Walkthrough of BioShock Infinite: Burial at Sea. Complete walkthrough of BioShock Infinite in Russian

Well, Easter eggs have always excited the minds of players, because it’s always nice to find something that, in theory, you weren’t supposed to find at all. The developers, in turn, are only happy to hide a variety of references to anything and everything in the game.


The famous science fiction book is referenced not only by the code 0451, but also by the New York of the future, which we find ourselves in. The year of Columbia's attack on New York is 1984. George Orwell's novel was called "1984".

Behind the first gap opened by Elizabeth (while she was still in the tower) you can see a cinema, the poster of which says that the sixth episode of Star Wars is now on the screens.

Easter eggs and Bioshock secrets Infinite


Easter eggs and secrets of Bioshock Infinite

After this scene, Booker will say: This job is getting worse all the time, which is also a reference to Star Wars, only this time to the fifth episode, where Lando Calrissian said a similar phrase: This deal is getting worse all the time.

At the beginning of the game, a woman can be heard asking a man not to compare her to the heroine of the book I Married A Vox Populi, which is a reference to the 1949 book I Married A Communist.

Easter eggs and secrets of Bioshock Infinite


Easter eggs and secrets of Bioshock Infinite

Actually, a replicated Easter egg with Rapchur in Bioshock Infinite. Everything is extremely simple: Elizabeth takes us through the plot in order to kill the Nightingale. BUT pay attention to the background: Little Sister sadly leaned over the dying Big Daddy. At the same moment, Elizabeth mourns her former guard. This scene seems to hint to us at the similarity of the relationship between Elizabeth/Little Sisters and the Nightingale/Big Daddies.

Easter eggs and secrets of Bioshock Infinite


Easter eggs and secrets of Bioshock Infinite

You probably didn’t even imagine that even in the original Bioshock, released in 2007, there was a real reference to Bioshock Infinite, which appeared on the shelves in 2013. Watch the video and carefully follow the scale.

Easter eggs and secrets of Bioshock Infinite Video

You heard that, right? The cry of the Nightingale, transported here by Elizabeth and dying in agony at the bottom of the ocean. Now it’s time to be surprised. It turns out that while you were dealing with Fitzpatrick in Fort Cheerful, somewhere in Rapchur, Elizabeth was killing the Nightingale and saving Booker. It turns out that the plot of the two games, although they do not intersect, is actually in contact with each other.

One can ask a fair question: did Levin really conceive the whole story with Columbia, Elizabeth and Nightingale during the creation of the first Bioshok, or did he simply cut out sounds from the first game and inserted them into the last? Most likely, the second option will be closer to the truth, because, as the guys from the Internet figured out, the Nightingale’s sounds are heard not only at the moment of Fitzpatrick’s death, but also after it, and indeed throughout the entire location, which means that the Nightingale’s cry was only creepy soundtrack in Fort Vesely.

There is also a very interesting Easter egg associated with the sound of Bioshock Infinite. In fact, in some locations songs performed by Elizabeth are played, but you won’t hear them in the usual way.

And to hear, you just need to speed up the game 10 times. To understand what we are talking about, watch the video below.

Easter eggs and secrets of Bioshock Infinite Video

Interestingly, if you speed up the game eight times, then Booker will sing, and his words spoil the ending of the game:

"Time for me to drown

Time will finally catch up to me

Approximate unprofessional translation: “It’s time for me to drown myself in order to be reborn”

Most likely, Booker tried 122 times to save Elizabeth, but all these attempts ended in failure, and DeWitt's 123 visit to Columbia is the main action of the game.

This conclusion can be reached by remembering the code with the bells at the entrance to Columbia (1-2-2) and counting the number of notches on the Lutece board when they ask you to toss a coin.

Easter eggs and secrets of Bioshock Infinite


Easter eggs and secrets of Bioshock Infinite

Easter eggs and secrets of Bioshock Infinite


Easter eggs and secrets of Bioshock Infinite

If you try to shoot at Rosalind Lutes, she will answer you with a mockery, saying that you missed. It all ends with her summing it up with the disappointing phrase: “I can go on with this forever. The only question is, can you continue?”

Obviously, Booker is a similar version of Jack/Ryan in a parallel universe, but perhaps he is also a distant relative of Ryan, because either Ryan himself or his relatives can activate the bathysphere, and, as we see, Booker easily activates the bathysphere.

At the beginning of the game, at the fair, a set of four "Wild Mustangs" is sold, which is a reference to the early E3 version of the game, in which it was assumed that the vigors would be used once, that is, they would be like grenades in those shooters of yours.

1999 mode is unlocked either by beating the game or by using the famous "Konami Code" in the main menu. This code is very famous: it has appeared in countless games (in the DLC Quest, for example).

