Walkthrough BioShock Infinite: Burial at Sea. Complete walkthrough of the game BioShock Infinite in Russian. Secrets and codes: Cheats for the game BioShock Infinite Passage. Secrets of the Lutes machine

BioShock Infinite is a vibrant first-person shooter with MMORPG and steampunk elements, in which science fiction takes precedence over the usual perception of the world. In this part of the series, the plot of the game does not take place in the amazing flying city of Columbia. The protagonist of BioShock Infinite is the private detective Booker DeWitt. Stranded, he travels to Colombia to track down a twenty-year-old girl, Elizabeth, who later turns out to have supernatural powers.

In the BioShock Infinite Knowledge Base, all players will be able to find useful information about the game.

combination

Despite the fact that only two types of weapons and less than a dozen abilities are available to the player at a time, you can combine them with each other almost indefinitely. The abilities are very different and are suitable for different situations - you won’t be able to run with one thing the whole game, and you won’t want to. A special highlight of the game is additional properties that can be purchased from slot machines from time to time. If it makes no sense to use a shock on non-mechanical opponents, you can try to strengthen it with a stun and a chain lightning effect, which will help you deal with several enemies at once.

Mode 1999

Speaking of difficulty, this very mode, 1999, cannot be ignored. If on three standard difficulties the game runs more or less calmly, without any special efforts and the mandatory use of strategic and insidious tricks, then in 1999 this will not work at all. Unlike standard difficulties, which increase the damage dealt by enemies, their health, as well as the player's mana consumption, the new 1999 mode, unlocked after beating the game (usually once is enough) or by entering the "Konami Code" (cheat command, not recommended). This mode does a complete rebalancing of the game, making it much more difficult and forcing you to play much more accurately. There will be no talk of any runs under bullets, which are carried out without problems on a normal difficulty level - opponents will shoot, hang and hook you at every opportunity when you lose your guard. Joking aside, the 1999 mode got its name for a reason, because the developers wanted to give nostalgic players a breath of fresh hardcore, such as it was then, in the late 90s. And it should be noted that they succeeded in full.

How to quickly kill a mechanical patriot, mechanic and siren

Unlike the underwater utopian city of Rapture, with its narrow corridors, passages, floors and endless labyrinths, Columbia is an air city. There is a lot of open space here, the sun is shining everywhere, the blue sky is visible from everywhere, even bad weather bypasses the “sacred” city. Cardinal changes in the concept of the game led to the abandonment of the old rules: flying islands, air routes, airships, gondolas appeared, and the room for maneuver increased. All this had a positive effect on the combat system. Combat in Bioshock Infinite is highly dynamic. Throughout the adventure, Booker DeWitt will face many different opponents, among which mechanical patriots, mechanics and sirens stand out with their power, ingenuity and pressure. This "famous trinity" can greatly fray your nerves during the passage of the game, since in the event of the resurrection of the main character after an unsuccessful battle, the enemies also partially restore their health, which makes the usual pressure tactics meaningless. A weak shield and rapidly declining health do not allow you to act in the open, and in large skirmishes and skirmishes, only the skillful use of abilities and the use of shelters will help - this is the key to victory.

Mechanical Patriot in Bioshock Infinite

Appearance: Washington with a machine gun.

First appearance: Hall of Heroes.

Vulnerable place: coils on the back.

Efficient Energetics: Hypnotist, Killer Crows and Reflector, Devil's Kiss and Shock Jockey traps.

Battle tactics: active use of shelters, weakening or shackling with energy drinks, shooting in short bursts from powerful weapons (carbine, hand cannon, shotgun, grenade launcher) at coils on the back and other parts of the body.

Mechanic in Bioshock Infinite

Appearance: iron Golem.

First appearance: Care Square.

Vulnerable place: heart.

Effective equipment: Lightning Touch, Lightning Fist, Flame Halo, Tinkering Storm.

Efficient Energetics: Killer Crows, Shock Jockey.

Battle tactics: destruction of all weak opponents before the battle, remote attacks, fast movement, active use of the airway before the electric shock, firing in short bursts from powerful weapons (carbine, hand cannon, shotgun, grenade launcher) at the heart.

Siren in Bioshock Infinite

Appearance: ghost.

First appearance: Memorial Gardens Cemetery near Comstock's home.

Vulnerable place: head.

Peculiarities: while the Siren is transparent, she is invulnerable.

Effective equipment: Electric Touch, Electric Fist, Flame Halo, Brittle Skin.

Efficient Energetics: Pounce, Hypnotist and Deflector, Devil's Kiss and Shock Jockey traps.

Battle tactics: instant melee attacks with Leap Slam, slow advance with Deflector, active use of cover, fast movement, firing short bursts with powerful weapons (carbine, hand cannon, shotgun, grenade launcher), subduing ghost guards with the Hypnotist or using the Devil's Kiss and "Devil's Kiss" traps against them Shock jockey.

