Locked Doors in Fort Frolic

I didn’t get a chance to play any BioShock in the last week because I was working on my roof. That kinda sucked. The roof is done now though (the garage roof is almost done too), so I got a chance to play again last night. I got through the Fort Frolic level, and managed to gain access to some of the places that I couldn’t get into before. I’m going to go into detail here, so click on “Continue Reading” below if you’re the least bit interested in Fort Frolic’s scarier hidden rooms.

The first one that I got into was the “downstairs” area just outside of Sinclair Spirits. There are six statues when you walk in and a plasterized body on a slab (Sander Cohen, the crazed leader of Fort Frolic, has been posing dead bodies and encasing them in plaster for fun). The thing that I missed the first time that I played was a button behind the counter. This button opens the door to the basement in the bar, which was previously locked/stuck, but it also opens the grating that closes off the downstairs area outside the bar.

This is where things get scary. When you go into the previously locked door, you head into a wine cellar with bottles lining the walls. In one corner is a plaster figure sitting on a chair, facing the corner. The room is almost completely dark except for a spotlight on the plaster figure. I was reminded of The Blair Witch Project, where the guy is staring towards the corner at the end. Further into the cellar is a “Power to the People” machine, the only other light in the small room, which I used to upgrade my new crossbow. When I turned around, the plaster figure had gotten up and ran to attack me. Ack! They never did that before!

Well, it turns out that this would happen lots more, since all of the plaster figures that were in the bar when I came in were now gone. I didn’t notice this at first, since I was busy heading over to the “downstairs” area outside the bar. There’s a sign that says “We have more merchandise DOWNSTAIRS –>”, and now the grating was open. Down the stairs is a large showroom flooded with water about knee-deep. One whole wall is windows, and the neon cityscape reflects nicely off the water on the floor. It was pretty. But then the scary plaster women came in.

The scary thing about the plaster women is that they stop moving when you turn towards them. This is not standard Spider Splicer behavior. So I hear splashing behind me as I waded towards the safe, I turn around, and there is a statue there in the corner. “Odd, I didn’t see it there before.” I head back to the safe. Splashing again. I turn around, and there are now two statues in the room, one of them being in the middle of the room. Spooky. This was just like the recent Doctor Who episode, “Blink”, where stone statues of weeping angels were actually monsters that froze solid when you looked at them. That was a real good episode (and scary too).

This was an interesting situation. I figured that I would take the chance, turn my back and crack the safe, but the plasterized Splicer was too quick for me. I took her out with the shotgun to the head, but the other statue (which was closer now) stood about ten feet behind her, now completely still. I wondered if a proximity mine would stick to it, but no luck; she just exploded. Oh well. I ended up running into the rest of the statue women outside in the halls, but these were not nice enough to freeze for me, they just looked different from the other Spider Splicers.

I had to wait a little to get into the other secret area. When you first enter Fleet Hall on the orders of Sander Cohen, you can find Cohen in a closed room at the top of a staircase. He’s locked in a projection booth off of a storage room. He’ll say something like, “It’s not time to greet my public yet”, but you can see his shadow moving in the room through the grate. You can also see some goodies and a diary recorder in there. It occurred to me that this door should open when Sander makes his appearance at the end of the level.

After I completed Cohen’s Quadtyche and received the Medical Expert 2 tonic, I ran back to Fleet Hall instead of immediately heading to Hephastus. Sure enough, the grate was open and I had access to the room. Unless you’re trying to get all of the audio diaries, then this room might be a waste of time, but I did find an Electric Flesh tonic in there. I didn’t get this one the last time I played all the way through, but I think that you find Electric Flesh 2 before too long.

Now that I’ve found all of the secret areas in Fort Frolic, I’ll try my luck in Hephastus the next chance I get. I think that I’ve found everything in Hephastus already though. In fact, the only hidden area that I can think of that I haven’t already been in is Cohen’s apartment in Mercurial Suites. I was sure to leave Cohen alive in Fort Frolic this time, so I’ll finally get a chance to get to his private “Power to the People” machine this time. Maybe I’ll get lucky and find a small secret hidey-hole like the ones in Arcadia?

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4 Comments

  1. Hi! I notice that about five people a week stop by here through Google searches. I had no idea that people still play BioShock, but it’s a great game so why not? If you found the advice that you needed to unlock the secrets of Fort Frolic in this post, why not drop me a comment line to let me know? Thanks!

  2. Hey when you first enter fort frolic and go toward the bathysphere station you turn right but before you go through the first set of garage door looking doors you look up the wall to your left and there is a room/passage up there, there is also one up behind you when facing those doors I cannot figure out how to get there. I am really good at this game and this is like my favorite game but I have looked and looked. I just cannot figure this out.

  3. Logan, I know which ones you are talking about. Those are just for show. Actually, the vents are there for a staged encounter. When you first walk by that area, bad guys come out of them and drop on you from above. It’s pretty scary when it first happens, which is the point of having hidey-holes over your head.

    Thanks for checking out my site! — Michael

  4. Thanks, I never noticed that they came from there. But another reason I thought you could get up there is because one of the vents has an item on the edge you can get with telekinesis {I don’t remember what it was though (it wasn’t important)}

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