Easter eggs and secrets of Bioshock Infinite

Easter eggs and secrets of Bioshock Infinite

The game has a lot of covers of fairly modern songs (read where they came from in Colombia - read here). Here are Girls Just Wanna Have Fun, Tainted Love by Soft Cell (not Manson), Fortunate Son by Creedence Clearwater Revival performed by a lonely African-American woman.

You can hear most of the covers, but this is not all, because, in fact, there are more of them, believe me.

After receiving the telegram from Lutes, look through the telescope standing slightly to the left. Through it you can see Robert juggling and Rosalind looking at him.

Easter eggs and secrets of Bioshock Infinite


Easter eggs and secrets of Bioshock Infinite

When resurrecting Booker, Elizabeth uses a syringe similar to the ones used by the Little Sisters in Rapture.

Easter eggs and secrets of Bioshock Infinite


Easter eggs and secrets of Bioshock Infinite

In the “Hall of Heroes” there is a map that is very reminiscent of a map of Disneyland.

Easter eggs and secrets of Bioshock Infinite


Easter eggs and secrets of Bioshock Infinite

On the asphalt in front of the Lighthouse at the end of the game, there are tacky drawings of animals.

In the beginning of the game, among the carnival games where you first get the Possession Vigor, the Vidi Vici Vigor machine shows Bucking Bronco (4) for sale, which is left over from the earlier E3 build of the game, in which Vigor bottles would give you a certain number of charges.

Secret Background Music [edit]

During seemingly music-less stretches of BioShock Infinite, an extremely slowed-down song is played in the background noise. When sped up, voices can be heard on this mysterious musical track.

1999 Mode [edit]

Input the following code to unlock 1999 Mode:

  • PC: Up, Up, Down, Down, Left, Right, Left, Right, Cancel key, Confirm key (Keyboard/Mouse)
  • Xbox 360: Up, Up, Down, Down, Left, Right, Left, Right, B, A
  • PlayStation 3: Up, Up, Down, Down, Left, Right, Left, Right, Circle, X

Effects [edit]

  • Reduced player respawn points
  • Reduced ammo
  • Enemies inflict greater damage
  • Player has reduced and faster-depleting health
  • If the player does not have at least $100 when they die, they will be returned to the main menu
  • The player cannot use the In-Game hint feature

Wrench from BioShock
[edit]

The Wrench, your trusty weapon in the original BioShock, can be found in BioShock Infinite. It"s located just after acquiring the Murder of Crows Vigor, sitting next to a piece of Gear. The Wrench can also be seen on the First Lady Airship in which Elizabeth uses to attack Booker.

Pistol in the Baby Carriage
[edit]

At the beginning of Battleship Bay, after waking up, and walking through the first hallway, you can find pistol ammo in a baby carriage. This is a reference to the original BioShock when you find the pistol in a baby carriage.

There is also a Hand Cannon in a baby carriage next to a dead woman in Emporia, a reference to the revolver in the original. This can be found by a locked shop in a fire, between Memorial Garden and Market District, near where the secret song on this level is.

Secret Song Covers
[edit]

BioShock Infinite contains a number of anachronistic song covers like "God Only Knows" by the Beach Boys, "Girls Just Wanna Have Fun" by Cyndi Lauper and "Fortunate Son" by Creedence Clearwater Revival.

  • See full article on Secret Cover Songs in Official Soundtrack

Tthere is a sequence where booker plays guitar and elizabeth sings the song.the song is "will the circle be unbroken" and it happens in the shantytown"s graveyard shift bar.owner might get hostile if you tried to access the room with guitar.this is the same song showed in the end credits played by the booker and elizabeth"s voice actors.

there is also a scene which occurs in the tear when you turn out to be a martyr and are in shantytown.near graveyard shift bar few vox populis are taking photos with a dead handyman.

BioShock Development Reference

When Elizabeth enters the Duke and Dimwit game room in Battleship Bay, she talks about the latest version of the game being "delayed three times". This is a self-reference to the game itself, which was delayed three times.

Saltonstall Reference [edit]

Saltonstall was a figure in BioShock Infinite"s who was running for political office. While he doesn"t appear in the final game, you can hear a NPC talk about him right when Booker gets to New Eden Square.

He is again referenced after the Vox Populi takes over Columbia. Booker and Elizabeth discover a wall covered in scalps labeled with the names of prominent members of the city, including Saltonstall. While he is never seen in-game, he surely met a grisly death at the hands of the Vox.

Lutece Twins Easter Egg [edit]

Right after Booker first sees the Monument Island statue and receives the telegram from Lutece, approach the telescope to the left and look through it. Toward the bottom left you will see the twins, Robert juggling and Rosalind watching. Exit the telescope and they are nowhere to be seen. Re-Enter the Telescope and they are still gone.

