Passage of game bioshock 3. Passage of BioShock Infinite. Inside the hall of heroes

2013. This game has stunning 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 once again dive under the water and find ourselves in the city of Rapture, so beloved by the fans. But with us will be all the same Booker DeWitt and Elizabeth, familiar from the original game BioShock Infinite. The time to complete the first part is about two hours, the second will have to spend about five. The supplement is a direct continuation of the game and tells about another parallel world in which our couple will visit.

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

The events of the 1st DLC will take place in the underwater Rapture during its heyday, a few days before it completely collapses. Booker and Elizabeth will meet in a different reality, because their fates are connected in any of the worlds. In the second part, we will visit Paris, where Elizabeth so dreamed of getting 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 remembers nothing about their previous adventures and starts their acquaintance anew. 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 select people to his parties. And to get to Sander Cohen's house, 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 is fooling around with the sellers, you can safely go to the back rooms and take a good look at them. There are only three shops 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 to continue Burial at Sea.

Artist's Party

Taking a mask, we go to a closed club. It will be easy to recognize him by the 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 information we need 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 nevertheless, the artist will say, before stunning us, that the girl is in the stationery section of the local department store.

Smuggler Fontaine

Bound and stunned, our heroes go where they wanted to - in Fontaine's department store. After liberation, you have to go through a difficult path, fighting off mutant people who have gone crazy with 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 Elizabeth's help. Some locations are pretty easy to walk through, 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 significantly save time. Hide behind cover, sneak up behind or shoot anything that moves - the player has the right to decide which one to choose the passage of BioShock Infinite: Burial at Sea.

Lost Girl

In the building of the department store, you just need to move along the sign. We'll find Sally in the pipeline of the store. But in order to lure her out, it will be necessary to heat up the pipes, leaving one cold, along which the girl will move. But almost getting your hands on, Sally will call Big Daddy. It is worth preparing for a difficult battle, because in order to defeat this bully, 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 it will be possible to kill this boss the first time.

After you win, head back to the pipe and take out the girl. But at this point, Elizabeth will ask you to let go of Sally. Now Booker will have a nosebleed, and so inappropriately he will remember all his previous adventures in other parallel worlds, and he will want to ask Elizabeth for forgiveness. But he will not be able to do this. The surging memories will dull 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 further playthrough of BioShock Infinite: Burial at Sea is stealth oriented. So we move silently, hide in ambushes and destroy opponents, sneaking up from behind. The dream of our main character has come true - she ended up in Paris. Wander around the city and chat with people. When you get bored, 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. Go inside, after a nightmare 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 downstairs, removing the debris that interfere with our journey. Next we will have another terrible video, after which we will find ourselves in the boat. Go back and pull the lever, now go down and, silently approaching, kill the enemy. This can be done by not stepping on the broken glass. Go to the next room and jump into the ventilation passage. If you catch the rope with a hook, 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, take a crossbow in your hands 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 lock pick purchased from the store. If there is no cash, then return to the place where you came from and find a 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 behind the door, and you should enter carefully.

Move on and quietly destroy the next enemy. After which we will meet with Booker again and talk to him. We go forward, killing the mutant woman along the way. Now we have to open another lock, and we will need to do this 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 over to the elevator.

When you see the guitarist, apply hypnosis and set him on Big Daddy. While the fight continues, run forward using the grappling hooks. 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, which needs to be moved, there will be a secret hatch into the ventilation shaft. Feel free to climb inside and neutralize the trap using 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 Luteses' Machine

Now you need to repair 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 car. We find the necessary part of the plasmid and again go for 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 the second message awaits us. In the safe, which can only be opened with five lockpicks, there is a plasmid enhancement. We follow the arrow again, collecting food and coins along the way. Take the elevator, but remember that there are many enemies ahead. You can defeat them using the "Hypnotist" plasmid. This location is rich in mods 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 ammunition - this will greatly facilitate the passage in the future. The goal of our task - the CO2 absorber - is in the capsule in the middle of the room near the pillar with the number 3 on it, you can get there using a hook. It remains to return and repair the car. Pull the lever and go into the resulting gap - everything so much resembles the original BioShock Infinite. The passage of this part will end with another video.

Fink's laboratory

After viewing, we begin to move forward neatly. We find the ventilation hole, we climb inside and, having moved 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, you can enter into open confrontation, but it is better to remove opponents silently, one at a time. Then we find the entrance to the office of Imeria Fink, inside there is one enemy that can be killed unnoticed from behind. We go downstairs, where we find a mechanism, but to start it, you need a key. You can find it if you go through the open door and go downstairs. Now we turn the arrow on the clock to the inscription Work - the elevator door will open, into which we safely enter 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 to 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 in order to find food, money and plasmids. There will not be so many enemies in this location, and it will not be difficult to find 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 left for preparation. 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 winning, you can continue your journey through the add-on to BioShock Infinite.

Passage. The final

Having finished the battle, we go to Fontaine's office, for this we follow the arrow. On 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. Creep up from behind, hide behind cover and use skills. When you reach the goal, place a quantum particle in the apparatus, after which another video will start, probably the hardest one in the whole game, and it is better for the faint of heart not to watch it.

It remains only to find an "ace in the sleeve" 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 him, but Elizabeth is a fragile girl, and she will not be able to do it. 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 monster can only be repaired by an injection of 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. Souchong, after which we find the code for launching the apparatus on the table, 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 for BioShock Infinite: Burial at Sea. Congratulations!

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

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BioShock Walkthrough:

1. Plane Crash

The game will begin with a short introductory video, in which we will see the last minutes of the life of an airplane crashing over the ocean. We swim to the structure that looks like a lighthouse, keeping a safe distance from the burning wreckage of the crashed liner. We go up the stairs and go into the door. We find the stairs on the other side of the room and go down it to the bathyscaphe. Inside the bathyscaphe, we press the lever to hit the road to the bottom of the ocean. We sit comfortably in front of the window and observe the beauty of the unknown underwater world.

2. Welcome to Rapture

We take the portable radio from the shelf to the left of the porthole. We listen to the message from Atlas. We leave from the bathyscaphe. We turn left and go up the stairs. We observe the fight of a humanoid with a security system device. We go to the passage littered with pieces of concrete. We lift the adjustable wrench from the ground and break concrete blocks with it. We pass into the next area. We stand in front of the stairs until we see a couch engulfed in flames next to us. Then we rise up the stairs and inflict a couple of fatal blows with a key to the humanoid who attacked us from around the corner on the right. Do not forget to search the bodies of the enemies you killed in search of plasmids, first-aid kits, cartridges and other useful things. Then we go up another staircase and take the first Electrobolt plasmid from the special machine Gatherer "s Garden.

Upon awakening, you will find that you have become the owner of supernatural power. You can now fire electrical discharges with the appropriate plasmid supplies. We release an electrical discharge into the door control panel. We go into the tunnel. We go to the tail of the plane, which broke through the transparent wall of the tunnel, because of which water began to rush into it. We climb into the tail of the plane and through the emergency exit we get out to the other side of the tunnel. We continue along the tunnel to the door with the Securis sign. We pass through this door into a semi-dark room. We find here a couple of syringes with a supply of plasmid and kill several humanoids.

