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Walkthrough of the game BioShock. BioShock Infinite walkthrough Downtown Emporia

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 a plane crashing over the ocean. We sail to a structure similar to a lighthouse, keeping a safe distance from the burning wreckage of the crashed liner. We go up the stairs and go through the door. We find a staircase on the other side of the room and go down it to the bathyscaphe. Inside the bathyscaphe, press the lever to go to the bottom of the ocean. We sit comfortably in front of the porthole 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 the submersible. We turn left and go up the stairs. We watch a humanoid fight with a security system device. We go to a passage littered with pieces of concrete. We lift the adjustable wrench from the ground and break the 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 go up the stairs and use the key to deliver a couple of fatal blows to the humanoid who attacked us from around the corner on the right. Don't forget to search the bodies of the enemies you kill in search of plasmids, first aid kits, cartridges and other useful things. Then we go up another ladder 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 if you have the appropriate plasmid reserves. We release an electrical discharge into the door control panel. We go into the tunnel. We go to the tail of the plane, which has broken through the transparent wall of the tunnel, due to which water began to rapidly flow 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 to go along the tunnel to the door with the Securis sign. We pass through this door into a dimly lit room. We find here a couple of syringes with a supply of plasmids and kill several humanoids.

We pass through the door, above which there is a sign with the inscription Airlock Active. We go up the long stairs. We kill the humanoid engulfed in fire. We go into the next 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 another humanoid and take a revolver from the stroller. We go to the restaurant. We are looking for a men's restroom, in which part of the wall in the far stall must be broken. We climb through this hole into the next 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 at the padlock that locks the grate. We pass to the next sector. We take cartridges for the revolver from the killed humanoid. We walk along the corridor, destroying all enemies along the way. Having reached the stairs, we release an electric discharge at 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 grate slams right in front of your nose, we immediately move away from the door and hide in the arch opposite the waterfall. We kill humanoids by releasing electrical discharges into the water. We leave the shelter after the message from Atlas is heard. We go to the Medical Plaza sector. Here we look at the screen on which the message from Andrew Rhine is broadcast and wait for help from Atlas. We go into the next room after his command, in which we turn the valve to get into the medical pavilion.

3. Medical Pavilion

We turn left and stop in front of a closed double door. The doors jammed the security system device. We hack the device's software code. The essence of the hack is this. A screen divided into squares will appear on the screen. You will need to connect the pipe so that the liquid travels smoothly from the starting point to the final destination. After a successful hack, the device will come over to your side and help you deal with your enemies. We go into the next room. Here we kill two humanoids and go up either of the two stairs. There is a control panel on the balcony. Press the lever to open the door behind you. The voice of Atlas will be heard on the radio, 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 hall of the medical pavilion. Let's go down. We deal with the humanoids and go through the door, which opened as soon as the light appeared in the hall. We observe the actions of the ghost and pass through another door into the very belly 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 automatic fire towers. First, we release an electric discharge into the tower and then destroy it in any available way.

First of all, we look for the door above which the inscription “Dr. Steinman"s Aesthetic Ideals" is written. We go into this door and go to the end of the tunnel. We leave the tunnel into a large room in which Dr. Steinman should be. As soon as the doctor notices you, he will quickly run away, leaving behind a pile of ruins.

We return the same way to the center of the medical complex. You must now complete the challenge of infiltrating the Dental Services area (staircase next to the entrance to Dr. Steinman's area). The entrance to this area is covered with a thick cap of ice. We need to somehow melt all the ice to clear the passage. Let's go to the crematorium. In the back of the crematorium, we temporarily incapacitate using an electric discharge.

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

Melt the ice with the help of 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 Gatherer's Garden machine. To install telekinesis plasmids in the nest, you will have to throw away one of the two plasmids you already have. What to leave is up to you, but I recommend leaving the electric plasmid. Having taken possession of the telekinesis plasmid, we go with him to Dr. Steinman's clinic. Using the power of telekinesis, we “catch” a grenade flying in your direction from the balcony and launch it into the blocked passage. We go into the next room, destroy the two security systems and go into the operating room through any of the two doors. We observe the doctor's actions 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 enemy does not pose a particular danger to your health. If you have an arsonist plasmid, you can try to lure the doctor. on the oil slick behind the operating table and quickly set it on fire. Another option is to use an electric plasmid if you lure the doctor to 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 on him. We return to the tunnel. We go to the other side of the tunnel until we see an open passage on the left. Let's go into this area. We pass through the glass door into the large hall. Atlas contacts us again with a demand to kill his little sister, and Tennenbaum wants you to spare her. The choice is yours. Let me just note that for killing your sister you will get 160 points and you will only get 80 points if you let her live.

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

We enter from the hall through the door on the eastern side of the hall, then go through another door into the central sector of the medical pavilion. We head towards the hall. Along the way you will encounter big daddy and little sister. Dad is a serious rival, no match for the doctor. When fighting him, it is especially effective to use explosive or armor-penetrating ammunition. You will also have to constantly be on the move to be at a safe distance from dad, because despite his size, he moves quite quickly.