Another easter egg can be seen with the Rosalind statue towards the beginning of the game. When you first look up at it, it appears to look like a tear that Elizabeth can bring forth, but it changes on its own and becomes Robert.

Revival Scene [edit]

When Elizabeth revives Booker, she holds a needle and injects him with a substance, in a similar way to how the little sisters in Bioshock remove ADAM.

Original Bioshock Reference [edit]

At the beginning of the game the man who baptizes you, Preacher Whitting, echoes the phrase "Is it someone new?", the same phrase mentioned by a Splicer at the beginning of the original Bioshock.

Reference to Bryce DeWitt: Theoretical Physicist
[edit]

Booker DeWitt's name is a reference to theoretical physicist Bryce Dewitt. Bryce Dewitt was an adherent to the many worlds interpretation of quantum mechanics and advanced the formulation of Hugh Everett's Many Worlds Theory.

The Looking Glass Keycode
[edit]

There is only one door with a number lock in the entire game - the code is 0451. This code was the number to the offices of Looking Glass Studios, who created System Shock and Thief, as a reference to Fahrenheit 451. It can be found in games that share the Looking Glass style of game design, usually as the first key code in the game. Recent titles that have used the code include Deus Ex: Human Revolution, Dishonored, and Bioshock.

Disneyland Reference [edit]

If you look at the map after getting off the skyline before going into the"Hall of Heroes" it is similar to a map of Disney Land.

BioShockInfinite_2013-04-02_20-59-30-00.jpg

Star Wars Reference [edit]

Look for a poster when making it to "the girl in the monument". Keep your eyes peeled for a Star Wars reference to Revenge of the Jedi; this was the title on the very first Star Wars Episode VI poster before it was decided that the word revenge was not appropriate. Also listen for a peculiar song just before hand in the room with the giant speakers.

Booker then mutters the line, "This job is getting worse all the time", a reference to Star Wars Episode V: The Empire Strikes Back.

"I Married A Communist" Reference[edit]

When you first get to Columbia, right after the quartet singing “God Only Knows” you come upon a square with two children playing and a man and woman talking. The man is requesting the woman to keep "that kind of talk hushed up because it draws attention." The woman then replies: "Oh come now, don"t turn into some Finkton radical on me, I don"t want to be a character out of "I Married A Vox Populi," now do I?" This is a reference to the 1949 film "I married a Communist". The Vox are based on Communist ideals.

Original Bioshock Little Sister/Big Daddy Reference[edit]

During the scene when Daisy Fitzroy is holding the young boy hostage, Booker helps Elizabeth into a vent just as the Big Daddies help Little Sisters into the vents in the original Bioshock.

Surprise Cameo [edit]

This Easter egg occurs at the end of the game and is thus hidden behind spoiler tags on this page.

At the end of the game when you see lots of Elizabeths, One of them has the body shape of the first trailer for the game

Extra Scene After Credits [edit]

After beating the game, waiting until the credits end will allow you to explore Booker's room and get an extra scene.

Animal (Cat,Wolf,Unicorn) sketches/doodling in concrete steps outside Lighthouses, Easter Eggs.[edit]

I did not notice this until the end of the game when you are back at the multiple Lighthouses. I was looking around for any other Easter Eggs and I came across what looks like a Cat face of some sort drawn into the concrete step landing outside the Lighthouse door. I started looking at it closer and realized there are several drawings that you really have to pay attention to or they will just look like scratches in the concrete. To me there are specific Animal types but you can look for yourselves and see what each looks like to you.

Voxophone References To Rapture Universe [edit]

There are at least two voxophones that make references to the universe in which Rapture exists.

The first one entitled "A Child Needs a Protector" is by Jeremiah Fink and describes a glimpse he has gotten of a Big Daddy and Little Sister:"

"These holes have shown me yet another wonder! Though, I"ve yet to see the application for it. They illuminate a merger of machine and man that is somehow the lesser, yet the greater, of both parties! The process seems to be irreversible. Perhaps, though, Comstock will have some need of this kind of thing to keep watch in that tower he is building."

The comment about the "lesser, yet the greater, of both parties!" is referencing the fact that Big Daddies are the more physically imposing protectors of the Little Sisters who have a much greater overall importance to the world of Rapture as they are the harvesters of Adam.

