab the Radar Range weapon next to the switch. It’s extremely powerful, but ammo is exceedingly rare. Save it for a tight spot later in the DLC.
Unlock the safe in the offices to acquire the Possess Turrets mod. Really useful for dealing with the turrets downstairs.
Hit the switch, then use the hooks to jump down onto the red bathysphere and collect that scrubber.
Backtrack towards the Test Drive, and watch out for the melee splicers waiting in the bathyspheres before getting to the elevator.
Downstairs, you’ll find a nifty new dart. The Gas Dart sprays a toxic cloud that instantly takes out multiple enemies. Grab the darts off the reception desk and use one against the three splicers on the way out.
Next, travel to Test Drive and knock on the locked metal door. Atlas has given his word, and the goons inside let you in.
There are plenty of items to scrounge. Grab what you want and ignore the thug’s warning. In the blue-hued store downstairs, you’ll find Old Man Winter.
Taking the plasmid triggers a splicer attack. Fend off the invaders, or just sneak out during the chaos and return to the Silver Fin to make repairs.
Before returning, don’t forget to complete the encoded note side-quest and collect any Old Man Winter mods you’ve found. Remember, one is located in the Silver Fin kitchen.
Back at the Lutece Device, place items into the back and front of the right pylon, then use Old Man Winter on the red hot coils above. The machine is fixed and a portal to Columbia is now stable.
When you’re ready to leave, throw the switch and enter the portal.
Fink Industries
Back in Columbia, Elizabeth will appear in the First Lady. Press the elevator button to the right of the dress, and hop on to reach the quantum particle.
Pull the switch on the elevator, and grab the glowing canister from the shelf near the reactor. Ride back down and return to the portal, but Suchong has a different request. He wants a hair sample from Fink’s old laboratories.
Now you can leave through the double doors. Grab the Tranquilizer Dart and Ironsides plasmid. While active, this power absorbs attacks from enemies and converts them into extra damage for your gun. Extremely useful for fighting beefed-up Columbia troops in the areas ahead.
Go down the ramp and jump into the vent to find Fitzroy talking to the Luteces. It looks like she never meant to kill Fink’s child, and sacrificed herself for Elizabeth!
Continue through the vents until dropping out into the exterior. In the factory docks, sneak left and knock out the scavenging Vox. The huge, darkened doors directly left of the vent exit is where you need to go.
There are tons of Vox goons here, and they shoot on sight. Use Peeping Tom to avoid them and get to the dark doorway.
Knockout the Vox standing over the desk, and enter the doors on the right to reach Fink’s personal quarters. The only door open for now is the “Sleep” chamber. Go down there and collect the clock key.
Return to the clock, and pull the key three times to reach the “Work” door. You can stop at the others to find extra audio logs or videos that provide more background detail.
The door opens to the lab elevator. Press the button and ride down to the invaded police checkpoint below.
The area is crawling with Vox. There’s a locker room to the left with extra goodies to scavenge, but the way you need to go is right.
Beware the turret on the flier down the open window. Use Possession if you’ve got the upgraded mod, or sneak by with Peeping Tom.
Enter the double doors behind the authority desk to find a vending machine, and get a slightly better view of the lab area.
The hub features plenty of extra locations to explore, including a surgical area for Handymen. There are labs on all three levels of the hub, with swarms of Vox searching the area.
To continue on your main mission, use the hooks and look beyond the Fink statue. Jump down to the dark hallway with the quarantine door.
Through the checkpoint, the entrance into the old lab is completely sealed. Avoid or defeat the turret and board the flying Vox transport to find an exterior hook point.
Jump down to the balcony and sneak through the open windows to enter the Imprinting Labs. It looks like Suchong and Fink were working together to develop imprinting technology.
Use the projector in the next room, then enter the Test Subject inventory. Most of the doors are sealed shut.
Downstairs, Elizabeth will find the failed imprinting experiments – left behind to rot. In the room with the gassed dog, look on a table to get another encoded secret message.
Continue through the hall of drowned dogs to find a Songbird prototype. There’s nothing you can do to help it, so move on and jump into the open vent to reach a dark room with a projector. Activate it to see how Songbird bonded with Elizabeth.
Grab the hair sample from the pile of old personal effects, then tug the switch to lift the quarantine in the lab. Every sealed door will open, leading to Vox invading the entire area.
Don’t go through the main hallways. The center entrance is guarded by two huge armored Vox troopers – avoid them at all costs. Instead, sneak into the hallway of drowned dogs and sneak through the side laboratories.