When the robot is finished, we decide on the sister: kill her or subjugate her. We go down to 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. We press the switch to open the path to the bathyscaphe. Let's go down. We go into the submersible. In the submersible, lower the lever to the lower position and select the Neptune's Bounty route.

4. Neptune's Bounty

We go up the stairs and go around the column on the right side. We select ammunition from the floor, climb through the ruins and go through the door. Having passed a long corridor, we come out onto the pier, along which a father and sister and a couple of humanoids are walking. We climb under the wooden flooring before they have time to notice you. We find an automatic cannon nearby, release an electric discharge into it and hack the security system. We perform the same operation with another cannon under the decking on the opposite side of the pier. Now you can begin the operation to eliminate dad. 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 the red circle.

Having destroyed dad and dealt with my sister, we head to the pier on the south side of the dock. We are looking nearby for a metal door, in front of which a humanoid is walking. We destroy the enemy and go through the metal door into the next area. We approach the Gatherer's Garden machine gun and turn left. You find yourself in the firing zone of an automatic cannon firing missiles in your direction. We use telekinesis plasmids to “catch” the missiles and turn them in the opposite direction. Two or three accurate hits and the gun is finally will be destroyed.

We go down the stairs and head towards the giant inscription "Fountaine Fisheries". We climb over the boxes with fish and go through the door. We look at the dead lady lying on the floor. We collect ammunition and health. We knock on the door on the opposite side of the room with an adjustable wrench. Listen to Peach Wilkins' monologue. He wants you to go to one office (Wharfmaster office) on the upper pier and take 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 try 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 again open the observation window in the door and deliver a short monologue. We take the missile launcher from the table and leave the room. We get over the obstacle in the form of boxes with fish, go up the stairs to the platform with machine guns and go to the right. The gate should now be open. We kill all the humanoids walking near the gate and go to 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 hack the circuit 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 other little things. 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'll 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 the humanoid with a machine gun. We disable the security camera and climb the two stairs to the top floor. In order not to fall into the field of view of another security camera, as soon as we leave the last step we hide in a small room with a switch and a closed grille. We knock down the lock on the grate, enter the room and quickly hide behind the table so as not to fall under the crossfire of the fire towers. Don't forget to use telekinesis in the fight against the turrets that fire rockets. Having cleared the room of automatic devices, we go to the wall opposite the front door. We climb into the next room through a hole in the wall. We find a door labeled Interrogation room. In this room we take the camera from the table. Peach Wilkins will contact you immediately. He wants you to take pictures of three different spider-humanoids with this camera.

We point the camera lens at the first humanoid spider, which we see behind the glass, and as a result we get the first picture out of three. We leave the office and walk along the corridor. As soon as the smoke from the explosion that thundered ahead clears, you can go explore the area affected by the blast wave. We approach the edge of the slab and eliminate the enemy standing below. We jump onto the boxes and then onto 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 security camera and two humanoids along the way. At the fork we look both ways. We see metal doors on both sides. We explore the area starting behind these two doors in order to find two humanoid spiders and photograph them.

When you have all three photographs in your hands, we go out into the tunnel and follow it in the opposite direction. We return to the room into which you jumped after the explosion in the Wharfmaster office. Now the gate is open and thus the path to the lower level of the pier is open. We get to the site where a vending machine and a gene bank are installed. Make sure you have an Electric Plasmid and most importantly a Pyro Plasmid. 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 a locked door and Peach Wilkins behind it. We knock on the door. He will let you in, but will force you to put all the weapons you have into a yellow device labeled "Pneumo" (it will come back to you, don't worry). Let's go down. Melt the snow on the floor to take the tonic plasmid. We go down even lower and pass through the door into a large room, in which we have to clash with Wilkins and his friends. You don't have weapons, but you do have plasmids. Try to lure your 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 and not against you.

Having destroyed Peach Wilkins and his entire honest company, we find a ladder nearby and go down to the landing. We take the weapon from the yellow column (though 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 and observe two ghosts. We continue to melt the snow and slowly walk through the tunnel. We listen to the message from Atlas and move forward to the next level.

5. Smuggler's Hideout

We exit the tunnel into the grotto. We find a ramp nearby and climb up 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 lot. As you approach the harbor, Atlas will contact you. He wants you to sneak into the control room with the sole purpose of opening the submarine's hatch. We go to the control center 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 cylinders and barrels in front to destroy as many humanoids as possible. We go down to the harbor. Not 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 move 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 withered. We go to the left side of the park along the path lined with stones. We go through the door marked with signs “Rapture Metro/Arcadia Glens”. In this sector, for the first time you will meet a very insidious enemy - a humnoid Houdini. He can disappear and appear in the most unexpected places and release fire towards the enemy. We turn right and go up the stairs. We are looking for a nearby door marked with the sign "Rapture Metro". We go out onto the balcony and quickly run to the other side, while simultaneously shooting at the cluster of humanoids ahead. We pass through the door and in a calmer environment we reload our weapons. We go down the stairs closest to you to the lower level. Following numerous "Rapture Metro" signs we reach the entrance to the "Arcadia Glens" area.