"The second voxophone is entitled "Out of Thin Air" and is also by Jeremiah Fink. This is an admittedly more veiled reference to Tennenbaum in Rapture whom Fink has been observing:"

"Dear brother, these holes in the thin air continue to pay dividends. I know not which musician you borrow your notes from, but if he has half the genius of the biologist I now observe, well...then you are to be the Mozart of Columbia" "

Given the contents of these Voxophones, it would appear that the technology of the Handymen and Songbird was "created" by borrowing/plagiarizing the technology of Rapture. Furthermore, Jeremiah's brother Albert is shown to have plagarized music from other times/universes which explains the anachronistic presence of songs such as "God Only Knows" by the Beach Boys.

Come on, come on. Even on PS3 there is little soap. At the time this amazed me. There is almost no soap how is that possible?! The characters are unclear, especially since the middle of the game you already guess who Booker’s girlfriend is. But the environment in the game is very well thought out: every poster, every sign, every overheard dialogue, every charade of the Lutes like a piece big puzzle peace. And in reality, then gradually everything builds up into a whole picture. What you can clap for and give a standing ovation for is the amazing detail of the game world of Bioshock Infinite.

The game has been in development since 2007. During this time they had a lot of time to cut down what they wanted.

The first and second Bioshocks generally ran at 1080p on PS3, but Infinite is too large a game, the most they could do was 720p.

This is not a corridor shooter. There are downloads, but you can freely move around the location and return to the very beginning of the location and run through it again in search of secrets as many times as you like. At least you ran from the beginning of the level to the end and then went back again. The game allowed this. Checkpoints did not block the passed location. Likewise, even after loading, you could simply go back out the door and run around the location that you had just cleared. The city is free to explore. Only story locations They still have limitations that are trivially related to Elizabeth’s portal power.

This is an automatic sign of quality - in 80 percent of cases, porting a multi-platform game to a console is outsourced

A port does not have to be worse than the version developed from scratch. A good port and indistinguishable from one. Look, for example, the first Fable (perfect controls for mouse and keyboard) and the same remake (they completely screwed everything up)

Outsourcing no guarantee of failure

In house development quality guarantee? What kind of idyll is this? In any case, this is no longer the original version, so it doesn’t matter who made it.

The game has been in development since 2007. During this time they had a lot of time to cut down what they wanted.

Yeah, and FF XV is 12 years old. Just because development started in 2007 doesn't mean it was ongoing every day until release.

This is not a corridor shooter. There are downloads, but you can freely move around the location and return to the very beginning of the location and run through it again in search of secrets as many times as you like. At least you ran from the beginning of the level to the end and then went back again. The game allowed this.

As in the first Doom and many other places. There is a path to the end of the level, there are a couple of forks. Free exploration in a shooter this is for example the city from Wolfenstein 2009.

Likewise, even after loading, you could just go back out the door and run around the location you just cleared

It's not like this everywhere

Dameon, Doom and Infinite cannot be compared. The technological gap is too big. You are now philosophizing and just searching similar games. You can cite a million games with similar roaming around locations as an example. If you look at it in a modern way, then Infinite's graphonium is outdated. Even Devil May Edge reboot has better graphics. Even Watch Dogs. Although they all came out in the same year. But that year it didn't make much of a difference. Now we can philosophize and say “the graphic is so-so.” But it didn't matter then. We then simply admired the game and that’s all. The game is excellent, no amount of graffiti will change that.

Doom and Infinite cannot be compared

Who will stop me?))

The technological gap is too big

It was about game design. In Duma, you can also go back through the location and look for secrets.

The game is excellent, no amount of graffiti will change that.

The game is shit, both within the series and in the action genre. And neither here nor in the Steam reviews did I see a single adequate argument against

I’ll add a little of my own to this srach.

I didn't like the game because:

There are quite a few holes in the plot and the actions of the characters cannot be called adequate. Having the opportunity to go to any reality with the ability to find all the necessary conditions there, the heroes aimlessly jump into other worlds and hope for the best.

Elizabeth. She was promised as a very cool and useful companion with unique skills, who would help the main character here and there and develop during the game. We were also told that she would not be a doll, but would always comment on everything and do many other things that were useless from a gameplay point of view, but very atmospheric. But we only got a doll that speaks strictly certain phrases in strictly certain places, a portable station of first aid kits and cartridges from TF2, and a master key (which also cannot do anything on its own).

Lvl design. Invisible walls in a AAA corridor shooter? Seriously? (I note that apart from this, the design of the weapon is not bad).

Weapon. It's sad. It's not fun to shoot. There is almost no variety. I replaced one of the initial rifles with a new one in the second half of the game, simply because the cartridges were no longer falling on it.

-"Magic". It looks cool, but I haven’t found an adequate use for it. On the highest difficulty, it is easier to shoot everyone with a firearm than to use magic. Yes, even hand-to-hand combat has proven to be more effective than magic. This didn’t happen in previous parts! =D

Enemies. Three and a half cripples and a bunch of skins for them. It is VERY interesting to meet new opponents who are actually just repainted old ones.

