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Paupers Drop

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5 Map Floor Levels (lowest to highest altitude):



PD 1x

Level 1



PD 2x

Level 2



PD 3x

Level 3



PD 4x

Level 4



PD 5x

Level 4



Map Diagram Color Key :
  • Light Beige - accessible floorspace from in-game
  • Black - Structural walls (reinforced concrete - primary watertight structure) 
  • Dark Grey - bulk foundation concrete (built ontop/into seabed rock)
  • Orange - Additional space within given structural walls (not visible in-game) - including many utility space (ie- sumps at lowest level)
  • Green - Continuations of a floor level (implied by a door or windows or blocked passage/door or similar stacked floors)
  • Blue - Ocean Water areas (water contacting exterior surface)
  • Brown - Seabed  and some interior structures like banister rails/outlines of furniture/machines
  • Red - Atlantic Express tracks, doors and airlocks, some machinery/pipes/cables/conduits
  • Yellow - Stairs/steps/elevators/access shafts (paths of level changes)
  • Light Blue - Window 'glass'
  • Purple - Blocked doors and passages (in-game)


This is an example of a existing BS2 game 'level' (BS1/BS2/MP/DLC) expanded with all the inaccessible parts added for a MMORPG map. Paupers Drop Map of 5 levels, amended to show spaces we didnt have access to in the Solo game :

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Wrong side of the tracks ... Paupers Drop :

Paupers Drop "Maintenance Junction 17" should be a 'junction' of multiple routes. Tracks should go in/out from more than just the AE 'Short Line' that we follow in BS2. A second Station closely connected to the first is logical (to allow passengers to transfer between lines/routes). The AE map we are show (  http://bioshock.wikia.com/wiki/Atlantic_Express_%28Business%29  ) does not really indicate another line intersecting this 'junction', but it may have been realigned before the time of the game. There are certainly many tracks outside in the Ocean nearby that could represent the second route (look out the windows).

The Second station (making it a proper 'junction') is added in an upper level where its N-S track would clear the other (W-E) track it crosses). A stairwell and elevator between the station levels allowed passengers to switch train lines. The added (N-S) line traveled thru the 'Paupers Drop' interior (but that WAS before it was occupied/redeveloped).

The second N-S track (used for local maintenance) is stub-ended (if it continued it would have had to intersect the first station). It has a turntable and 2 storage/maintenance bays. The turntable could also be used as an end-of-line turnaround for whatever line its track connects to out the south end.

The map's southern structures (Downtown and Market) are actually almost a level lower in height (because of the stairs down) but are shown in simplified continuity with the northern structures. The biggest distortion is the AE tracks (near the ceiling) would be on the 4th level of the northern part and on the 5th level in the southern.

Look at how large an interior the Sinclair Deluxe actually was (all that green marked) which can be surmised by the extent of the viewed game level paths on other floors (interior space shown is all extracted from extending existing walls -- with green for those directly indicated by doors/windows/similar floorplans and orange for the remaining space). A full third floor full of rooms similar to the first two was accessible way back when the place was not yet wrecked.

Added a 'grand staircase' near the middle of the hotel. It was bizarre that the atrium area had no staircase and only an elevator and only that small staircase all the way near the back .

Observe in the game, those massive (red) girders and ceiling above much of this level (including in those interior water areas that should not really need a ceiling) -- is there a building up above there ?? A Warehouse for the Macy's Thanksgiving Day Parade Balloons ?? The entire complex has the massive concrete foundations and thick reinforced concrete structural walls (Concrete was one thing that could be manufactured locally and thus was cheaper than other materials).

Interesting thing - no internal Pressure bulkheads in Sinclair Deluxe (if one section goes, it wipes out the whole place). That held construction expenses down, and if it flooded, then it could be pumped out and new tenants moved in to continue the rent income.

The View out of windows near Limbo Room Entrance is wrong -- in reality the mass of the Sinclair Deluxe largely obscures the horizon 'skydome' view. Limbo room is on the deepest level - does that make it a deep 'Dive' ??

The 'Market' ceilings are starting to fall in and those little jacks are supposed to hold it up ?? Even funnier was one set of jacks being located ontop of a flimsy roof and theres no wall/beams underneath it to support whatever massive weight is pressing down. If thats the maintenance competency of Lambs little group, then they wont have to wait for Lamb to murder them before they all die in sudden icy wetness.

A floor below street level was added to most buildings. Foundation and Basement for the Sumps (drainage systems), utilities and miscellaneous services. Nasty damp tunnels with who knows what in them....

The Sinclair Deluxe was a good sized building when all five floors were accessible - quite alot larger than the bits we can get to in the Solo game. The two additional lower floors are used for Utilities and various Services, making 5 total. (Service floor in Sinclair Deluxe for food/laundry/staff for back when it was a 'hotel'). The Sinclair Deluxe appears now with significantly more appartment/room units to hold a more realistic number of residents/tenants. Before Lamb's "commune-ists", all those knocked thru walls were still intact .

The Sinclair Deluxe's construction is largely a heavy/thick reinforced concrete shell with 'compression plate' floors to reinforce the outer walls. It was NOT designed by the Wales Brothers. The Decor is thin veneer or wallpaper ontop of concrete or plaster lathing, and tile work in bathrooms. The basement level has the required sumps and pumps typical to all Rapture buildings.

The general run down state of the whole district - remember this was 7+ years after Sinclair was no longer 'in charge' and 'The Rapture Family' was running things. The Sinclair Deluxe looks like it WAS a pretty good place at one time (compare it to Fontaine's "Home for the Poor" 7 years earlier in BS1).