We pass through the door, above which the sign with the inscription Airlock Active is burning. We rise along the long stairs. We kill the humanoid engulfed in fire. We pass into the adjacent room and take the elevator to the upper level of the underwater complex. Pay attention to the arrow that appears at the top of the screen, it will point you in the right direction.

We go into the arch with the inscription restaurant Kashmir. We destroy one more humanoid and take a revolver from the carriage. We go to the restaurant. We are looking for a men's toilet, in which part of the wall in the far booth should be broken. We climb through this hole into the adjacent room. We move along the lighting fixtures to the opposite balcony. We go down the stairs. After the end of the skirmish between the humanoid and the robot, we shoot from your revolver into the padlock that locks the grate. We pass into the next sector. We take away cartridges for the revolver from the killed humanoid. We go along the corridor, destroying all enemies along the way. Having reached the stairs, we release an electric discharge into two humanoids standing in the water. We go down to the center of the hall and go to the door of Neptune's Bounty.

As soon as the grill slams shut right in front of your nose, immediately move away from the door and hide in the arch opposite the waterfall. We kill humanoids, sending electrical discharges into the water. We leave from the shelter after the message from the Atlas sounds. We pass to the Medical Plaza sector. Here we look at the screen on which the appeal from Andrew Ryne is broadcast and we are waiting for help from Atlas. We pass into the next room after his command, in which we turn the valve to get to the medical pavilion.

3. Medical Pavilion

We turn left and stop in front of a closed double door. The doors jammed the security device. We crack the program code of the device. The essence of hacking is as follows. The screen will display a screen divided into squares. You will need to connect the pipe so that the fluid flows smoothly from the starting point to the final destination. After successfully hacking, the device will go over to your side and help you deal with enemies. We pass into the next room. Here we kill two humanoids and go upstairs along any of the two stairs. A control panel is installed on the balcony. We press on the lever to open the door behind your back. The radio will hear the voice of Atlas, who will tell you that you must get the key from Dr. Steinman. We pass through the door and head to another control panel. We press the lever to supply power to the lobby of the medical pavilion. We go downstairs. We deal with the humanoids and we go through the door, which opened as soon as the light appeared in the hall. We observe the actions of the ghost and we pass through another door into the very womb of the medical complex. It is worth noting the accumulation of a large number of humanoids in all rooms and corridors of the complex. Be careful. Also, don't forget about the automatic fire towers. First, we release an electric discharge into the tower and then destroy it in any way possible.

First of all, we are looking for a door, above which the inscription "Dr. Steinman" s Aesthetic Ideals " will quickly run away, leaving behind a heap of ruins.

We return in the same way to the center of the medical complex. Now you must solve the problem of infiltrating the Dental Services area (stairs next to the entrance to Dr. Steinman's area). The entrance to this area is covered with a thick ice cap. You need to somehow melt all the ice in order to clear the passage. We go to the crematorium. In the back of the crematorium, we temporarily disable it by means of an electric discharge.

surveillance camera and go up the stairs. We destroy the humanoid near the pantry. We find a hole in the wall of the pantry and, bending down, we climb inside. We select from the floor Incinerate plasmids, with which you can release fire. We set fire to the humanoids who surrounded the pantry from all sides. We are waiting for the end of the fiery extravaganza. Exit the pantry and go to the frozen passage to the Dental Services area.

We melt the ice with a new plasmid. The only thing we need to pick up here is the telekinesis plasmid. It lies in the left area of ​​the dental complex in the broken machine Gatherer "s Garden. To install telekinesis plasmids in the nest, you will have to discard one of the two plasmids you already have. It is up to you to leave, but I recommend leaving the electric plasmid. Having taken possession of the telekinesis plasmid, We go with him to the clinic of Dr. Steinman. Using the power of telekinesis, "catch" a grenade flying in your direction from the balcony and launch it into the blocked passage. We pass into the next room. We destroy two security systems and we pass into the operating room through either of the two doors. We observe the actions of the doctor through the glass of the operating room. Literally in a minute he will rush in your direction with a machine gun at the ready. It's time to put an end to the doctor's mocking experiments. This opponent does not pose a particular danger to your health. If you have a pyro plasmid, you can try to lure the doctor onto the oil slick behind the operating table and quickly set it on fire. One option is to use an electric plasmid by luring the doctor into a puddle of water in the corner of the operating room.

Immediately after the murder of Aesculapius, we listen to a message from Atlas. We search the doctor's body and find the key from him. We return to the tunnel. We go to the other side of the tunnel until we see an open passage on the left. We go into this area. We pass through the glass door into the large hall. Atlas again contacts us with the demand to kill the little sister, and Tennenbaum wants you to spare her. The choice is yours. I will only note that for the murder of your sister, you will receive 160 points and only 80 points you will receive if you leave her to live.

After making a certain decision, Atlas will direct you to a vending machine installed right in this hall and until recently hidden by a massive curtain. We explore the contents of the store and buy what you are missing the most at the moment.

We enter from the hall through the door in the eastern side of the hall, then we go through another door into the central sector of the medical pavilion. We are heading towards the hall. Along the way, you will encounter Big Dad and Little Sister. Dad is a serious rival, not like a doctor. When fighting him, it is especially effective to use explosive or ammunition that penetrates into his armor. You also have to constantly be on the move in order to be at a safe distance from your dad, because, despite his size, he moves pretty quickly.

When the robot is finished, we decide with the sister: kill her or subjugate her. We go down into the hall and go to the far open door. We kill humanoids along the way. We go into the room and go up the stairs to the second floor. Click on the switch to open the way to the bathyscaphe. We go downstairs. We go into the bathyscaphe. In the bathyscaphe, lower the lever to the lower position and select the Neptune "s Bounty route.

4. Neptune's Bounty

We rise along the stairs and go around the column on the right side. We select ammunition from the floor, move through the ruins and go into the door. After passing a long corridor, we go out to the pier, along which dad and his sister and a couple of humanoids are walking. We crawl under the wooden flooring before they had time to notice you. We find an automatic cannon nearby, release an electric discharge into it and break into the security system. We do the same operation with another cannon under the deck on the opposite side of the dock. Now you can start the operation to eliminate the pope. Try to keep him in the center of the area in the cannon fire zone. You can also try to lure him into the minefield outlined in a red circle.

After destroying the dad and having dealt with the sister, we head to the pier in the southern side of the dock. We are looking for a nearby metal door, in front of which a humanoid is walking. We destroy the enemy and we pass through the metal door into the next area. We approach the Gatherer "s Garden machine gun and turn to the left. You found yourself in the firing zone of the automatic cannon firing a rocket in your direction. We use the telekinesis plasmids to" catch "the missiles and turn them in the opposite direction. Two or three accurate hits and the cannon finally will be destroyed.

We go down the stairs and head towards the giant sign "Fountaine Fisheries". Climb over the boxes with fish and go into the door. We look at the dead lady lying on the floor. We collect ammunition and health. We knock with an adjustable wrench on the door on the opposite side of the room. Listening to Peach Wilkins' monologue. He wants you to get to one office (Wharfmaster office) on the upper dock and get a regular camera there. Before you can go in search of the camera, you will have to fight a humanoid spider. This enemy can move along walls, ceilings and fall right on your head, thereby causing serious damage to your health. In this episode, we are trying to hold out until an automatic security device appears in the room, which will help you quickly deal with the spider. After which Wilkins will reopen the viewing window in the door and give a short monologue. We take away the device for launching missiles from the table and leave the room. We get over the obstacle in the form of boxes with fish, climb the stairs to the platform with machine guns and go right. The gate should now be open. We kill all the humanoids walking near the gate and we pass into the next sector.