  1. Complete the game in easy mode first. Familiarize yourself with the controls, the conditions of the battle (except for the battles, there is nothing complicated in the game, in fact, there is), the layout of the levels.
  2. As a rule, the game is saved upon entering the location and immediately after the death of all enemies. This can be used to make better use of randomness. When entering a new location, do not look into containers (barrels, crates, etc.). Kill enemies, and only after saving look. If you don't like the content, reload. The content will be different, but the enemies will remain dead. The places where the equipment lies are unchanged, but what kind of equipment lies there is determined randomly. There are only a few places where gear is fixed.
  3. Complete all side tasks, carefully search all locations. In particular, you can not skip new energies (on the first playthrough, you can skip the Power Stream) and tinctures. However, it is impossible to miss the especially important moments necessary for the passage of the storyline, and without additional ones it is possible, but without them it is not so interesting.
  4. Try not to die. Each revival costs $100. You will need this money to buy improvements to energy drinks and weapons. This advice is doable - you can never even revive, and in case of death, start again from the checkpoint.
  5. Don't skip lockpicks, especially early in the game. Then, in the "Slums" you will find enough master keys to not think about them anymore. Rooms should be a priority, as they will contain various useful items and, often, master keys to compensate for those that you have spent. The safes contain only money (note that their amount is determined randomly, although the more keys the safe requires, the greater the maximum possible amount).
  6. Follow Sol. There will be times in BioShock Infinite when you want to use different special attacks against your opponents as often as possible. However, they all consume Salt - a kind of mana that is required to power the Forces. If you spam strength, then Salt will irretrievably leak, which is not very good. Keep an eye on the amount of Salt and try to aim accurately, and not throw forces in all directions in the hope of hitting at least someone. Subsequently, you will be able to pump your powers to the level where they can be used in a chain from one enemy to another. Try to get them as quickly as possible. Although a place for one's own style is always appropriate for experiments.

Most useful gear

Winter Shield Shirt- Gives temporary invulnerability when jumping from a skyway (and sometimes when jumping onto it). Since nothing prevents you from jumping onto the track again (except for the Mechanic - if he sends a current through the track, the hook does not target it) you can extend the invulnerability as many times as you like. In fact, in any location with an airway or a cargo hook, opponents cannot hurt you. Just keep in mind that when you fall from a height, you still receive damage. If you fall into the abyss, you can also die.

Trousers "Ambulance"- Speeds up shield recharge twice and starts it one second earlier (if you think that one second is not enough, think again after the next death). In the absence of the "Winter Shield" or in locations without tracks - the most useful thing.

Boots "Firebird"- When you jump off the tracks, set fire to all enemies around the landing point. A very handy thing that allows you to save ammo and time.

Vampire's Embrace Boots- when killing enemies, part of the health is restored. With a lack of first-aid kits and food, it is very useful.

Flame Halo Hat- Chance to set enemies on fire when hit with a hook. Useful for saving ammo (in combination with Winter Shield and Firebird). It is better not to use it with Vampire's Embrace, as there is a high probability that the enemy will burn down and you will not be given health.

Hat "Storm"- if the enemy dies under the influence of energy drinks "Devil's Kiss", "Shock Jockey" or "Mustang", the effect of energy drinks is transferred to neighboring opponents. Use against large groups of enemies that need to be destroyed as quickly as possible (for example, when fighting the Siren).

Boots "Excess"- If you kill an enemy, causing him much more damage than his remaining health, nearby enemies receive a shock discharge that paralyzes them. Useful in combination with Tempest (or without it) against groups of enemies.

Shirt "Bullet as a gift"- Increases the clip by one and a half times (for all weapons, except for the Rapid Fire). Since ammo in magazines and pockets are counted separately, it turns out that the maximum ammo also increases. But keep in mind - if you load to the maximum, and then take off this shirt, then those + 50% of the cartridges in the clip will simply disappear.

Shirt "Dimble Hands"- Increases reload speed by 50%. Useful in combination with a shotgun and a sniper rifle.

Hat "Reliable Protection"- Gives temporary invulnerability after eating first aid kits or eating. Can be used similarly to the Winter Shield, only the problem is that the food in the location is not infinite. In addition, due to the randomness, there may not be food in the vicinity at all.


To open the 1999 difficulty level in the game "BioShock Infinite", using the keyboard and mouse, click:

[Up] (2), [Down] (2), [Left], [Right], [Left], [Right], [Cancel button], [Confirm button]. In the PC version of the game, the cancel and confirm buttons are: and .

Secrets for the game BioShock Infinite

How to get endless money and master keys?

Money greatly facilitates the passage of the game (especially in the "1999" mode), you can use them to buy weapons and energy or pay for respawn (in the "1999" mode, the game will end if there is not enough money for respawn (revival)). And lockpicks are needed when collecting items (some of the items are behind closed doors), about 30 lockpicks should be enough.

In the location "Return to the Hall of Heroes" we use hypnosis on the vending machine on the left side after exiting the "Hall of Heroes". Use the right sky rail until we reach a platform with several enemies (you can kill them, they won't respawn). We jump down and select the master key from the wooden box under the stairs. We return to the "Hall of Heroes" to replenish salt supplies (if necessary). We go back and repeat again.

In the "Ticket" ("Ticket") building located behind the exit from "Soldier's Field" ("Soldier's Field"), there are three cash registers (cash registers) - two outside the doors, you must first use a master key on them! 40 "silver eagles" and are updated / reborn each time after leaving and returning to this part of the game.

Extras for the game BioShock Infinite you can see codes for games

Locked chest on Comstock Center Rooftops

Tonic, salt.
You can get into this apartment only by breaking a window on the roof, or through a balcony. Next to the chest is a golosofon, from which we learn that the chest was stolen from the Temple. So, the key to the chest is also there, or rather, on the altar.

Cache "Voice of the People" in the "Hall of Heroes"


Tonic, grenade launcher, master key, a couple of shotguns, salt, first aid kit.
This is a cipher on the wall of the toilet, to which you need to find a key book, with which Elizabeth can decipher the inscription.
Hint - the photo is lying almost under your feet, it remains only to find a gun (it is in the opposite building) and a hat (in the next toilet). Use the cylinder, open the cache.

