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Big sister bioshock

Big Sister Bioshock BIOSHOCK 2 Big Sister & Little Sister 2-Pack Figuren

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Big Sister Bioshock Video

Bioshock 2 The Story of the Big Sister - Sofia Lamb's Role, Role in Rapture, Gil Alexander's Plan!

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Big Sister Bioshock Video

BioShock 2 Remastered - Big Sister First Encounter

A Big Sister helmet consists of a large sphere with two portholes. Big Sisters withstand the pressure when they venture out of Rapture into the ocean, similar to Big Daddies, except that they can swim freely.

Big Sisters are formidable beings possessing agility and Plasmid powers. They wield large, wrist-mounted needles on their left arms.

These are used primarily for melee attacks and extracting ADAM in a manner similar to a Little Sister's extracting needle, which allows the Big Sister to regain health in combat from Splicers.

Big Sisters are the only creatures in Rapture shown to damage the exterior glass windows of the city, something that shooting bullets, grenades, a drill or any other weapon fails to do.

The Big Sisters' role is to accommodate, protect, and transport Little Sisters, and they have a cage-like basket on their backs to carry the Little Sisters.

The Little Sisters appear to frequently travel with the Big Sisters, and they have taken to decorating their refuges by adorning their cage-baskets with bows and ribbons and drawing childish doodles on the Big Sisters' oxygen tanks.

Roughly eight years after the events of BioShock , the Big Sisters began traveling all over the world, in order to abduct little girls and bring them back to Rapture as replacement Little Sisters.

This precipitated significant interest on the surface about the mysterious abductions and started an intensive investigation.

A man named Mark Meltzer began tracking patterns in the abductions. His actions led to the abduction of his daughter Cindy , and eventually ended with Mark entering Rapture to find her.

Big Sisters are significant enemies in BioShock 2. They are seen observing Subject Delta's movements for Sofia Lamb and come to punish him when he interferes with the Little Sisters.

Big Sisters can often be seen swimming in the ocean outside, but they will only attack Subject Delta after the player has saved or harvested a certain number of Little Sisters usually all the Little Sisters in a level.

Confrontations with the Big Sisters are typically difficult. Once the player invokes the wrath of a Big Sister, there is a delay before she arrives.

This time can be used to prepare for the battle, to set up traps, or buy ammunition and health from local vendors. If the player saved or harvested the last Little Sister of a level right before the end of the level, it is possible to flee from battle and escape before the confrontation with the Big Sister escalates.

The first Big Sister the player battles in Adonis Luxury Resort cannot be defeated and she will automatically leave when a certain amount of time has passed attacking Delta.

Since she cannot be defeated, one should try to conserve health and ammo by keeping the sculpture in the middle of the room or other objects between the Big Sister and the player.

Unlike their younger counterparts, sadly, the Big Sisters cannot be rescued from their programming, and must be killed over the course of each boss battle.

However, during the climax of the game, the Big Sisters take on a new importance to the plot: when Delta is mortally wounded via his connection to Eleanor and captured by the Rapture Family, Eleanor Lamb herself takes charge of the situation by making herself a Big Sister; already possessing all the necessary powers and traits, she only requires the diving suit, which Delta can collect for her via one of the Little Sisters.

Eleanor's first act as a Big Sister depends entirely on how Delta has treated the Little Sisters up until now. The climax of the game results in a massive drop in the Big Sister population, and the events of the follow-up DLC ultimately spell the end for the last line of defenders: by the conclusion of Minerva's Den , all of Rapture's Big Sisters are apparently dead, the sole exception being Eleanor herself.

As a result of the ADAM they were exposed to over the course of their childhood, the Big Sisters experienced a an unusually pronounced growth spurt during adolescence, leaving them extremely tall even without their distinctive gear.

According to documents found in There's Something In The Sea , Big Sisters have an average height of around six feet ten inches, and the final chapters of BioShock 2 show that Eleanor is able to stand eye to eye with the formidable Subject Delta.

The Big Sisters also posses extremely slender builds, supported by long and remarkably skinny limbs, granting them a spidery grace in and out of combat.