First of all, we run up several flights of stairs to the upper level of the pier. Then we go through a couple of doors and eventually find ourselves in a large room with dad and a small cluster of humanoids. We quietly pass through the arch and break open the scheme of the automatic cannon installed in the corner to your right. Now, with the help of fire support, you can try to destroy dad and all the rest of the little thing. We are looking for Masha's sound diary on the floor along the left wall. We listen to it and remember the following numbers: 7-5-3-3. You will need this door code a little later.

We pass through another arch and go towards the Wharfmaster office. We knock down the lock on the grate. We destroy a humanoid with a machine gun. We disable the security camera and go up two stairs to the upper floor. In order not to get into the field of visibility of another security camera, as soon as we leave the last step, we hide in a small room with a switch and a closed lattice. We knock down the lock on the grate, go into the room and quickly hide behind the table so as not to get under the cross fire of the fire towers. Do not forget to use telekinesis in the fight against missile turrets. Having cleared the room from automatic devices, we go to the wall opposite the front door. We take away into the next room through the gap in the wall. We find the door with the inscription Interrogation room. In this room we take the camera from the table. Peach Wilkins will contact you immediately. He wants you to photograph three different spider-humanoids with this camera.

We aim the camera lens at the first humanoid-spider, which we see behind the glass, and as a result we get the first picture of three. We leave the office and go along the corridor. As soon as the smoke from the explosion that thundered in front has cleared, you can go to explore the area affected by the blast wave. We approach the edge of the plate and eliminate the enemy standing below. We jump to the boxes and then to the floor. We open the only door in this room and go out into a small corridor. We pass by the fire and open another door to exit into the tunnel. We go along the tunnel to the fork, destroying the surveillance camera and two humanoids along the way. At the fork we look around. We see metal doors on both sides. Examine the area that begins behind these two doors in order to find two humanoid spiders and photograph them.

When all three photos are in your hands, we go out into the tunnel and walk along it in the opposite direction. We return to the room you jumped into after the explosion in the Wharfmaster office. The gate is now open and thus the way to the lower level of the quay is open. We get to the site where the vending machine and the gene bank are installed. Make sure you have an electrical plasmid and most importantly a plasmid igniter. Use the services of a gene bank if you are missing one of the plasmids. We destroy the humanoid spider and follow into the room, with the locked door and Peach Wilkins behind it. We knock on the door. He will let you in, but he will force you to put all the weapons you have in a yellow device with the inscription "Pneumo" (it will return to you, do not worry). We go downstairs. Melt the snow on the floor to get the tonic plasmid. We go down even lower and we pass through the door into a large room, in which we have to fight with Wilkins and his friends. You have no weapons, but you have plasmids. Try to lure opponents into the water and release an electric discharge at them. You can also try to hack security systems so that they are for you, not against.

After destroying Peach Wilkins and all his honest company, we find the stairs nearby and go down to the site. We take away the weapon from the yellow column (albeit with a reduced amount of ammunition) and go down even lower. We go into the room in which we melt the snow, near the gate of the western bunker. We go inside, we observe two ghosts. We continue to melt the snow and walk slowly along the tunnel. We listen to the message from the Atlas and go forward to the next level.

5. Smuggler "s Hideout

We leave the tunnel into the grotto. We find a slope nearby and climb it into the cave. Here we destroy the automatic cannon. We leave the cave. We go along the tunnel in the direction of the submarine parking. When approaching the harbor, Atlas will contact you. He wants you to sneak into the control room with the sole purpose of opening the sub's hatch. We go to the control room along the only possible route. We activate the switch in the control room. After active negotiations on the radio, we leave the control room through another door. We shoot at the tanks and barrels in front of us to destroy as many humanoids as possible. We go down to the harbor. Before reaching it a couple of meters, we hear and see an explosion that destroys the submarine. Following the arrow, we go into the room, in which we immediately turn the valve to close the door behind us and go to the next level.

6. Arcadia

We follow to the end of the narrow corridor. We knock down the lock on the door and go out into the park. Once it was blooming and fragrant, but now all the vegetation in it has withered and wilted. We go to the left side of the park along the path lined with stones. We go into the door marked with signs "Rapture Metro / Arcadia Glens". In this sector, for the first time, you will meet a very insidious enemy - the gumnoid-houdini. He can disappear and appear in the most unexpected place and release fire towards the enemy. We turn right and go up the stairs. We are looking for a door nearby, marked with a sign "Rapture Metro". We leave on the balcony and quickly run to the other side, while simultaneously shooting at the cluster of humanoids in front. We pass through the door and reload our weapon in a more relaxed atmosphere. We go down the stairs closest to you to the lower level. Following the numerous "Rapture Metro" signs, we reach the entrance to the "Arcadia Glens" area.

We go inside and go left. We meet big daddy and sister around the corner. We deal with it and along the wooden flooring we run past the door marked as Waterfall Grotto (a little later you will look into this area) into the Rolling Hills area. We pass through the door and go down the slope to the wooden shed, under which the cannon is installed. We destroy the cannon, the lonely humanoid is nearby and we are looking for a ladder nearby. We deal with the next big dad, whom you will meet as soon as you start going down the stairs. In the next location, we head towards the still closed entrance to Rapture Metro. We receive instructions on the radio. Atlas asks you to find Julia Langford, who has been growing the forest, and ask her to help you save the forest from drying out. Fortunately, you are very close to her research laboratory. We go into the laboratory. First of all, we destroy the camera to your right. We pass through the door. We look at the screen from which Julia Langford will look at us and speak. She wants you to go to Waterfall Grotto and find a sample of Rose Gallica (Rosa Gallica) there.

We leave the laboratory and immediately fall under the dense guardianship of humanoids. Having destroyed the uninvited friends, we go to the Waterfall Grotto area (you already know where it is). Having entered the Waterfall Grotto, we immediately begin by any means to get rid of the group of motley humanoids. We find a genetic tonic in one of them. We go to the edge of the cliff. We look at the water wheel, near which red roses grow. With all precautions, we go downstairs, pick one rose and prepare to repel the attack of a humanoid who descended from the stairs behind you.

We return to the Langford laboratory. She will ask you to send her a rose via pneumatic mail. We put the rose in the yellow column with the inscription "Pneumo". We go into the reception room and, not finding anything interesting in it, we pass into the next room. Here Langford will inform you that she has disabled the security system, so you can fearlessly walk around the laboratory. Following the arrow, we find the entrance to the tunnel, along which we go straight to the office of Mrs. Langford herself. Looking through the glass, we become an unwitting witness to the painful death of Julia Langford from the effects of the yellow gas that filled the entire office. Before she dies, she will display numbers on the glass: 9-4-5-7. We wait until the gas has completely disappeared from the office, and only then we go inside.