Cache of the "Voice of the People" on the "Square of Diligence"


Tonic, a set of master keys, a card case, Vivian Monroe's voice recorder.
Being on the "Square of Diligence", turn right - you will see a door with the inscription "Closed". Inside, there will be an encryption again, the key to which is in the Good Hour club. But before you deal with this encryption, you will need to go to the gunsmith. So intended!
You will find the encryption key in the basement of the club.

Locked chest in Bull's Yard


Tonic.
Once in the Slums, look into the local bar, where, going down to the basement, you will see the key to the chest on the barrels. Now go to the police warehouse and go up to the second floor. There is a chest waiting for you in the far booth of the central room.

The locked room at the Salted Oyster Bar


Plasmid "Reflector" (without going into this room, you will receive this plasmid a little later), tonic, master keys, golosofon Lutes.
This quest will only start after you find the voicephone in the bookstore. And you will find a bookstore in the Port of Prosperity, on the way to Comstock's house. The main landmark is a bridge stretched over the ceiling (two more snipers are sitting on it).
It is important! Do not pass the turnstiles behind the bridge if you have not dealt with the cache yet - there will be no way back!
From the bridge we turn left, break open the door to the store and go down to the lower floor. At the bottom you will find a voice recorder of a certain Ronald Frank, from whom "his girl" was stolen. They keep her in a locked room at the Salted Oyster Bar. The room opens with a button under the bar.


Cache "Voice of the People" in the "Bank of the Prophet"


Lots of eagles, a set of picks, tonic water, Sprinkler, Lady Comstock's golophone.
The last cache is in the Prophet's Bank, and the key book is in one of the shops in the vicinity of Comstock's house, in the basement. In the Bank, you will need to take the elevator to the bank premises, go down the corridor to the left until you see an office.
Click on the typewriter lying on the table and the cache will open.

year 2013. This game has amazing graphics, an original and interesting plot, as well as convenient gameplay. Of course, the developers could not leave the fans without continuing the adventures of the main characters and released an add-on called BioShock Infinite: Burial at Sea, the passage of which will be discussed later.

Episodes

The game consists of two separate parts, and thanks to them we will again dive under the water and find ourselves in the city of Rapture so beloved by the fans. But with us will be the same Booker DeWitt and Elizabeth, familiar from the original game BioShock Infinite. The passage of the first part is about two hours, the second will take about five. The add-on is a direct continuation of the game and tells about another parallel world that our couple will visit.

The second part of the BioShock Infinite game, the full walkthrough of which is in front of you, has many secrets and hidden places. The developers themselves say that the first add-on was invented for exploration and adventure. The second part of the journey focuses on puzzles familiar from BioShock Infinite. Passage in Russian will help not to get confused and not to lose something important.

The events of the 1st expansion will take place in underwater Rapture during its heyday, a few days before its complete fall. Booker and Elizabeth will meet in another reality, because their destinies are connected in any of the worlds. In the second part, we will visit Paris, where Elizabeth so dreamed of going to in the original BioShock Infinite.

Passage. Part 1

Our adventure will begin with the detective agency in which Booker works, and we will play for him. Once a young girl turns to him for help, and since this is one of the parallel realities, our couple does not remember anything about their previous adventures and begins their acquaintance again. Elizabeth needs to learn about the fate of a girl named Sally, information about which the local artist Cohen has. But getting to him is not so easy, because this lover of chic and outrageous invites only selected people to his parties. And in order to get into the house of Sander Cohen, the main characters need to go to local shops in search of a mask for parties - it is she who is a kind of pass. It will not be difficult to complete the mission - while the charming Elizabeth will fool the sellers, you can safely go to the back rooms and take a good look at them. There are only three stores in the district, and the mask will appear only in the last one. In whatever order you search them, you will have to visit all of them in order to continue Burial at Sea.

Artist's Party

Grabbing a mask, we go to a private club. It will be easy to recognize it by its bright signboard and living sculptures at the entrance. Having considered the sights (and they are worth a look), we will continue the passage of the game BioShock Infinite: Burial at Sea. We go straight along the corridor and find the stairs leading down. We go down and find ourselves on a very unpleasant scene with the participation of the artist.

He agrees to provide us with the necessary information only in exchange for a small favor. Now we have to portray a dancing couple, posing for a madman. But this will only be a bait: while dancing, our heroes will fall into a trap. But still, the artist will say, before stunning us, that the girl is in the stationery department of the local department store.

Smuggler Fontaine

Bound and stunned, our heroes end up where they wanted to go - Fontaine's department store. After your release, you have to go through a difficult path, fighting off mutant people who have gone crazy from the use of plasmids in order to find the girl Sally. Move from one room to another, clearing all opponents, and do not forget to use the help of Elizabeth. Some locations are quite easy to pass, others will make you sweat.

It is not necessary to go through the rooms ahead, sometimes it is worth using the tactics of hidden passage - this will save a lot of time. Hide behind covers, sneak up from behind or shoot at everything that moves - the player himself has the right to decide which BioShock Infinite: Burial at Sea walkthrough to choose.

Lost girl

In the building of the department store, you just need to follow the sign. We will find Sally in the pipeline of the store. But in order to lure her out, it will be necessary to heat the pipes, leaving one cold, along which the girl will move. But almost getting your hands on you, Sally will call Big Daddy. It is worth preparing for a difficult battle, because in order to defeat this thug, you will have to seriously try. During the battle, it is better to stay away from Daddy, while not standing still and constantly moving. There will be no shortage of ammunition, because your faithful companion Elizabeth will always replenish ammunition. Big Daddy has a lot of health, and it is unlikely that you will be able to kill this boss the first time.

