Secrets and codes: Codes for the game BioShock Infinite. Cheat codes for BioShock Infinite (PC) Cheat codes for the game bioshock infinite

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1999 mode

At the main menu, press Up(2), Down(2), Left, Right, Left, Right, , to unlock 1999 mode. Alternately, successfully complete the game. In 1999 mode, the game is more difficult. You must stick with the specialization you choose, and your actions will be ruled by that choice. Ammo is scarce, and health is more important. If you die, you must have the proper resources needed (like money) to revive, or the game will be over. The mode's name is a reference to System Shock 2, one of the precursors that inspired BioShock, which was released in 1999. Note: Enabling this code will unlock the "Should Auld Acquaintance..." achievement, and will not prevent other achievements from being unlocked.

Infinite money and lockpicks

In the "Return To The Hall Of Heroes" chapter (approximately two hours into the game), immediately after exiting the Hall Of Heroes and going down two sets of stairs, possess the Dollar Bill vending machine on the left side, and take the Silver Eagles. Then, go down another set of stairs, and use the right Sky-Line. Jump onto the platform on the right from the Sky-Line, and grab the lockpick on a wooden plank under the stairs. Next, attach to the Sky-Line again, then go down to the next Sky-Line below. Jump onto the platform at the bottom, and go into the nearby "Ticket" building to the left of the gondola station. Inside, there is a Dollar Bill vending machine, near a "Patriot"s Pride Confections" sign, and three cash registers (two behind a door you must first use a lockpick on) that contain up to 40 Silver Eagles each. Finally, return to the Hall Of Heroes, and refill your salts (if needed) with the Salt machine (can be refilled unlimited times). Go back outside, and the Dollar Bill vending machines can be repossessed and the lockpick will have respawned The cash registers will. also have money in them again. Repeat this process as many times as desired. Note: If you kill the enemies in front of the Hall Of Heroes, they will not respawn, allowing you to keep farming without having to deal with the enemies. You should not need to collect more than 30 lockpicks. Use the gear that makes you 50% faster after jumping from a Sky-Line to make farming faster. There are also a lot of vending machines around the entrance to the Hall Of Heroes, allowing you to level up your magic and weapons.

Infinite gear

Pieces of gear are randomly dropped in special prize boxes located throughout Columbia. Normally, it will take most of the game to obtain a good amount of gear. However, there is an area earlier in the game where gear will respawn, allowing you to get every piece of random gear early and in one place. Load the "Return To The Hall Of Heroes" chapter (approximately two hours into the game), and you will appear outside the Hall Of Heroes where Founders and Vox are fighting. Directly behind the starting point are the doors into the Hall Of Heroes. Enter and exiting the Hall Of Heroes will cause any items in the Soldier"s Field area to respawn. Go to the plaza, and defeat the Vox/Founders. Use the Sky-Lines to go down to the lower gondola station, and fight through the Founders and Fireman. Inside the entrance hall you will have to fight a Motorized Patriot. Stun the Motorized Patriot, and run to the elevator. Press the button, and you will return to the Soldier's Field boardwalk. Enter the toy store next to the carousel, and interact with the shutter to lift it up. Inside the store, use Shock Jockey on the generator near the locked door. The door will open, and you can collect a random piece of gear. Then, backtrack to the Hall Of Heroes by using the elevator, and riding the Sky-Line back up to the Hall Of Heroes plaza. Go up the stairs, and enter the Hall Of Heroes. Then, go down the hall, and refill any necessary salts. Exit the Hall Of Heroes, and repeat this process as many times as desired.

Easy money

Go to any vending machine, wait three minutes, then select an item from the vending machine you cannot afford. Back out of the vending machine, and Elizabeth will give you money. The amount of money will depend on your progress in the game. You will get more money towards the end of the game compared to the beginning. Repeat this as many times as desired.

All collectible locations

Search the indicated locations to find all 142 collectibles in the game (80 Voxophones, 25 Infusion Upgrades, 37 Telescopes and Kinetoscopes). Obtain all 142 collectibles to get the "Eavesdropper", "Infused With Greatness", and "Sightseer" achievements. Note: You can use chapter select to replay chapters after completing the game so you can pick up missing collectibles. However, there is no collectible counter per chapter/area, and every time you replay a chapter, the collectibles will respawn. Thus, there is no way to tell which ones you already found -- so try to obtain all collectibles in the correct order.