We take from the table a new weapon - a chemical installation. We find a locked safe under the picture and put on the lock the numbers seen on the glass. In the safe we ​​find a sound diary, a key and a formula (Lazarus Vector Formula). We listen to the sound diary and remember which components you must find and collect in order to create the liquid substance Vector Lazarus, which should breathe new life into the vegetation of the park.

Let's start with chlorophyll. Bubbles of this solution can be found on humanoids you kill, especially the Houdini humanoids. Try to find seven servings of chloroform at this level. Other ingredients: distilled water and bee enzyme samples can be found in the city market, which is almost at hand. We get out of the Langford laboratory into the Rolling Hills area. Here Atlas will contact you again. It will direct you to the Farmer's Market area, where you can find all the ingredients specified in the formula. Exit the Rolling Hills area and follow to the beginning of the Arcadia Glens area. Nearby should be the entrance to Farmer's Market, you should go there. We turn right. Having passed all the arches, we see the inscription Farmer "s Market. Behind it we find a chamber. We go into it and turn the valve to close the bulkhead behind us.

7. Farmer's Market

Examine the farmer's body on the floor near the pneumatic post. We find in him the bee enzyme, the first of the necessary seven. We select a sound diary from the floor, which contains information about the location of the remaining enzymes. We go into the door. From the tunnel we go out to a closed area with stalls and stalls. Beware of numerous guns and cameras installed in secluded places. We select the tonic tonic from the alcove on the right side. We go into a large room with a balcony and a large spreading tree. We rise to the balcony and go into the door to your right. First of all, we pay all our attention to the big dad, or rather, we enter into a fight with him. Then follow the path in the direction of the inscriptions on the wall "Silvering apiary" and "Worley Winery". We go into the door with the "Securis" sign. We go along the tunnel until we see a branch to the left, you go there. Watching a swarm of bees deal with a humanoid. After that, the bees will fly right at you, but it was not there. We retreat behind the oil slick and set it on fire, thereby blocking the path of the bees in your direction. When the fire is completely extinguished, we go into the room with the killed humanoid. Then we go into the door behind the counter to find ourselves in the room with the hives. We pull the lever on the control panel to let the special smoke into the room, forcing the bees to hide in the hives. The smoke will envelop everything around for about 20-30 seconds. We use this time to search for enzymes in the hives. We repeat the simple operation until you have 7 enzymes available. The search will be further complicated by the fact that as soon as you go to the hives, a couple of humanoids will immediately burst into the room. So be on the lookout.

We go out into the tunnel, after all the hives have been examined and all the enzymes have been collected. Follow to the "Worley Winery" area. We search all the premises of the distillery in search of seven decanters of distilled water. When you have all the components specified in the formula, find the nearest U-Invent machine to create the Lazarus Vector substance. We return to the beginning of the level, go into the chamber and close the bulkhead behind us. Going back to the previous level

8. Arcadia - second visit

Before leaving the cell, we listen to a message from Ryan. We are destroying the air security systems that have flooded this area. We go to the Langford laboratory, since the route is already known. At the entrance, we deal with a lonely enemy and go non-stop to the office that was once occupied by Julia Langford. Place the flask with the Lazarus Vector substance in the Central Misting Control installation in the left free slot. We are heading to the reception. We block the front door by activating the lab access seal device. From now on, you have about a minute in stock to prepare for an attack by a large horde of humanoids, who will certainly break into the laboratory as soon as the front door is welded open. We hold a perimeter defense while the installation prepares the launch of the Lazarus Vector into the park's spraying system. When Atlas informs you that everything is ready for launch, go to the office and activate the lever on the right side of the installation. We leave the laboratory and head to the Rapture Metro area (to the right of the laboratory). We find inside Rapture Metro a bathyscaphe, on which we go to Fort Frolic.

9. Fort Frolic

Welcome to an area that can rightfully be considered the cultural nerve of the underwater city. Theaters, museums and other cultural institutions are concentrated here. We go to the door of Rapture Metro Hephaestus. We pass through it and go towards the bathyscaphe. Listening to the monologue of Sander Cohen, an artist with a very unusual character. We leave here as soon as we receive a new assignment. We deal with a couple of humanoid spiders who literally fall on your head. The artist decided in this way to check your "combat" state. We repel the attack of five or six humanoids and we pass into the main atrium as soon as Cohen unlocks the door. We rise along the wide stairs. We pass to Fleet Hall. After the ticket offices, we pay "attention" to the security camera, until it has time to detect you. Then we press the button to call the elevator. We turn back and engage in a fight with three humanoids. Then we go into the cockpit and, by pressing the button, smoothly go upstairs.

We go to the theater. We are following the performance of the nervous pianist, which will end very badly for him, namely in the hot arms of the flame. Following Cohen's directions, take a photo of the dead pianist.

We return to the central part of the atrium. We come to a group of sculptures installed on a small stage. Insert the picture of the former pianist into the frame. We take from the hands of the sculpture that has appeared on the scene a new weapon - a crossbow. The artist wants you to kill three more of his enemies, photograph their bodies and place the pictures in the remaining three frames.

So, next in line is Martin Finnegan. We rise to the upper level of the atrium. Cohen will open the Poseidon Plaza area for you. We are looking for the central door nearby, behind which this area begins. We leave the ice tunnel and look to the left to see Finnegan in the distance and almost instantly lose sight of him. We begin to approach the point where he recently stood. After small metamorphoses with your body, mobility will return to you. We are approaching the leftmost pseudo statue. We hit Finnegan when he starts to melt. Next, we are fighting, just like with any humanoid-houdini. We photograph Finnegan's body and, returning to the atrium, insert the photo into the frame.

The next victim is Rodriguez. We return to the Poseidon Plaza area. We pass through the ice tunnel. Then we go around the fallen column and melt the snow near the door. We pass through this door to another segment of Poseidon Plaza. We are looking for a strip club Eve 's Garden. Inside we see a ghost dancing near the pole. We climb onto the stage and go along the corridor into a small room with a corpse on the bed. Return to the club. We see Rodriguez near the bar. We begin to chase him. Rodriguez will throw in your direction fireballs. Shooting in the back of the eternally fleeing Rodriguez and, of course, avoiding close communication with his fireballs.

Cohen, entering the role of a temperamental artist, enters a streak of anger and sends you countless motley humanoids. We kill all the enemies, after which Cohen will apologize to you. Go back to the strip club Eve 's Garden. Go to the door next to the bar and climb the stairs. We go through a couple of automatic doors, after which we destroy the two fire stations located on both sides of the last door. Go to Rapture Records (on the northwest We go down to the fire, in front of which there is a chair on which a dead humanoid has collapsed. Hearing a characteristic ticking, we move to a safe place - after a couple of seconds an explosion will sound. The last character from the list of Cohen's personal enemies will start screaming from the upper floor. We destroy all humanoids. , sent by Cobb down to you. We climb into the ventilation shaft. At the exit from it we face your opponent. Like Rodriguez in Cobb's arsenal, the same fireballs, the same tricks and movements. We photograph the dead body and carry the picture into the atrium. We observe the majestic descent of Cohen on the stairs. In no case do not kill him, he will still be useful to you. We leave the atrium. We go into Rapture Metro Hephaestus. Sadims I go to the bathyscaphe and go to the Hephaestus area.