After you win, go back to the pipe and pull out the girl. But at this point, Elizabeth will ask you to let Sally go. Now Booker's nose will bleed, and so inopportunely he will remember all the previous adventures in other parallel worlds, and he will want to ask Elizabeth for forgiveness. But he won't be able to do it. The surging memories will dull his vigilance, and he will die from Big Daddy's drill. Such a sad ending awaits us after the end of the game.

Addition. Part two

Now we have to play for the charming Elizabeth. It should be mentioned that the further passage of BioShock Infinite: Burial at Sea is focused on stealth. So we move silently, hide in ambushes and destroy opponents, sneaking up from behind. The dream of our main character came true - she ended up in Paris. Wander around the city and chat with people. When you get tired, go down to the river and try to approach Sally. At this moment, the girl will run, and we need to rush after her. At the same time, the weather will change, it will become cloudy, the wind will rise, and people will disappear somewhere. Sally will also disappear, and in her place there will be a ball that will fly up to the door. Come inside, after a nightmarish video, Elizabeth will find herself next to Booker and Atlas.

After the dialogue, you need to take the doll head and leave the toy department. We climb over the fence and go down, removing the debris that interferes with our journey. Then another terrible video awaits us, after which we will find ourselves in a boat. Go back and pull the lever, now go down and, silently approaching, kill the enemy. You can do this if you do not step on broken glass. Go to the next room and jump into the ventilation passage. If you hook onto the rope, you can collect all the coins and health. Then, using the "C" key, silently land on the floor and kill another enemy. After watching the next video, open the lock and go forward. Near the huge door, pick up a crossbow and quietly, one by one, kill opponents.

Another meeting with Booker

To continue Infinite: Burial at Sea, our heroine needs to get inside the Silver Fin restaurant. This can be done using a master key purchased in a store. If there is no cash, then return to the place where you came from and find the door behind which you will have to kill one enemy. There you will find three lockpicks. Open the lock, but remember that another mutant is waiting outside the door, and you should enter carefully.

Move on and take out the next enemy quietly. After that, we will meet Booker again and talk to him. We go forward, killing a mutant woman along the way. Now we have to open another lock, and this will need to be done without clicking on To do this, avoid hitting the blue font. To distract the mutants, you need to shoot at the left window, and then quickly run across to the elevator.

When you see the guitarist, use hypnosis and set him on Big Daddy. While the fight continues, run forward using the grappling hooks to move quickly. You won’t be able to get into the restaurant through the main entrance, but you can go through the next door and find the secrets hidden in this room there: behind the cabinet that needs to be moved away, there will be a secret hatch into the ventilation shaft. We boldly climb inside and neutralize the trap with the help of two master keys. If they are not there, then you can quickly run past the mechanism, which is very difficult to do, or use the Hypnotist and calmly move on through the BioShock Infinite add-on.

Passage. Secrets of the Lutes machine

Now you need to fix the found device, and for this you need a special plasmid. The arrow will lead to the target, but Elizabeth will be trapped. After talking on the radio with Suchong, we dial the code, and we have the opportunity to complete the tasks necessary to start the machine. We find the desired part of the plasmid and again go after the arrow. Below we find a freezing elixir, as well as a message that will open three more additional tasks.

We go back and in the big hall we meet the Big Daddy. We go around it on the left side and go into the room, there we are waiting for the second message. The safe, which can only be opened with five lockpicks, contains a Plasmid Power Up. We follow the arrow again, collecting food and coins along the way. Take the elevator up, but remember that there are many enemies ahead. You can defeat them with the help of the Hypnotist Plasmid. This location is rich in modifications and various plasmids, so it's worth exploring the surroundings. Since there are not very many opponents in the location, you can do a leisurely search for food, improvements and ammo - this will greatly facilitate the passage in the future. The goal of our task - the CO2 absorber - is in a capsule in the middle of the room near the pillar on which the number 3 stands, you can get there with a hook. It remains to return and repair the car. Pull the lever and go into the resulting gap - everything is so reminiscent of the original BioShock Infinite. The passage of this part will end with another video.

Fink's laboratory

After viewing, we begin to move forward carefully. We find an air vent, climb inside and, having advanced a little, we crawl out. Ahead of us is a meeting with four not very strong opponents. If you are confident in your abilities, and there are a lot of cartridges in your pockets, then you can enter into an open confrontation. But it is better to remove the opponents silently, one at a time. Then we find the entrance to the office of Imperia Fink, inside there is one enemy that can be killed imperceptibly from behind. We go down, where we find the mechanism, but to start it, you need a key. You can find it if you go through the open door and go down. Now we turn the arrow on the clock to the inscription Work - the elevator door will open, into which we safely go and go down.

Now you need to be as careful as possible, try not to get too close to the windows - otherwise opponents will notice you. If you go through the right door, you can find a vending machine and replenish supplies there. We go further after the arrow, trying to explore all the rooms to find food, money and plasmids. There won't be too many enemies in this location, and it won't be difficult to find the hair. Now we go back to the gap and quickly get rid of several opponents. We enter into a dialogue with the District, after which there will be only a minute to prepare. During this time, try to search everything around in search of plasmids and health, because you have a serious battle with many enemies. The most effective in this situation will be "Santa Claus". After the victory, you can continue the journey through the addition to BioShock Infinite.

Passage. The final

After finishing the battle, we go to Fontaine's office, for this we follow the arrow. Along the way, we will meet a fairly large number of enemies, and in order to cope with them, it is better to use the tactics of hidden combat, because Elizabeth does not have so many cartridges. Sneak up from behind, hide behind covers and use skills. After reaching the goal, place the quantum particle in the apparatus, after which another video will start, probably the most difficult in the entire game, and it is better not to watch it for the faint of heart.