Chapters 2-10

Chapters 11-19

Chapters 22-31

Chapters 32-39

Vigor locations

Search the indicated locations to find all eight Vigors. Use all eight Vigors againist enemies to get the "Well Rounded" achievement.

    Possession: Go to the Fair's exit, and get it from one of the stores to the left of the ticket vendor leading into Raffle Park. Devil's Kiss: Loot it from a defeated Fireman Heavy-Hitter after the Raffle encounter.

Murder Of Crows: Defeat the hooded enemies in the chapel inside the Fraternal Order of the Raven building. It is located on the altar near the large George Washington mural.

Bucking Bronco: Go through the ticket station before reaching the pavilion leading to the gondola on your way to the Hall Of Heroes. It is located just as you leave the larger ticket chamber. Note: Shock Jockey: It is found on Slate in the Hall Of Heroes.

    1. Possession + Shock Jockey: Possessed Lightning Conduit that electrocutes enemies 2. Possession + Devil's Kiss: Possessed Fire Conduit that burns enemies 3. Devil's Kiss + Charge: Multiple spreading fire bombs spawns at target 4. Murder of Crows + Devil's Kiss: Sets crows on fire and burns enemies 5. Murder of Crows + Shock Jockey: Electrifies crows and electrocutes enemies 6. Bucking Bronco + Devil's Kiss: Launches a cluster of bombs from a floating target 7. Bucking Bronco + Charge: Send floating target careening forward 8. Undertow + Shock Jockey: Boosts Shock Jockey's power

Side quests Vox codes and chests

There are six total optional quests in the game. You will be rewarded with health, ammo, and infusion upgrades for completing the optional quests. You will also find several hidden Voxophones that reveal more of the city's backstory.

Comstock Center Rooftops

Chest 1: While traveling across the rooftops, you will eventually reach skylights. Shoot out the lights to jump down into the bedroom below, then take the stairs down to find a smaller bedroom in the Lansdowne Residence. There is a chest inside the bedroom, with a Voxophone nearby. The key to unlock the chest is inside the Fraternal Order Of The Raven. The key is on the main alter in the Fraternal Order Chapel. Take the key back to the Lansdowne Residence to unlock the chest.

Hall Of Heroes

    Vox Code 1: There is a building with a cannon monument in Soldier's Field. In the muzzle of that cannon is a code book. Grab the book, and take it to the Fellow Traveler restaurant. There is a secret message scribbled in blood in there. Interact with it, and then use the hat hanging on the hook to enter the secret room.

Plaza Of Zeal

    Vox Code 2: A code book can be found at the Good Time Club. Inside the club's boiler room are a couple of boxes, and the book is on top of them. There is a clock on the right side of the wall, which acts as the access to the secret room.

The Bull House Impound

    Chest 2: In the Bull Yard Impound is a chest. The key to it is located in the Graveyard Shift"s basement. If you missed it, take the Sky-Line outside to the Graveyard Shift bar to obtain it.

Secret Room Of Salty Oyster

    Secret Room 1: There is a secret room in the Salty Oyster restaurant (Port Prosperity), but before you can access it, you have to locate the Founder's Bookstore after the Grand Central Depot. There is a bridge patrolled by snipers past the Grand Central Depot. Underneath the bridge is a doorway to the Founder's Bookstore. You will need a lockpick to open the locked door there. Grab the Voxophone, then go back to the Salty Oyster, and use the button under the cash register to open the secret room.

Bank Of The Prophet

    Vox Code 3: In Downtown Emporia, there is a Hudson's clothing store with a gate that bars half the tunnel. Go inside, and grab the code book from the basement. Then, carry it with you until you enter the Bank Of The Prophet. When you are in the bank vaults, there is a room with blood scribbles of "HOARDER" just before encountering a bunch of snipers. The switch for the secret room is the typewriter.

Defeating Lady Comstock in 1999 mode

Use the following strategy to defeat Lady Comstock in 1999 mode without purchasing anything from a Dollar Bill vending machine so you can still get the "Scavenger Hunt" achievement.

Completing the final battle in 1999 mode

Use the following strategy to complete the final battle in 1999 mode.