10. Hephaestus

Hephaestus is the Greek god of blacksmiths. Starting from this level, your enemies will become more dangerous and invulnerable, so be careful. We leave from the bathyscaphe. We go up the stairs, go through the door and further along the tunnel, and it doesn't matter which route you choose - all roads lead to the same place. At the end of the tunnel we open the door and see a large sign "Ryan indastries" in front.

We go down the ramp to the door and go to the territory of the enterprise. We turn to face the "office of Andrew Ryan" sign. We go along the wall to the nearest door. In the next very large room we find an exit on the other side opposite from the entrance. We make a lightning-fast dash to the nearest door without getting into the security camera lens. After opening this door, we pass into the corridor, which will lead you to the office of Rain. Raine's office is not accessible due to a clever device that creates an electric field around the door. We examine the corpses of people who once had the imprudence to visit the office. We find sound diaries at the first and third corpses on the right columns. The second diary contains suggestive information on how to access Rhine's office. Listening to the diary will end with a message from Ryan and another change of your goals. Next, we destroy a group of humanoids sent by Ryan with one single purpose - to grind you into powder. They will weld open the locked Hephaestus Core door and rush into the office. After a small skirmish with the enemy, we go into the now open passage to the Hephaestus Core area. We release an electric charge into the water, thereby leaving no chance of survival for several humanoids crowded around the corpse of the big daddy. We leave from the room into the tunnel, which will lead you to the Hephaestus Core area.

We look from the balcony to the central core of the station. We go into the door to your left. We deal with a pair of humanoids and go down the stairs to the lower level of the station. We are looking for the area of ​​the entrance to the Heat Loss Monitoring area, since the signboards will make it easy to do this. After passing the tunnel, we find ourselves in a large room with working mechanisms. We go to the door on the other side of the room. When you just have to reach it a couple of meters, three corpses will suddenly revive and attack you. We destroy all enemies, after which we receive a stinging message from Rhine. We leave into the next room. We are heading towards the illuminated corner on the right side of this room. We pick up the sound diary from the floor. It contains the door code of the Kyburz office: 0-1-2-6. We go down the stairs to your left and go into the span enveloped by the ferry. We go to the next staircase, on the way killing another suddenly revived humanoid. Descending even lower, we head to the balcony overhanging the flooded area. We see the ghost of a station worker. Turn around 180 degrees and go to look for the stairs on the right side of the room. Below we take a sound diary from the table. Exit the Heat Loss Monitoring area.

Now you need to find the entrance to the Workshops area. The signs will point you in the right direction. We go into the door marked with the Workshops plate, we go through the tunnel and, having opened the door, we go directly into the area itself. We go down the stairs, which is located next to the vending machine. Turning left, we see that the entrance to the Kyburz office is covered by two firing points. We destroy them in any available way and go into the corridor to the right of the office. We find nearby a bookcase. We go behind the rack and carefully study the wall in search of a closed passage to the secret room. Move the blood-stained shutter and climb inside. In the room we take a sound diary from the right table, from which we learn what components you need to create an EMP bomb. The bomb body is on the next table.

Components:

Nitroglycerin: found in the Kyburz office.

Ionic gel (2 containers): scattered throughout the Hephaestus area.

Wireless transmitter R-34 (4 pcs.): Removed from the corpses of big dads.

We leave from the secret room. We remove the first R-34 from the corpse of the big dad in the next room. We are heading to the Kyburz office. Enter the code (0-1-2-6) and go inside. We deactivate the electric rays (we shoot at special devices on the walls and ceilings) and go down to the lower level of the office. Examine the table by the window in search of a button. We press this button to open the glass door of the cabinet in which the nitroglycerin is stored. This manipulation somehow activates a firing point near the front door. We take nitroglycerin, destroy the turret and leave the office.

Now let's be puzzled by the search for an ionic gel. We leave from the Workshops area to the central sector of Hephaestus. We turn right and go down the stairs. We find a container with gel on the floor near the box. The way to the second tank: we pass by Heat Loss Monitoring, up the stairs, past the Gatherer "s Garden machine and the Geothermal Control door, go up the stairs and take the gel from the control panel.

The final component of the bomb is the R-34 transmitter. You already have one, there are three transmitters left to get. We find the bodies of the big dads you killed earlier and seize the R-34 from them.

When all the components are in your hands, we return to the secret room in the Workshops area. We place all the components in the body of the bomb and take it off the table. Exit the Workshops area. We are looking for a door marked as "Geothermal Control" on the plates.

We pass through it and then look for an exit to the adjacent room on the opposite side. We break open two firing points. They will become your cover at the moment when you are busy with a very important business. We turn the valve until the flows of magma begin to pour out from both pipes. While you are busy, firing points will protect you from unwanted contact with humanoids. We go into the lift behind you and go down. We leave it and run to the end of the flight to the elevator. We understand it to the main core. We put the bomb on a special base. We return to Rine's office. We destroy air security systems and a group of humanoids. Then we press on the lever of the device in front of the office door to open the door itself. We go into the chamber, close the bulkhead behind us and go to the next level - Central Control Rapture.

11. Central Control Rapture.

An extremely short level, but very important in terms of further development of the plot. It's time to meet with Mr. Andrew Ryne to clarify some issues. We go into the large hall. We listen to Andrew chatter on the radio, after which red lamps flash in the hall. We go into the right corridor, and climb the stairs to the uppermost floor. We take away into the ventilation shaft. We get out of the mine into a small room with one exit. We go along the corridor to a meeting with Andrew Ryan himself. When he has finished speaking the first part of his monologue, he will open the door especially for you. We approach him and observe from the side a small scene with the participation of the main character of the game and Rain.

We follow in a room with a device resembling an organ and a monitor with the Ryan emblem.

We start the self-liquidation process. We listen to Frank Fontaine and Atlas on the radio. We leave here when the grate finally opens behind your back. We follow the sister, who will lure you into the ventilation shaft.

12. Olympus Heights

Tenenbaum sent you to the Little Sisters' hideout to save your life. When she finishes her monologue, we go up the stairs to the second floor. We are waiting for the little girl to unlock the entrance to the sewer. We go out into the tunnel of the collector, here Fontaine will get in touch with you. He somehow gained complete control over you, and now your health level is completely dependent on Fontaine's actions. It is in your best interest to find an antidote as soon as possible that should save you from Fontaine's destructive thoughts. Information on the antidote can be found at Sachong's apartment.

We go into the illuminated area at the end of the tunnel. We lift the wheel from the floor. We go to the gate control mechanism, blocking the exit from the manifold and put the wheel on the rod. We turn the wheel until the gate is completely open. We go out into the street.

We follow to the barricade, over which are hung posters "Who is Atlas?" We clean the square of Central Bistro Square from the enemy forces. Continue to the Mercury Suites area, which is home to Sachong and other Rapture celebrities.

In Sachong's apartment in a flooded room, we find a sound diary on the table, which contains additional information about the antidote. We leave from Sachong's apartment.