It remains only to find the "ace in the hole" in order to return Sally, the girl we are looking for. It will be difficult to do this, but it is possible. We follow the arrow and in one of the rooms we find the wounded Big Daddy. Now we need to move it, but Elizabeth is a fragile girl, and she will not be able to do this. We go back and read the note hanging on the wall, and another one lying on the table. We take them and return to the room with Daddy and the girls. It turns out that the only way to fix the monster is by injecting adam, and you have to persuade the girls to help the Iron Guard, and then move on. In one of the rooms we observe the murder of Dr. Suchong, after which we find the code on the table to start the device, go to the Atlas and give the note. It remains only to watch the video and find out the sad ending of this story. This concludes our walkthrough of BioShock Infinite: Burial at Sea. Congratulations!

Despite the fact that Burial at Sea lacks BioShock Infinite's hallmark "Battle in the Clouds", the passage still turned out to be quite atmospheric, immersing completely in this fictional underwater world. This game is worth playing not only for fans of the series, but also for gamers who love to play games with an intricate and interesting plot.

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8. Soldier's field.
9. Hall of Heroes.
10. In the Hall of Heroes.
11. Souvenir shop.
12. Return to the yard.

Walkthrough. Part 5 - Emporia

Chapter 30
BioShock Infinite

We come to ourselves in a crashed airship. We help Elizabeth open the hatch to the outside. Ahead, in a narrow lane, a familiar couple is playing scribble. From the gentleman we get a diagram of the head of a patriot robot. After that, the couple disappears. We push the piano, we pass on.


Prosperity Square

On the pier we see how peaceful white people crowd with luggage, trying to leave the islands and avoid meeting with the colored revolutionaries.

On the right side we pass to the sign "Prosperity Plaza". We fight the rebels. There is a cart with bags near the building, under it there is the 1st master key.

Break open the door to the building. During the break-in, Elizabeth talks about the mechanical nightingale. She considered him a friend, since he brought food, books for her, and in general was the only creature that she saw live. But then she realized that this was her jailer, and she hated him.



Port of Prosperity

Inside the building we see a destroyed statue and scalps of all Comstock's assistants. (This is the work of a maniac hunter who was initially hired to kill Fitzroy, but later defected to the revolutionaries. We never meet him in the game, but his voice recorders can be found). We can call a hook above the front door, jump on it to the upper platform, take the 2nd master key, Boots - Narrow vision.

On the left there is a locked door, if we spend 3 master keys, inside we can take Extract from the bath (19).

We go on the right side, we leave to the station. We fight with the arrived enemies. On the right pier we look through the telescope (31/37). We enter the gondola, at its doors you can take the 3rd master key. We go up.

Chapter 31


Along the way, we see how the lady and the gentleman alternately appear and disappear at several intermediate sites. Here Elizabeth finally recognized them. This couple is called Robert and Rosalind Lutes - twins who invented the gaps between the worlds and the unique engines of the sky city. According to the official version, they died during the experiment, but it seems that this did not kill them, but gave them new abilities.

On the gondola we arrive at the station "Grand Central Depot". Ahead we see locked toilets, and to the right of them there is a room with cash desks, inside there is a safe for 3 master keys (175 coins), on the table is the 1st master key. In the side room there is a warehouse with a new weapon - the Hailbreaker shotgun.

We pass along a long corridor, at the end we see a murdered man on a suitcase, and under him a golosofon (53/80). In the central hall for 3 master keys we can open a safe (175 coins), for another 3 master keys we open the bar "The Salty Oyster".


Salted Oyster Bar

Surviving patriots have barricaded themselves inside the bar, we are fighting with them. In the right near corner near the suitcase there is a 2nd master key. There are clothes under one of the tables. Boots - Death from Heaven. A kinetoscope (32/37) is installed in the side corridor between the toilets.



main hall

From the hall we pass to the main station. We fight with many enemies who have powerful weapons such as shotguns.

Behind the large statue of Comstock, there is money and a 3rd lockpick in the back. In the left cash room the 4th master key. In the right cash desk there is a safe for three master keys (220 coins) and a voice recorder (54/80).

(We listen to the conversation of Lutes on the golophone. We learn that the twins Robert and Rosalind are actually the same person from different versions of the universe, they differ in only one chromosome responsible for sex. Only by joint efforts did they manage to open the first “window” between worlds. Thanks to their invention, Comstock can "prophesy" - see the probable future).


Shop "Founder's Books"

From the main hall we go along the corridor, on the left there is a dead end with a bookstore. To enter inside, we spend 1 master key. Inside on the central rack clothing Shirt - Shock Jacket. There is a golosophone (55/80) on the shelf near the right wall near the big teddy bear. We go down to the lower floor of the store, on the chair we find another golosofon (56/80).

We pass through the turnstile (there is no way back here). To call the elevator, you need a password. We return to the first table, examine the books, find the combination "0451". But at this time, a melody calling on the Nightingale turned on. We wait out the raid of the nightingale, hiding behind the table, only after that we enter the elevator.

Chapter 32
BioShock Infinite. Walkthrough site


Central channel

Our elevator is undermined, we jump out onto the air route. We ended up on a multi-level square in front of the bank. Here we fight with many enemies, including mechanics.

On the left side there are several vending machines under a canopy, between them lies clothes Pants - Angry goner. To the left of the entrance to the bank on the second floor there is a locked door, we spend 3 master keys on it, inside we find a voice recorder (58/80).