We go inside and go left. Around the corner we meet a big dad and his sister. We deal with him and run along the wooden flooring past the door marked as Waterfall Grotto (you will look into this area a little later) into the Rolling Hills area. We pass through the door and go down the slope to a wooden canopy, under which a cannon is installed. We destroy the cannon, the lone humanoid nearby and look for a ladder nearby. Let's deal with the next big daddy, whom you will meet as soon as you start going down the steps. In the next location we head towards the still closed entrance to Rapture Metro. We receive instructions via radio. Atlas asks you to find Julia Langford, who was growing the forest, and ask her to help you save the forest from drying out. Luckily, you're very close to her research lab. We go into the laboratory. First of all, we destroy the camera to your right. We go 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 specimen of Rosa Gallica there.

We leave the laboratory and immediately find ourselves under the close tutelage 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 to get rid of a group of motley humanoids by any means necessary. We find a genetic tonic in one of them. Let's 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 the humanoid who came down 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 go into the next room. Here Langford will inform you that she has disabled the security system, so you can walk around the laboratory without fear. 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 involuntary witness to the painful death of Julia Langford from exposure to the yellow gas that filled the entire office. Before her death, she will write the numbers on the glass: 9-4-5-7. We wait until the gas has completely cleared from the office, and only then go inside.

We take a new weapon from the table - a chemical installation. We find a locked safe under the painting 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 audio diary and remember what 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. Vials of this solution can be found on humanoids you kill, especially Houdini humanoids. Try to find seven portions of chloroform at this level. Other components: distilled water and bee enzyme tests can be found at the city market, which is almost a stone's throw away. We get out of the Langford laboratory into the Rolling Hills area. Here Atlas will contact you again. He will direct you to the Farmer's Market area, where you can find all the components indicated in the formula. We leave the Rolling Hills area and follow to the beginning of the Arcadia Glens area. The entrance to the Farmer's Market should be nearby, you should go there. We turn right. Having passed all the arches, we see the inscription Farmer's Market. Behind it we find a camera. We go into it and turn the valve to close the bulkhead behind us.

7. Farmer's Market

We examine the farmer's body on the floor near the pneumatic mail. We find in him a 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 through the door. From the tunnel we emerge into a closed area with shopping arcades and tents. We beware of numerous guns and cameras installed in secluded places. We select the tonic from the alcove on the right side. We go into a large room with a balcony and a large spreading tree. We go up to the balcony and go through the door to your right. First of all, we turn all our attention to the big daddy, or rather, we enter into a fight with him. Then we walk along the path in the direction of the inscriptions on the wall “Silvering apiary” and “Worley Winery”. We go through the door with the sign "Securis". We go along the tunnel until we see a branch to the left, that's where you go. We watch how a swarm of bees deals with the humanoid. Afterwards the bees will fly straight at you, but that was not the case. We retreat behind the oil slick and set it on fire, thereby blocking the path of the bees in your direction. When the fire goes out completely, we go into the room with the killed humanoid. Then we go through the door behind the counter to find ourselves in a room with beehives. We pull the lever on the control panel to release 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 your guard.

We go out into the tunnel after all the hives have been examined and all the enzymes have been collected. We proceed to the Worley Winery area. We search all the premises of the distillery in search of seven carafes of distilled water. When you have all the components indicated 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. Returning to the previous level

8. Arcadia - second visit

Before leaving the cell, we listen to the message from Ryan. We destroy 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 the lone enemy and go non-stop to the office that was once occupied by Julia Langford. We install the flask with the Lazarus Vector substance in the Central Misting Control installation in the left free slot. We head to the reception. We block the front door by activating the lab access seal device. From this moment on, you have about a minute to prepare for the attack of a large horde of humanoids who will certainly break into the laboratory as soon as they cut the front door by welding. We hold a perimeter defense while the installation prepares to launch the Lazarus Vector into the park's spraying system. When Atlas informs you that everything is ready to start, 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 a submersible inside the Rapture Metro, 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. We listen to a monologue by Sander Cohen, an artist with a very unusual character. We leave here as soon as we receive a new task. We deal with a couple of humanoid spiders who will literally fall on your head. The artist decided to test your “combat” state in this way. We repel the attack of five or six humanoids and go into the main atrium as soon as Cohen unlocks the door. We go up the wide stairs. We go to Fleet Hall. After the ticket office, we pay attention to the security camera before it has time to detect you. Next, press the elevator call button. We turn back and enter into battle with three humanoids. Then we go into the cabin and, pressing the button, we smoothly rise to the top.

We go to the theater. We are watching the performance of a nervous pianist, which will end very badly for him, namely in the hot embrace of flame. Following Cohen's instructions, we take a photograph of the dead pianist.

We return to the central part of the atrium. We approach a group of sculptures installed on a small stage. We insert a photo of the former pianist into the frame. We take from the hands of the sculpture that appears on the stage a new weapon - a crossbow. The artist wants you to kill three more of his enemies, take photographs of their bodies and place the photographs in the remaining three free frames.