Though Eleanor is the only Big Sister ever seen out of her diving suit, the fact that the former Little Sisters are immune to the more unpleasant effects of splicing indicates that Eleanor's relatively normal appearance was not a fluke: most of them would have been perfectly normal teenagers under their armor.

The diving suits worn by the Big Sisters differ significantly from those worn by the Big Daddies: as well as being much more streamlined, the Big Sisters were not grafted into their suits and could actually remove them - as Eleanor does during the ending cinematics.

Close examination reveals that most parts of the suit are buckled or even physically braced together, further emphasizing the improvised nature of the apparel.

The spherical helmet possesses a single porthole through which the Big Sister can see, and as with all protectors in the Bioshock series, the color of this "eye" is a good indication of intent - red for hostile, yellow for neutral, green for friendly: with most of the line out to kill Delta, it's not until Eleanor takes up a suit that the green indicator is seen.

Along with the oxygen tank necessary to support the Big Sister when venturing into the ocean, the suit is equipped with two prominent pieces of equipment to aid her in her duties: the first is a large syringe mounted on a gauntlet; worn on the Big Sister's left arm, this foot-long needle is commonly used for draining ADAM from criminal splicers.

However, it's also tough enough to serve as a very effective weapon in open combat with Delta. The other piece of equipment is a large metal basket strapped to the back: this is most commonly used to transport Little Sisters when moving them away from dangerous areas of Rapture - though the abductions on the surface also indicate that they would have also used these baskets to carry kidnapped children.

As a result of their duties as protectors, Big Sisters can occasionally be found decorated with crayon graffiti and ribbons, courtesy of their younger counterparts.

They are a force to be reckoned with in combat. In addition to these active plasmids, the Big Sisters are also capable of incredible displays of strength, speed and agility.

Leaping into battle and charging their opponents with lightning-fast bursts of speed, they can easily outmaneuver most Big Daddies, including Subject Delta.

Unlike many citizens of Rapture, the Big Sisters do not have to rely on medical kits or health stations. In the event that they have been wounded in combat, they can simply drain a nearby Splicer of ADAM to replenish their health.

However, even with the fast regeneration of ADAM the girls are still vulnerable. An example of this is if the Little Sister were to break her legs, forcing them at odd angles, they would heal so quickly the bones would fuse at these angles.

To be set right, they would have to be broken repeatedly due to the almost instant healing process.

Furthermore, Little Sisters are not immune to the resulting pain. The only attack that can affect Little Sisters is the splash damage of a grenade.

When a Little Sister is in the vicinity of a thrown grenade, she will become ragdollish and move with the splash impulse as she is briefly knocked unconscious, then stand back up.

Little Sisters can even survive being underwater. In BioShock 2 , there is one instance where the player can see Little Sisters underwater.

If the player rescued all of the Little Sisters in BioShock 2 , then they are used by Eleanor to help boil away the water in the ballast chamber of Augustus Sinclair 's lifeboat.

In that scene, the Sisters stay underwater for a prolonged period as they boil the water. Little Sisters are among the first inhabitants of Rapture that Jack encounters when arriving in Rapture.

While not a threat on their own, Little Sisters are enemies to be avoided while he wanders the halls of of the deep-sea city. The girls are practically invulnerable, but should one stray bullet or misfired Plasmid strike them, the Big Daddy escorting them will turn his full fury on Jack.

Consequentially, they should be approached with caution and only when Jack is prepared. There are a total of 21 Little Sisters which can be rescued or harvested, disregarding any extra Little Sisters which may appear as a result of glitches.

If the player rescues all of the Little Sisters, and finds all of the gifts from Dr. Accessing the start menu will reveal the number of Little Sisters in the player's current level, as well as their current status.

The numbers in brackets are for Little Sisters that cannot be interacted with in normal gameplay. In total, there are 21 Little Sisters whom the player can rescue or harvest or leave alone throughout the course of the game.

If one exploits the Extra Little Sister Bug at every occasion, this total extends to Every three Little Sisters rescued nets the player a reward in the form of a teddy bear clutching a present left at a nearby Gatherer's Garden.

