BioShock 2 No Vita Chambers Hard Mode Savior Playthrough Part 10 Siren Fucking Alley!!!!!

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Published on ● Video Link: https://www.youtube.com/watch?v=s9JiBb0ERzc



BioShock 2
Game:
BioShock 2 (2010)
Category:
Let's Play
Duration: 37:07
48 views
3


In this part I explore more of the first area of two that makes up the level of Siren Alley and take down my first Rumbler Big Daddy.
Weapons
New! Speargun: Yes the same awesome weapon that the Elite Rosie Big Daddies used in BioShock. This weapon is disappointingly enough not as powerful as the Crossbow from the first BioShock, but its still a handy weapon with two very useful ammo types. The First one provided to us is the normal Spear ammo that even though it only has a 80% to 85% accuracy rate compared with the Crossbow's 90% to 95% accuracy rate on getting head shots on foes it causes a lot of damage and the coolest part compared to the classic crossbow is that more of its ammo can be retrieved off the splicers you use it on saving ammo purchases for this weapon. :D
New! Mini Turrets: A very awesome weapon to use were Delta can throw out one of these and it creates additional gun fire to clear out swarms of splicer foes, and is most useful for adam retrievals also.
Ammo Types
New! Phosphorus Buck: This new ammo type for the shotgun is kinda of similar to Exploding Buck ammo from BioShock, but not as powerful. As explained in previous parts half of the power is like exploding buck from the last game the other half is a rather stupid power were now its spreads 2-3 second delayed mini napalm charges on the foe and has a horrible delayed time to them before they explode. I only use this ammo in Siren Alley because I wanted to show it off.
Plasmids
New! Security Bullseye: Same useful power effect against Big Daddies like in the previous BioShock; however, its important to note that Rumbler Big Daddies have a tiny intelligence boost and once you use it on one of them they'll go after you after dealing with the security systems unlike with Big Daddy Rosies and Bouncers.
Splicers
New! Mega Spider Splicers: A brand new type of Spider Splicer that's exclusive to BioShock 2, protector trials, and the Minerva's Den DLC. These Splicers are all bald deformed truly monstrous looking creatures with actually black claws for figure nails too. Their appearance truly lives up to their difficulty as these assholes are much faster than even ultra spider splicers from the previous Bioshock located in Point Prometheus and the Proving Grounds, are stronger/more resilient too, can hurl their hooks at much more deadlier/ faster accuracy rate, can also ram Delta when they get close and also compared to the classic Spider Splicers can agilely jump from wall to walls with ease excluding typical classic Super to Ultra Spider Splicer moves too. To beat these extremely tough foes the player will have to use Electro Bolt 2! as Incinerate! doesn't really work on them at all for now + Either Speargun Normal Rounds or Antipersonal rounds along sides with normal rail gun rounds as a last ammo resort, Security Systems, Mini Turrets, and Drill Dash (It'll take 3 to 4 of them to beat these guys actually) along sides with the drill.
Splicers Strategies Updated.
Super Leadhead Splicers: Can now be taken out by normal Speargun rounds along sides with plasmids listed before against a group of them as this ammo is some of the best type to use on them. :D
Brute Splicers: Brute Splicers can now be dealt with Phosphorus buck ammo, yet its important to note that it should only be used as a last resort against them, with incinerate, or combined together with Normal Shotgun rounds, then when experiencing Elite Brute Splicers in the Final level of the game never use it again.
Big Daddies
New! Rumbler Big Daddies: As explained by the creators of the last BioShock and these enemies being shown in BioShock HD Collection museum Rumblers fire off Heat Seeking RPG's at their opponents and are a little faster than typical Big Daddies. Although, its important to know that one must keep their distance from them because of their nasty little mini turrets that they can summon forth and that these turrets because Delta won't have the armored shell or + gene tonic equipped when fighting them causes shits loads more damage than the Big Daddies themselves. Other than the turrets beating the Big Daddies is a peace of cake just keep your distance and Use Telekinesis sometimes Decoy too + Armor Piercing Rounds or Normal Shotgun rounds on them to attack them and using the the plasmid power of telekinesis to hurl the Heat Seeking RPG's and Mini Turrets they summon forth right back at them, and if necessary Drill Dash or even Drill Dash + the Drill into them of course. Just be careful when they end up summoning a mini turret on the ground and of any annoying Super Leadhead Splicers that sometimes like to show up when fighting one of these Big Daddys irritatingly enough and Security Systems too can help out. Eventually also the Incerinate 2! to 3! plasmid upgrades also too in addition to the above strategies.
As always please enjoy! :D




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BioShock 2 No Vita Chambers Hard Mode Savior Playthrough
Siren Alley Part 2
PS4 Version



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