1999 mode ending

Developer reference

Enter the cemetery where Lady Comstock's mausoleum is located. Search the gravestones to the left of the entrance to her grave. One of the graves has the handwritten word "SNIGHT" on it, which is a reference to Mike Snight, a member of the development team.

Easy "Heartbreaker" achievement

Upon entering the "New Workers Introduction Center" in "The Plaza Of Zeal" area, there will be a workshop to your left that contains a sniper rifle in the middle. Pick it up, but do not use it until you are attacked by the Handyman. The Handyman will after attack leaving the Gunsmith shop for the first time. Once he starts attacking you, run to the right corner of the map where the hooks are located. Then, use the hooks to get on the roof, then jump from the roof to the logs in the back corner. Next, shoot a couple rounds from the pistol to get the Handyman over to you. When he sees you, he will attack you. Crouch and move back and to the right. You should now be in the walls, and the Handyman should stop attacking. Aim at his heart, and shoot him with the sniper rifle. If he does not move when you shoot him, it means you are in the walls. Move up a tiny bit, and try again. Keep shooting him in the heart with the sniper rifle until he dies to get the "Heartbreaker" achievement.

You will encounter the first Handyman in "The Plaza Of Zeal" area, after leaving the Gunsmith shop for the first time. The heart of the Handyman is the orange glowing machine on his chest. In the same area where the Handyman spawns is a sniper rifle. Grab the sniper rifle, and wait until the Handyman stops for a moment. Sometimes he will stand still for a second to protect the heart with his hand, which is when you need to aim at the heart. As soon as he stops protecting the heart, immediately shoot it. You must do this six times in a row, without hitting any other body parts to get the "Heartbreaker" achievement. If you fail to get the achievement, simply restart the checkpoint to try again. Note: When attempting to do this, it is recommended you play on the Easy difficulty. Do not use any Vigors against the Handyman. All Vigors do a little bit of damage, which counts as hitting his entire body. Do not equip any piece of gear that automatically hurts attacking enemies.

Easy "Lost Weekend" achievement

There are just very few places in the game that offer enough alcohol to get drunk -- Shantytown is one of them. After you step out of the elevator (in the very beginning of the area), keep going straight until you reach a pub. Inside the pub is a lot of alcohol. Keep picking up alcohol until the screen gets blurry, and then shoot the people sitting at the table to get the "Lost Weekend" achievement. Note: All kill related achievements can be farmed by restarting the checkpoint. So if do not get five kills, you can try again, and your total kills will add up.

Steam achievements

Successfully complete the indicated task to unlock the corresponding achievement. To view your achievements and stats in Steam, select "Community", "My profile", "View all my games", then the game and view stats.

    Tin Soldier: Completed the game on Easy difficulty or above. Eavesdropper: Collected every Voxophone.

The following achievements require the "Burial At Sea - Episode One" bonus downloadable content:

    Audio Enthusiast: Collected all Audio Diaries in Burial at Sea – Episode One.

Break the Ice: Shattered 5 enemies who had been frozen with Old Man Winter.

    Burial at Sea: Completed Burial at Sea – Episode One.