So, next up is Martin Finnegan. We rise to the upper level of the atrium. Cohen will open the way for you to the Poseidon Plaza area. We are looking nearby for the central door behind which this area begins. We exit 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 again. We approach the leftmost pseudo statue. We hit Finnegan when he starts to melt. Then we fight, 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 go through this door into another segment of Poseidon Plaza. We are looking for the 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. We return to the club. We see Rodriguez near the bar. We begin to chase him. Rodriguez will throw in your direction fireballs. We shoot at the back of the ever-running Rodriguez and, of course, avoid close contact with his fireballs if possible. We take a photo of the victim and display it in Cohen’s personal gallery in the atrium.

Cohen, playing the role of a temperamental artist, enters a streak of anger and sends countless motley humanoids at you. We kill all the enemies, after which Cohen will still apologize to you. We return to the Eve's Garden strip club. We go into the door next to the bar and go up the stairs. We go through a couple of automatic doors, after which we destroy two fire stations located on both sides of the last door. We go into Rapture Records (on the northwestern side). We go down to the fire, in front of which there is a chair on which a dead humanoid has collapsed. Having heard a characteristic ticking, we retreat to a safe place - in a couple of seconds an explosion will sound, the last character from the list of Cohen’s personal enemies will begin to scream from the upper floor. sent down by Cobb. We climb into the ventilation shaft. At the exit from it we encounter your opponent. Like Rodriguez, there are the same fireballs in Cobb’s arsenal, the same tricks and movements. We take the picture to the atrium. along the stairs. We don’t kill him in any case, he will still be useful to you. We leave the atrium. We go into the Rapture Metro Hephaestus and go to the Hephaestus area.

10.Hephaestus

Hephaestus - Greek god of blacksmiths. Starting from this level, your enemies will become more dangerous and invulnerable, so be careful. We leave the submersible. 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 ahead a large sign "Ryan industries".

We go down the slope to the door and go into the territory of the enterprise. We turn to face the sign “office of Andrew Ryan”. We go along the wall to the nearest door. In the next very large room we find the exit on the other side opposite the entrance. We make a lightning-fast dash to the nearest door, without falling into the lens of the security camera. Having opened this door, we go into the corridor that will lead you to Raine’s office. The entrance to Raine's office is inaccessible 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 near the first and third corpse on the right columns. The second diary contains suggestive information about the method of access to Raine's office. Listening to the diary will end with a message from Ryan and another change in your goals. Next, we destroy a group of humanoids sent by Ryan with one sole purpose - to grind you into powder. They will weld open the locked door of Hephaestus Core and break into the office. After a small skirmish with the enemy, we enter the now open passage into 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 the room into a tunnel that will lead you to the Hephaestus Core area.

We look from the balcony at the central core of the station. We go into the door on your left. We deal with a couple of humanoids and go down the stairs to the lower level of the station. We are looking for the entrance to the Heat Loss Monitoring area, since the signage will make it easy to do this. Having passed 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 only have to reach it just a couple of meters, three corpses will suddenly come to life and attack you. We destroy all the enemies, after which we receive a sarcastic message from Raine. We go into the next room. We head to the illuminated corner on the right side of this room. We pick up the sound diary from the floor. It contains the door code for the Kyburz office: 0-1-2-6. We go down the stairs to your left and enter the passage engulfed in steam. We go to the next staircase, killing another suddenly revived humanoid along the way. Going even lower, we head to the balcony hanging over the flooded area. We see the ghost of a station worker. We turn 180 degrees and go look for the stairs on the right side of the room. Below we take the sound diary from the table. We leave the Heat Loss Monitoring area.

Now you need to find the entrance to the Workshops area. Signs will point you in the right direction. We go into the door marked with the Workshops sign, go through the tunnel and, opening the door, 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 a bookcase nearby. We go behind the shelf and carefully examine the wall in search of a closed passage to the secret room. We move the blood-stained flap and climb inside. In the room, we take the sound diary from the right table, from which we find out what components you will need to create an EMP bomb. The bomb body lies on a nearby table.

Components:

Nitroglycerin: we will find it 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 daddies.

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

Now let's look for an ionic gel. We leave the Workshops area into the central Hephaestus sector. We turn right and go down the stairs. We find a container with gel on the floor near the box. The path to the second container: we pass past the 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, you just need to get three transmitters. We find the bodies of the big daddies you killed earlier and seize the R-34 from them.

When you have all the components in your hands, return to the secret room in the Workshops area. We place all the components into the bomb body and take it from the table. We leave the Workshops area. We look for the door marked as “Geothermal Control” on the signs.

We pass through it and then look for an exit to the next room on the opposite side. We hack two firing points. They will become your cover when you are busy with a very important matter. Turn the valve until streams of magma begin to pour out of both pipes. While you are busy, the firing points will protect you from unwanted contact with humanoids. We go into the lift behind you and go down. We get out of it and run to the end of the flight to the elevator. Let's take it to the main core. We place the bomb on a special base. We return to Raine's office. We destroy the air security systems and a group of humanoids. Then press the device lever 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 clear up some issues. We go into the large hall. We listen to Andrew's chatter on the radio, after which the red lights in the hall flash. We go into the right corridor and go up the stairs to the top floor. We climb into the ventilation shaft. We get out of the mine into a small room with one exit. We walk down the corridor to meet Andrew Ryne himself. After finishing 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 Raine.