There are only a handful of Vox in your way if you just backtrack through the labs. Return to the Big Daddy engineering room and use the hook to get by the armored Vox.
Go back to the hub. Leap to the hooks and jump over to the entrance into the cop checkpoint. Ride the elevator up to Fink’s quarters and go to the First Lady ramp in the docks.
Suchong’s portal will appear in the sky at the end of the ramp. When you’re ready to go back to Rapture enter the portal.
Return to Rapture
Returning to Rapture, Suchong will order Elizabeth to place the hair sample into the Pneumo tube under his television screen.
Nothing is ever that easy. Andrew Ryan calls off the deal, and starts counting down – you don’t have much time. When the area lights up again, prepare for a fight.
Grab the Eve refills upstairs and scattered around the room. Place Possession or Old Man Winter traps in front of the main entrance, or on the stairs – anywhere the thugs are bound to bunch up. Just don’t place the traps too close to each other.
Keep the tranquilizer and Old Man Winter handy for the first wave. A Houdini Splicer appears first, and he’s tougher than normal grunts. Freeze him with Old Man Winter when he teleports near Elizabeth, or peg him with a tranquilizer dart.
Tranquilizer darts alone won’t defeat a Houdini splicer, unless you can get him with a headshot. If you land a body hit, he’ll be stunned. Run up to him and melee to knock him out.
A second Houdini will appear after the first is defeated. Take him out, and three of Ryan’s thugs will patrol the area. Use Noisemaker darts to lure these guys into traps, pick them off with tranq darts from the second floor balcony, then knock out the last guy with melee and Peeping Tom.
Watch out! Most of these guys are wearing gas masks. Gas darts won’t hurt them.
The last wave of three comes through the front doors, so be prepared. Possession, again, is a good way to distract and kill one or two of them. A final Houdini splicer will join in on the fun, too.
Clear the goons out, and make your way out of the Silver Fin. Elizabeth needs to reach Fountaine’s office. It’s only accessible through the private elevator inside the Manta Ray Lounge.
The Bathysphere DeLuxe showroom is overrun with splicers. Sneak down the stairs and try to stick to the left wall after leaving the Silver Fin to avoid most of the combat.
Most of the combat is centered around the Manta Ray Lounge entrance. Turn invisible with Peeping Tom and sneak pas Atlas’ guards to get inside. That way, you can skip those annoying Houdini splicers.
The interior is, likewise, infested with patrolling splicers. Use the hooks on the right to reach the private bar on the far end of the lounge. The elevator is directly opposite the entrance.
To reach the elevator, use the relatively unguarded locked door path. You’ll need 4 Lockpicks to get by the two doors, but the area is usually free of Splicers. Just avoid making too much noise in the water.
The upstairs bar is mostly empty too. Enter the elevator and hit the button up. Once you’re in the office, just move straight ahead, and Elizabeth will point out the best structural point to place the quantum particle.
Interact with the Fontaine Dept. store model and the building will rise up. But, true to Booker’s word, he betrays Elizabeth.
Suchong’s Free Clinic
An unseen man threatens Elizabeth, leading to some very nasty swerves until Elizabeth promises to find Atlas’ “Ace in the Hole” – whatever that is.
After a lengthy cutscene, Atlas will take Elizabeth to Suchong’s Free Clinic. Don’t worry, the area is unguarded, but there are a few more tasks to complete before this adventure in Rapture is over.
Enter the clinic through the tribune backdoor. There’s an audio log directly to the right, inside a locker, after crossing through the maintenance hall.
Weave through the lab until you find a damaged Big Daddy past the prototype Vita Chamber. Elizabeth will need more information to fix him up.
There are two documents she’ll need to find. The first note is located behind the chalkboard.
The second note is on the lit desk down the hall.
With the clues, return to the Big Daddy to help it. Elizabeth can’t do anything, but the selfless Little Sisters will provide life-giving Adam to get the creature back on its feet.
Continue through the labs until you find a big red button. Press it to witness an important moment in the creation of Big Daddies. The solution was never in genetics after all – the Big Daddies and Little Sisters protect one another, and when Suchong attacks a Little Sister, he meets his fate.
Grab the note next to Suchong’s body. This is the “Ace in the Hole” Atlas is so desperate to get.
Take a left through the door and interact with the ruined wall to sneak out of the clinic.
This is it. Down the hall, give Atlas the ace to complete the DLC and witness the mind-bending ending.