Unlock 1999 Difficulty Mode: Using a keyboard/mouse, press Up, Up, Down, Down, Left, Right, Left, Right, (Cancel Key), (Confirm Key) to unlock 1999 mode without having to complete the other modes first. Unlimited Money Cheat: Location: Mid-way through the campaign, at "The Hall of Heroes" area. At the right side of "The Hall of Heroes" is a vending machine that you can use your Possession skill on again and again, in effect giving you unlimited money! To use Possession more than once on the same machine, you"ll need to enter the big door between the two adjacent areas in front of "The Hall of Heroes" to both refill your Magic and then return to the previous area again to reset the area. This allows you to Re-Possess the same vending machine an unlimited number of times until you have enough money. Infinite money and lockpicks: In the "Return To The Hall Of Heroes" chapter (approximately two hours into the game), immediately after exiting the Hall Of Heroes and going down two sets of stairs, possess the Dollar Bill vending machine on the left side, and take the 40 Silver Eagles Then, go down another set of stairs, and use the right Sky-Line. onto the platform on the right from the Sky-Line, and grab the lockpick on a wooden plank under the stairs. Next, return to the Hall Of Heroes, and refill your salts (if needed) with the Salt machine (can be refilled unlimited times). Go back outside, and the Dollar Bill vending machine can be repossessed and the lockpick will have respawned. Repeat this process as many times as desired. Note: If you kill the enemies in front of the Hall Of Heroes, they will not respawn, allowing you to keep farming without having to deal with the enemies. You should not need to collect more than 30 lockpicks. Use the gear that makes you 50% faster after jumping from a Sky-Line to make farming faster. There are also a lot of vending machines around the entrance to the Hall Of Heroes, allowing you to level up your magic and weapons. Infinite money: In the "Ticket" building by the Soldier"s Field exit, there are three cash registers (two behind a door you must first use a lockpick on) that contain up to 40 Silver Eagles each. They will respawn every time you enter and exit the area. All collectible locations: Search the indicated locations to find all 142 collectibles in the game (80 Voxophones, 25 Infusion Upgrades, 37 Telescopes and Kinetoscopes) Obtain all 142 collectibles to get the "Eavesdropper", "Infused With Greatness". ", and "Sightseer" achievements. Note: You can use chapter select to replay chapters after completing the game so you can pick up missing collectibles. However, there is no collectible counter per chapter/area, and every time you replay a chapter, the collectibles will respawn. Thus, there is no way to tell which ones you already found - so try to obtain all collectibles in the correct order.

Chain Reaction: Damaged fifteen foes with an exploding enemy, using the Radar Range in Burial at Sea – Episode One.

Confirmed Luddite: Destroyed ten Turrets in Burial at Sea – Episode One.

Cook and Serve: Made 5 enemies explode with the Radar Range in Burial at Sea – Episode One.

Down in the Briney: Took a Bathysphere ride in Burial at Sea – Episode One.

We enter side room 907. Inside, a man is repairing the elevator. And on the right behind the counter you can find a voicephone (1/17). We approach the elevator.


the main street

We go around all the rooms from left to right, including entrances to the second floors. On the left on the second floor we enter the Vosges clothing store, inside in the left room we find a voicephone (2/17).

We go forward, we need to go to the Cohen Club on the left, but first we’ll go to the cafe “What time is it” to the right of the jewelry store. In the cafe we ​​go to the kitchen, on the table we find a voicephone (3/17), after listening to the recording, we find out the password 2076 . We return to the "Maintenance" door in front of the cafe, enter the code. Inside we take another voicephone (4/17).

There are also three kinetoscopes on the main street: 1 - in the tobacco store, 2 - in the center on the second floor, 3 - at the entrance to the cafe. But you don't have to view them all.



Goal: Find a mask at one of your local stores

Only those wearing rabbit masks are allowed into the Cohen Club. Let's go look for a mask in one of three stores: the musical "Delight Records", the artistic "Rush of the Artist", the jewelry "Golden Rule". In each place, Elizabeth distracts the seller, while we search the back room. The mask is only in the third store.


Cohen Club

We pass through the white and dark corridors and go down to the stage. We approach the artist. He suspends the previous dancers in the air and asks Elizabeth and me to dance. But again he doesn’t like something. and it stuns us, turning on the electric floor.

3. At Fontaine Station

Fontaine Department Store Station

We took the elevator down to the station of the murdered Fontaine, which was sunk to the very bottom of the ocean. From this moment we get a revolver weapon and a couple of energy drinks: a hypnotist and a devil's kiss. In the dead ends on the left and right we can watch films by crazy Cohen.

Ahead on the left, the path is blocked by ice. We go around along the right path, on the back side of the ice mountain we find an air hook. We approach the locked gate and use a hook to cling to the crane. At this time, a man with a frosty energy drink runs by. We jump down and finish off the two remaining bandits. We enter the elevator.

4. Pavilion - first floor

We fight with several mutants. To the left and in front, the floor is broken and water is running. We can only go to the right, where the “Rapture on Ice” ice skating rink is located.

Men's clothing. There are 4 mutants ahead behind the display case and trying to break open the door; we can kill them with one fire trap.

We go up the left stairs. There is a machine gun turret installed in front, we can break it with several fireballs. Near the turret there is the 1st master key and clothes Pants - Vile Leech. On the left in the wall we see a ventilation hatch, climb through it, kill the lone mutant, take the 2nd master key, voicephone (5/17).