We follow into a room with a device resembling an organ and a monitor with the Ryan logo.

We are starting the process of self-destruction. We listen to Frank Fontaine and Atlas on the radio. We leave here when the grate finally opens behind you. We follow the sister, who will lure you into the ventilation shaft.

12. Olympus Heights

Tenenbaum sent you to the Little Sisters' Sanctuary 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 collector tunnel, here Fontaine will contact you. He somehow gained complete control over you, and now your health level is completely dependent on Fontaine's actions. It is in your interests to find an antidote as soon as possible, which should save you from Fontaine's destructive thoughts. Information about the antidote can be found in Sachong's apartment.

We go to the illuminated area at the end of the tunnel. We lift the wheel from the floor. We approach the gate control mechanism that blocks the exit from the collector and place the wheel on the rod. Turn the wheel until the gate is completely open. We go outside.

We follow to the barricade, above which there are posters "Who is Atlas?" We clear the Central Bistro Square from enemy forces. We proceed to the Mercury Suites area, where Sachong and other famous Rapture people live.

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

We retreat to the elevator in the center of the hallway. We meet along the ramp to the second floor. We see that Tenenbaum’s apartment, the only one on the floor, is blocked from the inside. We go to the third floor along the same slope. First of all, we pay attention to the security camera, and then to all the other bipedal opponents. We find a U-Invent machine on the balcony. Near him, on a box near the railing, there is a sound diary. Inside, the access code to Fontaine's apartment is 5-7-4-4. We go further along the balcony to a huge hole in the wall. It opens a passage to the bathtub in Tenenbaum's apartment. We go into the bathroom. 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 combination lock. We go up to Fontaine's apartment. In the corridor we successively destroy a fire tower, a couple of humanoids and a security camera above the apartment door. If the alarm sounds, the entrance to the apartment will be blocked. We go into the hallway and go up the left stairs. We go through the door. We walk to the end of the corridor and go into the bedroom through the door to your left. Adjacent to the bedroom is Fontaine's study. 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 will have one side effect. You will temporarily lose the ability to select 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 in Sachong's laboratories in the Artemis Suites in the Apollo Square area.

We leave Fontaine's apartment and take the elevator to the first floor. We return to Bistro Square. We are looking nearby for the entrance to the Apollo Square area.

13. Apollo Square

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

We pass through the open grated passage. We go along the large tunnel to 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 a column next to the burning carriage. 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 the entrance to Dr. Sachong's clinic nearby. 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 submersible, the path to which will be indicated by the arrow at the top of the screen. We are heading to Point Prometheus.

14. Point Prometheus

We go up the stairs and run after Fontaine. We wait until the 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 go into the next room. Here we see a scene where Fontaine will knock down a pillar and walk through the door into the museum area, threatening to destroy Rapture if you continue to pursue him. Unfortunately, you cannot follow him. Only little sister can open the door, but she trusts only big daddy and no one else. The only way out in this situation is to turn into big daddy and force your sister to open the door.

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

First, you should smell the same as big daddy. We pass through the eastern doors and run to the other side of the room. We kill the humanoid and go to the Little Wonders Educational Facility area. We pass through the tunnel. In the next room, we immediately crouch down to the floor so as not to come under fire. When big daddy comes out of the next room, we climb onto the metal structure and, breaking the glass, climb into the room. We destroy two towers. We go out to the main sector of the Little Wonders Educational Facility area. Three bottles of big daddy phermones are scattered throughout the sector. One bottle is in the room marked Autospy, and the other two are on 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 exit 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 will be able to move on. We enter the Live Subject Testing room through the door next to the camera on the east wall. We walk past containers with a yellow substance. We go up the steps, go right to the Candidate Induction door. Inside we find a voice changing device and use it for its intended purpose.

Tenenbaum encourages you to follow Failsafe Armored Escorts for a protective suit.

We return to the upper area of ​​the atrium. We enter the area voiced by Tenenbaum. We go into the Candidate Conversion room on the western 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. To get boots you need to go to the Mendel Family Library. We'll go there a little later.

We leave the room through the door in the northwestern part of the room. We enter the laboratory through the Securis door. We leave the laboratory through the door on the opposite side from the entrance. Let's take the suit. Now all you have to do is find a suit and a helmet. We go into the Candidate Conversion room. We find a helmet here. We return to the atrium. We find the entrance to the Mendel Family Library. In the central part of the library we find boots on the table.

All. All the ammunition is collected and now you are completely ready to immerse yourself in the role of Big Daddy. We follow to the room where you missed Fontaine, he hid in the museum. To call the little sister, knock on the hole in the wall to the left of the museum entrance with the key. Let's follow my sister. Let's go to the next level, 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 opens the last door for you, behind which Fontaine is hiding.

