Welcome to Fontaine’s, where the real dangers of Rapture lurk. Booker’s hand cannon comes equipped with only three bullets, and supplies remain scarce throughout your adventure.
Scrounge for cash and ammo wherever you can. Check near corpses, behind store counters, or in back rooms for the best in untouched loot. There are two special pieces of gear you won’t want to miss – the Radar Range and Shock Jockey. Those won’t become available until later.
The gate ahead blocks your way in. To continue, look left of the gate and grab the Skyhook. This special weapon gives Booker the ability to jump onto hooks or rails – and more importantly, to defeat splicers in melee combat.
With the Skyhook, or Air Grabber, look above the gates for an attach point. Leap up, and look down as Splicers scurry by below. A chilled splicer will freeze the burst pipes into an ice bridge. You’ll be able to do that too – later.
Air Strike one of the splicers, then finish off the second with a few melee hits. Don’t waste precious ammo quite yet. Check the bodies for supplies. Defeated enemies often carry ammo or cash.
Your goal? Housewares – that’s where Sally is. Hit the elevator button to the left of the massive window to continue into the department store and find the station.
The tram station is right ahead. Clear out the splicers and you’ll see that the path is destroyed. You’ll need Old Man Winter to freeze the water into an ice bridge. Where to find the Old Man Winter plasmid? Top floor. The stairs up can be found to the right, while there are some vending machines on the left.
At the Clown Vendor, you can buy health, eve, and ammo. Grab some extra bullets and top up your eve and health. Left of that is a Plasmid upgrade machine.
When you can, get the upgrade to Possession that dramatically reduces its Eve cost. It’s incredibly valuable.
The Menswear department is next. Several Splicers are waiting near a door – charge a Devil’s Kiss trap and blast the group sky-high. Alternatively, get their attention and shoot the explosive barrel laying next to the glass case.
Upstairs, watch out for the auto-turret. Use Possession to get the turret on your side and help clear out the splicers on the second floor. Don’t miss the red vent in the corner for a log and some pistol ammo.
Look in the dressing rooms for a gear box and a lockpick.
Downstairs, enter The Daily Bread using your new lockpick. Unlike Bioshock Infinite, this DLC allows you to use every weapon in your inventory – and there’s a Tommy Gun on the ground inside.
Look behind the bar for an Infusion upgrade and an audio log. Downstairs, possess the turret to clear out the splicers, then grab the gear box in the back corner and look under the stairs to grab a bar of gold in the dead man’s hand.
Upstairs, you’ll find the stairs have been knocked out. No problem, just attach to the hook above and jump onto the upper landing. Before you do, grab the lockpick from the partially frozen counter.
Jumping down, you’ll find the Splicers to the left in a pitched gun battle. Drop an explosive fire trap on top of the group to clear most of them out.
At the counter near the steps, grab a new piece of gear in the present box, and beware the turret upstairs watching over the bulkhead.
Before using the home delivery bulkhead, check out the Haberdashery. There’s a turret protecting the dressing rooms in the back, where you’ll find audio logs, machine gun ammo, and some extra cash. The room to the left hides another gear present box.
Leave through the Securis bulkhead to reach the second floor pavilion.
The Pavilion – Second Floor
On the second floor, there’s a short way to reach the ice rink. Look above at the tubes – attach to the lines to ride up to the third floor. But, there’s so much else to explore in the pavilion.
Take note of the elevator to the left with the sparking door control. Nothing to do there yet, continue into the Ladieswear department. It’s all completely optional, but there’s some good loot to collect inside.
The lock in the Jewelry Store requires 3 picks. The doors conceal an audio log, an extra pick, and some valuable jewelry.
Another lockpick can be found in this area on the checkout counter upstairs.
Leaving the store, splicers will lock the exit. Use Possession and avoid getting shot. The door is locked, but it won’t cost a pick to open.
In the shoe store, fight to the locked backroom. The code is 0-9-2-8, and the office is guarded by a splicer with a turret.
Grab the gear box and the lockpick on the desk in the hallway, then collect the audio log in the office on the desk.
Return to the main pavilion and ride the tube up to the third floor. Before entering Jack Frost Village, go into Fontaine Plasmids on the third floor to collect the Shock Jockey.
In the large plaza, look over the railing to spy on two splicers over a locked safe. The safe contains an audio log and an infusion upgrade.
Enter the brightly lit store below. Shock Jockey is right in the center of the room, ripe for the taking. Now, it’s time to finally enter the ice rink.
In the frozen lobby, there’s a sparking door control to the office. Zap the controls with Shock Jockey to get inside and grab the audio log, gear box. There’s also a locked safe inside.
In the store to the right, before hitting the rink, don’t miss the carbine in the frozen body’s hand. Inside the rink itself, be prepared for a big fight.
There’s ammo on the right side of the rink. Prepare Devil’s Kiss for the ice splicer and use Possession on a gunner to take some heat off Booker.