On the second floor we go forward, the floor there is also destroyed and water is running. In this place we find the 3rd master key. We cling to the hook at the top and jump to the upper balcony.

There are several more bandits ahead. Clothes on the central counter Hat - Evil Eye.

Having reached the hatch in the next compartment, we turn right into the Haberdashery clothing store. There is a machine gun turret here. Inside in the left fitting room lies Hat - Composter, on the right - voicephone (7/17).


Pavilion - second floor

We enter the women's clothing store "Ladieswear". There is a turret installed on the left, it is better to take the right path. At the door with the password in the hands of the corpse we find the 4th master key.

Secret. We return to the beginning of the floor. We enter the "Jewerly" store. Inside we spend 3 master keys to open the room, find the 5th master key, the voicephone (8/17), from its recording we find out the password 0928.

When we go back to the store. On the right we will see Extract (2), take it. But it turns out to be an ambush; we are attacked by girls disguised as mannequins.

We go upstairs and enter the Shoes store. We find a door with a lock, enter the password 0928 , inside we find the 6th master key, Pants - Deft Hands, voicephone (9/17) .

We return to the initial hall, cling to the air route, and find ourselves on the floor above.

First we enter the "Fontaine Plazmids", there are mutants inside and they have drunk all the plasmids, but below on the pedestal we find one remaining Plasmid "Shock Jockey". On the lower floor on the landing between the stairs there is a safe that can be opened with 3 master keys. Inside we find a voicephone (10/17) and an Extract (3).



We enter "Jack Frost"s Village". We can unlock the entrance to the souvenir shop with electricity if we took the shock jockey. Inside we take Boots - Look Down, voicephone (11/17) and the 7th master key. Nearby you can open the safe for 1 master key.

Enter "Delight on Ice". We kill all mutants. On the central bridge we open the display case, but there are no plasmids inside. Elizabeth gets us Plasmid "Santa Claus" through the gap. After this we can use gaps in other places.


We return to the starting hall. We can go down the second elevator by turning it on with electricity. Below, when the elevator arrives, under it we find an open safe and Shirt - Magic Bullet.

Below, with the help of frost, we create an ice bridge in the center. At the Pavilion station we find clothes Trousers - Posthumous Benefit, we sit down in the bathysphere.

5. Household goods

Ahead we see a little sister crawling into the ventilation. On the left on the stand where the man sits at the table, under him we find the 1st master key. Ahead we open the door with a hairpin.

Ahead in the broken elevator we find a voicephone (13/17), we find out the password 3958 on the recording. To the right on the wall we close the second ventilation hatch. Even further to the right there is water under electricity, we freeze it, and on the other side we find energy drink "Mustang".

We enter the cafe "Bistro". We go down to the ground floor. There is a voicephone behind the counter (14/17). Open the door nearby by entering the password 3958 . Inside in the freezer we find a new weapon - a microwave.


Warranty department

We pass through the gateway to the next department. Ahead in the small “Customer Service” room, close the ventilation hatch. We take the voicephone nearby (15/17).

When we defeat all the enemies, we go to the right dead end, use 1 master key to open the door to the Bridal wedding salon, inside we find a voicephone (16/17).

On the left we enter the bookstore "Bookstore". Behind the counter we find the 2nd master key. We exit through another door and find ourselves in the corridor on the other side of the rubble. Close another hatch nearby.



Household appliances "Appliances"

We kill enemies indoors. There is a locked glass door ahead. On the left we put Elizabeth in the ventilation, she opens the doors on the other side.

In the locker room on the right behind the door, the corpse has the 3rd master key in its hands. We go to a dead end on the left, there is a turret below, and a stream of water above. We freeze the water and cross the ice bridge into the secret. Ahead we find the 4th master key, in the room on the left - Shirt - Invigorating Roar and the last voicephone (17/17).


A toy shop

On the right we enter a large multi-story toy store. In the center of the upper floor we approach the last hatch of the little sisters. We go to the utility room on the right to increase the temperature in the ventilation and force the girl Sally to go outside. We approach the hatch again, try to get the girl, but at that moment the big daddy attacks.

We fight the boss. It is best to call a mechanical patriot from the gap and use a freezing energy drink. If there is a shortage of ammunition, we can jump onto the air route and hit the big daddy from it.