From the square there are two ways to Comstock's house, in the center you can enter the bank, all these doors open with a hairpin. There is nothing interesting in the bank yet. We go through the city on the left path.


begging lane

At the exit, an ambush of several snipers awaits us. We can call our sniper position through the gap and clear the alley.

On the left, you can use a hairpin to open the door to the Emporia Towers building. Inside we find 2 master keys.

We cross the bridge. We open the lock on the right, we get into the wine store. We go down to the cellar, where the rebels have taken the place of the owners and are now exploiting the whites. We kill all armed. On the right in the box we find a voice recorder (59/80).


Harmonious travel

We pass by the huge building of the Cunningham Photo Studio, until it is impossible to enter there.



Business district. Emporia "Downtown Emporia"

We fight on the square with a large bridge between the second floors. Upstairs on the left there is a locked building with red curtains on the windows. We spend 3 master keys, inside we get into an art workshop, we take clothes here Boots - Atlantic Storm and golosofon (60/80).


Victory Square E.Kh. Comstock

We approach Comstock's house, at the entrance there is a lock with fingerprints. The device mistakes Elizabeth for the First Lady, but the fingerprints don't match. To go further, you need to find the First Lady herself. We examine the statue in front of the gate, behind it in the flowerbed lies a golosofon (61/80).


Objective: Find Lady Comstock's grave

Exit the square to the right. At the left fence we find a telescope (33/37). In the burnt store on the left there is a safe for 3 lock picks (200 coins).


Memorial Gardens

From the circular street we go to the center, through the building we go to the city cemetery. To the right of the exit from the building near the stroller there is a master key.

We go to the crypt in the center, through the gap we call the lock on the gate, we come close to the glass coffin of Lady Comstock. From the back, remove the lock from the coffin. At this moment, the light goes out and the voice of the Prophet sounds. The ghost of the First Lady appears - Siren.


Boss: Lady Comstock

The ghost constantly revives all the dead in the graveyard, killing them is useless (but you can complete cumulative combat achievements on them). You need to pay attention only to the ghost itself. We constantly shoot at her.

After the victory, we see the twins Lutes, both of them digging up their graves. They suggest that Elizabeth's mother exists in an unusual state, and she can still be won over to her side. To do this, we need to close three gaps in the city associated with it.

Chapter 33


From the cemetery we return to the circular road. We go further clockwise. We see the destroyed and rickety music store "Albert Fink's Magical Melodies". From the back side we jump into the window. Inside we see a red gap from where music is heard. Here we find a pair of master keys and a golosophone (62/80).

(Albert Fink, Jeremiah's brother, worked here. He recorded other people's music, which he heard through the gap. Jeremiah took an example from him, and in the same way began to steal new technologies from parallel worlds).


We fight with enemies, after that we inspect the buildings. In the center there is a building with purple signs "Lutece Laboratory", we enter there.


Lutes Laboratory

We find the 1st special gap, an electrical installation is built around it. We activate the gap, from there we eavesdrop on the conversation. (From the record, it turns out that Comstock is barren, and his wife did not give birth to Elizabeth. The child was taken from a parallel world).

We rise to the second floor. In the bedroom on the table we take the Extract (21). To the left of the bed we find golosofon (65/80).


Market District "Market District"

We continue to go to the market. The next building on the left is also locked, for 3 master keys we get inside, there we take clothes Hat - reliable protection.

At the bottom of the street there is a burning Excelsior store, there behind the left machine to the right of it we find a master key.

We go down through the alley. We come to a break. On the left there is a locked store "Wilson Bros. & Company", we spend 3 master keys, inside we take Extract (22) .

In the lane we go into the burnt charred building. Inside we take a master key. We go down to the lower floor, we find 3 master keys in a box under the stairs, a safe (190 - 230 coins), and in the side room on a shelf against the wall lies manuscript(to decipher the text).

On the market we return back to the initial station, we enter the central door, we get to the bank.


Prophet Bank


There are three Kinetoscopes at the entrance, but all with old videos. Take the elevator to the main hall of the bank. In the side cash rooms there is a lot of money and a safe for 3 master keys. There is a fork in front of the large round door to the vault.

At the fork we go to the right along the ghostly tracks. On the way we find clothes Pants - Spectral Assistant.

In the bank vault under the three statues we see the 2nd special gap. We learn from it that Comstock ordered Fink to set up an accident for two unnamed people. And earlier, Fink also arranged the murder of the First Lady. We listen to the left record (67/80).

In the corridor to the left of the three statues there is a safe for 3 lock picks (165 coins), behind it is a voice recorder (68/80).

The massive round vault door will open, we can go back directly through them. In the main hall of the bank, you will once again fight the ghost of the First Lady. After the victory, we sit down in the elevator, go out into the street.



Outside, from the initial square, we again go along the left path. We reach the Cunningham Photo Studio building, now it is open. We examine the last 3rd special gap.

(From the gap, a conversation is heard between the Lutes and Rupert Cunningham. We learn that it was their “accident” that Mr. Fink arranged. But this did not kill the Lutes, but turned them into interdimensional ghosts. They cannot themselves influence the development of events, but can appear at any moment , anywhere, and suggest the right solutions to others (which, in fact, they did from the very beginning of the game).

We pick up the left record (69/80). There are three lockpicks up ahead in the dead end room.


We return to the gate to Comstock's house. For the last third time, we fight with the ghost of a lady. After the victory, Elizabeth will talk to her, and the ghost will open the doors for us inside.

Chapter 34
BioShock Infinite. Wiki


Behind the gate we go out onto the bridge to Comstock's house. Press the lever to lower the bridge. But at that moment the Nightingale arrives and throws us through the wall of the building.

