To easily gain money, go to an area with a working slot machine. For example, in the Siren Alley level inside the Mermaids Lounge, go upstairs into the room on the right side of the balcony that contains the slot machines. As you enter the room, turn left, and play the right-hand machine of the two that are facing you. Save the game before you start, and resave it every time your total money increases above where you started. If the machine does not payout after about a dozen turns, reload your saved game. It is possible to max out your wallet in around ten minutes. Repeat as desired.
Open the following doors by entering the corresponding codes:
DOOR - CODE Adonis Luxury Resort: Door near rubble with code written backwards on glass - "1540" Pauper's Drop: The Clinic - "0047" Siren Alley: Maintenance Area - "1919" Dionysus Park: Power of the People Machine door - "080" Fontaine Futuristics: Plasmid Theater - "5254" Inner Persephone: Watch Tower - "2673" Inner Persephone: Recreational Therapy - "4146"
Note: This procedure requires editing agame file; creating a backup copy of the file before proceeding is recommended. You will need to allow hidden files and folders to be shown in order to edit this particular .INI file. Use a text editor to edit the "User.ini" file found in the following locations:Windows XP: "C:\Documents and Settings\\Application Data\Bioshock2\" Windows Vista: "C:\Users\\AppData\Roaming\Bioshock2\
Set a key binding in the "User.ini" file to any of the following codes (for example, F10=god). Then, press the corresponding key during game play to activate the corresponding cheat function. Note: Any active codes are disabled when a new area loads or intermission sequence plays. General codes are as follows:
To easily gain XP in Multiplayer mode, have a friend join your game while it is in progress on any team-based game, putting him or her on the other team. Find a turret anywhere in the map, and make sure there is nobody around. You and your friend can hack the turret back and forth for 10 XP per hack. Repeat as desired.
Power To The People weapon upgrade stations can be found at the following locations:
STATION - LOCATION 1. Ryan Amusements - Going to get the ticket. 2. Ryan Amusements - After the family display, through the door. 3. Pauper's Drop - From Journal 039, go out the door, down the stairs. 4. Pauper's Drop - In the back of skid row, in the limbo room. It is behind the stage 5. Pauper's Drop - After breaking into the hotel, when you are going through the halls, you will go through a hole. To the left is a blue sheet. To the right is the station. 6. Siren Alley - In Mermaid Lounge, go upstairs, and hack the gate. Then, drop through a hole in the floor. 7. Siren Alley - Just before Pump Station 5. 8. Dionysus Park - Behind the door; combination is 1080. 9. Dionysus Park - On the path to the train. 10. Fontaine Futuristics - After you destroy the flying Gil bot, you can enter where you gain access to the laboratory. 11. Fontaine Futuristics - After you turn on the lights, it will be in the bottom of the holding cells area. 12. Persephone Outer - On your left. 13. Inner Persephone - After you gain access to Sinclair, look back in the room. 14. Inner Persephone - Just after Ward B in the room with the rocket turret.
To pull normal items toward you with Telekinesis and without using any Eve, do the following. Eve is only used when you release the button to throw an item with Telekinesis. Use Telekinesis to pull items such as ammunition or first aid kits toward you to collect without wasting any of your Eve. If you take an item you are already maxed out of, you will either be stuck holding it with Telekinesis or have to release the button to throw it and use some Eve. However, if you display the Plasmid wheel and select another Plasmid attack, you can release the button to drop the item without Telekinesis automatically throwing it. Thus, you will not use any Eve by dropping an item you cannot carry. This can also be used when pulling electrified trip wires out of walls. To do this, pull the item toward you with Telekinesis, and without releasing the trigger, display the Plasmid wheel to select another plasmid. When you close the Plasmid wheel and release the trigger, you will drop the item.
Find a hackable vending or health machine near a Bot Shutdown Panel. Hack the machine, and stop the pointer on the red to activate the alarm, thus triggering the Security Bots to come after you. Once you see them, quickly take a picture of one of them with the camera, then use the Bot Shutdown Panel to shut them down. The disabled bot will still be highlighted by the research camera, allowing you to research Security easily.
Before you fight the second Big Sister (if you are harvesting ADAM but saving the girls), you will get an Enrage Plasmid. There are two bodies to scrounge ADAM from. One is more easily securable, which has a security camera, a rocket launcher bot, and a large puddle of water in this area. The Big Daddy comes back multiple times. If you drop off the little girl in her hole near here, you can wait for the Big Sister to show up. Then, enrage the Big Daddy so that he will take on and kill the Big Sister. Your only concern will be Splicers and the Big Daddy after he is done with the Big Sister.
Unlock the following alternate endings by performing the corresponding tasks:
Good ending #1 - Save all Little Sisters you adopt, and spare Grace Holloway, Stanley Poole, or Gilbert Alexander.
Good ending #2 - Save all Little Sisters you adopt, and kill Grace Holloway, Stanley Poole, and Gilbert Alexander.
Standard ending #1 - Save at least one Little Sister, and harvest at least one Little Sister. Choose to die at the end, and spare Grace Holloway, Stanley Poole, and Gilbert Alexander.
Standard ending #2 - Save at least one Little Sister, and harvest at least one Little Sister. Choose to die at the end, and kill Grace Holloway, Stanley Poole, or Gilbert Alexander.
Bad ending #1 - Save at least one Little Sister, and harvest at least one Little Sister. Choose to live at the end, and spare Grace Holloway, Stanley Poole, and Gilbert Alexander. Alternately, harvest all Little Sisters you adopt, and spare Grace Holloway, Stanley Poole, and Gilbert Alexander.
Bad ending #2 - Save at least one Little Sister, and harvest at least one Little Sister. Choose to live at the end, and kill Grace Holloway, Stanley Poole, or Gilbert Alexander. Alternately, harvest all Little Sisters you adopt, and kill Grace Holloway, Stanley Poole, or Gilbert Alexander.