After the victory we approach the hatch. At this moment we remember events from the past. We, as Comstock, tried to take the child from Booker through the portal, and nearby the adult Elizabeth and both Lutes tried to stop us. As a result of the struggle, the small child's head is cut off by the portal.

After this, Comstock was very worried about what had happened, and asked the Lutes to help him forget about it. For this purpose, he was sent to the underwater city of Rapture.

Now Elizabeth has returned, and with this small investigation she decided to remind Comstock about the murder. After that we die from being hit by Big Daddy's drill. This is how Elizabeth’s revenge was accomplished in one of the parallel realities. (Most likely, all this happened before the epilogue of the original game, when all variants of the Comstocks were destroyed).

Burial at Sea - Episode Two
BioShock Infinite. Walkthrough DLC

1. Cafe "La Poche Du Temps"

We play as Elizabeth. We appear in Paris at a cafe on the embankment. We get up and walk down the street, go out to the shore, and meet a girl, Sally, with a balloon. We run after her, gradually the city around becomes darker. We get to Booker Devitt's agency.

2. Toy department

We find ourselves in Rapture where the previous episode ended. Comstock is killed nearby, and we are captured by bandits led by Atlas. Booker, whom no one notices except us, helps us answer correctly. The bandits let us go in exchange for finding Suchong.

We get to our feet and leave the toy store, going around all the rubble. At the end of the path we move the obstacle aside and find the dead body of another Elizabeth. We learn that because Elizabeth returned to the past, she lost all her superpowers. We go down the elevator.


Lion Ryan Preparatory Academy

Having arrived downstairs, we climb into the ventilation hatch. We get out from the other side, find the master key and open the lock. To do this you need to go through a mini game.


We approach the locked door and take the crossbow. From afar we silently kill two bandits. There are ventilation hatches on the right wall; we can climb up them and take additional bolts for the crossbow.

We go into the next room. Ahead is the path to the Restaurant “The Silverfin Restaurant” (Silver Fin), but first we turn left into the intimate store “Cupid Arrow”. Inside we find a voicephone (1/25). We find the 3rd master key on the shelves and break open the door. Inside in "Employees only" on stage we take energy drink "Spy"- allows you to see objects and enemies through walls. Nearby we take another voicephone (2/25) and the 4th master key under the table.

We approach the door on the right, open it with a master key, and in any case we get a noise generator arrow. We shoot with a noise bolt from the right, and when all the enemies turn there, we silently kill them from behind. We get into the elevator.



Bathyspheres Deluxe

We find ourselves on the lower floor. One of the Atlas bandits is playing a guitar, lying next to him energy drink "Hypnotist". Big Daddy is walking in the next room.

On the right we enter the "Test Drive" establishment, one enemy is hiding behind the counter. Inside the room, on the far table there is a voicephone (3/25). The stairs down lead to a locked door where Atlas's assistants hid until they could enter.

We go along the large hall up to the right. On the shelves we find the 5th master key. We approach a door with a broken password entry mechanism. Suchong has taken refuge here, but you can’t get inside. On the left in the trash can is the 6th master key.

We go down to the lower floor, enter the “Medicine” room, there are two bandits there. Inside on the table we find lighthouse figurine with memory, 7th, 8th master key, improvement of "Hypnotist" And encrypted message (1/4).

We enter the "Food" store. You can open the safe inside, but inside it is an upgrade to the Santa Claus energy drink, which we don’t have yet. Lying on the table nearby encrypted message (2/4) and the 9th master key.



"Manta Ray Lounge" (Bar "Scat")

Near the entrance semicircular table lies a corpse and a voicephone (4/25). There are several bandits inside the main hall. If you open the lock on the first floor, we will find a voicephone (5/25), there is a turret above, you need to quickly hypnotize it. On the top floor of the warehouse there is improvement "Spy".

In the main hall we go up the semicircular staircase, at the top there are two bandits and a turret. At a dead end we find a pair of gas arrows. On the way back, many new enemies will appear; we can first attract them into one pile with a noise arrow, and then poison them all with one gas arrow.

To the right there is a locked room called "Dancing Downstairs" with locks on the other side. To get there, we cling to the hook under the ceiling and climb into the ventilation. Inside there is one bandit, the 10th master key on the table chair, and a kinetoscope with a surprise from Cohen. Having examined everything, we leave the bar.