City. We were shown a flying city, but, in fact, only at the beginning did we feel the atmosphere of a city in the sky. In previous parts, almost the entire environment (including sounds) said that the city was under water and, in any inconvenient case, was ready to fall under enormous pressure. Here we only occasionally feel that the city is really floating, and we are not fighting on the next skyscrapers.

Yes, the game is not bad. But from an AAA shooter you expect something more than dull shootouts on a slightly less dull plot.

And yes, everyone’s favorite Eliabeth is still a useless doll compared to Elika, who appeared in 2008. You should be ashamed.

On the contrary, I shook all the fluff and plasmids. It was cool to get married. But I played it on Hard. I didn’t take any chances with the 1999 Mode that opened after the first playthrough; it’s already completely hardcore.

Plasmids have always helped me. On hard the PPC of some armored enemies and all sorts of snipers is simply not easy to reach. Well, during large-scale firefights, riding on rails, throwing plasmids into the crowd is the most profitable tactic.

Elizabeth didn’t really impress me and I don’t know why she has such a fan club and a lot of porn. But in the game I was struck by her change in appearance at the moment of their reunification. Well, the character is basically alive. Especially all sorts of hidden Easter eggs when she sings or plays there.

And all these jokes with portals were just like a background for me, part of the game. Naturally, I understood that a girl who had been locked up all her life couldn’t immediately become a superhero, so I didn’t ask much of these tricks.

And someone was not turned off by the Prince of 2008, in order to directly see how empty these two characters in the game are? It's funny... NO!

This is a fairy tale first and foremost. Of course, WW fans don’t like it, but I don’t like that a beautiful story with the atmosphere of 1001 Nights was turned into a bloody slasher with dismemberment.

So yes, 2008's Prince is one of my favorite games in the series. I like WW it’s a wonderful game that I’ve happily replayed more than a dozen times, but I can’t put it on a par with tSoT, the original prince duology and the 2008 game because of the atmosphere.

I only remember collecting spheres, the game was so deep.

The taste and color, as they say. I love plot twists like those at the end of the game.

Although the character archetypes are stereotyped, they do not cause rejection. On the contrary, it was interesting for me to watch them, even taking into account the lack of intrigue in the plot as such.

since it is no different from hard

Like this? There is also a big difference in terms of damage, damage, and efficiency of plasmids.

You deal 60% damage

You take 170% damage

$50 costs one res

5 seconds shield regeneration delay time

3 seconds shield regeneration

1999 Mode

You deal 50% damage

You take 200% damage

$100 costs one res

6 seconds shield regeneration delay

4 seconds shield regeneration

Just think about it: 100 Bucks for one RES! Twice as much as on hard. You deal damage like crazy, but you get 30 percent more damage than on hard. For about two thirds of the game you are simply trying to survive, and only then, when you have at least some spare cache and enough ammo, does it become easier to play.

Well, this chip is like a control finisher for this difficulty level:

In other words, you can go through a ton of story, but if you don't have 100 bucks when you die, all your progress will just go down the drain. Zilch and no. Vigor is not restored automatically. For half the game, the only cures you can find are apples and bread. You need to buy first aid kits.

No, my psyche is not ready for this yet.

.
4. Rooftops of downtown Comstock.
5. Gate of Monument Island.
6. Monument Tower.

Walkthrough. Part 3. Finkton Factory

Chapter 13. Finkton Docks
BioShock Infinite

On the docks, peaceful people work like robots, in rhythm with the mechanisms. Where Elizabeth landed here, we begin to look for her.

At the very beginning, we go into the office on the left, between the two tables we take the voicephone (34/80). There is also a machine with cheap extract enhancements.

Under the first staircase we find the 1st master key. We climb up this ladder, at the top workers are wiping vending machines, and on the right on the table is the second master key.

Then we walk along the platforms and moored gondolas. In the second service room "Employees only" you can take money from the opened safe and clothes Hat - Deft Hands, but after that all the police in the area will attack us. At the exit from the port we approach a large pipe on the left, near it lies the 3rd master key.

We pass along the corridor to the next pier. Here one of the containers fell, and electric crystals appeared from the energy drinks; we shoot them from afar. Manually open the doors to the building.

Chapter 14. Haven


Through the opening doors we see how Elizabeth tried to board one of the ships, but was thrown back. She runs away from us along the pier, we are trying to catch up with her. The girl uses the gaps against us, but there is nothing dangerous in them, they only delay.

We cross the bridge to Fort Franklin. In the building, Elizabeth uses a gap to pass through the wall, and there she is grabbed by soldiers. Now she will have to be released again. We examine the building. On the left at the dead end there is a voicephone (35/80).