When the room is clear, check out the display case in the center, beneath the giant Jack Frost figure. After Elizabeth opens the lock, you’ll find the case empty. Thankfully, Elizabeth’s special powers can pull a copy of Old Man Winter out of a rift – now Elizabeth will start opening rifts all over the department store.
Exiting the rink back onto the third floor of the pavilion, you’ll find some new rifts available. To the right is a box of Carbine rifles – perfect for ammo. If you really want to have fun, open the rift straight ahead to summon a Samurai!
When the enemies are cleared out, take the tube back down to the second floor, then use Shock Jockey on the elevator’s sparking control panel to open the doors. Push the button to ride down to the first floor – don’t forget to look under the elevator to grab some extra goods.
Back on the first floor, simply use Old Man Winter on the water to freeze it into a solid bridge. If you need Eve, open the rift near the Pret-A-Porter store.
For another optional area to explore, enter the Pret-A-Porter store and freeze the water into a bridge. Check out the back rooms to grab a shotgun and an audio log.
When you’re ready to enter Housewares, step into the pavilion station and use the switch inside the tram.
Housewares
Entering Housewares, a Splicer will chase Sally into a Little Sister vent. Take care of the lone interloper with a melee strike from behind, then look at the vent itself.
That’s when Elizabeth reveals her plan to find Sally. There are five vents Booker needs to find and close. When they’re shut, Elizabeth will turn up the heat to squirrel the little sister out of hiding.
Before entering Electronics, check out the kitchen display to find a lockpick. Have Elizabeth open the door into electronics to find the next vent, and gain access to a powerful new weapon.
Watch out for the splicers huddled around below, on the right. Clear them out with a well-aimed Devil’s Kiss trap, and watch out for the Old Man Winter splicer.
When combat is complete, close the vent where the splicers were grouped. The vent is on the wall, next to the white television display with a scrawled message.
Enter the bistro on the doors left of the entrance, then go downstairs to find an audio log on the kitchen counter. Open the rift to the gun automaton for some help, or summon health kits for a pick-me-up after the fight.
Another handy strategy – wait on the stairs for the splicers to run into the shallow water. Just zap the pool to electrocute one or more enemies.
Don’t forget to close the vent in the lower level of the bistro before moving on.
In the back of the bistro kitchen, enter the code 3-9-5-8 to open the doors and retrieve the Radar Range. This nifty weapon fires a microwave beam that explodes enemies once they’ve been hit with enough juice. The explosion hurts other nearby enemies too – and you’ll start with plenty of ammo.
Let loose on the next group of splicers to check out the Radar Range’s ridiculously gruesome power. It’ll come in handy for the remainder of Housewares.
Next, enter the bulkhead leading to Appliances and Toys.
Some very useful medkits can be summoned at the Customer Service desk. Behind the desk, grab the audio log and close the vent before moving left to the bookstore.
If you’re feeling adventurous, check out the creepy bridal store on the right to get another audio log, and experience a tough ambush of splicers while trying to escape.
The bookstore is the place to go. Fight upstairs and close the vent before continuing down the path by exiting the store through the doors near the checkout counter.
The path leads to the showroom. Before entering, close the vent to the left of the doors.
Splicers patrol the far end of the purple showroom. Use the decoy tear on the left to get splicer attention off Booker, and drop some traps or Possession.
Find the locker room entrance at the back of the showroom. The doors are locked, but Elizabeth can squeeze through the open vent on the left. Help her up, and she’ll open the double doors after a few waves of splicers – keep the Radar Range handy.
From here, you can travel left and freeze the water to reach an office with another audio log. The path ahead is to the right, leading Booker and Elizabeth into the Toy department.
The last vent is ahead. Take time to survey the room – it’s empty now, but it won’t be later.
Leave the toy store through the exit behind the vent pillar and you’ll find the thermostat in the employee’s only room. Booker doesn’t want to, but get Elizabeth to raise the temperature.
Return to the vent in the toy store, and a nasty Big Daddy will arrive to protect Sally.
The Big Daddy is one tough creature to crack. No weapons are particularly effective against the massive brute. The Radar Range is useless – it barely touches the monster.
The Hand Cannon, Tommy Gun, or Carbine are all better choices. Stick the Big Daddy with Shock Jockey to stun him momentarily, or freeze him in place with Old Man Winter traps.
While frozen, he’ll take more damage from bullet attacks. Devil’s Kiss will also drain his health slowly for a period of time.
There’s more Tommy Gun ammo below. The pneumo rails are your friend here, they’re the only way to outmaneuver Big Daddy. Don’t stay on the tubes too long, however, because the Daddy will electrify the rails.
Big Daddy will charge forward, slam the ground to limit your movement, or launch his drill to pull you in. Keep moving with the rails, or pull the Motorized Patriot into being to get the Big Daddy off your back.
Once the protector is defeated, return to the vent and interact to complete the first part of Burial at Sea.