We retreat to the elevator in the center of the hallway. We understand the slope to the second floor. We see that the Tenenbaum apartment, the only one on the floor, is locked from the inside. We understand to the third floor along the same slope. First of all, we pay attention to the security camera, and then to all the other two-legged opponents. Find the U-Invent machine on the balcony. Near him, on a box near the railing, is a sound diary. Inside, the access code for Fontaine's apartment is 5-7-4-4. We go further along the balcony to a huge hole in the wall. He opens a passage to the bath in Tenenbaum's apartment. We go into the bath. We move deeper into the apartment, into Tenenbaum's office. We hear her voice over the radio, after which the local targets change.

We go down to the first floor. Enter the numbers 5-7-4-4 on the elevator code lock. We go up to Fontaine's apartment. In the corridor, we successively destroy the fire tower, a couple of humanoids and a security camera above the door of the apartment. If an alarm sounds, the entrance to the apartment will be blocked. We go into the hallway and go up the left stairs. We pass through the door. We walk to the end of the corridor and go into the bedroom through the door to your left. Fontaine's study adjoins the bedroom. We go into the office. We find the necessary antidote on the table with test tubes and flasks. The antidote will restore your health, but unfortunately it has one side effect. You will temporarily lose the ability to choose plasmids. Moreover, they will change chaotically after a certain period of time, without any possibility on your part to stop this disgrace. Tenenbaum advises looking for an antidote to this effect at Sachong Laboratories at Artemis Suites in the Apollo Square area.

We leave Fontaine's apartment, take the elevator down to the first floor. We return to the Bistro Square. Looking for the nearby entrance to the Apollo Square area.

13. Apollo Square

Your only and main task in this level is to infiltrate Sachong's laboratory in Artemis Suites and pick up a dose of Lot 192 antidote from there.

We pass through the open lattice passage. We go along the large tunnel into the area with the gallows. Without attracting attention to ourselves, we slip into the arch to the left of the gallows. In the next segment of the tunnel, we deal with a pair of humanoids and destroy the security camera installed on the column next to the burning car. We run to the end of the tunnel to the Artemis Suites area.

We destroy the security camera on the column behind the vending machine. We go up the stairs. We find nearby the entrance to the clinic of Dr. Sachong. We are looking for a doctor's office in the depths of the clinic. We take the antidote Lot 192 from the table. We listen to Tenenbaum on the radio and head to the bathyscaphe, the path to which will be shown by the arrow at the top of the screen. Heading to Point Prometheus.

14. Point Prometheus

We rise along the stairs and run after Fontaine. We wait until the black oil stain on the floor burns out. We go into the tunnel. In the room after the tunnel we destroy a couple of flying security systems. We pass into the adjacent room. Here we see a scene in which Fontaine knocks down a column and goes through the door to the museum area, threatening to destroy Rapture if you continue to chase him. Unfortunately, you cannot follow him. Only a little sister can open the door, but she only trusts Big Dad and no one else. The only way out in this situation is to turn into a big daddy and force your sister to open the door.

In the same room, we examine the body of the big dad, but only after Tenenbaum gets in touch with you. We take away the controller of the suit from him. Tenenbaum is back in touch with you with his plan for how to transform into big dad quickly and in the least hassle.

First, you should smell like Big Daddy. We pass through the east doors and run to the other side of the room. We kill the humanoid and go to the area of ​​the Little Wonders Educational Facility. We pass through the tunnel. In the next room, we immediately crouch down to the floor so as not to get under fire. When the big dad comes out of the next room, we climb onto the metal structure and, breaking the glass, we climb into the room. We destroy two towers. Entering the main sector of the Little Wonders Educational Facility. Three bottles of Big Daddy's Fermons are scattered throughout the sector. One bottle is in the room labeled Autospy, and the other two are on the tables in the second floor hallway. We find the only exit on the second floor. We look at the ceiling, immediately after we go through the door. We destroy the security camera. We leave from the tunnel into the upper area of ​​the Little Wonders Educational Facility. We go into one of the doors to the Optimized Eugenies area. After decontamination, you can proceed further. Enter the Live Subject Testing room through the door next to the camera on the east wall. We go past the containers with the yellow substance. Climb the steps, go right to the Candidate Induction door. Inside we find a device for changing the voice and use it for its intended purpose.

Tenenbaum calls for a protective suit to be followed in Failsafe Armored Escorts.

We return to the upper area of ​​the atrium. We go into the sounded Tenenbaum area. Enter the Candidate Conversion room on the west side of the area. We destroy two fire towers. We take the sound diary from the table. It turns out that Tenenbaum sent you to the wrong place. For boots, go to the Mendel Family Library. We will go there a little later.

We leave the room through the door in the northwest part of the room. We go into the laboratory through the Securis door. We leave the laboratory through the door on the opposite side from the entrance. We take the suit. Now you just need to find a suit and a helmet. Go to the Candidate Conversion room. We find the helmet here. We return to the atrium. Find the entrance to the Mendel Family Library. We find boots on the table in the central part of the library.

Everything. All the ammunition has been collected and now you are completely ready to immerse yourself in the role of Big Daddy. We follow in the room in which you missed Fontaine, he hid in the museum. To call the little sister by knocking the key into the hole in the wall to the left of the entrance to the museum. We follow the sister. We leave for the next level of Proving Grounds.

15. Proving Grounds

Quite a simple and fast level. You must accompany the little sister to the end of the level so that she will open the last door for you, behind which Fontaine is hiding.

Her health is reflected as a yellow bar under your health. The little sister is quite fragile, so don't let humanoids and other enemies get too close to her. If there is a misfortune, then you can always call another sister by tapping the key on the hole in the wall, however, if a green light is on above the hole. And you don't have to start the level from the very beginning. Also, do not be afraid of security cameras, because you are in the guise of Big Daddy. Each new sister, barely seeing a corpse on the floor, will run up to it and start sticking its syringe into it. At this moment, she is the most defenseless and, as luck would have it, at the same moment humanoids begin to attack her, and not one or two. I recommend breaking into fire towers (if they are located in the right locations), they will really help you in these moments. At the very end of the level, you will have the last opportunity before the final battle to replenish the stock of ammunition, plasmids, and health. It is highly advisable to acquire protective genetic tonics: Human Inferno, Frozen Field and Electric Flesh.

When you are ready for a fight, take the syringe from your sister and go into the elevator.

16. End Game

The game will automatically save as soon as you exit the elevator. Also, you will not be able to save the game during the fight with Fontaine. In case of your death, you will have to start all over again.

First, a little about the fight. Basically we need to drain Fontaine's ADAM stock using the syringe that little sister gave you. The ADAM stock is clearly shown on the screen in the form of four flasks with red liquid. You will be able to stick a syringe into it when it is in a special device in the center of the room. As soon as you drain him for the first time, he will briskly jump out onto the platform in front of the device and attack you. Next, you must reduce the stock of his health to a minimum, and he will again return to his place in the center of the room in order to restore his health to the initial level. It is necessary to repeat the above operation three more times to finally defeat Fontaine.

There are three stages of struggle. At each stage, Fontaine will have a certain strength.

In the first stage, fire, in the second, ice, and in the third, electricity. Your task is to use opposite forces in response in different stages of the struggle: ice or electricity in the first stage; fire or electricity in the second stage; fire and ice in the third stage. Your chemical plant and plasmids are best friends at all stages. Grenades and other explosives are also extremely effective, especially in the final stage. In the third stage, a group of humanoids will join Fontaine. If possible, ignore them the moment Fontaine goes to replenish his health. You won't have much time to put a syringe in it. If you don't hurry, he will again jump around the court with full health and you will have to replay a certain stage again.

