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Eventually, Eleanor contacted Tenenbaum through her connection to the Little Sisters, and they created a plan to save the Little Sisters and help Eleanor escape to the surface by resurrecting Subject Delta.

Meanwhile, Tenenbaum reached out to other deactivated Alpha Series Big Daddies throughout Rapture, such as Subject Sigma , and asked for their aid in rescuing the remaining Little Sisters in the city.

Each Little Sister is a young girl between five and ten years of age. The girls are clothed in dirty dresses of various colors that reach just below their knees.

All of the Little Sisters are barefoot while they explore the halls of Rapture, but before the riots they wore shoes, as evidenced in the opening cutscene of BioShock 2 and Burial at Sea.

Due to their fast regeneration, they can walk on any harsh surface without problems. The Little Sisters are nearly invulnerable to damage while they have the Sea Slugs within them.

When one is struck her flesh will glow an unnatural golden color, showing the effects of fast regeneration due to ADAM. 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. This section will cover the latter strategy.

For information on the two other mechanics, see the previous section. In the Multiplayer, Little Sisters feature in several game modes as a capture-able objective.

Judging from their non-glowing eyes, the girls have not yet been implanted with ADAM slugs. They do appear to have been put through some mental conditioning, however, as they stare at their surroundings in a dream-like trance.

She convinces the girls to save a dying Big Daddy by using their ADAM to heal him, and by doing so successfully creating the pairbonding method.

If Elizabeth examines certain objects during her journey through the Housewares department, she will have visions of the future depicting Little Sisters during the events of BioShock.

A teddy bear in Ryan the Lion Preparatory Academy will show her the rescued Sisters in Tenenbaum's Sanctuary , a Little Sister's Orphanage poster outside the entrance to Bathyspheres DeLuxe will show her a Little Sister accompanied by a Rosie in Neptune's Bounty , and a syringe in Frank Fontaine's hidden panic room will show her the girls killing the mobster in the first game's ending.

These visions appear to Elizabeth again during her final moments in the episode's ending. Before dying, she also has a final vision set some time after BioShock , depicting Sally and two other rescued girls being brought up to the surface in a Bathysphere by Jack.

This wiki. This wiki All wikis. Sign In Don't have an account? Start a Wiki. Do you like this video? Little Sister in a vent at the beginning of BioShock 2.

Little Sisters boiling off water in the lifeboat. Little Sisters and Eleanor boiling off water. A cured Little Sister holding a Big Daddy toy.

A Little Sister weeping over a defeated Big Daddy. The infamous "Dog in a Wheelchair" gatherer concept, by Shawn Robertson.

Concept art for the original gatherer; a sea slug. One of the first humanoid gatherer concepts, descried as "an oompa-loompa looking guy. Lamb transitions from a passive participant to an active participant who fights and requires zero male protection.

The physical act of putting on the big sister suit can be interpreted as her taking control over her body, mind, and sexuality.

Does her white privilege have anything to do with her ability to take control? However, similar to the first game, Eleanor will still aid the protagonist even if he decides to harvest all the little sisters.

There are a couple of liberating moments in which the little sisters exercise some sort of power. At the end of the first game, the little sisters gather together and take down the main antagonist.

This cut scene shows the little sisters repeatedly stabbing a statuesque man with bronze or gold skin. This visual clashes with the idea of the obedient child.

It is suggestive of multiple interpretations. It can also be seen as the destruction of the patriarchy or a redemption killing. At some point the game requires the protagonist to either harvest or rescue a little sister.

In the second game, the little sister begs the protagonist, a big daddy, not to harvest her. Additionally, the physical handling of the little sister, particularly when the protagonist decides to harvest one, is both rough and abusive.

Not only do the little sisters have no agency over their bodies, they have no agency over their minds as well. The little sisters are in a near constant hallucinatory state that bars them from the harshness of reality.

Due to this mental conditioning, the little sisters perceive Rapture as a fantastical city. Corpses take the form of slumbering angels, pools of blood turn into rose petals, and so on.

Though the little sisters have instances where their mental conditioning breaks, they primarily see a world that has been deemed appropriate and safe for children.

This fantasy world preserves their innocence and prevents them from experiencing danger and trauma. With their minds protected, they rely on their knights in glittering armor aka big daddies to keep their physical bodies safe.

