Walkthrough of BioShock Infinite: Burial at Sea. Complete walkthrough of the game BioShock Infinite in Russian. BioShock Infinite. Walkthrough of the game (3) Bioshock infinite secrets codes

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 secrets of Bioshock 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.

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

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 with 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 a large hall. There are lines 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 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 top floor There is the first master key on the far table. 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 with 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 out of 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 away 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 onto them onto the balcony, there is a 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. We slowly fall down.

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1. Search. 2. Escape. 3. Finkton Factory. 4. Parallel worlds.
5. Emporia. 6. Destruction. Plot explanation.
Walkthrough DLC: Downtown. Sea grave 1. Sea Grave 2.
Achievements . Questions and answers.

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

Walkthrough. Part 5 - Emporia

Chapter 30. Emporia
BioShock Infinite

We come to our senses in a crashed airship. We help Elizabeth open the hatch to the outside. Ahead, in a narrow alley, a familiar couple is playing the scribble. From the gentleman we receive a diagram of the head of the patriot robot. After this, the couple disappears. We push away the piano and move on.


Prosperity Square

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

On the right side we pass to the "Prosperity Plaza" sign. We are fighting the rebels. Near the building there is a cart with bags, under it there is the first master key.

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



Port of Prosperity

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

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

We go along the right side and exit to the station. We fight with the arriving enemies. On the right pier we look through the telescope (31/37). We enter the gondola, at its doors you can take the 3rd master key. Let's go upstairs.

Chapter 31. Port of Prosperity


Along the way, we see a lady and a gentleman alternately appear and disappear at several intermediate sites. Here Elizabeth finally recognized them. The couple's names are Robert and Rosalind Lutece, the twins who invented the rifts between worlds and the unique engines of the sky city. According to the official version, they died during the experiment, but it seems that this did not kill them, but gave them new abilities.

We take the gondola to the Grand Central Depot station. Ahead we see locked toilets, and to the right of them there is a room with cash registers, inside there is a safe for 3 master keys (175 coins), on the table is the first master key. In the side room there is a warehouse where there is a new weapon - the Hailbreaker shotgun.

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


Bar "Salty Oyster"

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



main hall

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

There is money and a 3rd lockpick behind the large Comstock statue in the back. In the left cash room is the 4th master key. In the right cash register there is a safe for three master keys (220 coins) and a voicephone (54/80).

(We listen to Lutece’s conversation on the voicephone. We learn that the twins Robert and Rosalind are actually the same person from different options universe, they differ in just one chromosome, which is responsible for sex. Only through joint efforts did they manage to open the first “window” between the worlds. Thanks to their invention, Comstock can “prophesy” - see the probable future).


Founder's Books Store

From the main hall we go along the corridor, on the left there is a dead end with a bookstore. To get inside, we spend 1 master key. Clothes inside on the center rack Shirt - Shock Jacket. On the shelf near the right wall near the large teddy bear there is a voicephone (55/80). We go down to the bottom floor of the store, on a chair we find another voicephone (56/80).

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

Chapter 32: Downtown, Emporia
BioShock Infinite. Walkthrough site


Central channel

Our elevator is blown up, we jump onto the air route. We found ourselves in a multi-level square in front of a bank. Here we fight many enemies, including a mechanic.

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

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


Beggar Lane

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

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

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


Harmonious passage

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



Business district. Emporia "Downtown Emporia"

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


Victory Square E.H. Comstock

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


Objective: Find Lady Comstock's grave

We leave the square to the right. At the left fence we find a telescope (33/37). In the burnt store on the left there is a safe with 3 master keys (200 coins).


Memorial Gardens

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

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


Boss: Lady Comstock

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

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

Chapter 33. Gardens of Memory


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

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


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


Laboratory Lutes

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

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


Market District

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

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

We go down through the alley. We reach a cliff. On the left there is a locked Wilson Bros. & Company store, spend 3 master keys and take Extract (22) inside.

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

Along the market we return back to the initial station, enter the central door, and find ourselves in the bank.


Bank of the Prophet


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

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

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

In the corridor to the left of the three statues there is a safe for 3 master keys (165 coins), a voicephone (68/80) is hidden behind it.

The massive round door of the storage room will open, we can go back directly through them. In the main hall of the bank you will once again fight with the ghost of the First Lady. After the victory, we get into the elevator and go out into the street.



Outside the starting square, take the left path again. We reach the Cunningham Photo Studio building, it is now open. We examine the last 3rd special gap.

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

We take the left entry (69/80). There are three lockpicks in the dead-end room ahead.


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

Chapter 34. Comstock House
BioShock Infinite. Vicky


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

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

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


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

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

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

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

Chapter 35. Atrium


We find ourselves in the living rooms. Here we see what we've come to ordinary people: they themselves do nothing, act only on orders, all rooms for them are marked as for the mentally retarded. We can go through this stage silently, if we don’t catch the eye of the overseers.

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


On the top floor we go along the corridor. Before entering the room, look at the kinetoscope (35/37) against the wall. There are many robot heads in the room. In the “Where we learn” room we go to the far wall, there is a voicephone (72/80) on the table behind the column.

There will be a projector ahead with Elizabeth's recording. Six months after Booker disappeared, she reconciled herself and stopped resisting the plans of Father Comstock.

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


Security Center

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

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

Chapter 36. Director's office
Bioshock Infinity


On the way back we fight with the arriving enemies. We take the elevator back down to the gate. In the elevator in the corner there is a new voicephone (75/80). Now the gate is open, let's go inside.

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

Elderly Elizabeth gives us a message that we must convey to her in her youth. A sad example from this reality will save the girl from submitting to Comstock. In addition, on the piece of paper there is a secret code to turn off the Nightingale, because of which all our previous plans collapsed. Let's go back to 1912.