Her health is reflected as a yellow bar below your health. The little sister is quite fragile, so don't let humanoids or other enemies get too close to her. If an accident happens, you can always call another sister by tapping the key on the hole in the wall, however, if there is a green light 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, as soon as she sees a corpse on the floor, will run up to it and begin to stick her syringe into it. At this moment she is most defenseless and, as luck would have it, at the same moment humanoids begin to attack her, and not just one or two. I recommend hacking 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 your supply 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 the 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. If you die, you will have to start all over again.

First, a little about the fight. Basically we have to drain Fontaine's supply of ADAM using the syringe the little sister gave you. The ADAM supply is clearly presented on the screen in the form of four flasks with red liquid. You can 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 quickly jump onto the platform in front of the device and attack you. Next, you must reduce his health reserve to a minimum, and he will again return to his place in the center of the room 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 power.

In the first stage - fire, in the second - ice and in the third - electricity. Your task is to use opposing forces in response in various 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 setup and plasmids are best friends at all stages. Grenades and other explosives are also extremely effective, especially in the final stages. In the third stage, a group of humanoids will join Fontaine. If possible, ignore them at the moment when Fontaine goes to replenish his health. You won't have much time to stick the syringe into it. If you don't hurry, he will again jump around the area with a full supply of health and you will have to replay a certain stage again.

The fight will end 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.

2013. This game has stunning graphics, an original and interesting plot, as well as convenient gameplay. Of course, the developers could not leave 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 further.

Episodes

The game consists of two separate parts, and thanks to them we will again dive under the water and find ourselves in the city of Rapture, so beloved by fans. But with us will be 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 take about five. The add-on 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 complete walkthrough of which is in front of you, has many secrets and hidden places. The developers themselves say that the first addition was invented for exploration and adventure. The second part of the journey focuses on puzzles familiar from the game BioShock Infinite. Walking through it in Russian will help you avoid getting confused and losing something important.

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

Walkthrough. Part 1

Our adventure will begin with the detective agency where Booker works, and we will play for him. One day a young girl turns to him for help, and since this is one of the parallel realities, our couple does not remember anything about their previous adventures and begins their acquaintance anew. Elizabeth needs to find out 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 shocking invites only selected people to his parties. And in order to get to Sander Cohen's house, the main characters need to go to local stores in search of a party mask - it is this that is a kind of pass. It won’t be difficult to complete the mission - while the charming Elizabeth is fooling the sellers, you can safely go to the back rooms and take a good look at them. There are only three stores in the area, and the mask will only appear in the last one. No matter what order you search them, you will have to visit them all in order to continue Burial at Sea.

Artist Party

Having grabbed a mask, we go to a closed club. It will be easy to recognize it by its bright sign and living sculptures at the entrance. Having looked at the sights (and they are worth a look), we will continue to play through the game BioShock Infinite: Burial at Sea. We go straight along the corridor and find a staircase leading down. We go down and find ourselves on a very unpleasant scene with the participation of an artist.

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

Smuggler Fontaine

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

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

Lost girl

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

After you win, go back to the pipe and pull out the girl. But at this moment Elizabeth will ask you to let Sally go. Now Booker’s nose will bleed, and 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 flooding memories will dull his vigilance, and he will die from Big Daddy's drill. Such a sad ending awaits us after the end of the game.

Addition. Part two

Now we have to play as the charming Elizabeth. It should be mentioned that the further passage of BioShock Infinite: Burial at Sea is focused on stealth. So we move silently, hide in ambushes and destroy enemies by sneaking up from behind. Our main character's dream came true - she ended up in Paris. Wander around the city and talk to 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 will be a ball that will fly up to the door. Go inside, after the nightmare video, Elizabeth will find herself next to Booker and Atlas.

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

Another meeting with Booker

To continue Infinite: Burial at Sea, our heroine needs to get inside the Silver Fin restaurant. This can be done using a master key purchased at the store. If there is no cash, then return to the place from which you came and find a door behind which you will have to kill one enemy. There you will find three master keys. 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 Booker again and talk with him. We go forward, killing a 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 to the elevator.

When you see the guitarist, use hypnosis and set him on Big Daddy. While the fight continues, run forward using the hooks to move quickly. You won’t be able to get into the restaurant through the main entrance, but you can go through the next door and there you will find secrets hidden in this room: behind the cabinet that needs to be moved aside, there will be a secret hatch into the ventilation shaft. We boldly climb inside and disarm 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.

Walkthrough. Secrets of the Lutesov machine

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

We go back and meet Big Daddy in the large hall. We go around it on the left side and go into the room, where the second message awaits us. In the safe, which can only be opened with five master keys, there is a power-up plasmid. We follow the arrow again, collecting food and coins along the way. Take the elevator up, but remember that there are many enemies ahead. You can defeat them using the Hypnotist plasmid. This location is rich in modifications and various plasmids, so it’s worth exploring the surrounding area. Since there are not very many opponents in the location, you can slowly search for food, upgrades and ammunition - this will greatly facilitate your passage in the future. The goal of our task - a CO2 absorber - is located in a capsule in the middle of the room near a pillar with the number 3 on it; you can get there using a hook. All that remains is to return and repair the car. Pull the lever and go into the resulting gap - everything is so reminiscent of the original BioShock Infinite. This part will end with another video.