Chapter 15. Fort Franklin Pier
Bioshock Infinity


We exit through the side door. On the pier it is better to take a sniper rifle from the boxes. We climb a multi-story building, from above we see how Elizabeth is fighting off two soldiers, but they are behind armored glass, we need to get closer to them.

We move along the air route into the courtyard of the building and fight the enemies. There are two doors on the side, they lead to the prison, inside through the bars we can take the Extract (11).

We drive along the air route to the upper balcony and enter the doors. Elizabeth calls another air route through the gap and leaves, we go after her.

Near Elizabeth we will be attacked by a Mechanic - a man in a robot suit with long arms. A serious enemy, but this time Elizabeth saves us from him, after which she again agrees to act together.

Chapter 16. Recruitment Center
BioShock Infinite

We go to the red ship, opposite it at the fence there is a telescope (22/37). On the ship itself there is a door with 5 master keys, if we open it, we can take clothes inside Pants - Firebird. We rise to the upper platform and enter the main office.

Chapter 17. Finkton's Service
BioShock Infinite. Walkthrough site


In the lobby of the building we see that people come here who want to get a job. Under the entrance stairs we find the 1st master key. At the dead end on the left there is a kinetoscope (23/37).


Upper hall

We enter Big hall. There are queues of workers here, but there are no vacancies, and we cannot get through the main door. In the central office on the table there is a 2nd master key and a voicephone (36/80). We go around the central office, in the back near the floor scales we find the 3rd master key.

The main entrance is guarded, but there are stairs down to the left and right; we open the doors with a hairpin on them.


Lower hall

Here you have to fight with a mechanical patriot and the police. There is a safe downstairs in one of the offices, we open it with 1 master key, we get 160 coins. There is a 4th master key in the corner of the hall. In the office in front of the elevator there is a 5th master key on the table, and in the closet there is a voicephone (37/80).



We call the elevator. While he is driving, Elizabeth finds Slate's papers. According to his information, Lady Comstock herself decided to lock her daughter in the tower, and her father simply supported this idea.

In the elevator we hear working conditions at the factory - Jeremiah Fink convinces the workers to be like bees - not to get sick and not to rest. Halfway through the journey, Fink calls us in the elevator and tries to hire us into his security service.

We arrive at the lower level. At the exit we are met by Fink's messenger, he gives us the 6th master key, ammunition and a new weapon - revolver. He insists that Mr. Fink is not interested in Elizabeth and continues to insist that we get a job with the owner of the plant. We don't pay attention, we move on.

Chapter 18. Thorough Square
BioShock Infinite. Secret rooms


In the square we see that people here are in dire straits, and there are even auctions for work to see who can complete it faster.

On the square in the far left corner there is a sewing workshop. Rock music can be heard through the red gap.

In the far right corner of the square there are carriages with logs, we reach the end of the track, near the milling machine we find the 2nd master key and a voicephone (38/80).

We can jump onto the roofs using hooks. On the central roof behind the sign we find a sniper’s position, there is a rifle, ammunition, food, clothes left here Shirt - Glycerin Vest.

We go into the central building "Chen-Lin". Inside, we take the voicephone (39/80) from the table. We pass to the next location.

Chapter 19. Weapon workshop
BioShock Infinite


In Chen Lin's workshop we appear at the boiler room level. We go upstairs and along the way we see a statue of Buddha. On the top floor on the far table lies the 1st master key. There is no one upstairs, but now we hear someone crying from below.

We go down and see Mrs. Lin at the Buddha altar. We learn from her that her husband was taken to the Good Hour club. We leave the workshop back to the square.


In the square you will have to fight the Mechanic. Most of his body is invulnerable; to destroy him, you only need to shoot at the red heart. After the death of the Mechanic, we select a random one from him clothes. At the entrance to the club there is a sign “Booker DeWitt’s audience today”, which means the prophet warned the locals, and they are already waiting for us.

Chapter 20. Good Hour Club
BioShock Infinite. Caches


Inside the building we go up one of two stairs. At the top there is a kinescope gun machine (24/37).

In the center of the hall we have to defeat many opponents. It all looks like a performance on stage. With the help of Elizabeth, we call something from the gap, and begin to destroy waves of enemies:

Wave 1 - police squads and a fireman.

Wave 2 - police squads and the raven lord.

Wave 3 - several turrets and a mechanical patriot.

After the victory, we will examine the hall. Below, opposite the two statues of Fink, we go into the corridor, look through the kinescope (25/37). In the right toilet there is the 1st master key. To the right of the two statues we see a vending machine, go through the door next to it and find ourselves in a bar. Inside on the table is the 2nd master key and Elixir (13).

