As of patch 1.1
1. A vending machine in the Fleet Hall in Fort Frolic grossly overcharges you for ordinary snacks.
2. If you wait a while after dealing with the first Little Sister in Neptune's Bounty, a new Little Sister will come out, and then another one. If you deal with all three of them, you can get a fourth Little Sister later in that level. This also causes the game to complain about you not having cleared all the little sisters whenever you leave Neptune's Bounty.
3. The same bug occurs in the eastmost part of Fort Frolic, an additional Little Sister comes out if you've dealt with the maximum amount before you go there. My theory is that the devs originally intended to put one little sister in each Big Daddy patrol route, but either did not get it to work right or scrapped it and forgot to clean up the remains.
4. Holding both *bumpers* right after launching the game from the 360 dashboard will clear the game's "cache", fixing some stuttering and crashing problems. Remember to hold them until the BioShock menu appears.
5. Holding both *triggers* instead will set the date of all your saves back to November 2005, jumbling up their order. (If you hold both triggers while starting up the 360, the system settings will reset to default, though I suppose the parental settings stay)
6. Cyclone Traps and your launched proximity mines never disappear from a map until someone steps on them, so you can place millions of them and get millions of FPS reduction.
7. The little guy under the "Gents" toilet sign is almost identical to the PipBoy in the cult game series Fallout, which also takes place in a post-apocalyptical 50s-nostalgic environment.
8. If you use Telekinesis on any corpse that hangs on a meathook, it will do a real funky dance.
9. If you wait a while in the initial Bioshock menu, you will see a trailer movie featuring a glimpse of how your character actually looks, an unimplemented version of Insect Swarm and some very gory combat.
10. Frozen devices have reduced hack flow speed.
11. Enemies that burn will be more easily targeted by Homing RPGs.
12. BioShock, or rather the Havok physics engine, has the same hovering cutlery bug as Oblivion, i.e. when you pick up something Havok'ed (not diaries) that sits on top of a table-like object, the rest of the table inventory floats up in the air. Half-Life 2 used the Havok2 physics engine, which did not have this problem.
13. Incinerate cannot thaw objects that have been Winter Blasted, but it can thaw Nitrogenized objects. Napalm thaws both.
14. There are still not many details online regarding the added content from the 1.1 patch.
All of the tonics and plasmids cost 1 ADAM, their upgrades cost around 3-5. They are made available at the Gatherer's Gardens throughout the game, so you won't get all of them at once.
Sonic Boom 1 knocks splicers over and damages them based on distance. The knockback gives you a few seconds' advantage, the EVE cost and damage is OK, plus you don't have to aim as meticulously as with Electro Bolt.
With Sonic Boom 2 it really starts cooking, blowing multiple enemies and objects clear across the room, taking down most of their health with one hit and little aiming required. Good for smashing security bots and knocking roofed Spider splicers to the ground, but it uses up nearly half of your EVE.
Both of the Sonic Booms work through shatterable glass, i.e. they move the objects in the "vandalism" showcases in Fort Frolic, but do not break the glass. This is a bit... odd.
EVE saver reduces plasmid EVE usage by a little bit. Usefulness cooks down to an extra shot per EVE hypo unless the plasmid is very EVE consuming. This can be good if you use plasmids a lot.
Vending Expert 1 and 2 reduce hacked and unhacked vending prices on Ammo Banditos and Circus of Values'. The amount reduced by VE2 is around 15%. This is a big advantage in the early to late-mid stages of the game, after that you'll be swimming in money anyways.
Machine Buster 1 and 2 supposedly increase the damage you do against machines (not big daddies), but the damage is not high enough to make a difference, and anyhow this is an utterly marginal bonus since machines are better off hacked.
For PC users, there is an additional tonic available with the 1.1 patch, the Human Inferno which costs 20 dollars. This tonic was already included in the 360 version. Human Inferno increases fire damage you do, meaning Incinerate will be more useful, and the same applies to incendiary ammo. The tonic also reduces fire damage done to you by a little bit, giving you an extra edge against Houdini Splicers and thugs you have set on fire. Useful if you're a pyromaniac, otherwise the fire resistance doesn't matter much.
15. Even if you harvest every single normal and glitched sister in the game, it's still not enough ADAM to buy every tonic and plasmid. Fortunately, you can find some of them lying around in the world, so you won't have to buy them all.
16. When you get to the Smugglers' Hideout, it's bye bye frag grenades. They disappear from vending machines at the fight with Peach Wilkins, a little while before you exit Neptune's Bounty.



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