The cured Little Sister who delivered the present can sometimes be seen running to the nearest vent. Harvesting represents the short-term solution: Not only will the player end up with more ADAM than if they had saved the Little Sisters, but the first few levels of the game will be much easier to achieve.

Coupled with the potential for sampling many different Plasmids and Tonics at once, this is the ideal strategy for someone playing BioShock for the first time.

However, the drawback is that this will lead to the unhappiest ending to the game. Saving, on the other hand, is a long-term investment.

While it is harder to survive the first few levels with this path, it ultimately offers greater rewards. The Tonics and Plasmids the player receives are among the most powerful in the game and cannot be obtained otherwise.

However, these rewards may or may not suit one's play-style, so it is recommended to either look up the rewards individually or play the game as a Harvester first.

This option is recommended for experienced players or for those who have already played the game. This strategy will also unlock the happiest ending in the game.

Mixing both strategies is not excluded. The player only gets their rescue reward after saving three Little Sisters, so if one is feeling scrupulous do so in blocks of three so as to get that reward as quickly as possible.

This option can be taken by any type of gamer, regardless of their skill or experience level. This path will also offer the player an alternate ending to the game, similar to that of the Harvester ending but less miserable.

This will attract the Splicers' attention, forcing the player to set up a perimeter to defend the Little Sister while she gathers.

Once she has finished harvesting the ADAM, the Little Sister will drink a small bit of it through the rubber teat on the end before giving the player the rest of the ADAM she has gained.

After that, the player has a choice of either saving the girl and sending her through a Little Sister Vent back to Tenenbaum, or harvesting her, since the girl will contain a lot more ADAM after gathering.

This system is meant to be a harder choice for the player, since the potential gain from harvesting is much greater. Additionally, in BioShock 2 the Little Sisters have an added ability.

They are able to heal their wounded Protectors over time. A saintly depiction of a Little Sister approaching a corpse for gathering, made by The Rapture Family.

To acquire a Little Sister, her Big Daddy protector must be killed first. Afterward she stalls for a few seconds before recognizing and greeting Delta if he is a rescuer , or reacting with fear to his presence if he is a harvester.

This is due to Eleanor Lamb's psychological affinity for Subject Delta. This allows her affection for Subject Delta to transfer over to every Little Sister and allows the player to adopt any Little Sister in Rapture.

As a result, the Little Sisters call Subject Delta "daddy," and treat him as if he were their true father instead of calling him "Mr.

Bubbles" or "Mr. B" as they do the other Big Daddies. Near the end of the game, Delta is captured by Sofia Lamb and is immobilized. Upon the Little Sister injecting Delta with the needle, the player will take on the viewpoint of the Little Sister.

During this, the whole level will look pristinely beautiful, an illusion, since the Little Sister's mental conditioning affects her perception of the world around her.

The nightmarish prison cells and environment will be completely replaced by spotless white curtains, plush red carpeting, and toys.

Splicers will be replaced by masked men and women in tuxedos and ballroom dresses, blood stains by flower petals, etc. Depending on the choices the player has made throughout the game, the Little Sister may see different statues throughout the level depicting Delta's actions.

The only times the view will show the level's reality is when moving toward a Splicer held in a cell, harvesting from corpses, picking up parts of a Big Sister suit, and heading back to Sofia Lamb's office.

Once Eleanor has been given the suit parts, she will save or harvest the Little Sister Delta was controlling depending on the player's actions towards the Little Sisters , returning him to his body.

The player's choice of whether to save or harvest Little Sisters affects the ending of the game and how Eleanor treats the other Little Sisters.

A reward is hidden in a teddy bear at a nearby Gatherer's Garden for every four Little Sisters rescued. A bug sometimes prevents the Little Sister from moving away until Delta is right next to her.

In BioShock 2 , there are three gifts in total, each granted after four Little Sisters have been saved. In Minerva's Den, there are only two, although they are each rewarded after saving three Little Sisters.

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Big Sister Bioshock - Inhaltsverzeichnis

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