Having lost consciousness, we appear in our room. Elizabeth and a couple of Lutes are here with us. We go back to the real world.

While we are recovering, the Nightingale attacks us. But at the last moment, Elizabeth saves us by surrendering herself to a mechanical bird. She is taken to Comstock's house.


Now you need to catch up with the bird. We jump down, cling to the hook. Pull the lever again and run across the bridge. But at this moment we fall into a gap, we find ourselves on a snow-covered version of this bridge. On the way, we hear Elizabeth's voice several times from the gaps.

In the hall we see a statue of Lady Elizabeth with a blade in her hand. In this version of reality, Comstock managed to raise his fanatical follower from the girl.

In the next hall there are many people who are in an indeterminate state - gray in color and with interference. By themselves, they are not dangerous to us. But if we catch the eye of a special enemy in a great helmet, he will unleash all these people on us.

The door in front does not open, but the elevator comes from behind. In the elevator we listen to the golosofon (70/80).

Chapter 35


We get into the living rooms. Here we see what ordinary people have been brought to: they themselves do nothing, they act only on orders, all the rooms for them are signed as for the mentally retarded. We can pass this stage silently, if we do not catch the eyes of the overseers.

We can turn left from the elevator, there is a kinetoscope (34/37). On the main path we go to the right in a circle. We go into the torture room "Where we lie". On the left we go into the crematorium, listen to the golsophone (71/80). Elizabeth was tortured for a long time, but she believed in our return to the last.


On the top floor we go along the corridor. Before entering the room, at the wall we look at the Kinetoscope (35/37). There are many heads for robots in the room. In the room "Where we learn" we pass to the far wall, there is a golosofon (72/80) behind the column on the table.

Ahead will be a projector with a recording of Elizabeth. Six months after the disappearance of Booker, she resigned herself, and ceased to resist the plans of Father Comstock.

Before entering the "Warden" s office "we examine the dead end on the right, a kinetoscope (36/37) is installed there.


Security Center

Having entered the center, we examine the first floor, there is a golosofon (73/80) near the turned on projector. There are clothes on the table opposite the stairs. Hat - Stubborn Assassin.

On the top floor in the director's office, there is a golosophone (74/80) on a chair. We press the lever, this opens the doors on the very first floor.

Chapter 36
Bioshock Infinity


On the way back we fight with the arrived enemies. On the elevator we go down back to the gate. There is a new golosofon (75/80) in the elevator in the corner. Now the gate is open, let's go inside.

We don't find Comstock in the director's office. It is a very distant future, and he has already died of old age. Instead, we are met by the aged Elizabeth. It was she who took us back in time - to 1983. Here, the flying Columbia attacked New York, and soon it will destroy the rest of the land world.

Elderly Elizabeth hands us a message that we should give her in her youth. A sad example from this reality will save the girl from submission to Comstock. In addition, on the sheet there is a secret code for turning off the Nightingale, because of which all our previous plans collapsed. Let's go back to 1912.

Walkthrough. Part 6 - Destruction

Chapter 37
BioShock Infinite


Appearing in a new place, we immediately see Elizabeth. She was chained to the operating table behind glass, and now they are trying to brainwash her.

We need to turn off the power plant. To do this, go up the left or right path. Along the way, we destroy the turrets and guards. On top of the two side chambers, you need to press two levers.

After turning off the instruments, Elizabeth immediately comes to her senses and opens a huge gap, from where a tornado flies into the laboratory.

We go down to the first floor, enter the operating room through the broken glass. We give Elizabeth a message from the future. Together with her, we organize an attack on Comstock's airship.

We go to the second floor, open the door with a hairpin. Opposite this door we can open another door for 3 master keys, inside we find the last Extract (24) and golosofon (76/80). Behind another grate is an elevator.

Chapter 38


Library

We are on the top floor. From the library we go out to the balcony. In the distance we see a huge flagship airship - the Hand of the Prophet.


The roof of Comstock's house

We go to the neighboring rooftops. We fight with mechanical patriots and policemen. After the victory, we open the lock for 3 master keys, inside we find a golosofon (77/80), two master keys and a safe (130 coins). We go to the right pier. Near the blue gondola on the left we find the last telescope (37/37). We sit on the gondola.


air battles

On the gondola, we gradually catch up with the “Hand of the Prophet”. On the way, we repel the attacks of several gondolas with policemen. We jump to them, clinging to the hooks, and then we return to Elizabeth. There will be grenade launchers on the last gondolas, it is better to attack them from afar. We will destroy all the attacking ships, we arrive and land on the flagship.

Chapter 39
BioShock Infinite. Walkthrough


1st deck

We find ourselves in the tail, on the first lowest deck. Here we can go on the port or starboard side. Having reached the bow, we see that the entire airway is occupied by capsules with landing robots. To remove them, we return to the very beginning - to the tail of the airship, there we press the button on the remote control. After that, we climb to the floor above along the air routes.


2nd deck

There are locked rooms on the second floor. In the center in the tail section for 1 master key we can open the inner cabins, inside we find a voice recorder (78/80). In the bow, for 3 master keys, you can open the weapon storage, where we find clothes Hat - Leader Cap.

Again we are looking for a panel with a button to reset the capsules. While they are being dropped, we will be attacked by gondolas with policemen. On the second air route we climb to the third floor.

Chapter 40


3rd deck

Here we can see the plan of the "Hand of the Prophet" in the section. We are on the central closed deck. Here we fight with enemies led by the Mechanic. There are two missile turrets in the next room. After passing them, we jump onto the air route, we go outside.