Fink's laboratory

After watching, we begin to carefully move forward. We find a ventilation hole, climb inside and, having advanced a little, climb out. Ahead of us is a meeting with four not very strong opponents. If you are confident in your abilities and have a lot of cartridges in your pockets, then you can enter into an open confrontation. But it is better to remove your opponents silently, one by one. Next we find the entrance to the office of the Fink Empire, inside there is one enemy who 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 hand on the clock to the word Work - the elevator door will open, which we enter without fear and go down.

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

Walkthrough. The final

Having finished the battle, we go to Fontaine’s office, to do this we follow the arrow. Along the way, we will encounter a fairly large number of enemies, and to deal with them, it is better to use hidden combat tactics, because Elizabeth does not have that much ammunition. Sneak up from behind, hide behind covers and use skills. Having reached the goal, place the quantum particle in the device, after which another video will start, probably the most difficult in the entire game, and it is better not for the faint of heart to watch it.

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

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


More recently, the Irrational Games studio released a rather interesting first-person shooter called BioShock Infinite. Let's not bore you with uninteresting information, but let's start right away with the passage of Bioshock Infinity.

Interesting fact
Okay, let’s write some information anyway.
BioShock Infinite was developed on the Unreal Engine 3. Let's remember one not-so-shooter called Lineage 2 and developed on the Unreal Engine 2.
For seasoned shooters, the name Unreal itself brings to mind a very old game. And many also remember Postal 2, which, by the way, was also developed on Unreal Engine.
In general, this engine no longer has a bad gaming history.

Well, that's enough about this, let's get back to playing BioShock Infinite

Lighthouse. The beginning of BioShock Infinite.
It all starts with the fact that you (or rather the main character - Booker DeWitt, whom you play) are dropped off a boat onto a lighthouse.

  1. Go up the stairs and open the door. You can see your reflection in a basin of water.
  2. Go around the central pillar and on the dresser, take your first silver coins and drink the liquid from the bottle to replenish your health.
  3. There is a staircase on the right - go up it to the third floor. There will be a corpse sitting on a chair that appears 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 twice.
  5. After a while, the door will open and a red chair will appear. When you sit in it, you will be shackled and the crossing will begin.
Find a way out into the city. Continuation of BioShock Infinite.
  1. When you get to Colombia, 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 voice recordings in the bioshock game).
  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 straight past the beautiful columns to the crowd of priests.
  6. Moving the two aside, approach the speaker. After shaking hands, he will plunge you into the water.
  7. Open the door to those who knock.
Find the Columbia statue. The next episode of BioShock Infinite.
  1. Go straight past the monks and then right to the doors 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. Continue further to the fence. As soon as the column flies by, cross the bridge.
  5. BioShock bonus. Going 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's history), as well as a machine gun.
  6. Before going right, go up the steps on the left and reach the garden, where there will be a second Zachary Hale audio recording on a table under an umbrella.
  7. Follow to the statue, where the messenger will give you a telegram (in it Booker is asked to stop).
Find the girl located near the island monument. BioShock Infinite - let's move on.
  1. First, go left to look through the telescope. There are several telescopes in the bioshock game for the Excursionist additional task.
  2. Go further up the steps, to where the circus performers are performing.
  3. Opposite the magician there is a kinetoscope that you need to look through. There are many tents on the square and in some you can play mini games.
  4. Talk to the girl who is standing at the closed gate. She will give you a bottle of Hypnotizer, after drinking the contents of which you will have the ability to lure robot turrets to your side.
  5. Approach the gate and use the acquired ability on the robot. The gate will open, and you will open a new additional task “Broad Mind” (there are 8 of them in total).
  6. After talking with the arguing couple, go straight to the other robot machine. There you can buy XP and energy.
  7. Go down the steps where the arrow points.
  8. On the bench under the girl’s monument, near the boys playing, you will find an audio recording of a certain Canstation Field. Go further to the Amusement Park.
  9. In the park, find a crowd of people in front of the stage and take ball number 77 from the girl.
  10. You were very lucky to win. You are offered to finish off the couple, but when you swing, the policeman catches your hand and sees the inscription HELL.
  11. Kill the attacking enemies, one of whom you will find a pistol.
  12. Go right and between the cells you will find an audio recording of Jeremy Fink.
  13. Having passed further, capture the turret, which will help you in battle with opponents.
  14. Go to the closed gate, killing policemen 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 - the Devil's Kiss, with which you can throw fireballs.
  16. Capture the turret further to the right, but its time for working for you is limited.
  17. Kill a new wave of cops and go to a new location in Bioshock Infinity - “Blue Ribbon”.
Central rooftops of Camstock. Walkthrough of bioshock infinity in the new location "blue ribbon".
  1. Upon entering the building, you will meet the two at 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 you will find an audio recording of Ed Gaines on the right.
  4. Follow to the balcony, where using the hook, jump to the roof of the opposite house. Kill an enemy while jumping.
  5. Pick up the machine gun and cartridges for it. Follow the game's plot, killing enemies and capturing turrets.
  6. Once you find yourself on a 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 next 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 on the street.
  11. In the area adjacent to the house, near one of the utility rooms, you will find a kinetoscope, which is needed for the tourist test, 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 Brotherhood of the Raven location, go into the house.
  14. Go left and kill the men, and you will find an audio recording on the bar counter.
  15. Going upstairs at the bottom of the hall you will see 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 the audio recording on the bench.
  16. When you reach the elevator, go up.
  17. Proceed to the room with the projector.
  18. Moving aside one of the cabinets, you will find yourself in a secret room.
  19. If you turn right in the room with the projector, you will find an audio recording of the First Fanatic on the far table.
  20. As you leave the room, you will come across a man who turns into ravens.
  21. The easiest way to kill him is using fire bombs, after which you will receive the "Crows" skill, with which you can summon predatory crows.
  22. Having dealt with the attackers, go further up to the balcony and use the hook to get over a couple of balconies to a large building, in front of which there is a large statue with wings.
  23. Deal with the 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 there is a kinetoscope.
  2. Deal with the enemies and follow through the corridor door.
  3. When you go out onto the balcony, cling to the celestial 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 sky tracks.
  5. Stopping behind the carriages, quickly attack the policeman from the air.
  6. Then deal with the enemies below.
  7. Hook onto the hook on the left of the balcony and jump onto it.
  8. Move to another part of the building and then glide along the air rails.
  9. Enter a room where several people are praying and pull the lever.
  10. Go up. Part of the building will explode, and you must grab onto the hook of the Prophet's airship (zeppelin).
  11. On 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 begin.
  14. The girl on the captain's 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. Once you get there, jump off and follow to the next location.