The backstage entrance has opened in the hall, we go in there. In the dressing room on the left we take the voicephone (40/80) and go down the stairs.


On the wall we see a list of prisoners. Chen Lin in cell 9. We take the 3rd master key from the basket.

In the next room, on the projector, we watch the interrogation of gunsmith Lin. We go out into the corridor with prison cells, take the voicephone (41/80) from the stool.

(If earlier we spared Slate, now we will see him in the 1st cell. He sits and does not react to anything).

We can hack cell number 8 for 5 master keys, we find clothes inside Boots - Excess(long-awaited boots, which for a very long time were not enough to complete a complete set of clothes).

We open the 9th chamber with a hairpin, but inside is not Chen Lin, but another staircase down.



Torture room

We go down to the lowest floor. There is a 4th master key on the table. We enter a dark room, press the button to turn on the light, and suddenly we see the body of Chen Lin, who was tortured to death.

A mysterious lady and gentleman appear out of nowhere. They invite Elizabeth to open a full-fledged gap and move to another reality, where Chen Lin may still be alive. We take the advice and make the transition. At first, the other world will be gray, as in all gaps, but over time it becomes the main one for us and acquires colors.


Parallel reality

In this version of the world, Chen Lin is actually not in the torture room, instead there is a new rebel machine gun. Let's go back upstairs. There are many more prisoners here than before. In the room with the projector we learn that Chen Lin was acquitted thanks to his wife. Even further we see two guards who twitch in place and flicker gray. They are alive in this version of the world, but were killed by us in the previous version, and now they feel partially dead.

We go up to the club hall. All the guards here are alive, but we take them by surprise by attacking them from behind.

Before leaving the club in the lobby on the balcony, we look through the picture tube (26/37) at the top of the two stairs, now there is another video about why Chen Lin survived.

Walkthrough. Part 4 - Parallel worlds

Chapter 21
BioShock Infinite


We go out to the square. Now there are a lot of police here and they will have to shoot at each other.

Having won, we enter the central building to Chen Lin.

Chapter 22. Weapon workshop
Bioshock Infinity


In this version of the world, instead of a Buddha figurine, we see a Comstock figurine. On the upper platform, Chen Lin is alive, but he blinks gray, not reacting to us, and there is emptiness around, all the tools for creating weapons are gone.

On the way back we meet the gunsmith's wife, now a white woman who prays to the Comstock statue. We learn from his wife that Chen Lin himself was not touched, but all his tools were confiscated. You need to look for them in a warehouse in the slums. Let's go there.


Road to Slums

This time, on the square, open the way to the Shanty Town slums. We go inside and press the lever to move the weights out of the way. Elizabeth remembers the thimble that covers her right little finger.

We go out into the courtyard and fight with the local guards. We approach the housing administration building and take the elevator down into the slums.

Chapter 23. Slums
BioShock Infinite. Vicky


The elevator sank deep down into the flying island. Here we see the terrible living conditions of the factory workers. People are hungry and are constantly in search of food. In the center, the preacher calls for support for Daisy Fitzroy and joining the revolutionary movement.

Ahead on the left, around the corner, two merchants are selling food, there is an Extract (15) nearby, if we take it, the merchants will attack us.


Bar "Night Shift"

We enter a bar with a sign "Graveyard shift". We go down to the basement. Here we can take guitar, as a result we will see a small scene - Devitt will play the guitar, and Elizabeth will sing a verse from the song.

We take it nearby key(it will come in handy later, in the police warehouse). There is a voicephone on the table (43/80). The overturned box contains the first master key. Between the beams we find a passage into the room under the stairs, there we take a locksmith set - three master keys.


On the street we walk on the right side. Poor people break the machine trying to get food from it. Next to them we can open a gap with bags of food and take money from the broken machine.



Bull Yard

Along the way we find a broken clothes machine, nearby Pants - Bounty Hunter. We go out onto the site, here two large machine gun turrets appear on the distant building. We hide behind the corners of buildings and gradually destroy them.

On the building opposite the police station we see two hooks, we jump along them onto the balcony, there is sniper rifle, two master keys and a telescope (27/37). On the balcony, which can be reached via the air route, there is a grenade launcher.

We get to the police station building. Until we enter, we turn around and see that one air route leads to the left and high up, behind the building. We drive along it, on the secret upper platform we find a voicephone (44/80). We enter the police building.

Chapter 24. Police warehouse "Bull House"


An alarm sounds in the hall, the staff has already prepared for defense in the second hall of the office. We pass through the grate, on the right in the office on the table there is the first master key, next to it is a kinetoscope (28/37).