The fight ends after you drain his health for the fourth time. There are two possible endings, depending on how you dealt with the sisters throughout the game: subjugate or destroy.


More recently, Irrational Games has released a rather interesting first-person shooter called BioShock Infinite... We will not bore you with uninteresting information, but immediately start with the passage of bioshock infinity.

Interesting fact
Well, okay, all the same, we will write one information.
BioShock Infinite was developed on the Unreal Engine 3. Consider one not quite shooter called Lineage 2 and is being developed on the Unreal Engine 2.
For seasoned shooters, the name Unreal itself is reminiscent of a very old game. And Postal 2 is also remembered by many, which, by the way, was also developed on the Unreal Engine.
In general, this engine has a good game history.

Enough of that, back to the BioShock Infinite walkthrough.

Lighthouse. BioShock Infinite begins.
It all starts with the fact that you (or rather the main character - Booker DeWitt, whom you play) is dropped from the boat to the lighthouse.

  1. Go up the stairs and open the door. In a basin of water, you can see your reflection.
  2. Walk around the center pillar and on the dresser, grab your first silver coins and drink the liquid from the bottle to replenish your health.
  3. There is a staircase on the right - climb it to the third floor. There will be a corpse sitting on a chair, which seems to have been tortured.
  4. Climbing to the very top, you will see three bells. The riddle is easy to solve, because you have a clue. The first bell must be rung once, and the second and third bells must be rung twice.
  5. After a while, the door will open and a red chair will appear. When you sit in it, they will shackle you and the crossing will begin.
Find an exit to the city. Continuation of the passage of BioShock Infinite.
  1. When you get to Colombia, then go left. You will find yourself in a large hall, in the center of which there is a large statue.
  2. Before reaching the man in white, turn left (where there are statues of praying girls near the altar). There, in a small niche on the right, there will be a small altar on which you will find the first audio log, an audio recording of Lady Kamstock (There are 80 voices in the game bioshock audio recordings in total).
  3. Walk through other altars and collect coins.
  4. Now you can go to the monk in white and go down the stairs.
  5. Walk right past the beautiful columns to the crowd of priests.
  6. Moving aside two, approach the speaker. After shaking hands, he will dip you into the water.
  7. Open the door to those who knock.
Find the Columbia statue. The next episode of BioShock Infinite.
  1. Walk straight past the monks and then right to the doors that you open.
  2. After taking the elevator down, follow straight in the direction of the statue.
  3. In the store on the right, behind the counter, you will find the 1st audio recording of Zachary Hale Kamstock.
  4. Follow further up to the fence. As soon as the column flies by, cross the bridge.
  5. BioShock Bonus. Proceeding further, just to the left of the open shop (where you can replenish your health), you can find a kinetoscope (showing a small excerpt from the city history), as well as an automatic machine.
  6. Before heading to the right, go up the steps on the left and reach the garden, where there will be a second audio recording of Zachary Hale on the table under an umbrella.
  7. Follow to the statue, where the messenger will give you a telegram (in which Booker is asked to stop).
Find the girl near the island's memorial. BioShock Infinite - move on.
  1. First, go left to look through the telescope. In total, there are several telescopes in the bioshock game for the Excursion side task.
  2. Go further up the steps to where the circus performers perform.
  3. Opposite the magician, there is a kinetoscope to look through. There are many tents in the square and in some you can play mini games.
  4. You will have a talk with the girl who stands at the closed gate. She will give you a vial of the Hypnotist, after drinking the contents of which, you will have the ability to lure the robots' turrets to your side.
  5. Approach the gate and use the acquired ability on the robot. The gates will open, and you will open a new additional task "Broad Outlook" (there are 8 of them).
  6. After talking with the arguing couple, go straight to another robot machine. XP and energy can be purchased there.
  7. Go down the steps below, where the arrow points.
  8. On the bench under the girl's monument, near the playing boys, you will find an audio recording of a certain Canstation Field. Go further to the Amusement Park.
  9. In the park, find the crowd of people in front of the stage and take the ball number 77 from the girl.
  10. You are very lucky you won. You are offered to do away with the couple, but when you swing, the policeman will catch your hand and see the inscription HELL.
  11. Kill the attacking enemies, one of which you will find a pistol.
  12. Go right and find the audio recording of Jeremy Fink between the cells.
  13. Going further, grab the turret, which will help you in battle with opponents.
  14. Go to the closed gate, killing the police along the way.
  15. After opening the gate, kill the enemy throwing fire bombs. A flask with a new ability will fall out of it - Devil's Kiss, with which you can throw fireballs.
  16. Grab the turret further to the right, but its working time for you is limited.
  17. Kill the new wave of cops and go to the new location of the bioshock infinity - "Blue Ribbon".
Central roofs of Kamstok. Passage of bioshock infinity in the new location "blue ribbon".
  1. Entering the building, you will meet the two in whom you had to throw the ball.
  2. The girl will offer to drink an elixir with a shield, protection and armor.
  3. After drinking the elixir, go to the kitchen, where on the right you will find an audio recording of Ed Gaines.
  4. Follow to the balcony, where using the hook, jump over to the roof of the opposite house. Kill an enemy while jumping.
  5. Pick up the machine gun and cartridges for it. Follow the plot of the game, kill enemies and capture turrets.
  6. Once on the building with observation windows on the roof, jump into one open window.
  7. Walk around the house collecting various items.
  8. Once on the balcony, jump over to the adjacent one and use the hook to get to the next part of the city.
  9. Enter the building and go to the room where the couple is talking.
  10. The police will appear - kill them all and those who are on the street.
  11. On the territory adjacent to the house, near one of the utility rooms, you will find a kinetoscope, which a tourist needs for testing, and on the stage, where there is a green lawn, you will find an audio recording of Preston Downs.
  12. Now follow the arrow to the gate.
  13. Once at the location of the Brotherhood of the Raven, go to the house.
  14. Go left and kill the men, and you will find an audio recording on the bar counter.
  15. Climbing upstairs at the bottom of the hall, you will see the members of the brotherhood. After killing them, take the bottle from the central table. With its help, you can improve armor, health or energy. Take the key to the chest there, and there is an audio recording on the bench.
  16. After reaching the elevator, go upstairs.
  17. Proceed to the room with the projector.
  18. Moving one of the cupboards away, you will find yourself in a secret room.
  19. If you turn to the right in the room with the projector, then on the far table you will find the audio recording of the First Fanatic.
  20. Leaving the room, you will stumble upon a man who turns into ravens.
  21. The easiest way to kill him is using fire bombs, after that you will get the "Ravens" skill, with which you can summon ravenous ravens.
  22. Having dealt with the attackers, climb further to the balcony and use the hook to climb over a couple of balconies to a large building, in front of which there is a large statue with wings.
  23. Deal with opponents and exit through the door.
Entrance to Monument Island. Another part of the BioShock Infinite walkthrough.
  1. First, improve your skills in the machines on the left, and on the right is the kinetoscope.
  2. Deal with the enemies and follow through the hallway door.
  3. Going out onto the balcony, cling to the heavenly lines to get to the desired point.
  4. Kill the enemy there. There is an audio recording in the room on the right, and in the main room, pull the lever and continue along the heavenly paths.
  5. After stopping behind the cars, quickly attack the policeman from the air.
  6. Then deal with the enemies below.
  7. After catching the hook on the left of the balcony, jump onto it.
  8. Move to another part of the building and then slide along the air rails.
  9. Enter the room where several people are praying and pull the lever.
  10. Go up. A part of the building will explode, and you must catch on the hook of the Prophet's airship (zeppelin).
  11. On the deck, deal with the guards.
  12. Go inside and enter the left door.
  13. Inside the control room, pull the levers and a cutscene will start.
  14. The girl on the bridge will set herself on fire and you need to get out. Jump down and, clinging to the rails, slide to the final point.
  15. After reaching - jump off and follow to the next location.