A further walkthrough of the game BioShock Infinite is available in the series of videos below. What is described above is also there, so if you followed the walkthrough of Bioshock Infinity from the site, then scroll down 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:

Dear friends, welcome to a special post dedicated to the passage of an amazing . For your convenience, the video we shot is divided into episodes and will be published as they appear on our YouTube channel. That is, the post will be regularly updated with new materials - until we publish the final episode of the walkthrough. Enjoy! For understanding, we provided each video with an annotation so that it is clear what is happening in it, and you can quickly find the moment that interests you.

Part 1

The Lighthouse, Welcome Center, Raffle Square

In the first part of the walkthrough, Booker DeWitt arrives in Columbia, converts to Baptistism and wanders around the amusement park, getting acquainted with outlandish attractions, and becomes the culprit of an ugly mess at the fair.

Part 2

Comstock Center Rooftops, Monument Island Gateway

It's getting hot. Jumping across the rooftops of Columbia, Booker gradually approaches his goal - freeing Elizabeth from the statue in which she is being held captive.


Part 3

Monument Tower, Battleship Bay, Soldier's Field

Booker frees Elizabeth. The couple makes their way to the pier, but suddenly realizes that Booker needs a Shock Jockey energy drink to call a gondola to the other end of town.


Part 4

The Hall of Heroes, Inside The Hall of Heroes, Hall of Heroes Gift Shop, Return To The Hall of Heroes Plaza

In the fourth part of the passage, the couple ends up in a museum and tries to get the Shock Jockey energy drink, in which they are opposed by Captain Cornelius Slate.

Part 5

Finkton Docks, Beggar's Wharf, Fort Franklin Pier, Worker Induction Center and Finkton Proper

In the fifth part, the heroes arrive in a working-class district, which is controlled by a certain Finkton. Booker needs to find weapons for the rebels, but first he needs to find out where the gunsmith went...

Part 6

The Plaza of Zeal, The Gunsmith Shop and Goodtime Club

Fink unleashes his dogs on Booker: while searching for the gunsmith, the heroes encounter a couple of Handymans and open the first rift.

Part 7

The Plaza of Zeal, return to the Gunsmith Shop

In the seventh part of the passage, the jumps between dimensions are gaining momentum: what happened to the gunsmith, where his weapon went, and how to get it back are the main questions for Elizabeth and Booker.

Part 8

Shantytown

The eighth episode of our walkthrough shows the underbelly of Colombia, the poor quarters of Shantytown, full of homeless people and bandits.

Part 9

Escape from Shantytown

In the ninth part of the walkthrough, the heroes flee Shantytown and witness the bloody uprising of the Vox Populi.

Part 10

Fink Manufactures

The tenth part of the BioShock Infinite walkthrough, the assault on Fink Manufacturies, the murder of Jeremiah Fink and Daisy Fitzroy

Part 11

Emporia

Evacuation of Columbia, collapse and hell on the way to Comstock's house.

Part 12

Elizabeth and Booker make it to Comstock's house, but the door is locked. The only way out is to borrow the “key” from the antagonist’s late wife, buried in a cemetery nearby.

Part 13

The long and repeated murder of Lady Comstock is in the thirteenth part of our video walkthrough.

Part 14

Hand of the Prophet

Booker finds himself in the future and sees the world as it will become if his operation fails. Rescue of Elizabeth from captivity.

Part 15

Long assault on Comstock's ship.

Part 16

The final

To be continued! Stay tuned for updates to this post. Better yet, add it to your bookmarks. And even better - subscribe to our YouTube channel , in order to get all the passages faster than those who did not.