4th deck

On the command deck, we examine the model of the monument tower. Hidden at its base is a Siphon device that limits Elizabeth's unique powers.

In the next room we meet Comstock himself. He tries one last time to persuade Elizabeth to obey him. Prophet blames Booker DeWitt for what happened to Elizabeth's little finger. Comstock tries to force Elizabeth away, but Booker intervenes and kills the old man by drowning him in a bowl. Booker himself, after the death of Comstock, begins to bleed from his nose (it turns out that he killed himself in this world).



Comstock's private quarters

We rise to the second floor of the deck. Behind a dark inconspicuous door we enter Comstock's bedroom, there we take a golosofon (79/80). In the same adjacent room we take a golosophone (80/80). Nearby on the board is a plan for moving in parallel universes.


control room

We rise to the third floor, exit to the captain's bridge "Bridge". Inside is the steering wheel, turn the airship to the statue-monument.

Revolutionaries begin to attack the airship. Now we need to deal with them.

Elizabeth finally understands the meaning of the clue from the future - the image of the cell. She takes a whistle from the statue of Comstock and plays a tune. Each letter of the word "CAGE" corresponds to the first letter of the note name. The Nightingale flies to the played melody and begins to carry out our orders.

Chapter 41
Bioshock Infiniti in Russian


We need to defend our airship from the superior enemy fleet. Specifically, you need to protect the luminous generator, the level of its strength appears.

In this epic battle, we can direct the Nightingale at the enemies. Its recharge indicator is indicated in the upper right corner of the screen. Reloading takes a long time, so we use the Nightingale only on large airships. We get rid of the arriving gondolas, mechanical patriots and ordinary enemies on our own.

The best tactic in this battle is to place a lot of "Reflector" vigor traps around the generator, which will protect against the shots of ordinary enemies. We do not pay attention to the enemies themselves, they appear constantly, and we aim only at airships and gondolas.


After the victory, the airship flies up to the statue-monument. We send the Nightingale to the statue, he destroys the siphon, and Elizabeth immediately gets unlimited opportunities to move between worlds.

The nightingale gets out of control again and attacks us, but Elizabeth transports both herself, Booker, and the nightingale in time to the underwater city of Rapture (the setting of the first two BioShock games). The nightingale is destroyed under water, and we enter the transport capsule and float to the surface to the lighthouse.

Chapter 42
BioShock Infinite. Ending. Explanation


We returned to the lighthouse, from which the very first part of BioShock began. Elizabeth opens the door with a key that suddenly appears.

We enter a space with an infinite number of lighthouses (a crossroads between different versions of reality). We go to the neighboring lighthouse, right under our feet a road is being built to it. So we go through a few more doors to remember everything that happened to Booker before.


Backstory of Booker's World

We fall into the pond, where the rite of baptism takes place. Booker refuses to be baptized.

Behind the next door we find ourselves in Dewitt's apartment, in which we meet Robert Lutes. He came to take Booker's little daughter, Anna, in exchange for the payment of debts. We have no choice here, we are giving away our daughter.

The next door moves us to the boat, from which the whole game began. We sail with Elizabeth and both Lutes. We rise to the pier, again we enter the lighthouse.


We hit the streets of New York. Booker realized that he had made a mistake and is now trying to catch up with Lutes to get his daughter Anna back. In a narrow alley we see how Robert Lutes opens a gap in a parallel world, where he is met by Rosalind Lutes and Comstock. Lutes hands the baby over to Comstock. Run up Booker tries to take away his daughter, but the portal is already closing. As a result, Anna passes into another world, but in this world only one little finger remains, cut off by the closing portal.

(Later, Comstock would name the resulting baby Elizabeth. And due to the fact that the little finger of the girl remained in another world, it turns out that she exists in two worlds at once, and therefore can easily move between them).



Backstory of Comstock's World

We again fall into the pond, where the rite of baptism takes place. But this time, Booker is ready to be baptized.

(This is the very moment when Booker's choice influenced the further development of the world. Booker, who refused to be baptized, remained himself, and the baptized Booker later became a fanatical believer, took the pseudonym "Prophet Comstock" and persistently began to fulfill the prophecy about the new saving ark and the destruction of everything the rest of humanity).

Before the baptism, several copies of Elizabeth appear from various versions of reality. All together they drown us in the pond. (Thus they destroy the future Comstock and prevent all his atrocities). After that, all copies of Elizabeth cease to exist. (They were the result of Comstock's actions, and therefore disappeared after him).


After a long pause, we reappear in Booker's apartment. The hero opens the door to the nursery, and... the game ends there. It remains for us to calculate whether Anna is still alive.

(The branch of the variants of the universe where Comstock appeared was cut off at the very root. He was drowned in a pond, and as a result, Comstock never appeared, never built an air city, and never kidnapped a child from a strange world. And those versions of the universe where Booker remained himself, continued their measured existence. Anna remained to live with her father).

PS: The creators of the game "Bioshock Infinity" clearly drew their inspiration from the books of science fiction writer Douglas Adams "The Hitchhiker's Guide to the Galaxy" (The Hitchhiker's Guide to the Galaxy).

This is evidenced by the number of levels, of which there are 42 pieces, which corresponds to the famous meme from the book - an unusual answer to "The main question of life, the universe and all that."

Also, the gaps in space, parallel to reality, the flying mechanical bird, the many copies of the main character, specially assembled at one point - all these are direct borrowings from the last fifth book in the series, The Hitchhiker's Guide to the Galaxy: Mostly Harmless. (Of the entire series, only the first book was filmed, so subsequent books are little known to the general public).

If you liked the game "Bioshock Infinity", we advise you to read the books of Douglas Adams.