We enter the service room to the left of Suchong's door. Inside we find a ventilation plan, behind the cabinet we find a hatch, we climb in. Inside the ventilation there will be two turrets on the way.

We enter Suchong's laboratory. We discover the Lutesov's device for breaking, but it does not work. Nearby on the table we find the 11th master key, voicephone (6/25). If we break the lock on the door, we'll find it in a separate room. second improvement of "Santa Claus". On the second floor there is a voice recorder (7/25) and a drawing of the rupture device. Having deciphered it, we find out what we need for repairs.



Objective: Repair the Lutes car

We go to the exit from the laboratory. Having touched a broken lock with a password, we fall into a trap, we communicate via radio with Suchong, he prompts the password 1216 .

In the main hall we approach the vending machine, get it from it cathode lamp.


At the entrance we break the lock. There is a 12th master key on the table inside. A murdered man sits in a side room. There is an elevator ahead, we go down to the bathyspheres.

At the entrance on the shelf on the right we find the 13th master key. On the bottom floor of the hangar there is an open door to the locker room. In it we find a portrait of a girl on a poster, under it in the sink there is a voicephone (8/25).

On the lower floor we break open the door with the lock, disarm the turret, take the voicephone (9/25). We pass through a room with many turrets; you can simply pass by without getting caught by their spotlights. In the side room on the table we find the 14th master key and encrypted message (3/4).

We climb up, press the lever in the control room, and take the microwave weapon nearby. On the way on the table we find the 15th master key, second upgrade "Spy". You can open the safe for 5 master keys, inside improvement of "Hypnotist"(turrets permanently switch to our side).

The lever lowered the red bathysphere in the center of the hangar, we return there. We jump into the bathysphere along the hook, take CO2 absorber. We can jump into the bathysphere near column 04, in it radio with memory. In the bathysphere near column 05 there is a holosophone (10/25) and the 16th master key.

On the way back to the elevator, a bandit hid in the bathysphere. If you return to the hangar after this, many new bandits will appear there. We can earn an achievement on them by jumping from the hook behind them and silently attacking from behind.



Warehouse in "Test Drive"

We return to the Test Drive store; downstairs they open the door to the Atlas warehouse. On a small table near the wall we take the voicephone (11/25), then on the round table there is a voicephone (12/25). Let's take it energy drink "Det Moroz". In the back corridor we find a tied up dead man, in his hands he has a voicephone (13/25), and encrypted message (4/4). The warehouse is attacked by mutants. We help the people of Atlas fight back.


After this, we can return to the Lutesov laboratory. We insert the found objects on the sides of the portal. "Santa Claus" we shoot at the upper hot part. We enter the portal and find ourselves in Columbia.

3. Colombia

We appear inside the airship "First Lady" near the dress. We take the elevator up. We take the quantum particle to the right of the engine. We return to the gap, but here Suchong does not let us back until we get a special lock of hair from Fink’s laboratory.

We go to the center of the airship. on the table on the left we take a new one energy drink "Battleship"(absorbing enemy bullets). We go out onto the ladder, at the end of the path we climb into the ventilation.

Through the bars we see how the Lutes came to Fitzroy with the captive Fink and his son. The scientists explain to Fitzroy how she must play the role in order for Elizabeth to kill her.


Area in front of the tower clock

We go out to the platform of the tower clock and quietly eliminate several populists. Inside the tower behind the glass we can enter the side room, there is a voicephone (15/25). Along the air route we can climb onto the Narodnik airship. Inside, on the boxes with paintings we find a voicephone (16/25).

We go inside the factory. On the first floor we find a voicephone (17/25) and the first master key with a safe. In the right room there is a conveyor belt with machine guns.

We go left, we find ourselves in a round room with an arrow on the floor. We enter the open room "Sleep". In Fink's bedroom we find a voicephone (18/25) and a key for the mechanism.

We return to the hall, turn the arrow mechanism, enter the “Prayer” room. Inside is an altar to the founding fathers and a couple of ordinary things.

In the Leisure room there is a training board showing why Fink converted energy drink injections into salts. Nearby there is a voicephone (19/25) and a kinetoscope.