Like the little sisters, the big daddies are a common staple and sight of the Bioshock franchise. They stand as overblown representations of masculinity with their enormous size and phallic drills.

The little sisters, on the other hand, are hyper feminine with their doll-like dresses and small stature. The big daddies are also comparable to pimps in that they supervise and ensure the physical safety of the commodified product.

A big daddy will escort his charge from client to client. Not only do these enormous men oversee the sexualized transactional process, the extraction and consumption of ADAM, but in the second game, the protagonist physically places the little sister atop the dead, usually white male body.

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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.

This section will cover the latter strategy. For information on the two other mechanics, see the previous section. In the Multiplayer, Little Sisters feature in several game modes as a capture-able objective.

Judging from their non-glowing eyes, the girls have not yet been implanted with ADAM slugs. They do appear to have been put through some mental conditioning, however, as they stare at their surroundings in a dream-like trance.

She convinces the girls to save a dying Big Daddy by using their ADAM to heal him, and by doing so successfully creating the pairbonding method.

If Elizabeth examines certain objects during her journey through the Housewares department, she will have visions of the future depicting Little Sisters during the events of BioShock.

A teddy bear in Ryan the Lion Preparatory Academy will show her the rescued Sisters in Tenenbaum's Sanctuary , a Little Sister's Orphanage poster outside the entrance to Bathyspheres DeLuxe will show her a Little Sister accompanied by a Rosie in Neptune's Bounty , and a syringe in Frank Fontaine's hidden panic room will show her the girls killing the mobster in the first game's ending.

These visions appear to Elizabeth again during her final moments in the episode's ending. Before dying, she also has a final vision set some time after BioShock , depicting Sally and two other rescued girls being brought up to the surface in a Bathysphere by Jack.

This wiki. This wiki All wikis. Sign In Don't have an account? Start a Wiki. Do you like this video?

Little Sister in a vent at the beginning of BioShock 2. Little Sisters boiling off water in the lifeboat. Little Sisters and Eleanor boiling off water.

A cured Little Sister holding a Big Daddy toy. A Little Sister weeping over a defeated Big Daddy. The infamous "Dog in a Wheelchair" gatherer concept, by Shawn Robertson.

Concept art for the original gatherer; a sea slug. One of the first humanoid gatherer concepts, descried as "an oompa-loompa looking guy. Developing concept art of a Little Sister.

Concept of a Little Sister entering a vent. Concept art of a Little Sister after she is saved. Concept art for an unused Asian Little Sister.

Concept art for an unused African Little Sister. Front and back view of the unused African Little Sister. Facial concept for the African Little Sister.

Early promotional art of a Little Sister and her protector. A Little Sister mourning over the slaying of her faithful protector. Prelaunch image of a Little Sister being protected.

Promotional image of a lone Little Sister in Arcadia. Little Sister in the BioShock X06 trailer.

Little Sister from the launch trailer of BioShock 2. They represent the fear or anxiety that accompanies the onset of sexuality.

Lamb transitions from a passive participant to an active participant who fights and requires zero male protection.

The physical act of putting on the big sister suit can be interpreted as her taking control over her body, mind, and sexuality.

Does her white privilege have anything to do with her ability to take control? However, similar to the first game, Eleanor will still aid the protagonist even if he decides to harvest all the little sisters.

There are a couple of liberating moments in which the little sisters exercise some sort of power. At the end of the first game, the little sisters gather together and take down the main antagonist.

This cut scene shows the little sisters repeatedly stabbing a statuesque man with bronze or gold skin. This visual clashes with the idea of the obedient child.

It is suggestive of multiple interpretations. It can also be seen as the destruction of the patriarchy or a redemption killing.

At some point the game requires the protagonist to either harvest or rescue a little sister. In the second game, the little sister begs the protagonist, a big daddy, not to harvest her.

Additionally, the physical handling of the little sister, particularly when the protagonist decides to harvest one, is both rough and abusive.

Not only do the little sisters have no agency over their bodies, they have no agency over their minds as well. The little sisters are in a near constant hallucinatory state that bars them from the harshness of reality.

Due to this mental conditioning, the little sisters perceive Rapture as a fantastical city.

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BioShock 2 : Little Sister's Unused Special Quotes

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