We enter the central hall, fight with the police and one robot. Under the main staircase we enter the interrogation room, here at the entrance there is a voicephone (45/80), and on the table are the 2nd and 3rd master keys.

We go up to the second floor, kill a few more enemies. On the left along the corridor there are offices, in them we find the 4th master key on the floor, on the table there is a voicephone (46/80). At the end of the corridor there is a locker room, there is a 5th master key in the shower.



From the central hall we go down the stairs. We see confiscated instruments. We open the door with a hairpin. Down in the first chamber there is a 6th master key. In the last cell there is a bag with money and weapons.

The necessary equipment has been found, but it cannot be manually transferred back to the workshop. Therefore, Elizabeth opens a gap to the next version of reality, where the tools remained in the workshop.


Parallel reality

In place of the tools there will be a warehouse with a new “watering” weapon. We go up to the main hall, on the way from the table we take the voicephone that appears (47/80). We go outside.

Chapter 25. Fort
BioShock Infinite. Walkthrough


Outside, an uprising is already in full swing: militia under the command of Fitzroy are fighting with the police. Allies in red clothes, enemies in blue. You need to cross the highway to the opposite side.

In the square, Daisy Fitzroy gives a speech to people. In the conversation we hear that in this reality Booker Devitt died.

We go towards the bar, to the left of the stairs near the drain pipe we find the 2nd master key. Near the bar, soldiers take pictures with the dead Mechanic in the background. In his hands audio recording (48/80).

Inside the building on the bar counter we find a voicephone (49/80), with a recording from Booker Devitt from this reality.

We return to the elevator and go back to the offices.

Chapter 26. Finkton's Service

On the way we find a new one energy drink "Snap"- we can perform a ramming strike, quickly moving towards the selected enemy.

There are also battles going on in the service building. We help the rebels. We enter the corridor with the loads, press the lever, and go out to the Square of Care.

Chapter 27. To the factory
BioShock Infinite. Hyde


In the square the battle is already ending, the last enemies are being finished off, we don’t have to participate in this. Let's go to the weapons workshop.

Inside, Chen Lin and his white wife were killed on the threshold of the workshop. There is a master key at the table. There is a nearby audio recording (50/80). On the recording we learn that the local Booker Devitt decided to help Slate and Fitzroy organize the uprising, and in return they were supposed to help find Elizabeth, whom he had not yet found.

Having occupied the square, the populists began to open the locked gates to the factory. We wait until they do this, we enter the doors of the "Factory".

Chapter 28. Factory yard


In the open area we take part in the battle between the populists and the patriots. At the end, an airship with a missile turret will arrive. It is necessary to disable it, but it is useless to shoot for this.

We go up along the air route, jump over several hooks to the upper air route, along it we reach the side wing of the airship, jump onto it, and go inside. Having killed the enemies, we come close to the engine and destroy it. the airship will tilt and begin to fall, we quickly jump out through the opened side hatch and cling to the air route.

There are two entrances to the factory, and between them there is a small hill on which there is a telescope (29/37).

Chapter 29. Factory
BioShock Infinite. Walkthrough


Inside the factory, the rebels collect various pieces of iron and put them on themselves, resulting in armored knights. In the second hall, on the semicircular fountain on the right side, we find two master keys. In the last room, near the overturned chair, we find clothes Shirt - Aero Accuracy. We enter the elevator.

The elevator stops and the phone rings. This time we get a call from Daisy Fitzroy. She considers us impostors, since the local Booker DeWitt died before her eyes. Fitzroy orders us to be killed, and now the red armed men will attack us.


Upper hall

We kill the rebels who get in the way. There is a lot of money on the tables ahead. There are vending machines in the side room, and clothes are hidden behind one of them. Hat - Faithful Enemies. In the hall in the far right corner on the table we find a voicephone (51/80). Before the next door we find energy drink "Power flow"- creates controlled water currents, can attract or repel enemies.



Tower clock

We go around the entire lower platform. On the left, near the fence, there is a telescope (30/37). Let's go upstairs. Behind the glass, Fitzroy kills Fink and takes his young son hostage. She is setting all her soldiers on us.

Gondolas will fly from above, we can throw soldiers off them with a new energy source. At the end we fight with the rebel mechanic.

We approach Fitzroy behind the glass. On the left we put Elizabeth into the ventilation. We distract Fitzroy by talking to her. Elizabeth makes her way to her and suddenly kills her with scissors in the back.


Booker began to move the airship out of the parking lot. A minute later Elizabeth left the room. She got rid of her old bloody clothes and put on her mother's dress, cutting off her long hair.

But you can't fly far. Nightingale, a survivor of this reality, attacks and shoots down the airship. Slowly we fall down.

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