In the "Work" room we enter the elevator and go down. Along the way we see Booker and Elizabeth from the original game going up to the clock tower.



Hall with a statue

Below we kill the enemies in the first room. Under one of the tables there is a 2nd master key (19/25). To the left is the locker room, where there is nothing. We go to the right, we find ourselves in a hall with a statue of Fink. Along the upper third floor we go to the right, enter the laboratory, in front of the school board we find a voicephone (20/25) voicephone (19/25).

We go down to the lowest floor. In the side room, on the table where there are fish in flasks, we find a holosophone (21/25) holosophone (19/25). On the first there is a locked room with a scientist, it can be accessed through the ventilation on the second floor. Inside is the 3rd master key voicephone (19/25). Under the statue of the Finn there is a door with a password, open it by entering the code 8371 . Inside there is an improvement in the energy drink "Battleship" voicephone (19/25).

On the second middle floor we enter a side room with red lighting. We enter the laboratory through the airlocks.


Fink's laboratory

We find ourselves in the laboratory where Mechanics were made. To the left of the entrance there is a locked door with a scientist inside. Enter the code 2847 , inside we find the 4th master key and the second improvement of the energy drink "Battleship".

Below, near the surgical table with the mechanic on the right side of the table, lies the 5th master key. In the next room, on a table with metal arms, there is a voicephone (22/25). We can go up into the ventilation under the ceiling, there is a 6th master key in the brick attic.



Quarantine

We return to the hall with the statue. We pass through the gate into the quarantine zone. There is a turret at the entrance. We go left onto the gondola, jump along the hook to the roof.

Inside the old abandoned building we see what experiments Fink conducted to make him feel affection for Elizabeth. At the end of the path we find a flask with a lock of hair.

On the way back, the populists will come for us, we quietly make our way past them. Returning to the hangar with the turret, we go into the opened room behind the glass and take the voicephone (23/25). Through the hall with the statue we return to the elevator. At the tower we enter the portal back to Rapture.

4. Return to Rapture

We give Suchong a lock of hair, placing it in the pneumatic mailbox in front of the screen. But after that Andrew Ryan appears on the screens. He locked us in the laboratory. We need to prepare for the arrival of his guards. We set traps, we can hide behind a machine gun turret.

After the victory, we go out onto the street "Bathyspheres Deluxe". We go to the bar "Manta Ray Lounge", on the far second floor there is access to the elevator.

We install a quantum element in Fontaine’s office, and the entire underwater quarter floats up.

5. Room

Atlas comes and takes us prisoner. We are injected with truth serum, but the dose turns out to be large, and it causes a coma. In two weeks we come to our senses. Atlas tortures us with a lobotomy, and then sends us in search of an "ace in the hole."

6. Suchonga Clinic

Atlas throws us out of the bathysphere. We enter the clinic through the counter. Ahead we see Big Daddy's costumes, in this place on the right on the table we find the voicephone (24/25).

On the way we find a wounded Big Daddy, he needs to be repaired. We return to the clinic, read the note behind the school board, then the note on the table against the opposite wall. Let's go to Daddy, the little sisters are treating him with their Adam.

We pass along the corridors into the yellow room. We turn into the side blue room, there we find the last voicephone (25/25) and a note from Tanenbaum.

We reach the room where Suchong stands. There was no way he could make little sisters attach themselves to big daddies. But this attachment was created when the sisters injected daddy with Adam. Suchong hits his little sister and daddy kills him for it. We enter the room and take a piece of paper with encryption from the table.



Let's return to the Atlas. We give him the piece of paper, after which he kills us with blows of a wrench.

Previously, Atlas received information about Andrew Ryan's son on the surface. Now he has the password to open the beacon on the surface. By organizing a plane crash with his son, Atlas thereby creates an event for the beginning of the plot of the first part of the BioShock game - the hero, after the crash, enters the lighthouse, falls into Rapture, and completely changes the life of the city. Elizabeth sacrificed herself so that later all the little sisters would be free.

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Page selection menu:
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.

In the "Ticket" building located behind the exit from "Soldier's Field", there are three cash registers - two behind the doors, first you need to use a master key on them! The machines give out up to 40 “silver eagles” and are updated/reborn each time after leaving and returning to a given section of the game.

Additional to the game BioShock Infinite you can see codes for games