There is a further walkthrough of BioShock Infinite in the video series below. The above is also there, so if you followed the bioshock infinity walkthrough from the site, then skip the video to 1:32:34 , this is the beginning of the next part - Monument Tower... Enjoy playing and watching:

Part 1 of the BioShock Infinite walkthrough:

BioShock Infinite is a striking 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 is not set in the amazing flying city of Columbia. The protagonist of BioShock Infinite is private investigator Booker DeWitt. Finding himself in a difficult situation, he goes to Colombia to find a twenty-year-old girl - Elizabeth, who, as it turns out later, has supernatural powers.

The BioShock Infinite Knowledge Base provides all players with 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 - running with one thing for the whole game will not work out, and you will not want to. A special highlight of the game is additional properties that can be purchased from time to time in slot machines. If it makes no sense to use a discharge on non-mechanical opponents, you can try to enhance it with stunning and the effect of chain lightning, which will help you cope with several enemies at once.

1999 mode

Speaking of complexity, this very regime, 1999, cannot be ignored. If on three standard difficulties the game is played more or less calmly, without special efforts and the obligatory use of strategic and insidious tricks, then in 1999 this will not work at all. Unlike standard difficulties, which increase the damage inflicted by opponents, their health, as well as the player's mana consumption, the new 1999 mode, opened after completing the game (as a rule, it will be enough once) 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 a lot more carefully. There will be no question of any jogging under bullets, which are carried out without problems at the normal level of difficulty - the opponents will shoot, hang and reel you on a hook at every opportunity when you lose your guard. All jokes aside, the 1999 mode was not given this name for nothing, because the developers wanted to provide them with a breath of fresh hardcore for nostalgic players, 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 Rapture's underwater utopian city, with its narrow corridors, passages, ceilings and endless labyrinths, Columbia is an airy city. There is a lot of open space, the sun is shining everywhere, the blue sky is visible everywhere, even bad weather bypasses the "sacred" city. Fundamental changes in the concept of the game led to the abandonment of the previous rules: flying islands, aerial routes, airships, gondolas appeared, and the space for maneuver increased. All this had a positive effect on the combat system. Battles in Bioshock Infinite are highly dynamic. Throughout his adventures, Booker DeWitt will face many different opponents, among which mechanical patriots, mechanics and sirens stand out for their power, ingenuity and pressure. This "famous trinity" is capable of very fraying nerves during the passage of the game, since in the case of the resurrection of the protagonist after an unsuccessful battle, the enemies also partially restore their health, which makes the tactics of the usual pressure pointless. A weak shield and rapidly decreasing health do not allow to act in the open, and in large skirmishes and skirmishes, only skillful use of abilities and the use of cover will help.

Mechanical Patriot in Bioshock Infinite

Appearance: Washington with a machine gun.

First appearance: Hall of Heroes.

Vulnerable point: coils on the back.

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

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

Mechanic in Bioshock Infinite

Appearance: iron Golem.

First appearance: Tchaniya square.

Vulnerable point: heart.

Effective equipment: Electric touch, Electric fist, Flame halo, Mechanic storm.

Efficient energetics: Killer crows, Shock jockey.

Battle tactics: the destruction of all weak opponents before the battle, remote attacks, fast movement, active use of the aerial route before being electrocuted, shooting in short bursts from powerful weapons (carbine, hand cannon, shotgun, grenade launcher) to the heart.

Siren in Bioshock Infinite

Appearance: ghost.

First appearance: Memorial Gardens Cemetery near Comstock House.

Vulnerable point: head.

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

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

Efficient energetics: Swoop, Hypnotist and Reflector, Devil's Kiss and Shock Jockey traps.

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

  1. First, complete the game in easier mode. Get acquainted with the controls, the conditions of the battle (except for the battles, there is nothing complicated in the game, in fact, there is), the level planning.
  2. As a rule, the game is saved when entering a 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, boxes, 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 the equipment is fixed.
  3. Complete all side missions, search all locations thoroughly. In particular, you cannot skip new energies (you can skip the Power Stream on the first playthrough) 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 upgrades for energy and weapons. This advice is doable - you can never even be revived, while, in case of death, start over from the checkpoint.
  5. Don't miss picks, especially at the beginning of the game. Then, in the "Slums" you will find enough lockpicks so that you no longer think about them. Premises should be a priority, as they will contain various useful items and, often, lockpicks to compensate for those that you 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. Watch out for Salt. There will be times in BioShock Infinite when you want to use a variety of special attacks against opponents, as often as possible. However, they all consume Salt - something like mana, which is required to feed the Forces. If you spam forces, then the Salt will leak away irrevocably, which is not very good. Keep an eye on the amount of Salt and try to aim accurately, and not throw strength in all directions in the hope of hitting at least someone. Subsequently, you will be able to pump forces 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 the place for your own style of experimentation is always appropriate.

Most useful equipment

"Winter Shield" shirt- gives temporary invulnerability when jumping from an aerial track (and sometimes when jumping onto it). Since nothing prevents you from jumping onto the track again (except for the Mechanic - if he lets current along the track, the hook is not aimed at it), you can extend the invulnerability as many times as you like. In fact, in any location with an aerial track or cargo hook, opponents cannot injure you. Keep in mind that when you fall from a height, you still receive damage. If you fall into the abyss, you too can die.

Trousers "Ambulance"- speeds up the recharge of the shield twice and starts it one second earlier (if you think that one second is not enough, think again after another 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 saves ammunition and time

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

Flame Halo Hat- Chance to set enemies on fire when hitting with a hook. Useful for saving ammo (when combined with Winter Shield and Firebird). With "Embrace of the Vampire" it is better not to use it, since there is a high probability that the enemy will burn out and you will not be given health.

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

Excess boots- if you kill an enemy, causing him much more damage than the rest of his health, neighboring enemies receive a shock discharge that paralyzes them. Useful with or without Tempest against groups of enemies.

"Bullet as a gift" shirt- increases the clip size by one and a half times (for all weapons, except for Rapid Fire). Since the cartridges in the magazine and in the pockets are counted separately, it turns out that the maximum of cartridges 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.

Dexterous Hands shirt- increases reload speed by 50%. Useful in combination with Shotgun and Sniper Rifle.

Hat "Reliable Protection"- gives temporary invulnerability after consuming first aid kits or food. Can be used by analogy with "Winter Shield", only the problem is that the food in the location is not endless. In addition, due to the randomness, there may not be any food in the vicinity at all.