Walkthrough. Part 6 - Destruction

Chapter 37. Operating theater
BioShock Infinite


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

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

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

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

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

Chapter 38. Hand of the Prophet


Library

We find ourselves on the top floor. From the library we go out onto the balcony. In the distance we see a huge flagship airship - the “Hand of the Prophet”.


Roof of Comstock's house

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


Air battles

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

Chapter 39. Hangar deck
BioShock Infinite. Walkthrough


1st deck

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


2nd deck

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

Again we are looking for a panel with a button to reset the capsules. While they are being dropped, gondolas with police will attack us. Along the second air route we climb to the third floor.

Chapter 40. Engineering deck


3rd deck

Here we can see the plan of the “Hand of the Prophet” in section. We are on the central closed deck. Here we fight with enemies led by the Mechanic. In the next room there are two missile turrets. Having passed them, we jump onto the air route and go outside.


4th deck

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

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



Comstock's private quarters

We go up to the second floor of the deck. Behind a dark, inconspicuous door we enter Comstock's bedroom, there we take the voicephone (79/80). In the same next room we take a voicephone (80/80). A plan for moving in parallel universes is drawn on the board nearby.


Control room

We go up to the third floor, go out onto the captain's bridge "Bridge". There is a steering wheel inside, we turn the airship towards the statue-monument.

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

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

Chapter 41. Command Deck
Bioshock Infinity in Russian


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

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

The best tactic in this battle is to place a lot of Energy Reflector traps around the generator, which will protect you from shots from regular enemies. We don’t pay attention to the enemies themselves, they appear constantly, and we aim only at airships and gondolas.


After the victory, the airship flies up to the statue-monument. We direct the Nightingale at the statue, it destroys the siphon, and Elizabeth immediately receives unlimited possibilities for moving between worlds.

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

Chapter 42. Sea of ​​Doors
BioShock Infinite. The ending. Explanation


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

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


Backstory to Booker's World

We find ourselves in a pond where a baptism ceremony takes place. Booker refuses to be baptized.

Behind the next door we find ourselves in Devitt's apartment, where we meet Robert Lutes. He came to take Booker's little daughter, Anna, in exchange for paying off his debts. We have no choice here; we give away our daughter.

The next door takes us into the boat, which is where the whole game began. Let's sail with Elizabeth and both Lutes. We go up to the pier and enter the lighthouse again.


We find ourselves on the streets of New York. Booker realized he made a mistake and is now trying to catch up with Lutes to get his daughter Anna back. In a narrow alley we see Robert Lutes opening a gap into a parallel world, where he is met by Rosalind Lutes and Comstock. Lutes places the child in Comstock's hands. Booker runs up and tries to take his daughter away, but the portal is already closing. As a result, Anna goes to another world, but in this world only one little finger remains of her, cut off by the closing portal.

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



Backstory of Comstock's world

We again find ourselves in the pond, where the baptism ceremony takes place. But this time Booker is ready to be baptized.

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

Before the baptism, several copies of Elizabeth appear from different versions of reality. All together they are drowning us in the pond. (Thus they destroy the future Comstock and prevent all his atrocities). After this, all copies of Elizabeth cease to exist. (They were the result of Comstock’s actions, which is why they disappeared after him).


After a long pause, we reappear in Booker’s apartment. The hero opens the door to the nursery, and... this is where the game ends. We just have to figure out whether Anna is still alive.

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

P.S.: The creators of the game “Bioshock Infinity” clearly took their inspiration from the books of science fiction writer Douglas Adams “The Hitchhiker’s Guide to the Galaxy”.

This is evidenced by the number of levels, of which there are 42, which corresponds to the famous meme from the book - an unusual answer to “ Main question life, the universe and everything."

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

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

Locked chest on the Rooftops of Comstock Center

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

The “Voice of the People” cache in the “Hall of Heroes”


Tonic, grenade launcher, master key, a couple of shotguns, salts, first aid kit.
This is a code on the wall of the toilet, for which you need to find a key book, with which Elizabeth can decipher the inscription.
The photo clue is lying almost under your feet, all that remains is to find the cannon (it’s in the building opposite) and the hat (in the next toilet). Use the cylinder to open the cache.

"Voice of the People" cache on "Tshaniya Square"


Tonic, set of master keys, card case, Vivian Monroe voicephone.
When you are on “Thoring Square”, turn right - you will see a door with the sign “Closed”. Inside you will again encounter encryption, the key to which is in the Good Hour club. But before you figure out this encryption, you will need to go to a gunsmith. That's how it's meant to be!
You will find the encryption key in the basement of the club.

Locked chest in the Bull Yard


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

Locked room at the Salty Oyster Bar


Plasmid “Reflector” (without going into this room, you will receive this plasmid a little later), tonic, master keys, Lutes voicephone.
This quest will begin only after you find the voicephone in the bookstore. And you will find a bookstore in the “Port of Prosperity”, on the way to Comstock’s house. The main landmark is a bridge stretched above the ceiling (two more snipers are sitting on it).
It is important! Don't go through the turnstiles behind the bridge if you haven't figured out the cache yet - there will be no way back!
From the bridge we turn left, break open the door to the store and go down to the ground floor. Below you will find the voicephone of a certain Ronald Frank, from whom “his little girl” was kidnapped. They keep her in a locked room at the Salty Oyster bar. The room opens with a button under the bar counter.


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


Lots of eagles, a set of master keys, a tonic, a Waterer, Lady Comstock's voicephone.
The last cache is in the “Bank of the Prophet”, and the book-key is in one of the shops in the vicinity of Comstock’s house, in the basement. At the Bank you will need to take the elevator to the bank premises, walk along the corridor to the left until you see the office.
Press typewriter, lying on the table, and the cache will open.

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 take 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.