Note - proper bulkhead sealing doors for AE 'repair' tracks (in the old maintenance facility up near the ceiling above you) should be on the water side (or imbedded in walls) to seal properly (and well braced to withstand the massive water force which presses against them. Minor detail - first coupla play thrus I didnt even look up to see them.

The Limbo Room looks like the only thing actually lower than the original Atlantic Express building structure (maybe it was a Sump originally 'hollowed out' for the pumps up above??)

Those interior water spaces between the buildings (roofed over) are odd. They dont look like they were meant to be a swimming pool. Maybe Sinclair was diversifying and incorporated a "Fish Farm" to employ more 'unfortunates' and to "cut out the middleman" (Fontaine - who probably was manipulating fish prices). A Sinclair Fried Fish Delivery business venture ???

"To The Dump" - south passage (blocked) that went to yet another building structure ??? Maybe not a 'City Dump' as mentioned by a developer, but just a 'commentary' of the really run down state of that area.

Note how The district used more inexpensive 'port-hole' style sea windows. Not being as large as so many of the huge rectangular pane windows (we see elsewhere), requires less massive wall reinforcement. This is more what I would expect in the various industrial districts where there is really little need for large windows and their added expense (Neptunes Bounty for example of unneeded HUGE windows).

Pipes/conduits in walls/floors imbedded in cement - bad design - increases corrosion and stress and complicates future repairs. False walls usually hide pipes (for aesthetics) or just leave the pipes exposed against the bare concrete wall. The structural concrete is usually constructed first and space is left for all the utility pipes to be added later once the structure is water tight.

I also note that many of the broken sections of concrete walls correctly show rebar and other imbedded reinforcments, except that the damage/break patterns would not have broken off the rebar - the concrete would be shattered and possibly fall away but the metal would remain.

Why dont the tracks up near the ceiling (of 'Maintenance Junction 17') have any maintenance platforms or catwalks (or remains of them) to allow work on the traincars ??? The lower floor (the player runs about in) was the 'hollowed out underneath' area that Sinclair talks about. Maybe the work platforms were removed BEFORE they fell on the inhabitants (after the facility was deactivated along with most AE passenger service, though they probably also wouldnt leave traincars up there). It was redeveloped by Sinclair -- and things falling and killing customers is bad for business. I added catwalks to show where they were (up integrated into the track structure) for the East 'maintenance' track. Having the catwalks/work platforms in for BS2 might have given the player a more 3D environment to play around in (or to make use of for tactics, or setting for yet another interesting choreographed situation ...) .

If it (the location that became Paupers Drop) was "Hollowed out" -- shouldn't that (lowest) south east building be dug into the seabed (and with no windows that low ... those ones you see at the Limbo Room entrance area shouldnt exist)??? The first 'Paupers Drop' section with the Diner is actually AT the same level of the AE station. Perhaps Sinclair's (Re)development was a bit more substantial than just grabbing a little existing 'hollowed out' space. The Sinclair Deluxe was not part of Maintenance Junction 17 original buildings, and instead was a substantial addition almost as large as the rest of the complex (level).

Big Art Deco statues you see in the inside water area - they are concrete, and must've been on sale for Sinclair to pay for them. The ones inside (metal ones), are of divers with wrenches, symbolic of the RR construction workers - probably part of the original AE structure.

Sinclair was always one for an opportunity, hence the storage rental spaces and mausoleum in the lower levels of the Sinclair Deluxe. Im not sure if he would have his advertisements say that: "Once you went to the Deluxe, you never have to leave".

The large (red) metal supports out in the water just east of the Train Station makes it look like there was a further high-roof building extension in that area at one time.

The additional areas (orange/green) would have contained additional residences/offices/shops (for local convenience - otherwise locals would have to take a train to get ordinary things) :

  • Grocery Store
  • Liquor Store
  • Employment Agency
  • Appliance repair shop
  • Pool Hall/Betting Parlor
  • A cheap Bar (with 'backrooms')
  • Tattoo Parlor
  • Coin Laundry
  • Pidgeon Coops on the roofs.
  • Barber Shop
  • One or more Sweatshops
  • Constable Substation
  • Beauty Parlor

Looking at the entire Paupers Drop map (even expanded), it is not a very large area to live in. How expensive were the Atlantic Express trains to ride (to get elsewhere, to more open space) ? It must have been not too expensive - probably like riding a subway or city bus system for ordinary fares (Paupers Drop has no other obvious connection to the City). Still, it would be money the 'poor' people living there probably could ill afford. Other parts of the City had a continuous 'Street' system connecting them, but Paupers Drop was not originally planned as a residential or business area and thus was left unconnected.

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Things to do to make Paupers Drop a better place to live (post BS2) :

  • First, change the name (ie - Happy Town).
  • Next, fire the old management (might as well get Sinclair back, it didnt look a tenth as bad when he ran the place).
  • Repair the roof properly, so everyone isn't likely to be drowned/crushed at any moment, and fix all those slow leaks.
  • Haul the bodies and trash away - nothing smells of 'hopeless' more than abandoned corpses left in the streets.
  • Give the place a new coat of paint (and fix that shredded wallpaper).
  • Get rid of the Lamb cult paraphernelia - no more delusions, please. Ding Dong the Lamb is Dead....
  • Boarded up windows and doors - gone. Debris blocking passages - gone. Shrieking insane armed people walking the streets - gone.
  • Reactivate the AE routes so that business will be able to find its way here (also remove/repair the wrecked traincars).
  • New deals with other areas of the city - nice clean redeveloped low-cost housing - is in demand (when you see what everywhere else looks like).
  • Chamber of Commerce - get those businesses back - get the Diner hopping again - get that Fish Farm inside the Sinclair Deluxe running again.
  • Reorganize Security to protect the residents, not to subjugate them.
  • Get something more interesting on all those TVs - "The Delta Show" kinda bombed.

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